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Made in dk
Longtime Dakkanaut




Danmark

It would also affect strength 5 weapons getting a +1 to wound since that wouldnt be possible.

but i keep forgetting we're getting toughness 5. that makes perma transhuman a little less efficient, yet i would think maybe its still decent. And if its a snakebites clan rule, maybe... maybe not only your boys would receive this? Mega Nobz maybe would too, and vehicles?

This message was edited 1 time. Last update was at 2021/07/12 12:51:43


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

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Yeah, but how common are those +1 to wound buffs really?
Most of them are attached to a stratagem, so essentially you just telling your opponent to not use a stratagem. Still a bad deal.

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





Nebraska, USA

S6/7 is mostly a melee thing which i guess makes sense for orks to be tough against so that permanent transhuman isnt too bad.

Shooting wise its pretty much jumping straight from S5 to S8 for common weapons (due to plasma overcharging being S8)

A lot of units that are melee focused but in the numbers of attacks department rather than 2-3 big hits are S6/7

This message was edited 2 times. Last update was at 2021/07/12 13:15:46


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
Mekboy on Kustom Deth Kopta






cody.d. wrote:
Even if you don't want to splurge on the limited edition box i'm fairly certain that it'll be copied/piced to heck and back in a day or so. Hell I'd happily pass along any pages anyone wanted. Cause orks are the only army i'd bother to get the spec editions of.


assuming i can get it early (usually i get things a few days before release date) and that I don't have any familial obligations or work obligations i am hoping to have points in up asap or at least some of the more interesting bits and rules so people can plan lists accordingly.

I do like a lot of the new models but snakebites have not really been my jam. I play orks and do lots of looted and cyborg bits on models. (heck i am currently making a cyborg enhanced Tyranid army) I am looking t these new kits and hoping its not too difficult to bypass the savage primordial ork look and lean more into tech. like maybe a dreadnaught armor over the mega warboss and no fur cloak or dragon skirt
   
Made in dk
Longtime Dakkanaut




Danmark

New released info on snagga stuff.

stat line for hog boys and minimum size squad of 10 for snagga boys.

if im not wrong according to the info it says htere will be more info tomorrow

This message was edited 1 time. Last update was at 2021/07/12 17:01:14


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

- About Dawn of War 3 
   
Made in us
Dakka Veteran






GT Report:

Spoiler:
+++ Gazog's Pre-Codex WWAAGGHHH! (Warhammer 40,000 9th Edition) [107 PL, 4CP, 1,984pts] +++

++ Patrol Detachment 0CP (Orks) ++

+ Configuration +

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur / Specialist Mobs: Evil Sunz

Detachment Command Cost

+ HQ +

Big Mek W/ Kustom Force Field: Grot Oiler

Warboss on Warbike: Brutal but Kunnin, Da Biggest Boss, Da Killa Klaw, Power Klaw, Warlord

+ Troops +

Boyz
Ork Boy W/ 'Eavy Weapon: Big Shoota
10x Ork Boy W/ Shoota: 10x Shoota, 10x Stikkbombs

+ Fast Attack +

Boomdakka Snazzwagons
Boomdakka Snazzwagon
Boomdakka Snazzwagon

Kustom Boosta Blastas
Kustom Boosta Blastas
Kustom Boosta Blastas
Kustom Job: Sizzly Rivets

+ Heavy Support +

Bonebreaka: 4x Big Shoota, Grot Rigger
Kustom Job: Red Rolla

Bonebreaka: 4x Big Shoota, Grot Rigger
Kustom Job: Forktress

+ Flyer +

Burna-bommer

++ Patrol Detachment -2CP (Orks) ++

+ Configuration +

Clan Kultur / Specialist Mobs: Evil Sunz

Detachment Command Cost

+ HQ +

Deffkilla Wartrike

Warboss on Warbike: Power Klaw

+ Troops +

Boyz: Tankbusta Bombs
Boss Nob: Big Choppa, Slugga
Ork Boy W/ 'Eavy Weapon: Big Shoota
10x Ork Boy W/ Shoota: 10x Shoota, 10x Stikkbombs

+ Fast Attack +

Megatrakk Scrapjets
Kustom Job: Korkscrew
Megatrakk Scrapjet
Megatrakk Scrapjet

Shokkjump Dragstas
Kustom Job: Gyroscopic Whirligig
Shokkjump Dragstas
Shokkjump Dragstas

Created with BattleScribe (https://battlescribe.net)


Hey guys - thought I would give a report on my last hoorah with the old Codex before we get our new one in the GT I played over the weekend.

I went 2-5 and ended in 15th place out of 30 or so people. So solidly in the middle. The main secondaries I rolled with were bring it down, and some mix of whatever felt Orky - usually assassinate/thin ranks/bring it down as it fit into the match. Though my w/l ratio isn't great, I ended up with mostly close games in my losses except the final game on the first day which I'll talk about more below. My main take away was, to be frank, that we need our new dex. I mostly played people who had their new Codex's and my god was there a distinct difference in the stuff they could do vs what I could do. The theme of my games tended to be that they were really close - but if I won I was brutalizing my opponents. Except for that third game... but as said, will get to that.

Games:

Spoiler:
First game - Space Wolves/Raven Guard vs Evil Sunz: My first game was against Space Wolves with a small smattering of Raven Guard support. 3 Dread list. I underestimated it and he went first - and honestly to sum it up quickly I mainly lost this game due to my own negligence. I did not stick to my game plan of maximizing terrain/hiding the buggies and I immediately lost my two scrap jets on my right flank. The final score of 52/97 doesn't really show how close it actually felt while playing. That initial hit due to my own stupidity messed up my secondary scoring but I was whittling him down pretty well, just could not do it quick enough to score.

Second game - Necrons vs Evil Sunz: My second game I can also summarize pretty quickly, as I ended up brutalizing this poor Necron player. He brought 2 C'tans and a ton of necron warriors, a barge and 2 chronomancers. He got first turn (a running theme in almost every game I played). He moved up but stayed balled up even though I personally warned him about the Burna Bommer. He did a smattering of shooting but just took my buggies down in wounds and didn't kill anything. His strategy seemed to be to swamp the board. My turn one I flew the bomber into a C'Tan that wasn't the void dragon. Bombed the big warrior squad and killed 8 warriors, and brought 3+ characters down in wounds. Since I did that on the left flank - I just ran everything over towards that side except the Snazzwagons to be a distraction. I annihilated his Warrior squad with all the big shootas I brought - then charged in. biggest boss warbike + ramming speed + Scrap jets + ramming did more mortal wounds to the characters and the C'Tan and then the warboss on bike annihilated the C'tan. His barge survived on like, 2 wounds but I had really smashed his flank. From there - the Void dragon was a bit of a pain but I killed him eventually and just cleaned up the rest of the warriors turn by turn. Though I won this game handily - I could see the power of the new dex's from the first game and this one as they just had more stuff to do to make their army tankier/better. Whereas I just relied on the mediocre upgrades my buggies could get. I ended up winning this one with a final score of 82/47.

Third game: Drukhari vs Evil Sunz: This game... this zogging game guys. Pretty standard drukahri list. Barges with dark lances, some chronos, hellions, and wyches (along with some special character witch?) instead of whatever the regular troops are called. Some blaster dudes in some of the boats - and Draz'ar and incubi as well. I really decided to try this game - so I maximized my deployment using the terrain - placed my KFF perfectly. He got first turn - I spent 3 of my 4 CP to extend my KFF. He brought out all his bunched up boats and kept them bunched up - and did his opening dark lance salvo. He killed one dragsta and that was it. I felt really good about that. Rushed the bomber in, blew it up on his boats - mortal wounded every single boat. Flew up the board - killed two of his boats and dakka'd down some of the guys that popped out. Bonebreaka w/ Forktress defrollad some guys that popped out to get it up the board. His next turn - he honestly didn't kill too much. Draza'r popped out with incubi and killed a buggy. He got my other dragsta down to a 2 wounds, other than that was going OK. My next turn I big shoota'd the incubi to death (the snazzwagons did some real work on them). Shot a boat down - Then my warboss and a scrapjet literally ran over drazar in the charge phase with ramming speed and the drill mortal wounds. Bonebreaka charged the two remaining boats and killed another. And then.... suddenly I was dying left and right. I charged the chronos with a bonebreaker thinking he couldn't possibly get lucky enough to kill it. I even tried to use the you can't see me, can't overwatch rule but didn't roll high enough to get out of LOS to do it so had to attempt it. He rolled triple 6's on the DAMAGE 2 ZOGGIN FLAMERS WITH +1 TO WOUND?! So he just... popped it like it was paper. Then his turn he killed my remaining bonebreaka with all the blasters popping out of the dead boats, some crazy lady wych character killed my big boss because he got to reroll all attacks for saves I made - which was most of them, then I failed the second batch. And he was just picking off my buggies here and there - annihilated my boyz. I retaliated by killing the final boat, killed some wyches - but the chronos were coming up my now exposed flank from the dead bonebreaka. From there he just sort of mopped me up and scored a ton of points. As an opponent, I SUPER enjoyed playing him and we even became FB friends but we both agreed that I played it really well but there was just nothing I could do due to the Codex creep. He just had more stuff and was undercosted compared to me (least that's how it felt) so even though I was killing stuff. Like that lady who killed my warbiker boss being 75 or so points compared to 115 for my boss - and deadly gak would still pop out and take me out in retaliation when I popped stuff. The +1 to wound really hurt me. He had as much stuff in his death pile as me but was still swarming the board. It was insane.

Fourth game: Super, SUPER close game with a Chaos Iron Warriors player. 3 Decimators + 3 Defilers. I lost by 10 points, 80 to 90. Probably the best game I had of the tournament game wise. I only lost the game because I got cocky and let a solitary cultist survive.... I thought him using 4 CP to do it would block him from doing other stuff and swing the game that was in my favor then, solidly in it... but he brought them back and put behind me to score points and I couldn't turn around to get them. I had to focus on the stuff killing me. I also learned a lot about decimators... the 2+ mortal wounds really messed my day up but they became my priority and I killed them all, and his 3 defilers. All he had left was cultists. Underestimated their scoring ability. :( shoulda finished that one cultist off...

Fifth game: Not much to report here. My initial opponent dropped for some reason so they bumped the guy from the last table up to play me. He had an not greatly optimized White Scars list.... I beat him 100/17. Got first turn, mortal wound bombed a ton of his stuff and just rolled super hot and steam rolled him. I was honestly apologizing by the end of it because I felt bad but he said he had a lot of fun playing with me and learned a lot so that was nice.


All in all, I think I did really well all things considered and a great/fun way to say goodbye to the old Codex. Excited to see all the new stuff we'll get based on what I saw everyone has!
   
Made in us
Regular Dakkanaut




Beardedragon wrote:
New released info on snagga stuff.

stat line for hog boys and minimum size squad of 10 for snagga boys.

if im not wrong according to the info it says htere will be more info tomorrow


I squighog boyz are tougher than I expected, but I was thinking they would have 4 wounds. Toughness 6 with 3 wounds a 4+ save sounds fun to me though. I can't wait to get these guys on the field and get stuck in with em!

 
   
Made in us
Dakka Veteran






Heafstaag wrote:
Beardedragon wrote:
New released info on snagga stuff.

stat line for hog boys and minimum size squad of 10 for snagga boys.

if im not wrong according to the info it says htere will be more info tomorrow


I squighog boyz are tougher than I expected, but I was thinking they would have 4 wounds. Toughness 6 with 3 wounds a 4+ save sounds fun to me though. I can't wait to get these guys on the field and get stuck in with em!


That isn't far off from what the buggies are honestly. As a squad, they're the same as the Scrapjet. So the scrapjet will have to get bumped up a little? I am hoping for ramshackle on everything.

   
Made in fr
Mekboy Hammerin' Somethin'






 Jidmah wrote:
That S7 transhuman sound rather terrbile to me. It never affects anything but S6 and S7 weapons, so if your opponent has none of those, your trait simply does nothing.


If they have +1 to wound on strength 5,6 and 7 it does. Perhaps The Who,e durability paradigm for orks is changing. Also KFF no longer provides 5++ I was told, but I find that rumor hard to believe, as kff giving 5++ has been around for ages

This message was edited 3 times. Last update was at 2021/07/12 20:07:03


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Dakka Veteran






 addnid wrote:
 Jidmah wrote:
That S7 transhuman sound rather terrbile to me. It never affects anything but S6 and S7 weapons, so if your opponent has none of those, your trait simply does nothing.


If they have +1 to wound on strength 5,6 and 7 it does. Perhaps The Who,e durability paradigm for orks is changing. Also KFF no longer provides 5++ I was told, but I find that rumor hard to believe, as kff giving 5++ has been around for ages


Did they say what it DOES do? Cause a force field not providing a.... force field... seems like a weird concept. But we're Orks! So it could be something really interesting.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i wouldnt call since 7th edition "ages" but definitely been awhile.
It was a cover save before that. Which in the current cover rules....thats a pretty terrible benefit if they revert KFF back to that.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






I hope to Gork it doesn't change back to cover. Cover is pretty garbage for a relatively low save army like us, even for our more armoured units like Battlewagons, having a 3+ save is pretty much the same or worse than a 5++ save against most anti-tank weapons.

The KFF would have to be something similar to a Shadowseer's aura of -1 to wound to be good enough to compare getting an invuln, and that's assuming it covers all friendly units with the "Ork" keyword, and I would much prefer a simple invuln. save over finicky things like that.
   
Made in us
Dakka Veteran






A -1 to wound would honestly have helped solve a lot of the Drukhari shenanigans I was facing at my tournament over the weekend. Guess there's no point in hyping myself up... we'll find out soon enough.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

more than likely if it went back to cover (god i hope not) its providing Dense Cover, which is a -1 to hit.
i'd still prefer an invul over that.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Dakka Veteran




but -1 to hit for buggys, trukks and squigs wouldnt be THAT bad... especially for deathskulls and snaggaz, since they already have a 6++

and if the vehicles get ramshackle... thats -1 to hit on top of a 6++ followed by a 6+++(+ ? i dont know how to write the ramshackle thingy xD)

thats pretty neat, lots of chances to deny damage

light cover would be worthless, yes.

EDIT:
soooo... toughness 6 bikes all but confirmed?
puts buggys and trukks in a weird spot... should be T7... or T6 with ramshakle?
idk... but if a damn raider got T6 on top of an 5++ ork stuff should be sturdier :/

This message was edited 1 time. Last update was at 2021/07/12 23:13:29


 
   
Made in us
Longtime Dakkanaut




Refractor fields use to be -1 str

Old ork void shields use to just straight up block hits until the void shield was gone

ramshackle just reduce damage to 1

Lots of things kff can do other then invul but orks lack invuls so it fills a niche
   
Made in it
Waaagh! Ork Warboss




Italy

 Vineheart01 wrote:
i wouldnt call since 7th edition "ages" but definitely been awhile.
It was a cover save before that. Which in the current cover rules....thats a pretty terrible benefit if they revert KFF back to that.


With the current rules yeah, it'd be terrible. KFF giving cover save was huge in 5th since it was a flat solid 4+ for vehicles, which used to have no save at all, but terrible in 3rd as a vehicle in cover only got -1 on the damage table as bonus for being in cover. Now with dense cover being very common and light cover giving only +1 save in an era of spam of high AP weapons and AP not being "all or nothing" like in past getting an invuln is certainly much better than a cover save.


Automatically Appended Next Post:
RedNoak wrote:


EDIT:
soooo... toughness 6 bikes all but confirmed?



Not yet, but the squig riders are T6 and bikes grant +1T in all other 8th and 9th codexes, so it's pretty safe to assume that.

This message was edited 1 time. Last update was at 2021/07/13 11:04:51


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Is it just me, or is anyone else disappointed by the squigrider's stats?

Depending on how good the rokkit spears are, they just seem to be side-grades to nob bikers.

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. 
   
Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:
Is it just me, or is anyone else disappointed by the squigrider's stats?

Depending on how good the rokkit spears are, they just seem to be side-grades to nob bikers.


They might have special abilities to differentiate from nob bikers. All ork buggies seem the same thing by looking at stats and stats only, but their tactics and style of playing are different.

 
   
Made in ca
Gargantuan Gargant






 Blackie wrote:
 Jidmah wrote:
Is it just me, or is anyone else disappointed by the squigrider's stats?

Depending on how good the rokkit spears are, they just seem to be side-grades to nob bikers.


They might have special abilities to differentiate from nob bikers. All ork buggies seem the same thing by looking at stats and stats only, but their tactics and style of playing are different.


Yeah, I assume they have mortal wound output when they finish a charge, and we haven't seen the potential squig profile for the additional attacks. Stratagem support will also dictate how much stronger they are over Nob Bikerz, since there's likely to be at least one or two Beast Snagga keyword based ones.

This message was edited 1 time. Last update was at 2021/07/13 12:12:18


 
   
Made in de
Been Around the Block






Rules preview for Waaagh! and Speedwaaagh! is up at WarCom:

Spoiler:




Looks pretty spicy to me - each one is a two round effect, with the regular Waaagh being fighty and Speedwaaagh being shooty.

This message was edited 1 time. Last update was at 2021/07/13 12:17:15


 
   
Made in ca
Gargantuan Gargant






I wonder if this means that the Warboss' WAAAGH! aura rules are going to change? Doesn't look too bad though, since you get to time it when you want and so we get to time the optimal turn for getting most of extra attacks and AP. That AP is going to be a big one for buggy lists. Moving from AP-2 to AP-3 for rokkit kannons is pretty sweet, as is for kannonwagons.
   
Made in it
Waaagh! Ork Warboss




Italy

That's how ork bikers are getting their AP-1, as I expected. Same for big shootas.

Although I doubt they'll also come with a native AP-1 on their guns, AP-2 would be crazy as they'll also get T6 and AP-1 in combat since they have choppas.

 
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
Is it just me, or is anyone else disappointed by the squigrider's stats?

Depending on how good the rokkit spears are, they just seem to be side-grades to nob bikers.

I saw slower nob biker too but I think the price will be cheaper and different special rules still in world of melee speed is king and 4in is a lot.

So waaaghs have 2 stages? 1 stage one the turn you call waaaghh and next stage on Turn after?

This message was edited 1 time. Last update was at 2021/07/13 12:35:58


 
   
Made in dk
Longtime Dakkanaut




Danmark

Well. we dont know the rules of the squig hog boys yet. There will most likely be an attack from the squig itself and maybe some +strength on charge who knows.

But unlike the nob bikers, there will most definitely be attacks from the squigs

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

- About Dawn of War 3 
   
Made in us
Mekboy on Kustom Deth Kopta






I hope this doesn't mean losing the move advance and charge for bikers and buggies cause that is my preffered narrative lists just bikes and buggies for my speed waagh and its a pretty weak list (mostly because of the bikers) as it is

10000 points 7000
6000
5000
5000
2000
 
   
Made in fi
Fresh-Faced New User





Finland

 G00fySmiley wrote:
I hope this doesn't mean losing the move advance and charge for bikers and buggies cause that is my preffered narrative lists just bikes and buggies for my speed waagh and its a pretty weak list (mostly because of the bikers) as it is

I too am curious if Wartrikes still provide that bonus, as that would otherwise heavily scar every mobile melee-unit from Bonebreakas to Nob bikers. I think it will remain as a stratagem at least.
   
Made in it
Waaagh! Ork Warboss




Italy

If bike are CORE they'll still be able to do it. In other codexes bikers and their equivalents are CORE, no need to worry about it.

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





Nebraska, USA

im actually surprised, Waaagh! is going back to the once per game thing instead of becoming our 'new generic rule that changes per turn'

Which is kinda annoying, thats gonna slow orks down a ton since now its only once per game instead of every turn the boss is around (but at least its army wide not a 6" aura)
Also as it is right now yeah looks like buggies and wagons wont be able to adv+charge unless for some reason the speedboss doesnt lose his aura.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fi
Fresh-Faced New User





Finland

Now that I think of it I wonder if vehicle adv+charge will be reserved for Evil Sunz (klan or warlord trait), finally giving them a proper niche. They’ll def lose their shooting bonus so they are surely going to get something nice in return.
   
 
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