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Made in us
Regular Dakkanaut




 Vineheart01 wrote:
Not necessarily at these numbers with 1W no but we already know from other armies that the high save (or -1D and 2/3W) does more work than T5 does.

Pre-2W -1D Deathguard often fielded a large number of T5, not 120 of them but still quite a lot. It wasnt the toughness that kept them alive, it was the 3+/5+++ that did (though the T5 did help)
My roommate has DG and i know first hand that i can wound them without really trying, issue is their saves just kept them up anyway.
T5 alone isnt that big a deal. All i expect from 30man T5 boy blobs is they wont get totally wiped from 1 round of shooting anymore and actually require 2-3 units to remove them (since nobody is gonna wanna fire 2 units of aggresors at them for example)


I'll have to try a few games myself to see. Definitely want to be wrong because I like my horde as an option lol. The only thing I have to compare this to is my friends DG and when I play Custodes/Gravis. Obv their saves are godly in comparison, I just notice so much bounces off from being unable to wound in the first place the idea of 90-120 bodies doing that is nuts.

GL ever getting the stars to align, but imagine a glorious world of 30 boys being KFF'd and Doc'd with T5 to boot. Or how scary Da Jump must seem now to the enemy. My god.

This message was edited 1 time. Last update was at 2021/06/04 16:32:58


 
   
Made in us
Stabbin' Skarboy





I don't know why people are so worried, ya just gotta use the heavy flamer.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in nl
Regular Dakkanaut




 Afrodactyl wrote:


Personally, I would either run Ghaz, Painboy and boys blobs, or BB Warboss, KFF and MANz (MANz going in a tellyporta, or being da jumped up the field.

I also think boys are pretty safe when it comes to still being able to be taken in blobs of 30 in the new dex. Hordes of boys have always kind of been our thing.


Might be a stupid question but what is a BB Warboss?
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

pepi55 wrote:
 Afrodactyl wrote:


Personally, I would either run Ghaz, Painboy and boys blobs, or BB Warboss, KFF and MANz (MANz going in a tellyporta, or being da jumped up the field.

I also think boys are pretty safe when it comes to still being able to be taken in blobs of 30 in the new dex. Hordes of boys have always kind of been our thing.


Might be a stupid question but what is a BB Warboss?


BIGGEST BOSS stratagem for 4++ invun

SMASH  
   
Made in us
Longtime Dakkanaut




It’s just kinda wait for our dex time so we can see what is changing or more honestly wait for our limited boxset to go on sale. Then I can hover over the GW website and try to order the boxset before it sells out in 2minutes.. and then panick and call my FLGS and hope they can reserve me one.
   
Made in dk
Longtime Dakkanaut




Danmark

well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?

This message was edited 3 times. Last update was at 2021/06/05 06:50:02


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

- About Dawn of War 3 
   
Made in de
Regular Dakkanaut





Beardedragon wrote:
well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?


Yo can choose to add the extra +1 or not. When you have to decide it is a Q that never came into play. Players I know do it after seen the result. I myself have never used it.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






pepi55 wrote:
Also, what if the new codex reduces boi squads to 20 models??? Is this something that is likely to happen? iirc thousand sons rubric squads got reduced to max 10 and i think other loyalist factions got the same treatment.


I don't think there is any real danger of that happening. The reduction of Chaos Legion squads was mostly because those units of 20 had some really odd interactions with buffs from stratagems and psychic powers that were meant for units of 10. Just as an example, my 20 plague marines were able to gun down a fully buffed magnus with just bolters and frag grenades.

Meanwhile orks were designed around boyz having 30 models, so I think we are safe.


Automatically Appended Next Post:
Keramory wrote:
Saw the T5 buff. Kind of worries me for horde lists as the points might go up. I feel like they almost have to go up.

Do you think most armies can reliably remove 120 t5 models off the field? Most mass fire weapons are str 4 at most. How would you kill off this many orks?


T5 helps the most against S4, which are now wounding 33.33% of their hits instead of 50%. So if they were killing 60 boyz before (not hard to do, some armies manage 90+), they are now killing at least 40.
Depending on how many of their weapons are S3, S6, S7 or S10, they might be killing more. My gut tells me that we will be losing 10-15 boyz less per turn against an average army. A great buff, but far from unstoppable.

This message was edited 1 time. Last update was at 2021/06/05 10:04:22


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in it
Waaagh! Ork Warboss




Italy

Keramory wrote:
Saw the T5 buff. Kind of worries me for horde lists as the points might go up. I feel like they almost have to go up.

Do you think most armies can reliably remove 120 t5 models off the field? Most mass fire weapons are str 4 at most. How would you kill off this many orks?


Anyone has the tools to remove 120 T5 boyz in 3 turns, even if some or all of them have 5++ and/or 6+++. Especially if it's no longer possible to resurrect 30 boyz.

S3-4 with high rate of fire will still kill lots of boyz. Bad save and 1 W, never forget that. And heavy bolters, assault cannons, splinter weapons etc... still exist.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

BUT, most people wont have the ideal weapons to do that. they will still be kitted to deal with marines unless the boy swarm/snagga swarm becomes lethal.

Thats the whole reason boyz are even remotely viable right now, not enough guns to get through the wounds. At T5, now a 1/6th of those attacks suddenly failed up front. Unless theyre sporting multiple aggressor type rains of firepower, its enough to really be a problem.

Pretty much depends on how efficient they are priced. If theyre cheap enough the meta may shift to deal with them and theyre just "decent", but if it doesnt shift....fun fun time

Previously 1 squad of aggressors could easily wipe out multiple boy squads before they got anywhere, now they need help to do the same damage and generally aggressors are the only thing marines use for chaff clearing. And they dont spam them.
Technically the plasma flyboy gits (i always forget what theyre called) are chaff clearing because for some dumb reason they got blast on 2x 1d3 guns, but theyre also expensive enough where if theyre taking out boyz LOL

This message was edited 1 time. Last update was at 2021/06/05 14:35:56


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Nasty Nob




Crescent City Fl..

Need a little insight from the smartboys. How do we deal with indirect fire in the early turns of the game, assuming we are going second on turn one. I've felt it was frustrating to be pelted by Wyverns and that the KFF and paint boy just wasn't up to the challenge of keeping my units alive. ..Having a dur duh moment.
What units are recommended to hunt those down in the best way possible?


The answer to indirect fire is probably grot shields isn't it...

This message was edited 1 time. Last update was at 2021/06/05 15:06:22


Remember kids, Games Workshop needs you more than you need them.  
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Beardedragon wrote:
well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?



with Waaagh! Energy you don't get a choice you have to add +1 to the result for every 10 ork models (excluding gretchin)

with git bones it says you "can" so you get a choice to add +1 to the result,

modifiers are applied after rolling the dice,otherwise it would conflict with the reroll rule "Re-rolls are applied before modifiers (if any)." (everyone can cp reroll a psychic test)

so the choice of adding +1 to the result is taken after you roll. and after any rerolls.

you suffer PERILS OF THE WARP when "double 1 or double 6 rolled". Note this does not say dice result of 2 or 12 so modifiers do not effect this rule


Waaagh! Energy however means they also suffer PERILS OF THE WARP when the result is 12 or more, this is after modiers have been applied. so a 6+4 =10 +3 from 30 boys and the result is 13, which means perils.

SMASH  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yeah thats something i seriously hope they remove.
Dumb enough our psykers are tissuepaper but theyre self-nuking when not a single other faction has a bonus to psyker tests that causes perils.
I get it, its thematic that theyre tapping into an unstable Waaaagh! energy, but gameplay wise its fething stupid.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 warhead01 wrote:
Need a little insight from the smartboys. How do we deal with indirect fire in the early turns of the game, assuming we are going second on turn one. I've felt it was frustrating to be pelted by Wyverns and that the KFF and paint boy just wasn't up to the challenge of keeping my units alive. ..Having a dur duh moment.
What units are recommended to hunt those down in the best way possible?


The answer to indirect fire is probably grot shields isn't it...


If you want to kill them, than Wazboom blastajets, teleporting shockjump dragstas and fast moving long range Kannonwagon looking for the right angle.

Regarding the protection - well, keep calm and carry on KFF, painboy and grotshield are the only protection. And deepstrike - units in deepstrike are pretty well protected.

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 warhead01 wrote:
Need a little insight from the smartboys. How do we deal with indirect fire in the early turns of the game, assuming we are going second on turn one. I've felt it was frustrating to be pelted by Wyverns and that the KFF and paint boy just wasn't up to the challenge of keeping my units alive. ..Having a dur duh moment.
What units are recommended to hunt those down in the best way possible?


The answer to indirect fire is probably grot shields isn't it...


well that really depends on what it is shooting at, i am someone who uses neither pain boy nor kff as i usually don't use horde armies.

to protect turn 1 use

1/Dense Cover - the -1 hit modifier applies to weapons that don't require line of sight
2/transports- this will disable blast and protect the infantry
3/hide using deep strike stratagems and abilities
4/ weird boy dajump turn 1 charge tie them up in combat- even if you perils due to waggh energy you have enough wounds (w4) to survive d3 mortals and the power still manifests if 12+
5/SHOKKJUMP DRAGSTAS to advance jump turn 1 - shoot them -and use the stratagem TEMPERAMENTAL SHOKK DRIVE- to jump out of line of sight in the shooting phase. use the kustum job to avoid motal wounds. DRIVE-BY KRUMPIN if playing evil sons to do it with 2 models .
6/ WRECKERS if deathskulls +MONSTER HUNTERS if snakebites stratagems might help



turn 2

1/ drop on them using deep strike stratagems and abilities - mega dread with ramming speed seems popular these days
2/green tide a bunch of boys back on the board if taken heavy casualties

This message was edited 4 times. Last update was at 2021/06/05 18:14:08


SMASH  
   
Made in dk
Longtime Dakkanaut




Danmark

 kingbbobb wrote:
Beardedragon wrote:
well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?



with Waaagh! Energy you don't get a choice you have to add +1 to the result for every 10 ork models (excluding gretchin)

with git bones it says you "can" so you get a choice to add +1 to the result,

modifiers are applied after rolling the dice,otherwise it would conflict with the reroll rule "Re-rolls are applied before modifiers (if any)." (everyone can cp reroll a psychic test)

so the choice of adding +1 to the result is taken after you roll. and after any rerolls.

you suffer PERILS OF THE WARP when "double 1 or double 6 rolled". Note this does not say dice result of 2 or 12 so modifiers do not effect this rule


Waaagh! Energy however means they also suffer PERILS OF THE WARP when the result is 12 or more, this is after modiers have been applied. so a 6+4 =10 +3 from 30 boys and the result is 13, which means perils.


I feel like you missed one important question to answer. that or i didnt understand it.

What happens if you get a roll of 8, add +3 which is a roll of 11 which is not a peril and was added due to your boys, but then you add +1 due to scorched git bones? Do you then peril? Because what set off the peril was a from scorched git bones, not the waaagh ability


Automatically Appended Next Post:
 Vineheart01 wrote:
yeah thats something i seriously hope they remove.
Dumb enough our psykers are tissuepaper but theyre self-nuking when not a single other faction has a bonus to psyker tests that causes perils.
I get it, its thematic that theyre tapping into an unstable Waaaagh! energy, but gameplay wise its fething stupid.



true. i hope something happens that means i dont need to feel super scared every time i cast an ability.

This message was edited 1 time. Last update was at 2021/06/05 20:36:43


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

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




United Kingdom

Beardedragon wrote:
 kingbbobb wrote:
Beardedragon wrote:
well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?



with Waaagh! Energy you don't get a choice you have to add +1 to the result for every 10 ork models (excluding gretchin)

with git bones it says you "can" so you get a choice to add +1 to the result,

modifiers are applied after rolling the dice,otherwise it would conflict with the reroll rule "Re-rolls are applied before modifiers (if any)." (everyone can cp reroll a psychic test)

so the choice of adding +1 to the result is taken after you roll. and after any rerolls.

you suffer PERILS OF THE WARP when "double 1 or double 6 rolled". Note this does not say dice result of 2 or 12 so modifiers do not effect this rule


Waaagh! Energy however means they also suffer PERILS OF THE WARP when the result is 12 or more, this is after modiers have been applied. so a 6+4 =10 +3 from 30 boys and the result is 13, which means perils.


I feel like you missed one important question to answer. that or i didnt understand it.

What happens if you get a roll of 8, add +3 which is a roll of 11 which is not a peril and was added due to your boys, but then you add +1 due to scorched git bones? Do you then peril? Because what set off the peril was a from scorched git bones, not the waaagh ability


Automatically Appended Next Post:
 Vineheart01 wrote:
yeah thats something i seriously hope they remove.
Dumb enough our psykers are tissuepaper but theyre self-nuking when not a single other faction has a bonus to psyker tests that causes perils.
I get it, its thematic that theyre tapping into an unstable Waaaagh! energy, but gameplay wise its fething stupid.



true. i hope something happens that means i dont need to feel super scared every time i cast an ability.


with git bones it says you "can" so you get a choice to add +1 to the result,



i thought i covered it with this part , you can choose to add +1 and in doing so choose to perils for an weirdboy suicide bomb lol or choose not to

This message was edited 1 time. Last update was at 2021/06/05 20:44:45


SMASH  
   
Made in dk
Longtime Dakkanaut




Danmark

 kingbbobb wrote:
Beardedragon wrote:
 kingbbobb wrote:
Beardedragon wrote:
well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?



with Waaagh! Energy you don't get a choice you have to add +1 to the result for every 10 ork models (excluding gretchin)

with git bones it says you "can" so you get a choice to add +1 to the result,

modifiers are applied after rolling the dice,otherwise it would conflict with the reroll rule "Re-rolls are applied before modifiers (if any)." (everyone can cp reroll a psychic test)

so the choice of adding +1 to the result is taken after you roll. and after any rerolls.

you suffer PERILS OF THE WARP when "double 1 or double 6 rolled". Note this does not say dice result of 2 or 12 so modifiers do not effect this rule


Waaagh! Energy however means they also suffer PERILS OF THE WARP when the result is 12 or more, this is after modiers have been applied. so a 6+4 =10 +3 from 30 boys and the result is 13, which means perils.


I feel like you missed one important question to answer. that or i didnt understand it.

What happens if you get a roll of 8, add +3 which is a roll of 11 which is not a peril and was added due to your boys, but then you add +1 due to scorched git bones? Do you then peril? Because what set off the peril was a from scorched git bones, not the waaagh ability


Automatically Appended Next Post:
 Vineheart01 wrote:
yeah thats something i seriously hope they remove.
Dumb enough our psykers are tissuepaper but theyre self-nuking when not a single other faction has a bonus to psyker tests that causes perils.
I get it, its thematic that theyre tapping into an unstable Waaaagh! energy, but gameplay wise its fething stupid.



true. i hope something happens that means i dont need to feel super scared every time i cast an ability.


with git bones it says you "can" so you get a choice to add +1 to the result,



i thought i covered it with this part , you can choose to add +1 and in doing so choose to perils for an weirdboy suicide bomb lol or choose not to


ah right. thank you.

But then again i guess why the F would you choose to peril anyway. Its kind of a stupid question i asked. I guess it was only relevant before i knew you could choose to add +1 from git bones after you've thrown your dies

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

- About Dawn of War 3 
   
Made in us
Nasty Nob




Crescent City Fl..

@Tomsug, @kingbbobb.
Thankyou. I've only played my Orks twice this edition and only one of those games against another player. I completely forgot about the Grot shields during that game. Zounds 5ppm is way too much for grots. I need to rethinnk my list idea to squeeze in more of them.
I am trying to get back to the foot slogging green tide, much like i have preferred to play for basically forever. My usual opponent is programed to screen out any possibilities for a good use of Da jump. I made him very worried about it during our games of 8th. I'm trying to id some kind of tank killer with a small footprint I can deepstrike into position early but points seem to get in the way of what I'd like to use. I know I could walk on into a spot on turn two. I like the idea of using the green tide strat along with maybe grot shields if I can pull some kind of bate and switch.
I try to bring my A game with my usual opponent even though I don't play competitively, as in going to tournaments.
Anywhooo. Thanks for the help I'll dust off my wazbomba and see if I can stick it in a list.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in fi
Locked in the Tower of Amareo





 Afrodactyl wrote:

On another note, Killtanks now only cost 1CP. Suddenly more worth taking?


Another bonus. Titanslayer for 1 titanic is only 4VP now. Not easy 10 for opponent.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Considering that any unit with kustom job also costs 1 CP, the only real downside is not getting access to culture buffs. At least deathskulls can still use Wreckers on it.


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in dk
Longtime Dakkanaut




Danmark

So yesterday i played 2 games with a bad moon army (my first time using bad moon) with the intentions of seeing what could dakkajets do in a bad moon army, and what could the tankbustas do. I played against a Chaos/thousand sons army which i won, and a deathguard, which i lost.

Dakkajets were.. okayish i guess but then again i suppose you could get much else for 170 points.


But my real hype was deepstriking in 15 tankbustas and 6 squigs, using more dakka and showin' off. The tankbusta squigs put Magnus to 4 wounds on, and they otherwise killed 2 Defilers.

I feel like the idea of having tankbustas in a bad moon detatchment, is something i want to experiment on, but id only want them in a patrol. Or maybe its not even that important to be able to shoot twice with tankbustas and i should slam them down in what ever detatchment im already using.

How do you use your tankbustas? because i fail to put together an adequate list that has these guys in it. But i guess if you put 2CP down for a patrol, and you still wanna deepstrike them, that becomes a bit of a problem as the whole combo then takes 8CP. So i guess you would have to da jump the tankbustas to save 2CP from deepstrike. Im also unsure if i should keep them more safe by putting them in a vehicle instead, but this would also mean i cant use stratagems.

So how do you normally run tankbustas and what is your best list, involving them?

They dont shoot very far, their save values are pisspoor and they will be priority target nr 1 when they land on the board, so i cant really see them survive past the round they were deployed in, which also makes them difficult to use. I got a lot of value out of them in my thousand sons matchup, but a lot less value in my deathguard match up due to poor positioning.

This message was edited 4 times. Last update was at 2021/06/06 11:51:44


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

- About Dawn of War 3 
   
Made in it
Waaagh! Ork Warboss




Italy

In 8th, when typical lists started with 18+ CPs and 3 different detachments I played the max mob of Bad Moons tankbustas several times, as it was devastating.

6 CPs (Tellyporta, More Dakka, Showing Off) wasn't insane considering all the CPs we could easily have at the beginning of the game. Now it's 8 CPs unless playing with a full Bad Moons army and we start with 12 CPs, so I've completely abandoned that combo.

I still play tankbustas sometimes, but typically 10 + 4 bomb squigs that outflank. 210 points and 1-3 CPs required, which is reasonable even without the possibility of firing twice.

 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Beardedragon wrote:
 kingbbobb wrote:
Beardedragon wrote:
 kingbbobb wrote:
Beardedragon wrote:
well. considering 10 thousand sons terminators can hit on 2s, reroll 1s with +1 to wound and shoot around 80 shots by shooting twice, them removing T5 boys isnt a problem.

Ive seen some crazy craftworld stuff removing 60 boys in one round already yesterday.

considering their price, its more than fair that they get T5.

Boys just die way too fast.


I have a question related to Scorched Gitbones. it says you CAN add one to your psychic tests when using disciple of the waaagh. so lets say i wanna use Da Jump. Do i have to declare whether i use scorched git bones before or after i cast the ability? Like, can i roll 6 and then afterwards add the last 7 from the relic? or should this be declared before hand?

Also, scorched gitbones doesnt specifically state that it makes me explode if i rolled 11 and add 1 from gitbones. Does the weirdboy only explode if your +3 (2 or 1) from his own ability makes you reach 12 and beyond?

So if you get +3 from boys +1 from gitbones, would you then still explode on a roll of 8? or would you need a roll of 9 still? Because on 8 you add +3 from boys which puts you at 11, but that last gitbones added the last 12 but doesnt make you explode since its not part of his ability to explode when he reaches 12 or beyond?



with Waaagh! Energy you don't get a choice you have to add +1 to the result for every 10 ork models (excluding gretchin)

with git bones it says you "can" so you get a choice to add +1 to the result,

modifiers are applied after rolling the dice,otherwise it would conflict with the reroll rule "Re-rolls are applied before modifiers (if any)." (everyone can cp reroll a psychic test)

so the choice of adding +1 to the result is taken after you roll. and after any rerolls.

you suffer PERILS OF THE WARP when "double 1 or double 6 rolled". Note this does not say dice result of 2 or 12 so modifiers do not effect this rule


Waaagh! Energy however means they also suffer PERILS OF THE WARP when the result is 12 or more, this is after modiers have been applied. so a 6+4 =10 +3 from 30 boys and the result is 13, which means perils.


I feel like you missed one important question to answer. that or i didnt understand it.

What happens if you get a roll of 8, add +3 which is a roll of 11 which is not a peril and was added due to your boys, but then you add +1 due to scorched git bones? Do you then peril? Because what set off the peril was a from scorched git bones, not the waaagh ability


Automatically Appended Next Post:
 Vineheart01 wrote:
yeah thats something i seriously hope they remove.
Dumb enough our psykers are tissuepaper but theyre self-nuking when not a single other faction has a bonus to psyker tests that causes perils.
I get it, its thematic that theyre tapping into an unstable Waaaagh! energy, but gameplay wise its fething stupid.



true. i hope something happens that means i dont need to feel super scared every time i cast an ability.


with git bones it says you "can" so you get a choice to add +1 to the result,



i thought i covered it with this part , you can choose to add +1 and in doing so choose to perils for an weirdboy suicide bomb lol or choose not to


ah right. thank you.

But then again i guess why the F would you choose to peril anyway. Its kind of a stupid question i asked. I guess it was only relevant before i knew you could choose to add +1 from git bones after you've thrown your dies


because perils inflicts mortal wounds on those around you if it kills you "If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds."

so potentially a super smite d6 mortals + another d3 mortals from perils on a nearby enemy - if your gonna die anyway this could be worth it in some circumstances - you also have to take into account deny the witch from your opponent- he might roll 11 for example

This message was edited 1 time. Last update was at 2021/06/06 16:28:56


SMASH  
   
Made in ca
Gargantuan Gargant






I do agree that Weirdboyz shouldn't suffer perils on a 12+, at most make them suffer 1 mortal wound after the psychic power has been resolved. So there's still a downside but it won't be like they'll be down to 1W after the spell is casted. I'm also shocked that Weirdboyz don't have a built in invuln. tbh, given their points cost and fragility. At least a 5+ invuln WAAAGH! field save or something, given that they don't have access to any kind of armour.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's not like a 5++ is going to save a weird boy from anything

They are essentially just herded into battle by the orks without any gear because they are ticking timebombs and they want them to go off roughly into the enemies direction. They can't really be compared to librarians or farseers.

This message was edited 1 time. Last update was at 2021/06/06 19:23:09


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
It's not like a 5++ is going to save a weird boy from anything

They are essentially just herded into battle by the orks without any gear because they are ticking timebombs and they want them to go off roughly into the enemies direction. They can't really be compared to librarians or farseers.


sure lorewise. But gameplay wise why would you throw your psyker in to the thick of it. To hope that he dies from a peril and explodes?

Lorewise actually i was never under the impression that they threw weirdboys at the enemy with the intention of exploding on them. As i understand it, they still kept their distance, they just used them as psychic bombardments when the waaagh energy level became too high and the excess energy had to be.. released, preferably on the enemy. which probably came in the form of a massive psychic blast or a psychic vomit.


They could add some weird function that makes ork psychic powers more powerful when you peril, however, you only take a single mortal wound from it.

Or something.

This message was edited 1 time. Last update was at 2021/06/06 21:23:48


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

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
It's not like a 5++ is going to save a weird boy from anything

They are essentially just herded into battle by the orks without any gear because they are ticking timebombs and they want them to go off roughly into the enemies direction. They can't really be compared to librarians or farseers.


To some extent I agree, but I do think gameplay wise they should have some level of protection that isn't reliant on relics to provide them so they can be up front with the ladz or other units without having to worry about snipers or other character targetting abilities getting past terrain in some way. Especially since we don't have any weirdboy set up on bikes or jump packs like Farseers/Librarians do, it would at least offset how slow they are and their expensive base cost.

I'd also be fine with them just making them cheaper as a spam option, maybe even a gaggle of 1-2 Weirdboyz per slot? I'm fine with quantity of over quality.
   
Made in au
Battlewagon Driver with Charged Engine





Glasshammer and explosively unreliable do feel like the proper archetype for an ork psyker. I wouldn't be surprised if the weirdboyz don't change much in the new edition. They are decent enough as is IMO.
   
Made in dk
Longtime Dakkanaut




Danmark

cody.d. wrote:
Glasshammer and explosively unreliable do feel like the proper archetype for an ork psyker. I wouldn't be surprised if the weirdboyz don't change much in the new edition. They are decent enough as is IMO.


they should have 2 psychic powers and be able to deny 2 psychic powers by standard. Many factions have several psykers so they dont need to care, but we usually only run one psyker so we do care. Its almost mandatory at this point to spend 1 CP on warphead if you run a weirdboy.

Their rooster of spells is also terrible. They dont even have a "click and damage" psychic power targeting a single person, they only have things that are good against large units, as well as smite that we also cant target. For an ork psyker meant to spill psychic vomit on people, they sure dont do a lot of damage. They should have more offensive spells that does damage.

This message was edited 2 times. Last update was at 2021/06/07 04:58:26


 
   
 
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