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2021/07/19 10:18:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
MrStressy wrote: Does anyone know if we keep sparkly bits or another way to get our dreads or nauts to BS4 ? Apologies if I've missed it, was always one of my go to custom jobs for my shooty dreads
as far as i know no info on that yet
by the way... tellyporta is still 2cp and 20power level BUT no monsters can be tellyported... so no ghaz nor squiggoth :/
gunwagon is a side grade at best... you'll get less hits with da boomer, its costs 5 points more but u'll save one CP... quite meh in my oppinion (especially with the nerfed clan traits)
2021/07/19 10:23:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
The putty will dry up and you will keep buying new putty to replace it, so nothing terrible unless a bit falls off and breaks/gets lost. If you spend a few hours on magnetizing your models, you will never have to bother with it again, and you can easily store the extra options by sticking them to something magnetic.
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.
2021/07/19 10:35:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
MrStressy wrote: Does anyone know if we keep sparkly bits or another way to get our dreads or nauts to BS4 ? Apologies if I've missed it, was always one of my go to custom jobs for my shooty dreads
Even if the known kustom jobs are all we get In The new book. We should get more jobs/strats in the campaign book that comes out shortly after the codex.
If it’s not there I think the only way to increase the BS is buzzgrob fw Mek.
2021/07/19 10:45:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
pepi55 wrote: In other news: I lucked out biiiiiig time. an LGS in my country had one box of snaggas left!!!
Im excited to get the codex and it to be outdated the moment I finish reading it
Congrats, but please stop parroting that gak. The codices are usually not outdated because they receive errata and FAQs unless GW does something super-stupid like they did with 8th edition's SW codex.
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.
2021/07/19 10:47:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Congrats, but please stop parroting that gak. The codices are usually not outdated because they receive errata and FAQs unless GW does something super-stupid like they did with 8th edition's SW codex.
Okay good to hear. I mostly repeated what I heard/read earlier
2021/07/19 10:47:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
MrStressy wrote: Does anyone know if we keep sparkly bits or another way to get our dreads or nauts to BS4 ? Apologies if I've missed it, was always one of my go to custom jobs for my shooty dreads
Even if the known kustom jobs are all we get In The new book. We should get more jobs/strats in the campaign book that comes out shortly after the codex.
If it’s not there I think the only way to increase the BS is buzzgrob fw Mek.
Don't expect too much from the campaign. For DG all the rules are either gak or merely nice to have - the ork equivalent would probably be something like getting a dreadmob army of renown. Nice for some people, but does nothing if you don't play that kind of army.
I honestly hope the book of rust and the repackaged chaos stuff bombed hard enough to teach them a lesson.
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.
2021/07/19 10:55:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I kinda wouldn’t be surprised if they give us a green tide rule in the campaign book, as they’ve made it less useful in the codex.
Personally I can’t stand these campaign books giving armies extra rules. Pay to win DLC in war games and just extra ways to skew balance is not my cup of tea.
Not to mention the fact that they’re coming out at the same time as the books, when they could’ve just put some of the rules in the actual codex themselves instead of splitting it up between books. But, ya know, monaaaayyyy.
This message was edited 2 times. Last update was at 2021/07/19 10:58:43
2021/07/19 11:07:29
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
For everyone wondering here all all leaked kustom jobs:
Spoiler:
Enhanced Runt sucker 15points (NEW) pure garbage
for SAG 2d3 shots instead of d6
Extra Kustom Weapon 10pts (NEW) could be nice for 4 kmb dreads
+1 attack per kmb
stompomatic pistons 15pts (kinda the same, but overall NERF imho) ok'ish but costed rather highly and can't take on kanz, +1 advance isntead of old reroll
deffs, gorks, morks only
+3" to move, +1" to advance
zzapkrumpaz 2pts per model (NEW) 13pts burnas would do some mw in combat... meh
mobs with spannerz only
6's to wound in melee do 1 mw in addtion
fortress 20pts (NERF) lost +1 to save
trukk/wagons 5++
more dakka 15pts (NEW) since you have to roll... hot garbage. would've been nice for dakkajets (if supashootas get dakka rule)
on 4+ do 1 additional shot per dakka weapon. on a 6 get two extra shots
nitro squigs (SAME)
squigbuggys only
+1 to wound for heavy squig launcha
red rolla 20pts (NERF) was straight 6 attacks before
red rolla does d3+3 attacks instead of d6
shokka hull 15pts (NEW) situational at best... kinda meh
vehicles
if hit in melee, units suffers d3 mw on a 4+
souped up speshul 10pts (NEW, its worse than the basic gun xD )
i dont even...
smokey gubbinz 1pts per model (NEW, NERF old one was flat -1 to hit for walkers)
mobs with spannerz
if stationary +1 save
squig hide tyres 15pts (NERF) previously could be taken by bikes and was 2" movement before (without extra adv)
vehicle
add 1" move, +1" advance
bionic oiler 10pts (NEW) normal oiler costs 5... could be nice for some niche list
use oiler twice
da boomer 15pts (+ 15 for killkannon, so 30pts total) (kinda same as before, but actually a NERF)
+12" range, 2d6 instead of d6 shots
giroscopic whirlgig 10pts (NERF) lost ability to automatically jump. BTW dragstas suffered 1mw before, now d3
ignore mw for jumping
EDIT:
edited some comparison in for the old stuff we had
This message was edited 2 times. Last update was at 2021/07/19 11:20:46
2021/07/19 11:22:01
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I think the "Forktress" upgrade is still decent and "More dakka" seems like fun on a dakkajet (especially during a speedwaagh). I'm willing to try out the "Shokka hull" a couple of times as it seems like fun, but I doubt it'll do all that great.
Edit: And BTW, in case anyone has missed it, we do know the stats of the supa-shoota. It's 36" Dakka 6/4 S6 AP-1 D1. So the dakkajet is probably the best candidate for "more dakka"
This message was edited 1 time. Last update was at 2021/07/19 11:32:01
2021/07/19 11:36:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
the forktress is a must buy. not becasue its so good but because we need the 5++ on our battlewagon
i'm kinda keen on trying the kmb dread... 135points for 4d3 + 4 shots on average thats
12 shots, so 4 hits with s8 ap3 d6dmg (and two mortals to himself^^) kinda pricey but fun
Edit: And BTW, in case anyone has missed it, we do know the stats of the supa-shoota. It's 36" Dakka 6/4 S6 AP-1 D1. So the dakkajet is probably the best candidate for "more dakka"
oh ok, thanks! do we know if it costs extra points on the dakka jet?
and idk... you only get 4/6 extra shots 50% of the time... but yeah ..will try that out myself too
This message was edited 1 time. Last update was at 2021/07/19 11:39:34
2021/07/19 11:38:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Forktress isn't really a nerf because battlewagons now come with 3+ armor stock.
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.
2021/07/19 11:46:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
PiñaColada wrote: I think the "Forktress" upgrade is still decent and "More dakka" seems like fun on a dakkajet (especially during a speedwaagh). I'm willing to try out the "Shokka hull" a couple of times as it seems like fun, but I doubt it'll do all that great.
It is worth noting, I suppose, that the half of the forktress upgrade that got taken away is now just on battlewagons by default (3+sv). I do kind of like it on a battlewagon still if you're not doing a kff in your army, 155pts for a forktress'd up battlewagon doesnt seem too unreasonable.
This message was edited 1 time. Last update was at 2021/07/19 11:46:55
"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!"
2021/07/19 11:48:09
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
I've calculated the outcome of bolter shooting vs new and old boyz. It seems that if you loose enough boyz to fail a ld check, new boyz are even more fragile than old boyz for squads of 30. But if you loose most of the squad or all of them, new boyz are a bit tougher. So, seems that big squads are out of the picture for now. Unless there is some way to make them fearless or you plan to spend 2cp each turn.
2021/07/19 12:36:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
the stompa rerolls morale tests
Mob rule allows them to ignore being under half unit size
Warboss- boss is watching rule ignore attrition modifiers
You are going to fail morale alot but even with just MSU units you are going to have mob rule and warboss effects lower the result to be muted to only a few models lost… 30 model units is just to big a detriment if someone takes out over half your unit. You are going to have a large morale loss.
At 2cp I would never use breaking eads and just use the general auto pass morale strat. Breaking eads should be 1cp and 1 mortal wound to at least be slightly better then the general strat.
This message was edited 1 time. Last update was at 2021/07/19 12:37:26
2021/07/19 12:37:19
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
gungo wrote: the stompa rerolls morale tests
Mob rule allows them to ignore being under half unit size
Warboss- boss is watching rule ignore attrition modifiers
You are going to fail morale alot but even with just MSU units you are going to have mob rule and warboss effects lower the result to be muted to only a few models lost…
At 2cp I would never use breaking eads and just use the general auto pass morale strat. Breaking eads should be 1cp and 1 mortal wound to at least be slightly better then the general strat.
Yeah, technically if your opponent is smart enough to split their fire, having 3x10 squads vs 1x30 squad could actually work out to more morale casualties.
"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!"
2021/07/19 12:45:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
PiñaColada wrote: I think the "Forktress" upgrade is still decent and "More dakka" seems like fun on a dakkajet (especially during a speedwaagh). I'm willing to try out the "Shokka hull" a couple of times as it seems like fun, but I doubt it'll do all that great.
Edit: And BTW, in case anyone has missed it, we do know the stats of the supa-shoota. It's 36" Dakka 6/4 S6 AP-1 D1. So the dakkajet is probably the best candidate for "more dakka"
Shockah hull sounds hilarious with blood axes on as scrap jets
Charge .3xd3 mortals with spiked ram
In combat. More mortals with shoka hull d3 mortals
Blood axes fall back and charge again and repeat
Because they are in squads just allocate damage to model that doesn't have the shoka hull to keep it safe xD
SMASH
2021/07/19 13:07:58
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
gungo wrote: the stompa rerolls morale tests
Mob rule allows them to ignore being under half unit size
Warboss- boss is watching rule ignore attrition modifiers
You are going to fail morale alot but even with just MSU units you are going to have mob rule and warboss effects lower the result to be muted to only a few models lost…
At 2cp I would never use breaking eads and just use the general auto pass morale strat. Breaking eads should be 1cp and 1 mortal wound to at least be slightly better then the general strat.
Yeah, technically if your opponent is smart enough to split their fire, having 3x10 squads vs 1x30 squad could actually work out to more morale casualties.
Still need to kill 6 per squad not really easily to split that and make sure no other unit is nearby although 6in isn’t huge.
2021/07/19 13:19:48
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Kebabcito wrote: The problem is, SAG was broken due to DS rerrolls. Now you can rerroll only once hit OR wounds, and no damage. No double shoot neithrr
Yeah, it was the damage reroll in particular that made it quite strong to skew into the direction you wanted. Without that reliability and SAG still being quite expensive at 110 points base (125 if you take the upgrade), I don't know if their utility is better than other HQ slots now that they're at a premium in our lists.
2021/07/19 13:58:55
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
reroll one hit OR wound? though it was still both but was missing the damage reroll? If its an OR than deathskullz are essentially the new snakebites, a totally worthless trait.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2021/07/19 14:02:10
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Vineheart01 wrote: reroll one hit OR wound? though it was still both but was missing the damage reroll? If its an OR than deathskullz are essentially the new snakebites, a totally worthless trait.
It is just OR, not both. I would say the DS still have some decent value as far as obsec and the 5+ mortal wound shrug goes (it comes up more than you think), but certainly they've fallen below Snakebitez and Goffs for general utility in lists. The ones I feel worse for in terms of Klan Traits are Blood Axes and Evil Sunz. Blood Axes staying the same boggles my mind (at least reduce the cover thing to outside of 12" at least and make it a -1 to hit rather than +1 to save) and Evil Sunz are pretty much DOA if Dakka doesn't have an advance and shoot like an assault weapon clause, since our assault weaponry just got cut down in numbers significantly.
This message was edited 1 time. Last update was at 2021/07/19 14:04:17
2021/07/19 14:08:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Yeah, being a through and through Evil Sunz boy our new kultur just plain hurts. I'd be okay with losing out on:
- The +1 to charge if 'ere we go was still the old rules
- Or vice versa.. Getting the new, nerfed 'ere we go but keeping the +1 to charge
- Or losing out on both of those if more weapons were assault/dakka counted as assault on bikes and vehicles.
All of it combined seems really harsh and Evil Sunz weren't even oppressively good before the new codex anyways. Makes me wonder if someone at GWHQ got curbstomped once by the army due to poor screening or whatever and decided to smite down on whatever capabilities it had. Playing evil sunz speedfreeks and not being able to advance just feels wrong. At least the actual speedfreeks units are better now, so it won't be too bad I guess
Edit: Deffkoptas are better now but the drive-by krumpin' taktik is not new and I'm unsure if it's better than the old deffkopta unit buffed by "visions in da smoke". Don't get me wrong, I loved doing that but it wasn't a game changer in pretty much any match I used it in. Advancing and charging with a unit is cool I guess but it's a suicide missile that's going to fly up the board and die, hopefully having made it's points back. If it could shoot along the way I'd be more psyched about it. A fight last relic is great though, and I wouldn't be surprised if lots of people took an ES patrol just to get that into their list.
This message was edited 1 time. Last update was at 2021/07/19 14:23:23
2021/07/19 14:20:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I think it's more likely them thinking Evil Suns were fine, so didn't need changing. Paying absolutely no heed to the fact that they were removing a lot of what Evil Suns did well.