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![[Post New]](/s/i/i.gif) 2021/07/18 20:11:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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pepi55 wrote:Im just happy as a new player that my 1x30 boy squad can now be used to fill up a battalion
Now I dont need to paint 60 more boiz just to run more kanz and/or deffdreads! Also, im VERY excited to hear that the afore mentioned heavies are going to be viable picks.
With the leaks so far.... What would you guys say is the most appealing loadout for the dread with the currently available info? Is there some way to make a melee dread good or is it flatout better to run it as a gun platform?
Im thinking 3x10 boy squads in goffs, a trukk/BW with nobz as trukkboiz, maybe some flashgitz amd kanz as artilery and a dread if I have any points left for a 500pts game. Im forgetting the HQ but ill just pick the cheapest i think
I know its too soon for lists but this is a kind of wishlist i want to be able to field.
I kind of like 4x arms on the dread tbh, basically a discount marine dread with more offense. I like the way it pairs with rokkit-armed killa kanz - do you shoot the kanz that are hurting you now, or the dread thats gonna barrel into your lines turn 2/3?
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/07/18 20:30:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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gungo wrote:Depending on your army and how many CP we have and need kff Mek might work… but it’s to early for me to speculate on lists since I still don’t know if zagstrukk makes stormboys even better then they are or if snikrot makes kommandos better, or if maddoc or painboy or makari or painboss is better with ghaz, or if it’s better to just take a mega boss with a snagga boss squigrider, maybe Gw FAQs the 2 dozen flavors or +1 to hit and makes one of them better since that’s the laziest dumbest Design for an Aura on every unit in a codex I’ve ever seen. Plus as soon as we get the faq/errata there is a new warzone for orks with more strats to look at. I’m still not even 100% sure specialist mobs remove clan kulturs or how exactly they work other then people speculating about a blurb they read on the early app leak that can be read either way.
Especially since you essentially have to take a warboss of some variety, and there reportedly is still a nob with waaagh banner for some odd reason....
Oh, and the Snaggas getting +1 to hit against monsters and vehicles. Redundancy...
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This message was edited 1 time. Last update was at 2021/07/18 20:31:08
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2021/07/18 20:49:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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TedNugent wrote:gungo wrote:Depending on your army and how many CP we have and need kff Mek might work… but it’s to early for me to speculate on lists since I still don’t know if zagstrukk makes stormboys even better then they are or if snikrot makes kommandos better, or if maddoc or painboy or makari or painboss is better with ghaz, or if it’s better to just take a mega boss with a snagga boss squigrider, maybe Gw FAQs the 2 dozen flavors or +1 to hit and makes one of them better since that’s the laziest dumbest Design for an Aura on every unit in a codex I’ve ever seen. Plus as soon as we get the faq/errata there is a new warzone for orks with more strats to look at. I’m still not even 100% sure specialist mobs remove clan kulturs or how exactly they work other then people speculating about a blurb they read on the early app leak that can be read either way.
Especially since you essentially have to take a warboss of some variety, and there reportedly is still a nob with waaagh banner for some odd reason....
Oh, and the Snaggas getting +1 to hit against monsters and vehicles. Redundancy...
Man I been singing this choir since the leaks
I have two major issues with this codex other then removal of mobility Your only allowed 1 warboss or speedboss sooo
Ghaz, mega boss, warboss on bike, warboss on foot, warboss on squigasaur, wartrike, mozrog
Choose one of the above that’s all you will ever get to put in a detachment
After you make that choice..
Any of the above warbosses +1 hit in melee aura
Snagga boss +1 to hit melee aura to snagga only
All snaggas +1 to hit vehicle and monsters
Tankbustas +1 to hit vehicles
Freebooters +1 to hit kultur
Mekboss buzz grob +1 to hit on any dread unit
Waaagh banner +1 to hit aura
Zodgrod superrunts +1 to hit Gretchin unit
And the grot gunners, gitfinders, wing missiles, etc adding +1 to hit
I think I’m missing 1-2 more abilities too
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This message was edited 6 times. Last update was at 2021/07/19 19:24:24
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![[Post New]](/s/i/i.gif) 2021/07/18 21:01:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Tough-as-Nails Ork Boy
United Kingdom
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gungo wrote: TedNugent wrote:gungo wrote:Depending on your army and how many CP we have and need kff Mek might work… but it’s to early for me to speculate on lists since I still don’t know if zagstrukk makes stormboys even better then they are or if snikrot makes kommandos better, or if maddoc or painboy or makari or painboss is better with ghaz, or if it’s better to just take a mega boss with a snagga boss squigrider, maybe Gw FAQs the 2 dozen flavors or +1 to hit and makes one of them better since that’s the laziest dumbest Design for an Aura on every unit in a codex I’ve ever seen. Plus as soon as we get the faq/errata there is a new warzone for orks with more strats to look at. I’m still not even 100% sure specialist mobs remove clan kulturs or how exactly they work other then people speculating about a blurb they read on the early app leak that can be read either way.
Especially since you essentially have to take a warboss of some variety, and there reportedly is still a nob with waaagh banner for some odd reason....
Oh, and the Snaggas getting +1 to hit against monsters and vehicles. Redundancy...
Man I been singing this choir since the leaks
I have two major issues with this codex other then removal of mobility Your only allowed 1 warboss or speedboss sooo
Ghaz, mega boss, warboss on bike, warboss on foot, warboss on squigasaur, wartrike, mozrog
Choose one of the above that’s all you will ever get to put in a detachment
After you make that choice..
Any of the above warbosses +1 hit in melee aura
Snagga boss +1 to hit melee aura to snagga only
All snaggas +1 to hit vehicle and monsters
Tankbustas +1 to hit vehicles
Freebooters +1 to hit kultur
Mekboss buzz grob +1 to hit on any dread unit
Waaagh banner +1 to hit aura
I think I’m missing 1-2 more abilities
its 1 warboss or wartrike per detatchment not per army
speedboss isn't mentioned.....
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![[Post New]](/s/i/i.gif) 2021/07/18 21:02:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Do we have a profile for the (on foot) snagga warboss BTW? But yeah, a lot of different +1 to hit abilities in a edition where it's caps off a +1 is sort of odd.. I guess we can try and stack it up so even PKs/killsaws hit on 2's but unfortunately those are mostly on normal orks and not the snaggas who have an easier time to pull that off.
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![[Post New]](/s/i/i.gif) 2021/07/18 21:03:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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kingbbobb wrote:gungo wrote: TedNugent wrote:gungo wrote:Depending on your army and how many CP we have and need kff Mek might work… but it’s to early for me to speculate on lists since I still don’t know if zagstrukk makes stormboys even better then they are or if snikrot makes kommandos better, or if maddoc or painboy or makari or painboss is better with ghaz, or if it’s better to just take a mega boss with a snagga boss squigrider, maybe Gw FAQs the 2 dozen flavors or +1 to hit and makes one of them better since that’s the laziest dumbest Design for an Aura on every unit in a codex I’ve ever seen. Plus as soon as we get the faq/errata there is a new warzone for orks with more strats to look at. I’m still not even 100% sure specialist mobs remove clan kulturs or how exactly they work other then people speculating about a blurb they read on the early app leak that can be read either way.
Especially since you essentially have to take a warboss of some variety, and there reportedly is still a nob with waaagh banner for some odd reason....
Oh, and the Snaggas getting +1 to hit against monsters and vehicles. Redundancy...
Man I been singing this choir since the leaks
I have two major issues with this codex other then removal of mobility Your only allowed 1 warboss or speedboss sooo
Ghaz, mega boss, warboss on bike, warboss on foot, warboss on squigasaur, wartrike, mozrog
Choose one of the above that’s all you will ever get to put in a detachment
After you make that choice..
Any of the above warbosses +1 hit in melee aura
Snagga boss +1 to hit melee aura to snagga only
All snaggas +1 to hit vehicle and monsters
Tankbustas +1 to hit vehicles
Freebooters +1 to hit kultur
Mekboss buzz grob +1 to hit on any dread unit
Waaagh banner +1 to hit aura
I think I’m missing 1-2 more abilities
its 1 warboss or wartrike per detatchment not per army
speedboss isn't mentioned.....

Currently the only speedboss is wartrike
And I said detachment not army
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This message was edited 1 time. Last update was at 2021/07/18 21:06:30
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![[Post New]](/s/i/i.gif) 2021/07/18 21:05:28
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Tough-as-Nails Ork Boy
United Kingdom
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gaz has the supreme comand keyword so he goes in his own supreme comand detatchment
point being you can have around 3 warbosses/wartrikes if you want
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This message was edited 1 time. Last update was at 2021/07/18 21:09:20
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![[Post New]](/s/i/i.gif) 2021/07/18 21:05:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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PiñaColada wrote:Do we have a profile for the (on foot) snagga warboss BTW? But yeah, a lot of different +1 to hit abilities in a edition where it's caps off a +1 is sort of odd.. I guess we can try and stack it up so even PKs/killsaws hit on 2's but unfortunately those are mostly on normal orks and not the snaggas who have an easier time to pull that off.
All known profiles per the app leak
https://m.imgur.com/a/YC4UNqS
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![[Post New]](/s/i/i.gif) 2021/07/18 21:19:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Tough-as-Nails Ork Boy
United Kingdom
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gungo wrote: kingbbobb wrote:gungo wrote: TedNugent wrote:gungo wrote:Depending on your army and how many CP we have and need kff Mek might work… but it’s to early for me to speculate on lists since I still don’t know if zagstrukk makes stormboys even better then they are or if snikrot makes kommandos better, or if maddoc or painboy or makari or painboss is better with ghaz, or if it’s better to just take a mega boss with a snagga boss squigrider, maybe Gw FAQs the 2 dozen flavors or +1 to hit and makes one of them better since that’s the laziest dumbest Design for an Aura on every unit in a codex I’ve ever seen. Plus as soon as we get the faq/errata there is a new warzone for orks with more strats to look at. I’m still not even 100% sure specialist mobs remove clan kulturs or how exactly they work other then people speculating about a blurb they read on the early app leak that can be read either way.
Especially since you essentially have to take a warboss of some variety, and there reportedly is still a nob with waaagh banner for some odd reason....
Oh, and the Snaggas getting +1 to hit against monsters and vehicles. Redundancy...
Man I been singing this choir since the leaks
I have two major issues with this codex other then removal of mobility Your only allowed 1 warboss or speedboss sooo
Ghaz, mega boss, warboss on bike, warboss on foot, warboss on squigasaur, wartrike, mozrog
Choose one of the above that’s all you will ever get to put in a detachment
After you make that choice..
Any of the above warbosses +1 hit in melee aura
Snagga boss +1 to hit melee aura to snagga only
All snaggas +1 to hit vehicle and monsters
Tankbustas +1 to hit vehicles
Freebooters +1 to hit kultur
Mekboss buzz grob +1 to hit on any dread unit
Waaagh banner +1 to hit aura
I think I’m missing 1-2 more abilities
its 1 warboss or wartrike per detatchment not per army
speedboss isn't mentioned.....

Currently the only speedboss is wartrike
And I said detachment not army
so you did further down my mistake Automatically Appended Next Post: gungo wrote: TedNugent wrote:gungo wrote:Depending on your army and how many CP we have and need kff Mek might work… but it’s to early for me to speculate on lists since I still don’t know if zagstrukk makes stormboys even better then they are or if snikrot makes kommandos better, or if maddoc or painboy or makari or painboss is better with ghaz, or if it’s better to just take a mega boss with a snagga boss squigrider, maybe Gw FAQs the 2 dozen flavors or +1 to hit and makes one of them better since that’s the laziest dumbest Design for an Aura on every unit in a codex I’ve ever seen. Plus as soon as we get the faq/errata there is a new warzone for orks with more strats to look at. I’m still not even 100% sure specialist mobs remove clan kulturs or how exactly they work other then people speculating about a blurb they read on the early app leak that can be read either way.
Especially since you essentially have to take a warboss of some variety, and there reportedly is still a nob with waaagh banner for some odd reason....
Oh, and the Snaggas getting +1 to hit against monsters and vehicles. Redundancy...
Man I been singing this choir since the leaks
I have two major issues with this codex other then removal of mobility Your only allowed 1 warboss or speedboss sooo
Ghaz, mega boss, warboss on bike, warboss on foot, warboss on squigasaur, wartrike, mozrog
Choose one of the above that’s all you will ever get to put in a detachment
After you make that choice..
Any of the above warbosses +1 hit in melee aura
Snagga boss +1 to hit melee aura to snagga only
All snaggas +1 to hit vehicle and monsters
Tankbustas +1 to hit vehicles
Freebooters +1 to hit kultur
Mekboss buzz grob +1 to hit on any dread unit
Waaagh banner +1 to hit aura
And the grot gunners on multiple vehicles adding +1 to hit
I think I’m missing 1-2 more abilities too
biggest issue i am worried about is leadership.....taking casualties and having alot of units die for free in a leadership test is heart breaking Automatically Appended Next Post: with mech gunz in squads at leadership 4 ........not viable.
unless you want full mech guns fleeing Automatically Appended Next Post:
grot shield got a buff....kind of. no more rolling a 2+ to keep your more valuable infantry safe. they just can't be targetted
gretchin are kind of expensive these days soo, i dunno
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This message was edited 3 times. Last update was at 2021/07/18 21:38:26
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![[Post New]](/s/i/i.gif) 2021/07/18 21:42:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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20+ Model units are not viable
Fortunately we can do what most armies do 5-10 model units. I mean you can do a single large squad if you want to dedicate auto pass morale to it but there is no benefit to any large unit anymore.. the only transports we have are 11 or 20 anyway.
If you want Mek guns just put them in single units or 2 per slot. I wouldn’t spam them.
U can stack Gretchin buffs to make them decent. Zodgrod makes a super Gretchin unit (with another +1 to hit aura) and makari gives them ld6.
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This message was edited 3 times. Last update was at 2021/07/18 21:59:31
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![[Post New]](/s/i/i.gif) 2021/07/18 22:06:08
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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Ugh I missed the part where you only get one Warboss. I usually run a Warboss on Warbike and regular Warboss (inside a battlewagon) for my armys. If I want to do that now does that require two detachments?
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![[Post New]](/s/i/i.gif) 2021/07/18 22:08:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Lots to be happy about here.
But yes, the old way of playing is gone.
I am very stoked to try out Evil suns bikers with a unit of deff koptas, fire and fading, with squig buggies shooting indirect.
I am going to annoy the ever loving crap out of my enemies.
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![[Post New]](/s/i/i.gif) 2021/07/18 22:30:00
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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I think shoota boyz seem useless still.
The nice thing about the dex is that there are now a few ways to let MSU sluggas do work, with -1 AP and either S5 through Snaggas or S5 with Goffs, or Trukk Boyz getting to disembark after movement. And +1 attack via Waaagh.
What puzzles me is why you would get more than 3x10 boyz of the slugga or snagga varieties with so many more capable things in the new codex. I think they are now firmly in "troop tax" territory.
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This message was edited 2 times. Last update was at 2021/07/18 22:32:37
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2021/07/18 22:48:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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LOL SPIKED RAM ON SCRAPJETS DEALS D3 MWs ON 4s FOR EACH ENEMY MODEL IN THE SELECTED UNIT
Sadly faq incoming as it would mean you wipe out any 1w infantry squad you charge on average just with the spiked ram. Or have my eyes failed me and I misread (all three times…)
Édit nope I read that correctly. Hah hah GW you silly boy you
Btw regarding Thraka, the nerf is clearly because of his double waagh there, which will really be great I think.
This codex is really strong. Probably too much actually. Goff kommandos on WTC terrain will hide and charge t1 if enemy comes close to them, which the opponent will have to if he wants his midfield objectives.
45 kommandos (15*3) and 45 stormboyz (15*3), all Goff, will probably be in my first list. Along with Ghazghkull, and some shooting (killa kans and sguig rukkatrukks).
Scrapjets are obviously bugged so for now, and good sport will not play them with the new bugged spiked ram rule
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This message was edited 4 times. Last update was at 2021/07/18 22:55:24
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/07/18 22:54:43
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Nice catch on spiked ram
Shootas imho only work in a badmoons detachment… 9in for an extra shot is pretty bad but 24in range and 12in for the extra shots is decent… it all depends on what else badmoons offer to see if it is even worth taking and sadly they removed the shoot twice strat and reroll 1 kultur that made badmoons decent.
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![[Post New]](/s/i/i.gif) 2021/07/18 22:56:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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gungo wrote:Nice catch on spiked ram
Shootas imho only work in a badmoons detachment… 9in for an extra shot is pretty bad but 24in range and 12in for the extra shots is decent… it all depends on what else badmoons offer to see if it is even worth taking and sadly they removed the shoot twice strat and reroll 1 kultur that made badmoons decent.
Thanks, but it is thanks to Jidmah who pointed out page 199 the readable format in his link.
Thanks
Hah hah I am still laughing with the spiked ram rule. Let’s call it the Spike Lee Ram rule for now, or Super Spike Ram (SSR)
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This message was edited 1 time. Last update was at 2021/07/18 22:57:42
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/07/18 23:03:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Rampagin' Boarboy
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I'm not able to view the big leak images that Jidmah linked, my ISP disagrees with it for some reason but not the earlier ones.
From one of the other links, it doesn't look like the Squigboss has the Warboss keyword, and so should be able to be taken alongside a Warboss on a detachment. Can anyone confirm if that is the case please?
Also, any word on whether smasha nobs are fast attack or elites?
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This message was edited 1 time. Last update was at 2021/07/18 23:04:26
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![[Post New]](/s/i/i.gif) 2021/07/18 23:13:36
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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Well, it seems buggy list will suffer even bigger trafic jam…. Buggies are SIGNIFICANTLY cheaper. That is cool.
And the Spiked Ram is crazy brutal. It is good even if couted as per model in my unit - 3 scrapjets deal 3D3 MW on 4+ = 3MW in average with the scale from 0 to 9!!!
3 Termies dead before the fight? Bloody hell Automatically Appended Next Post: Big Trakk ahs also the Spiked Ram!
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This message was edited 1 time. Last update was at 2021/07/18 23:15:57
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![[Post New]](/s/i/i.gif) 2021/07/18 23:18:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Afrodactyl wrote:From one of the other links, it doesn't look like the Squigboss has the Warboss keyword, and so should be able to be taken alongside a Warboss on a detachment. Can anyone confirm if that is the case please?
Can confirm he has WARBOSS keyword.
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![[Post New]](/s/i/i.gif) 2021/07/18 23:30:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Rampagin' Boarboy
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countbenignito wrote: Afrodactyl wrote:From one of the other links, it doesn't look like the Squigboss has the Warboss keyword, and so should be able to be taken alongside a Warboss on a detachment. Can anyone confirm if that is the case please?
Can confirm he has WARBOSS keyword.
Well that's mildly annoying. Looks like it will be two patrols for me then instead of a battalion.
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![[Post New]](/s/i/i.gif) 2021/07/19 00:30:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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addnid wrote:LOL SPIKED RAM ON SCRAPJETS DEALS D3 MWs ON 4s FOR EACH ENEMY MODEL IN THE SELECTED UNIT
Sadly faq incoming as it would mean you wipe out any 1w infantry squad you charge on average just with the spiked ram. Or have my eyes failed me and I misread (all three times…)
Édit nope I read that correctly. Hah hah GW you silly boy you
Btw regarding Thraka, the nerf is clearly because of his double waagh there, which will really be great I think.
This codex is really strong. Probably too much actually. Goff kommandos on WTC terrain will hide and charge t1 if enemy comes close to them, which the opponent will have to if he wants his midfield objectives.
45 kommandos (15*3) and 45 stormboyz (15*3), all Goff, will probably be in my first list. Along with Ghazghkull, and some shooting (killa kans and sguig rukkatrukks).
Scrapjets are obviously bugged so for now, and good sport will not play them with the new bugged spiked ram rule
Boosta-blastas too. I assumed I'd find the correct wording on that entry but they've both got the wrong one. Could still be an app-specific mistake, like all the ap0 choppas lying around.
*Edit: Yea gotta read rules carefully - it's worded "this unit", meaning the unit the Spiked Ram belongs to. It's just allowing for a unit of 3 Skrapjets to inflict up to 3D3 mortal wounds, though worth nothing you only need one of them in engagement range to trigger all of them.
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This message was edited 1 time. Last update was at 2021/07/19 00:32:41
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![[Post New]](/s/i/i.gif) 2021/07/19 01:32:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Tough-as-Nails Ork Boy
United Kingdom
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Madjob wrote: addnid wrote:LOL SPIKED RAM ON SCRAPJETS DEALS D3 MWs ON 4s FOR EACH ENEMY MODEL IN THE SELECTED UNIT
Sadly faq incoming as it would mean you wipe out any 1w infantry squad you charge on average just with the spiked ram. Or have my eyes failed me and I misread (all three times…)
Édit nope I read that correctly. Hah hah GW you silly boy you
Btw regarding Thraka, the nerf is clearly because of his double waagh there, which will really be great I think.
This codex is really strong. Probably too much actually. Goff kommandos on WTC terrain will hide and charge t1 if enemy comes close to them, which the opponent will have to if he wants his midfield objectives.
45 kommandos (15*3) and 45 stormboyz (15*3), all Goff, will probably be in my first list. Along with Ghazghkull, and some shooting (killa kans and sguig rukkatrukks).
Scrapjets are obviously bugged so for now, and good sport will not play them with the new bugged spiked ram rule
Boosta-blastas too. I assumed I'd find the correct wording on that entry but they've both got the wrong one. Could still be an app-specific mistake, like all the ap0 choppas lying around.
*Edit: Yea gotta read rules carefully - it's worded "this unit", meaning the unit the Spiked Ram belongs to. It's just allowing for a unit of 3 Skrapjets to inflict up to 3D3 mortal wounds, though worth nothing you only need one of them in engagement range to trigger all of them.
yeah its because speed mob is gone, they don't seperate and act as individual models anymore, so they added extra wording to say it triggers a spiked ram ability per model in the buggy unit
i.e. 3 x scrapjets = 3x spiked rams
Automatically Appended Next Post:
 kustom job for shokattack gun makes it 2D3 shots
and with big meks being BS 4 now
and beast snagger+1 to wound or freebooter +1 to hit there are options opening up for a return of the SAG
Automatically Appended Next Post:
more kustom jobs, we haven't seen many of these yet but they look good
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This message was edited 5 times. Last update was at 2021/07/19 02:13:30
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![[Post New]](/s/i/i.gif) 2021/07/19 02:38:46
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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most of those kustom jobs are hot garbage but some of them....tasty..
Dakkajet with More Dakka....uh...yes? lol 4+ it gets 6 more shots, on a 6 it gets 12 more shots rofl....
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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) 2021/07/19 02:51:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Zzapkrumpa is really weird that it only works on CC, which means it really is relegated to only being used by burna boyz, who have already been nerfed when it comes to their CC since their AP-2 profile is a 1CP strat for some bizarre reason. I could see it being okay if they had kept their baseline AP-2 profile in CC, but given that it makes them more expensive on top of not wanting being in CC now with burnas getting the D6 shot buff, it feels like a wasted kustom job.
Also, is there a conflict with the souped up spehul upgrade? It says to change it to a dakka profile and then the profile below is Assault 15 at S4 AP-1?
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![[Post New]](/s/i/i.gif) 2021/07/19 03:05:16
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Technically based on leaks it says "Warboss or Deffkilla Wartike" and not "WARBOSS or SPEEDBOSS"
The sheer amount of lazitude present in this dex is almost incredible tbh. Theres so much with just clearly so, so little thought put in.
For example, check out the interaction between Trukk Boyz and Open Topped: they give the trukk +1 to hit, big whoop, oh wait the modifiers applying to the trukk apply to the passengers, so all trukk boy shoota boyz are hitting on 4s!
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/07/19 04:03:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Sneaky Kommando
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I have to say, I'm genuinely surprised by how much negativity there is - the leaks so far make this codex seem like a huge leap in power. Honestly, 30-strong mobs of boyz are not any worse than they were, they just don't get to keep all the buffs to themselves any more. Mob rule is still good for them, not as good as previously but with the changes in morale from 8th to 9th failing a morale check doesn't evaporate a unit the way it used to, and now it's useful for smaller units as well.
Main advantage of bigger units will be the usual - more bang for you buck with buffs, da jump, and so on. I can see a lot of armies keeping a single 30-strong unit around just for that. Or, honestly, just put them under a kff, sit them on an objective, and challenge your opponent to chew through 30 T5 6++ Obsec models before the rest of your army rips him apart. Sure, admech will do it, but not much else will manage it efficiently, and if you're facing admech then use them for something else like da jump.
As much as the Goff kultur got a huge boost and is inarguably the killiest, I think people are underestimating the value of the snakebites mini-transhuman. Sure, it's not as good as transhuman in that it stops at S8, but transhuman is a stratagem that only works on infantry, only one unit at a time, and costs CP. Snakebite kultur is always on, permanent, army-wide, and affects everything. It affects vehicles, bikes, aircraft, everything. All the time. It nullifies +1 to wound effects. It nullifies toughness penalties. Dropping the effectiveness of the vast majority of your opponent's mid-damage (ie S6-7, D2) shooting by 25% (from wounding on 3+ to wounding on 4+) seems a pretty significant durability boost to me.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2021/07/19 04:57:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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the_scotsman wrote:Technically based on leaks it says "Warboss or Deffkilla Wartike" and not "WARBOSS or SPEEDBOSS"
The sheer amount of lazitude present in this dex is almost incredible tbh. Theres so much with just clearly so, so little thought put in.
For example, check out the interaction between Trukk Boyz and Open Topped: they give the trukk +1 to hit, big whoop, oh wait the modifiers applying to the trukk apply to the passengers, so all trukk boy shoota boyz are hitting on 4s!
The +1 modifier only applies while the Trukk is shooting. When the boyz are shooting, the trukk is not shooting.
The amount of lazitude evident in some people's desire to try to find something to whinge about is almost incredible.
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This message was edited 1 time. Last update was at 2021/07/19 06:01:33
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![[Post New]](/s/i/i.gif) 2021/07/19 05:14:00
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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Such Kustom Jobz makes it pretty exciting. My Kannonwagon loves More Dakka and spare the CP for rerolling the number of shots.
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![[Post New]](/s/i/i.gif) 2021/07/19 05:30:46
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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addnid wrote:LOL SPIKED RAM ON SCRAPJETS DEALS D3 MWs ON 4s FOR EACH ENEMY MODEL IN THE SELECTED UNIT Sadly faq incoming as it would mean you wipe out any 1w infantry squad you charge on average just with the spiked ram. Or have my eyes failed me and I misread (all three times…) Édit nope I read that correctly. Hah hah GW you silly boy you Btw regarding Thraka, the nerf is clearly because of his double waagh there, which will really be great I think. This codex is really strong. Probably too much actually. Goff kommandos on WTC terrain will hide and charge t1 if enemy comes close to them, which the opponent will have to if he wants his midfield objectives. 45 kommandos (15*3) and 45 stormboyz (15*3), all Goff, will probably be in my first list. Along with Ghazghkull, and some shooting (killa kans and sguig rukkatrukks). Scrapjets are obviously bugged so for now, and good sport will not play them with the new bugged spiked ram rule why WOULDNT they deal D3 mortal wounds on a +4? They USED to do that already when you used them individually prior to the new codex. So when they're in 1 single unit, why should this rule change?
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This message was edited 1 time. Last update was at 2021/07/19 05:31:10
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) 2021/07/19 05:31:15
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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addnid wrote:LOL SPIKED RAM ON SCRAPJETS DEALS D3 MWs ON 4s FOR EACH ENEMY MODEL IN THE SELECTED UNIT
Sadly faq incoming as it would mean you wipe out any 1w infantry squad you charge on average just with the spiked ram. Or have my eyes failed me and I misread (all three times…)
Édit nope I read that correctly. Hah hah GW you silly boy you
Btw regarding Thraka, the nerf is clearly because of his double waagh there, which will really be great I think.
This codex is really strong. Probably too much actually. Goff kommandos on WTC terrain will hide and charge t1 if enemy comes close to them, which the opponent will have to if he wants his midfield objectives.
45 kommandos (15*3) and 45 stormboyz (15*3), all Goff, will probably be in my first list. Along with Ghazghkull, and some shooting (killa kans and sguig rukkatrukks).
Scrapjets are obviously bugged so for now, and good sport will not play them with the new bugged spiked ram rule
SPIKED RAM reads: "After THIS unit [...] roll one D6 for each model THIS unit contains [...]"
There is no need for GW to rephrase anything here, allthough I read it the way you did at first too...
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