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![[Post New]](/s/i/i.gif) 2021/03/29 16:53:01
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Stabbin' Skarboy
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Grimskul wrote:So I'm facing against a Craftworld Eldar army soon and I'm expecting a lot of Shining Spears and Dark Reapers, given they're basically the workhorses of the army at this point. I have the following list right now below:
The plan is to go for While We Stand We Fight for the Dragstas, Scrapjets and the Mek Gunz as one of my secondaries, since I'm fairly confident that my Mek Gunz and Dragstas should survive till the end of the game for a good 10 VP. I'm probably going for Engage on All Fronts which is why I have the lone Deffkopta as a way of scoring it T1. Kommandos are there to drop in on subsequent turns and attempt to grab objectives. I'm not sure if I should attempt deploy scramblers given my limited number of infantry. Also, do you think the squig hyde tyres are worth it on the KBB? I find that the extra 2" makes a difference for the flamers and allow them to make space for my scrapjets to get stuck in. Though I'm also up for not giving them a kustom job to save a bit on CP. The burna bommer is there to commit sudoku against the backline of reapers ideally so I'll try to hide him in the corner of terrain, though this is my first time using it so any advice on setting them up during deployment would be great.
Im not so sure WWSWF is a good pick vs Eldar especially with Shining Spears and Dark Reapers. They will have the speed and fire power to take down the buggies no matter where they are if they do have shining spears.
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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) 2021/03/29 17:21:25
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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deffrekka wrote: Grimskul wrote:So I'm facing against a Craftworld Eldar army soon and I'm expecting a lot of Shining Spears and Dark Reapers, given they're basically the workhorses of the army at this point. I have the following list right now below:
The plan is to go for While We Stand We Fight for the Dragstas, Scrapjets and the Mek Gunz as one of my secondaries, since I'm fairly confident that my Mek Gunz and Dragstas should survive till the end of the game for a good 10 VP. I'm probably going for Engage on All Fronts which is why I have the lone Deffkopta as a way of scoring it T1. Kommandos are there to drop in on subsequent turns and attempt to grab objectives. I'm not sure if I should attempt deploy scramblers given my limited number of infantry. Also, do you think the squig hyde tyres are worth it on the KBB? I find that the extra 2" makes a difference for the flamers and allow them to make space for my scrapjets to get stuck in. Though I'm also up for not giving them a kustom job to save a bit on CP. The burna bommer is there to commit sudoku against the backline of reapers ideally so I'll try to hide him in the corner of terrain, though this is my first time using it so any advice on setting them up during deployment would be great.
Im not so sure WWSWF is a good pick vs Eldar especially with Shining Spears and Dark Reapers. They will have the speed and fire power to take down the buggies no matter where they are if they do have shining spears.
That's fair, in that case then, what other secondaries do you think would go well with this list? Besides Engage on All Fronts, I can only think of Deploy Scramblers? Secondaries are generally a tough call for Orks.
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![[Post New]](/s/i/i.gif) 2021/03/29 17:28:00
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Boy Hangin' off a Trukk
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Grimskul wrote: deffrekka wrote: Grimskul wrote:So I'm facing against a Craftworld Eldar army soon and I'm expecting a lot of Shining Spears and Dark Reapers, given they're basically the workhorses of the army at this point. I have the following list right now below:
The plan is to go for While We Stand We Fight for the Dragstas, Scrapjets and the Mek Gunz as one of my secondaries, since I'm fairly confident that my Mek Gunz and Dragstas should survive till the end of the game for a good 10 VP. I'm probably going for Engage on All Fronts which is why I have the lone Deffkopta as a way of scoring it T1. Kommandos are there to drop in on subsequent turns and attempt to grab objectives. I'm not sure if I should attempt deploy scramblers given my limited number of infantry. Also, do you think the squig hyde tyres are worth it on the KBB? I find that the extra 2" makes a difference for the flamers and allow them to make space for my scrapjets to get stuck in. Though I'm also up for not giving them a kustom job to save a bit on CP. The burna bommer is there to commit sudoku against the backline of reapers ideally so I'll try to hide him in the corner of terrain, though this is my first time using it so any advice on setting them up during deployment would be great.
Im not so sure WWSWF is a good pick vs Eldar especially with Shining Spears and Dark Reapers. They will have the speed and fire power to take down the buggies no matter where they are if they do have shining spears.
That's fair, in that case then, what other secondaries do you think would go well with this list? Besides Engage on All Fronts, I can only think of Deploy Scramblers? Secondaries are generally a tough call for Orks.
It wouldn't take alot to change the two patrols into a single battalion, you'd probs have to lose out on the lone kopta I guess (moving down to 3 FA slots). But gaining 2 cp is probably worth?
Anyway, as for your secondaries linebreaker would be easy to get, you have so many fast units.
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![[Post New]](/s/i/i.gif) 2021/03/29 18:04:26
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Sluggaloo wrote: Grimskul wrote: deffrekka wrote: Grimskul wrote:So I'm facing against a Craftworld Eldar army soon and I'm expecting a lot of Shining Spears and Dark Reapers, given they're basically the workhorses of the army at this point. I have the following list right now below:
The plan is to go for While We Stand We Fight for the Dragstas, Scrapjets and the Mek Gunz as one of my secondaries, since I'm fairly confident that my Mek Gunz and Dragstas should survive till the end of the game for a good 10 VP. I'm probably going for Engage on All Fronts which is why I have the lone Deffkopta as a way of scoring it T1. Kommandos are there to drop in on subsequent turns and attempt to grab objectives. I'm not sure if I should attempt deploy scramblers given my limited number of infantry. Also, do you think the squig hyde tyres are worth it on the KBB? I find that the extra 2" makes a difference for the flamers and allow them to make space for my scrapjets to get stuck in. Though I'm also up for not giving them a kustom job to save a bit on CP. The burna bommer is there to commit sudoku against the backline of reapers ideally so I'll try to hide him in the corner of terrain, though this is my first time using it so any advice on setting them up during deployment would be great.
Im not so sure WWSWF is a good pick vs Eldar especially with Shining Spears and Dark Reapers. They will have the speed and fire power to take down the buggies no matter where they are if they do have shining spears.
That's fair, in that case then, what other secondaries do you think would go well with this list? Besides Engage on All Fronts, I can only think of Deploy Scramblers? Secondaries are generally a tough call for Orks.
It wouldn't take alot to change the two patrols into a single battalion, you'd probs have to lose out on the lone kopta I guess (moving down to 3 FA slots). But gaining 2 cp is probably worth?
Anyway, as for your secondaries linebreaker would be easy to get, you have so many fast units.
I can't take engage on all fronts and linebreaker at the same time. Also, I'd prefer the two patrols simply because then I don't need to take another troops choice as a tax.
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![[Post New]](/s/i/i.gif) 2021/03/29 18:09:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Humming Great Unclean One of Nurgle
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Sluggaloo wrote:Regarding the Kustom Stompa... to cast the evil sunz visionz spell for rerolling all hits on it - am I right in understanding that it needs to be in a Super Heavy detachment with another two LOWs (probably two killtanks) to give it the evil sunz keyword? Cheers
No-to gain the Evil Sunz Kulture, you need two other Lords Of War.
But even in an Auxiliary detachment, it still has the Evil Sunz keyword, so is eligible for Visions In The Smoke. (I think that's the power's name.)
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/03/29 18:56:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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JNAProductions wrote: Sluggaloo wrote:Regarding the Kustom Stompa... to cast the evil sunz visionz spell for rerolling all hits on it - am I right in understanding that it needs to be in a Super Heavy detachment with another two LOWs (probably two killtanks) to give it the evil sunz keyword? Cheers
No-to gain the Evil Sunz Kulture, you need two other Lords Of War.
But even in an Auxiliary detachment, it still has the Evil Sunz keyword, so is eligible for Visions In The Smoke. (I think that's the power's name.)
Yup. All you need is the keyword, so there's no point in taking a SHV detachment, you should just take the auxiliary one to save on points and CP.
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![[Post New]](/s/i/i.gif) 2021/03/29 19:45:08
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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Thanks Boyz, good to know
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![[Post New]](/s/i/i.gif) 2021/03/29 20:42:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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This might be s dumb ass question, but when using the smasha gun, do you roll 2d6 for each hit roll that hits or just One 2d6 for the strength of all hit rolls?
Also is there a situation in which you would prefer either traktor kannons or kustom mega kannons over smasha guns?
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This message was edited 1 time. Last update was at 2021/03/29 20:43:30
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) 2021/03/29 20:54:45
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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Traktors arent that great, kinda pricy for 1 hit even if it autohits and auto explodes flying targets. Kustom Mega Kannons are fine if you dont want to shell out for the sheer amount of Smashas, since theyre point for point only a little bit less efficient in the damage department and of course 1 model vs 2 so easier to remove than smashas. Often people refer to them as "budget smashas" in terms of real life $$$ rather than points. As for the Smasha, you roll it for each hit. Remember that attacks are technically done one at a time so if you had 2 shots you would technically roll 1 die to hit, roll 2d6 to wound instead of normal wounding rules, and the target would roll a save. Then you roll the 2nd hit. For obvious reasons unless you need to keep track of who is shooting (rolls of 1 kills/wounds the model for instance) people just bulk roll to speed it up drastically. Bulk rolling smashas you'd need multicolored dice or have to do the wounding part one at a time so you dont lose track what 2D6 were a pair.
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This message was edited 1 time. Last update was at 2021/03/29 20:56:15
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) 2021/03/29 21:32:15
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 mean, tractor may have had more leeway last edition as facing Eldar flyers with -2 or -3 to hit would have been somewhat standard. But now that it caps out at -1 it does kill some of the lustre tractors have. Smashagunz just feel better in pretty much every situation.
And yeah as VH said, smashagunz don't have a str value and don't actually make a wound roll. So for each hit roll you need to roll 2D6 vs the targets T stat to successfully wound. This also lets you dodge any wound roll modifiers or other rules.
Buuut, this could all change in a few months as we're like what? 3rd in line for a codex if the recent teases are any judge.
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![[Post New]](/s/i/i.gif) 2021/03/30 00:18:56
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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I feel like they might be making some of the D6 damage weapons into D3+3 damage instead similar to how Dark Lances were buffed, so that might be one change for example to make KMK more appealing compared to just spamming smashas. Not as sure for what they'll do for traktors or bubblechukkas though.
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![[Post New]](/s/i/i.gif) 2021/03/30 00:26:22
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'd be willing to bet that at the very least the naut's klaw of gork will be given 3+d3 if not better. But yeah, it's a rather interesting speculation on what the weirder Mek weapons will become.
Okay, random idea just popped into my mind. Bubblechucka would be a great support "weapon" little to no damage, but as the forcefield bubble hits something with an invul it could mess with abilities as the forcefield's collide and short out. A debuff gun, an EMP launcher essentially.
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![[Post New]](/s/i/i.gif) 2021/03/30 00:30:36
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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cody.d. wrote:I'd be willing to bet that at the very least the naut's klaw of gork will be given 3+d3 if not better. But yeah, it's a rather interesting speculation on what the weirder Mek weapons will become.
Okay, random idea just popped into my mind. Bubblechucka would be a great support "weapon" little to no damage, but as the forcefield bubble hits something with an invul it could mess with abilities as the forcefield's collide and short out. A debuff gun, an EMP launcher essentially.
That would be a nice alternate take instead of just RANDUMB stats that basically no one will take because of how swingy it is. Reducing an enemy unit's invuln (or save in general) or causing some negative modifier to movement would be a cool way of adding more options to our army than just more variations of killiness.
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![[Post New]](/s/i/i.gif) 2021/03/30 00:31:38
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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Really all orks have that make sense to be D3+3 is Naut melee, KMZ, and KMK. Naut melee at minimum definitely is gonna happen since Megadread melee is already that. But, Necrons got shafted with that so possible the naut melee is all we get. None of the doomsday weapons make sense to remain D6 damage, yet 2 of their 3 are still D6. Funny part is its the doomscythe's thats d3+3, not the giant freaking cannon on the doomsday ark lol
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This message was edited 1 time. Last update was at 2021/03/30 00:32:56
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) 2021/03/30 01:30:40
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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Grimskul wrote:cody.d. wrote:I'd be willing to bet that at the very least the naut's klaw of gork will be given 3+d3 if not better. But yeah, it's a rather interesting speculation on what the weirder Mek weapons will become.
Okay, random idea just popped into my mind. Bubblechucka would be a great support "weapon" little to no damage, but as the forcefield bubble hits something with an invul it could mess with abilities as the forcefield's collide and short out. A debuff gun, an EMP launcher essentially.
That would be a nice alternate take instead of just RANDUMB stats that basically no one will take because of how swingy it is. Reducing an enemy unit's invuln (or save in general) or causing some negative modifier to movement would be a cool way of adding more options to our army than just more variations of killiness.
Do you reckon that GW is a little shy about weapons that "tag" an enemy with a debuff of late? They used to have it with a few Rad or stasis weapons for the imperials here and there. But recently it only seems to be on some spells. Just thinking it's a mechanic that can be used here and there.
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![[Post New]](/s/i/i.gif) 2021/03/30 01:49:08
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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cody.d. wrote: Grimskul wrote:cody.d. wrote:I'd be willing to bet that at the very least the naut's klaw of gork will be given 3+d3 if not better. But yeah, it's a rather interesting speculation on what the weirder Mek weapons will become.
Okay, random idea just popped into my mind. Bubblechucka would be a great support "weapon" little to no damage, but as the forcefield bubble hits something with an invul it could mess with abilities as the forcefield's collide and short out. A debuff gun, an EMP launcher essentially.
That would be a nice alternate take instead of just RANDUMB stats that basically no one will take because of how swingy it is. Reducing an enemy unit's invuln (or save in general) or causing some negative modifier to movement would be a cool way of adding more options to our army than just more variations of killiness.
Do you reckon that GW is a little shy about weapons that "tag" an enemy with a debuff of late? They used to have it with a few Rad or stasis weapons for the imperials here and there. But recently it only seems to be on some spells. Just thinking it's a mechanic that can be used here and there.
I think they've definitely toned down on stuff like TFC with their strat grounding entire armies, so I guess it depends on how much they actually want to make some of the Ork weapons more interesting beyond stat changes.
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![[Post New]](/s/i/i.gif) 2021/03/30 07:11:24
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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cody.d. wrote:Do you reckon that GW is a little shy about weapons that "tag" an enemy with a debuff of late? They used to have it with a few Rad or stasis weapons for the imperials here and there. But recently it only seems to be on some spells. Just thinking it's a mechanic that can be used here and there.
Those kind of things are limited to powers and stratagems now. I'm not a huge fan of all the bookkeeping necessary to handle debuffs from shooting/fighting. People barely mange to properly mark their stratagems and powers.
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![[Post New]](/s/i/i.gif) 2021/03/30 07:11:36
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Would you rather deploy an Evil Sunz Gorkanaut out from Tellyporta or use it as a T1 charge arrow w/ Wartrike? I feel the Tellyporta would better guard it from shooting (and thus bracketing), but I've had pretty bad experience with deepstriking this edition.
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![[Post New]](/s/i/i.gif) 2021/03/30 07:21:51
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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Depends on the terrain. If there are clear pathes to objectives or the enemy deployment zone, you can deploy it, but you should have a KFF near it.
Otherwise, deep striking is the only option, but don't be shy to hold it till turn 3 if you can't find a good spot in turn 2.
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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) 2021/03/30 08:14:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Jidmah wrote:Depends on the terrain. If there are clear pathes to objectives or the enemy deployment zone, you can deploy it, but you should have a KFF near it.
Otherwise, deep striking is the only option, but don't be shy to hold it till turn 3 if you can't find a good spot in turn 2.
Thanks! Both ways seem to eat resources. Might as well consider Kunnin' but brutal for the Bikerboss to further help the Naut to survive if I decide to deploy it normally.
I decided to return to Evil Sunz after just finishing a 6-game league with Deathskulls. I have to say playing with them gets kinda annoying and gamey rather fast. I like obsec infantry, but beside that their Klan rules haven't got much cool-factor and they slow the game down. All my opponents were nice and patient, but I could feel most of them couldn't really follow all those single re-rolls and the army-wide 6++ brings little pleasure to either players. But I'm rather positive with my hopes about the next codex. If they are planning to highlight the Snakebite units more, that probably means better army-wide melee. And that means more utility for my fast boyz.
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![[Post New]](/s/i/i.gif) 2021/03/30 09:31:04
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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I think, the army should be ready to play more than one set of secondaries. The more and more I play, the more I see the huge difference between the mission. Priority Targets or even Overrun tend very much to camping and defend, that makes Scramblers or Linebreaker hard to achieve.
Triangular deploy with mission specific on Priority targets make Engage hard to achieve.
On the other side, Sweap and Clear or Battle Lines are born to be Engage/Linebreaker easy.
Don' t even speak about Vital inteligence or The Scouring, that makes some armies simply abandon their deploy. Which makes Secondaries like Scramblers even more important, because they make opponent to keep units screening back to block you.
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![[Post New]](/s/i/i.gif) 2021/03/30 10:16:04
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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AarresaariAarre wrote:Would you rather deploy an Evil Sunz Gorkanaut out from Tellyporta or use it as a T1 charge arrow w/ Wartrike? I feel the Tellyporta would better guard it from shooting (and thus bracketing), but I've had pretty bad experience with deepstriking this edition. interesting post. Because i often run Evil sunz with the intend of charging T1 with my Gorkanaut and i too dont know if it would be better to use Deepstrike instead. I tend to just charge T1 with an extra gubbinz rezmekkas redder armor on my big mek with KFF who is inside the gork for +1 movement + Orkymatic pistons. The problem with advancing and charging is that you dont get to fire your Deffstorm mega shoota. Maybe i should try deepstriking more than doing turn 1 charges with the gorkanaut. That way you dont pay 340 points for a model that dont get to fire its iconic weapon. Automatically Appended Next Post: Vineheart01 wrote:Traktors arent that great, kinda pricy for 1 hit even if it autohits and auto explodes flying targets. Kustom Mega Kannons are fine if you dont want to shell out for the sheer amount of Smashas, since theyre point for point only a little bit less efficient in the damage department and of course 1 model vs 2 so easier to remove than smashas. Often people refer to them as "budget smashas" in terms of real life $$$ rather than points. As for the Smasha, you roll it for each hit. Remember that attacks are technically done one at a time so if you had 2 shots you would technically roll 1 die to hit, roll 2d6 to wound instead of normal wounding rules, and the target would roll a save. Then you roll the 2nd hit. For obvious reasons unless you need to keep track of who is shooting (rolls of 1 kills/wounds the model for instance) people just bulk roll to speed it up drastically. Bulk rolling smashas you'd need multicolored dice or have to do the wounding part one at a time so you dont lose track what 2D6 were a pair. but what if you get a dakka dakka? Does that dakka dakka use the same strength as the hit roll that produced the dakka? Given that if you have 1 attack, and that 1 attack makes 2 hit rolls (its normal hit roll + dakka dakka hit roll) you still only made 1 attack but produced 2 hit rolls. So is it 2D6 strength per attack or per hit roll? If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds."The attack". A hit roll as i understand is not an attack, as an attack is an entire attack sequence within which a hit roll is a part of. Which is the same reason you still get Dakka Dakka on a tank busta bomb squig. Because it dies after its attack, but a dakka dakka is not an attack but an extra hit roll. Sure you treat extra hit rolls as attacks, but that doesnt mean they are attacks. So as i read it for Mek Gun Smasha Gunz, you should make 2D6 strength roll per attack, and the dakka dakka that tied to that attack uses the same strength. Because again, its an extra hit roll but not an attack on its own. So if you get 3 attacks on your D3 numbers of shots and you roll a 4, 5 and a 6 (which generates an extra hit roll and is a 4 as well), as i see it, you still only make 3 2D6 rolls. 2D6 for the 4 2D6 for the 5 2D6 for the 6 and its extra hit roll of 4 Or maybe im just reading too much in to it.
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This message was edited 7 times. Last update was at 2021/03/30 11:19:50
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) 2021/03/30 11:53:34
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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Smashguns does NOT have a 2D6 strength.
They do not even roll to wound.
“Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.”
Which btw. means, that Deathskull Wazboom CANNOT reroll this roll, because it' s not a wound roll.
So you roll for a hit. Dakka dakka? No problem, another hit roll, roll it.
And than for every sucesfull hit you roll 2D6. What is equal or higher than target T = wound.
I do not recommend the fast rolling, because of the D6 dmg, so it' s pretty clever to know, what is still alive, before you declare the shooting of another smashgun.
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This message was edited 3 times. Last update was at 2021/03/30 11:57:08
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![[Post New]](/s/i/i.gif) 2021/03/30 12:17:36
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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Tomsug wrote:I think, the army should be ready to play more than one set of secondaries. The more and more I play, the more I see the huge difference between the mission. Priority Targets or even Overrun tend very much to camping and defend, that makes Scramblers or Linebreaker hard to achieve.
Triangular deploy with mission specific on Priority targets make Engage hard to achieve.
On the other side, Sweap and Clear or Battle Lines are born to be Engage/Linebreaker easy.
Don' t even speak about Vital inteligence or The Scouring, that makes some armies simply abandon their deploy. Which makes Secondaries like Scramblers even more important, because they make opponent to keep units screening back to block you.
So very true. Instead of obsessing over the killyest synergy in the lists, strategize on how to pick the right secondaries for the scenario. Or even, build your army with the secondary VPs in mind first and worry about the synergy after. There´s a ton of ways to beat or shoot the enemy dead, but it´s much easier to wrong foot yourself and lose VP because you didn´t have the right unit at the right place at the right time.
E.g. both Necrons and Drukhari have secondaries on the gist "Clear table quarter(s) from enemies each eot (2VP/each)". One interpretation on this suggests that if I ignore the opponents half of the table I can amass forces on my side for easier access to vp. That decided I can start favouring slower but more agressive units because I don´t need to cross the midboard. Hence the decision on secondary informed me on unit choices. Had I done the reverse I might have ended up with some units that ran across the board for no real vp. Although it was entertaining, it was moot VP-wise.
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![[Post New]](/s/i/i.gif) 2021/03/30 13:10:21
Subject: Re: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 banged out my first Ork army list yesterday and am cleaning up my errors as I made several. Small oversites and whatnot.
What I am struggling with is Ork boys.
I feel like 9th doesn't want me to put Orks in my Ork army. An Ork player I know says it's Boys before toys again but I'm just not seeing it yet.
So my question is how few is too few when it comes to boys on foot? is 15 or 20 too few?
Are quad weapons worth putting in the Boys mobs? I stopped doing that in 5th.
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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) 2021/03/30 13:27:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Tomsug wrote:Smashguns does NOT have a 2D6 strength. They do not even roll to wound. “Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target’s Toughness characteristic, the attack successfully wounds.” Which btw. means, that Deathskull Wazboom CANNOT reroll this roll, because it' s not a wound roll. So you roll for a hit. Dakka dakka? No problem, another hit roll, roll it. And than for every sucesfull hit you roll 2D6. What is equal or higher than target T = wound. I do not recommend the fast rolling, because of the D6 dmg, so it' s pretty clever to know, what is still alive, before you declare the shooting of another smashgun. I Know they dont have 2d6 strength dude it was a typo. I Know how the weapon works i just dont fully understand how Many times you roll 2d6s. But my question still stands. Dakka dakka gives an extra hit roll not an extra attack. So does the 2d6 have to be rolled for the dakka dakka shot as well? Because again, dakka dakka gives hit rolls not extra attacks. And the smasha gun says you roll 2d6 for each attack not hit roll. As i understand it, that means your dakka dakka shot uses the same 2d6 as the attack that produced the dakka dakka Because that was the "attack that produced two hit rolls
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This message was edited 5 times. Last update was at 2021/03/30 14:06:03
Hope, is the first step on the road to disappointment.
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![[Post New]](/s/i/i.gif) 2021/03/30 13:31:16
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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An extra hit roll IS an extra attack as far as the rules are concerned, its just using the same profile as the weapon that generated it.
You roll another set of 2d6 for wounding.
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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) 2021/03/30 13:34:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Vineheart01 wrote:An extra hit roll IS an extra attack as far as the rules are concerned, its just using the same profile as the weapon that generated it. You roll another set of 2d6 for wounding. I See. Thanks. but does that mean Bomb squigs dont get dakka dakka? It says on its rules, it only gets one attack. But ive always used bomb squigs with dakka dakka. As dakka dakka wasnt an attack, but an additional hit roll given immediately. But if its treated as an attack, it says it dies after making an attack.
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This message was edited 7 times. Last update was at 2021/03/30 14:05:38
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) 2021/03/30 15:03:16
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Sneaky Kommando
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warhead01 wrote:I banged out my first Ork army list yesterday and am cleaning up my errors as I made several. Small oversites and whatnot.
What I am struggling with is Ork boys.
I feel like 9th doesn't want me to put Orks in my Ork army. An Ork player I know says it's Boys before toys again but I'm just not seeing it yet.
So my question is how few is too few when it comes to boys on foot? is 15 or 20 too few?
Are quad weapons worth putting in the Boys mobs? I stopped doing that in 5th.
What clan are you using? I play Goffs and in my experience boys are only worth it if you bring at least 3x30 boys so you get the +1 attack for being >20 and make them skarboyz since they tend to just bounce off everything without the +1 strength. I usually give the boss nob a klaw or saw depending on what army I'm facing, and I don't put any weapons on the boys except for choppas or shootas. I've heard other people have success with multiple squads of 10 in trukks for mek lists, but I haven't tried it myself since I don't own enough trukks.
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![[Post New]](/s/i/i.gif) 2021/03/30 15:12:06
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
Crescent City Fl..
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DrGiggles wrote: warhead01 wrote:I banged out my first Ork army list yesterday and am cleaning up my errors as I made several. Small oversites and whatnot.
What I am struggling with is Ork boys.
I feel like 9th doesn't want me to put Orks in my Ork army. An Ork player I know says it's Boys before toys again but I'm just not seeing it yet.
So my question is how few is too few when it comes to boys on foot? is 15 or 20 too few?
Are quad weapons worth putting in the Boys mobs? I stopped doing that in 5th.
What clan are you using? I play Goffs and in my experience boys are only worth it if you bring at least 3x30 boys so you get the +1 attack for being >20 and make them skarboyz since they tend to just bounce off everything without the +1 strength. I usually give the boss nob a klaw or saw depending on what army I'm facing, and I don't put any weapons on the boys except for choppas or shootas. I've heard other people have success with multiple squads of 10 in trukks for mek lists, but I haven't tried it myself since I don't own enough trukks.
I'll play either Goffs or try deff skulls. I was worried 3X30 was eating too many points for too small a return.
I've run shoota boys in trukks during 8th and that worked well enough, kinda.
I was wondering about foot slogging in 9th. I was thinking several mobs 3 or 4 between 15 to 25 models to let me have more units on the table but it seems too squishy and or too few bodies to hold ground. I haven't played Orks in over 2 years and haven't played from the codex yet.
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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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