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![[Post New]](/s/i/i.gif) 2021/01/11 13:53:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
England
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Jidmah wrote: 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.
we are not saying Orks are incapable of 1 unit deleting another unit in one phase are we?
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![[Post New]](/s/i/i.gif) 2021/01/11 14:00:03
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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That's exactly what I'm saying.
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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 14:48:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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If you delete a unit using most of your shooty units, then the +1 isn't that useful anymore because you don't have enough shots left which will benefit from the +1 to hit. That is what we are saying. That is why Freebooters is garabage in too many match ups to be viable in a TAC list. At least in my opinion. Custodes can be very hard to remove (-1 to hit hurts orks a lot more than other armies), harlequins can hide and stack defensive buffs, tyranids can stack defensive buffs (-1 to hit also), etc.
Now in casual games I think it may be potent. But casual games is not a thing where I play.
If we had some indirect shots back (they moved to legend i think), then we could be on to something though (not even sure I would take it though, too dicey for me)
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This message was edited 4 times. Last update was at 2021/01/11 14:54:12
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/01/11 15:29:15
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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Grimskul wrote:
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.
Already building 'em as slugga boyz! If nothing else, I want them to be melee centric, even if it doens't survive the edition
With the dread, what's the logic with the Kustom Mega Blasta? I'm slightly worried that as the biggest mini in the army (thus far), he'll be a huge draw for my enemy's anti-tank, so while I'm tempted to just go pure CC, the blasta almost seems like a waste of points?
Melee Nobs seem to be really popular, when running them as a unit. What do you (and anyone else reading this  ) ideally like to point your nobz at, and with what loadout? What do they kill best, and what should I keep them away from? atm, they're gonna be foot slogging, so are there any big weaknesses (at a low points level) that I should be aware of for an elite ork unit?
Jidmah wrote: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.
Oooh, man, I was worried I'd get this answer. I actually am pretty confident that I could magnetize the dread pretty well. My local hobby shop has plenty of magnet bits, and after the hell that was/is my custodes, a nice big model like the dread seems comparatively easy. That said, I kinda hate the idea of all the work it involves, especially if I'm gonna buy more (in my dreams). In terms of, I guess the idea of how the unit works, and what has worked for you in the past, if, hypothetically, you were to glue, not magnetize, is there any load out you'd go for?
Personally, I'm tempted by claws n' saws, because it might reduce its shooting priority to my opponent, especially if I'm hurling a bunch of storm boyz/nobz/green tide down my enemy's throat. But at the same time, it feels like regardless, this unit will draw a lot anti-tank fire, because of the nature of the dread, and the rest of my army. Because of that, I'm a little tempted by the shootas (or whatever they're called hahaha) or the kustom mega blasta, just for the range, in case I can survive a turn, or the burna, to put off any hammernators/sternguard/wulfen etc.
Bonde wrote: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.
...more magnetization...
...maybe I should get out the dremel.
Blackie wrote: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.
Proxies etc are a little tempting, if only because the kit furnishes me (plus I got my hands on some of the old metal customizing kits - lots of rokkits  ) with enough parts to do so. I feel like I could probably ork up a dread to carry everything, and then decide - and of course, tell my opponent - what the mek has decided to activate on the mini today
Anyway, thanks very much for the input, lads, really appreciate it! Sorry for the follow up questions  I promise, one day I'll be a great big warboss wif loads of teef and gubbins and shiny bits and gits who listens to what I says and I'll krump everygit who comes my way!
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![[Post New]](/s/i/i.gif) 2021/01/11 16:56:32
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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posermcbogus wrote:Oooh, man, I was worried I'd get this answer. I actually am pretty confident that I could magnetize the dread pretty well. My local hobby shop has plenty of magnet bits, and after the hell that was/is my custodes, a nice big model like the dread seems comparatively easy. That said, I kinda hate the idea of all the work it involves, especially if I'm gonna buy more (in my dreams). In terms of, I guess the idea of how the unit works, and what has worked for you in the past, if, hypothetically, you were to glue, not magnetize, is there any load out you'd go for?
Honestly? If you have to glue it, I would suggest selling it for another model. I've been playing orks since 5th and the optimal loadout has become worthless by the next codex/edition more often than not. Just ask all the people with double skorcha dreads right now. If you do the same for your kanz, you can even swap weapons between them. Heck, my own dreads only have the lower arms magnetize because you couldn't swap the top pair back then, and I regret doing so. Do the magnets. It's super easy. Glue one magnet into the socket, cut of half the ball joint of the arms and glue the opposite site to thise. Done. No drilling, no worrying about not having the magnets stand out, nothing. Literally the only thing you need to worry about is gluing all the magnets facing in the same direction. I can provide pictures if you're interested.
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This message was edited 1 time. Last update was at 2021/01/11 16:59:02
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 17:58:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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100% willing to admit that Deffskullz are the best clan by far. They get a fair bit of buffs compared to the others.
No part of me is capable of removing myself from Evil Sunz despite that. I don't even understand the concept of willingly moving 5 inches with orks or making charges from DS on 9s. It all sounds horrible
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![[Post New]](/s/i/i.gif) 2021/01/11 18:58:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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Keramory wrote:100% willing to admit that Deffskullz are the best clan by far. They get a fair bit of buffs compared to the others.
No part of me is capable of removing myself from Evil Sunz despite that. I don't even understand the concept of willingly moving 5 inches with orks or making charges from DS on 9s. It all sounds horrible
Well, you should have only one unit that charges from DS on 9s, which is Meganobz. And by the time they show up you should already have put pressure on the opponent so even if they fail that charge they wouldn't be prioritized too easily. Assault vehicles like a Gorkanaut or Bonebreaka should rely on Ramming Speed or start on the board.
Automatically Appended Next Post:
This. In practise only Mek Gunz can reliably trigger the trait for other shooting units, maybe SJDs too, and only Bonebreakas and Warbosses can do it for melee units. Typically you can't have an optimized list that makes good use for the trait in both phases with Freebootas, but Evil Sunz and Goffs are better close combat kultures while Deathskullz and Bad Moons currently outshoot the Freebooters. Freebooters basically died with the new points costs and the fact that they can't stack +2 to hit on Dakkajets which affected their most efficient units ( SAG, Gretchins, Flash Gitz and the aforementioned Dakkajets) very badly.
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This message was edited 2 times. Last update was at 2021/01/11 19:05:52
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![[Post New]](/s/i/i.gif) 2021/01/11 19:38:29
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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Keramory wrote:100% willing to admit that Deffskullz are the best clan by far. They get a fair bit of buffs compared to the others.
No part of me is capable of removing myself from Evil Sunz despite that. I don't even understand the concept of willingly moving 5 inches with orks or making charges from DS on 9s. It all sounds horrible
IMO death skulls, goff and evil suns all are good clans, as all of them bring something to the table that makes taking them worthwhile.
Death Skulls bring re-rolls, and 6++ objective secured
Goff bring exploding sixes in combat, skarboyz and Thrakka
Evil suns have +1 to charges, visions and no -1 to hit after advancing
Below that are bad moons, freebootas, tin 'eads and grot mobs, which are decent but very limited in what kind of army benefits from them.
All the rest can safely be put into trash tier. Literally any other trait will be an upgrade for you.
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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 19:53:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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Please, drilled some out with sockets but not overly impressed with stickyness. would like to see this version.
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![[Post New]](/s/i/i.gif) 2021/01/11 21:16:34
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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I dunno, on the topic of Freebootaz. I reckon there's a few lists that benefit from it.
We have a handful of units that are good for starting the trait rolling. Smashagunz is an obvious one, Shokkjumps also work fairly well as they're accurate and killy. A Gorkanaut with Slug Gubbinz also loses very little from being part of the opening volley. Likewise if you so desired the Killtanks at half range are accurate at shooting.
Just a shame that we lost the Dreadmob detachment. That firetwice with any of the naughts or the Supa Shokka was a gem.
I like freebootaz but you do have to shape your list around it. But then again you have to do the same with any of the other.
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![[Post New]](/s/i/i.gif) 2021/01/11 21:31:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Jidmah wrote: 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.
Exactly, all it takes is one model surviving and then the rest of your army is just kind of standing there, twiddling their thumbs at the buff they were supposed to get. It's particularly hard to pull this off in CC, as usually it's rare for you to completely wipe an enemy unit on the charge with most Ork units nowadays unless it's chaff, in which case it doesn't really provide much to the units that are close by enough to benefit from the +1 to hit.
It's also a bit of a "win-more" trait, where if you're already rolling hot and killing things, you do even better. In most cases, you want a trait that is actively useful or when you are rolling bad rather than when the odds are already in your favour.
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![[Post New]](/s/i/i.gif) 2021/01/11 22:41:38
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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Jidmah wrote: posermcbogus wrote:Oooh, man, I was worried I'd get this answer. I actually am pretty confident that I could magnetize the dread pretty well. My local hobby shop has plenty of magnet bits, and after the hell that was/is my custodes, a nice big model like the dread seems comparatively easy. That said, I kinda hate the idea of all the work it involves, especially if I'm gonna buy more (in my dreams). In terms of, I guess the idea of how the unit works, and what has worked for you in the past, if, hypothetically, you were to glue, not magnetize, is there any load out you'd go for?
Honestly? If you have to glue it, I would suggest selling it for another model. I've been playing orks since 5th and the optimal loadout has become worthless by the next codex/edition more often than not. Just ask all the people with double skorcha dreads right now. If you do the same for your kanz, you can even swap weapons between them.
Heck, my own dreads only have the lower arms magnetize because you couldn't swap the top pair back then, and I regret doing so.
Do the magnets. It's super easy. Glue one magnet into the socket, cut of half the ball joint of the arms and glue the opposite site to thise. Done. No drilling, no worrying about not having the magnets stand out, nothing. Literally the only thing you need to worry about is gluing all the magnets facing in the same direction. I can provide pictures if you're interested.
I play ghe orks since 8th and I have to say, you are wrong. My optimal loadout has become worthless by every second FAQ/extension!
Yes, magnets are essencial. Magnetize everything incl. The wings of jets.
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![[Post New]](/s/i/i.gif) 2021/01/11 23:11:47
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 you really should magnetize literally everything you can that doesnt just sit there w/o magnets anyway. GW has a really annoying habit of changing the loadout suddenly. Look at Necrons, for untold times Immortals w/o Tesla was unheard of and suddenly BOOM Gauss all the way (probably not possible to magnetize them but you get the point) I'm a firm believer this is why kits are so monoposed right now. Cant magnetize what has no options and is technically a different kit! You'll also note the few dual-kits coming out these days use shared parts in ways that make magnetizing a nightmare. The Admech plane is one such example....
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This message was edited 1 time. Last update was at 2021/01/11 23:13:05
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) 2021/01/12 01:25:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
Crescent City Fl..
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I'm just now starting to look at making an Ork list for 9th and it's freakin me out. Boys mobs haven't seemed to cost this much in 6 editions. I may have some old 3rd edition list around somewhere. wonder if they'll carry over and play well or just get trashed.
Anyone else looking at old lists?
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2021/01/12 06:49:33
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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Tomsug wrote:I play ghe orks since 8th and I have to say, you are wrong. My optimal loadout has become worthless by every second FAQ/extension!
Vineheart01 wrote:I'm a firm believer this is why kits are so monoposed right now. Cant magnetize what has no options and is technically a different kit!
You'll also note the few dual-kits coming out these days use shared parts in ways that make magnetizing a nightmare. The Admech plane is one such example....
Not really though. Especially for the DG kits, magnetizing every option is a trivial matter, if you want to at all. Every model has the choice between rank&file build and the special load-out, so you could also just buy two additional boxes of plague marines or blightlords and have two of every special/melee weapon.
I've always run with the mantra of magnetizing all vehicles and never magnetize infantry, though I made an exception for the MA big mek and the tellyporta blasta/ KFF.because it was rather easy to do. Automatically Appended Next Post: warhead01 wrote:I'm just now starting to look at making an Ork list for 9th and it's freakin me out. Boys mobs haven't seemed to cost this much in 6 editions. I may have some old 3rd edition list around somewhere. wonder if they'll carry over and play well or just get trashed.
Anyone else looking at old lists?
Not really. 9th plays very different from previous editions, so the issue more likely would be not having enough stuff to score objectives or lacking specific enablers like Thrakka, buggies or mek guns rather than the power level of the stuff you have. What kind of list were you looking at in specific?
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This message was edited 1 time. Last update was at 2021/01/12 06:52:07
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/01/12 08:18:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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warhead01 wrote:I'm just now starting to look at making an Ork list for 9th and it's freakin me out. Boys mobs haven't seemed to cost this much in 6 editions. I may have some old 3rd edition list around somewhere. wonder if they'll carry over and play well or just get trashed.
Anyone else looking at old lists?
I keep all the competitive lists I've played, including 3rd edition ones. Boyz were 8 (shoota) or 9 (slugga/choppa) ppm back then. And in 4-7th they were 6ppm but had to pay 40 points for nob, pole and klaw upgrades, now just 10. So overall they're more expensive but not by a huge margin, smaller squads are basically the same. Automatically Appended Next Post: Jidmah wrote:
I've always run with the mantra of magnetizing all vehicles and never magnetize infantry, though I made an exception for the MA big mek and the tellyporta blasta/ KFF.because it was rather easy to do.
It depends on the army. SM for example always had a thousand possible useful loadouts on veterans, footslogging characters and sargeants so magnetizing a dozen dudes has always been a good choice. Same for units like terminators, thunderwolf cavalry, wulfen, etc..
With orks the only infantry units worth magnetizing are nobz and meganobz, but the former were extremely cheap in the recent past to get from bitz sites (you simply needed the body and a base, anything else you should have in large numbers in your bitz box, I got like 20 of them for 1.5 euro each) or AOBR models from ebay while meganobz can switcth their weapons without magnetizing anything.
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This message was edited 1 time. Last update was at 2021/01/12 08:26:41
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![[Post New]](/s/i/i.gif) 2021/01/12 11:44:19
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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Jidmah wrote: posermcbogus wrote:Oooh, man, I was worried I'd get this answer. I actually am pretty confident that I could magnetize the dread pretty well. My local hobby shop has plenty of magnet bits, and after the hell that was/is my custodes, a nice big model like the dread seems comparatively easy. That said, I kinda hate the idea of all the work it involves, especially if I'm gonna buy more (in my dreams). In terms of, I guess the idea of how the unit works, and what has worked for you in the past, if, hypothetically, you were to glue, not magnetize, is there any load out you'd go for?
Honestly? If you have to glue it, I would suggest selling it for another model.
 Wow, what great advice. You are very helpful.
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![[Post New]](/s/i/i.gif) 2021/01/12 11:53:28
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 had actually just started magnetizing the gloves with weapons on my Mega Nobz, but I don't think that the effort is worth it, because they sit better on the plastic pegs than they do on the magnets I have inserted to replace them.
I think I'll just stop with one, and then just magnetize the KFF and Tellyport Blasta on the Big Mek.
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![[Post New]](/s/i/i.gif) 2021/01/12 12:34:39
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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posermcbogus wrote: Jidmah wrote: posermcbogus wrote:Oooh, man, I was worried I'd get this answer. I actually am pretty confident that I could magnetize the dread pretty well. My local hobby shop has plenty of magnet bits, and after the hell that was/is my custodes, a nice big model like the dread seems comparatively easy. That said, I kinda hate the idea of all the work it involves, especially if I'm gonna buy more (in my dreams). In terms of, I guess the idea of how the unit works, and what has worked for you in the past, if, hypothetically, you were to glue, not magnetize, is there any load out you'd go for?
Honestly? If you have to glue it, I would suggest selling it for another model.
 Wow, what great advice. You are very helpful.
I'm being serious. The new codex is bound to be released this year and no matter what advice you get now will be void when that happens. The current optimal load-outs heavily rely on cultures and stratagems, which are very likely to change. Your only option right now is to glue on whatever you think is cool or magnetize. If you are looking for a competitive unit that will hold the test of time, a unit less reliant on its options is a much better choice. Automatically Appended Next Post: Lysit wrote:
Please, drilled some out with sockets but not overly impressed with stickyness. would like to see this version.
Here you go: https://imgur.com/a/3QySKmc
Once primed, the two magnets will just look like bits that belong to the dread, the KMBs are not glued to the little socket they sit on so I can change them for rokkits or big shootas should that every become necessary. My kanz are magnetized in the same manner, so I can swap weapons between them freely.
The only challenge here is to not pose any of the arms so that they get in each other's way.
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This message was edited 1 time. Last update was at 2021/01/12 12:39:51
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) 2021/01/12 12:50:59
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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Vineheart01 wrote:yeah you really should magnetize literally everything you can that doesnt just sit there w/o magnets anyway.
GW has a really annoying habit of changing the loadout suddenly. Look at Necrons, for untold times Immortals w/o Tesla was unheard of and suddenly BOOM Gauss all the way (probably not possible to magnetize them but you get the point)
I'm a firm believer this is why kits are so monoposed right now. Cant magnetize what has no options and is technically a different kit!
You'll also note the few dual-kits coming out these days use shared parts in ways that make magnetizing a nightmare. The Admech plane is one such example....
this is why i just went and got a couple 3d printers. if there is a meta change ... printer go brrr. Heck I had 30+ primaris bikers before they were even released, and when big mek w/ shokk attack guns were sold out everywhere ( i had 1 wanted a second) took a few hours to find, slice and print.
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![[Post New]](/s/i/i.gif) 2021/01/12 13:23:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
Crescent City Fl..
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Jidmah wrote:
Automatically Appended Next Post:
warhead01 wrote:I'm just now starting to look at making an Ork list for 9th and it's freakin me out. Boys mobs haven't seemed to cost this much in 6 editions. I may have some old 3rd edition list around somewhere. wonder if they'll carry over and play well or just get trashed.
Anyone else looking at old lists?
Not really. 9th plays very different from previous editions, so the issue more likely would be not having enough stuff to score objectives or lacking specific enablers like Thrakka, buggies or mek guns rather than the power level of the stuff you have. What kind of list were you looking at in specific?
I was playing a foot list back then with, as I remember it, 90 boys 3 rokkits per mob and power klaw nobz. probably 30 grots, maybe just a few less. KFF Big Mek war boss, a Deff Dread or two and I think 3 Killa Knas maybe 1 dread and 6 Kans. And a mob of burna boys. The had access to an extra KFF back then. The Mobs had either the rokkits or 4 big shootas as was available at the time.
I do recall packing burna boys in a trukk with a kff big mek and just rushing it up the board. It was way better than it sounds and usually ate a lot of fire and survived till turn even slaying a target unit, usually some kind of infantry. Burnas were a bit stronger back then.
I know it wasn't the most competitive but is was reliable. We mostly played a challenge board all year and it went to the top a few times. It was clearly of it's time but I think I am shocked after having had the luxury of flooding the field in every edition after that.
In a list format it would be something like.
Warboss Power klaw
Big Mek KFF power klaw
Burna boys KFF kill saws, or what ever they used to have points depending.
Boys X30 3 Rokkits Power Klaw Nob X3
Grots 1 up to 30
Deff dread
Killa Kanz
And one of three last options Kannons, Kanz (3) or a dread
As best I remember it.
The main foot list I remember had a lot of models and I trimmed the fat out as much as I could to help speed up how much time games were taking.
I'm interested in building a core of about 1000 points and stacking on the next 500 or 1000 in just the good stuff but these points costs make that feel a little weird. I've played all of 1 game of 9th so far and I did enjoy it but I don't have a reference in mind of just how large most opposing armies will be for me to scale my own models counts/ unit count against.
I set my Orks aside over two years ago because of warhammers burnout.
I recall seeing a folder full of old RTT missions from 3rd, 4th and some stuff we used in 5th and army lists some where around here. Hope I find it again.
Any thoughts or ideas on the list I've described would be helpful.
My current thoughts are that Lootas look good again but I am not sure how many Mek guns need. How much lover are Battle Wagons getting these days? And I am wondering if war bikers look better under 9th than they did under 8th. I'm also thinking about storm boys over slugga boys while using mobs of shoota boys. I want a shooting list with a little close combat punch, something manageable for a fun 2 the 2 and a half hours. But also something fun to play and play against. I play all of 1 tournament a year and mostly just with friends when I can get out for a game.
Urge to know more intensifies.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2021/01/12 13:36:16
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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Well, the current Goff lists don't look too different from that. You upgrade all the boyz with the scarboyz stratagem and might need to add Thrakka to have enough fighting power. With one of the kustom jobs yoru dread should also work well.
Outside of that, the only unit which probably doesn't work too well right now are kanz.
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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) 2021/01/12 14:06:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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i wouldnt be surprised if the new ork codex is before the summer.
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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) 2021/01/12 14:23:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
Crescent City Fl..
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Jidmah wrote:Well, the current Goff lists don't look too different from that. You upgrade all the boyz with the scarboyz stratagem and might need to add Thrakka to have enough fighting power. With one of the kustom jobs yoru dread should also work well.
Outside of that, the only unit which probably doesn't work too well right now are kanz.
Well alrighty
, I'll try to work with that.
I thought Kanz were looking good at the new current points for shooting with either the grotzookas or rokkits. No luck huh?
Thank you.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2021/01/12 14:27:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Tough-as-Nails Ork Boy
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Yeah but then what will they sell us during Orktober
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God is real! |
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![[Post New]](/s/i/i.gif) 2021/01/12 14:34:18
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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warhead01 wrote:, I'll try to work with that.
I thought Kanz were looking good at the new current points for shooting with either the grotzookas or rokkits. No luck huh?
Thank you.
My issue with Kanz is that you are paying a lot of points for just that one shot. When you look at other units, you can get a whole pile of rokkits or multiple shots for a similar pricetag. They simply haven't aged well.
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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) 2021/01/12 14:35:57
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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As if GW actually gave us anything in orktober anyway.
Last year they didnt even mention it and when our big release was supposed to be orktober it came out damn near december...and there was no pandemic excuse yet
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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) 2021/01/12 14:48:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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When you could buy a Killa Kan for 35 points w/ Big Shoota?
Yeah, those things were interesting.
The 9th edition points changed really hammered them (going from 35 -> 50 for the big shoota option).
Their morale sucks, their CC potential sucks with WS5+. It's just not what you want out of a dread unit.
The Deff Dread is much better, and even gets a decent stratagem from Saga.
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![[Post New]](/s/i/i.gif) 2021/01/12 14:49:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
Crescent City Fl..
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Jidmah wrote: warhead01 wrote:, I'll try to work with that.
I thought Kanz were looking good at the new current points for shooting with either the grotzookas or rokkits. No luck huh?
Thank you.
My issue with Kanz is that you are paying a lot of points for just that one shot. When you look at other units, you can get a whole pile of rokkits or multiple shots for a similar pricetag. They simply haven't aged well.
That's fair.
It's one of the reasons I started taking tank bustas and stopped putting Rokkits in mobs. I have to look at the points for them still. My old lists from 7th to 8th were sort of streamlined so that each unit had their task and this helped keep me on track with game time. Having only 5 turns in 9th makes me feel like I am on the clock from turn 1, no mucking about if I can avoid it.
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2021/01/12 16:40:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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So far i only have one Deff Dread which i got as part of my Start collecting Orks.
I glued those arms and weapons on.
Worst decision ever
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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