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![[Post New]](/s/i/i.gif) 2021/07/20 03:37:48
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Sneaky Kommando
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SemperMortis wrote:Is it just me or does this codex feel like GW spent 99% of their time writing Beast Snaggaz and than phoned in the rest of hte codex. Just about all our "new" non-beast snaggaz stratagems are old abilities that we have to pay CP to use now. our best Strats are all gone, our old army rules are so heavily nerfed they are ridiculous. I know we will be fine by buying the new hotness, but i'm a bit disappointed with how crap most of the rules are.
To be fair, when the Orktober buggies came out and were either overcosted (kustom boosta-blasta), had lackluster rules (boomdakka snazzwagon), or both (rukkatrukk squigbuggy), everyone complained that the cool shiny new models were unplayable. Given the choice, I'll take good rules for models I am going to buy anyway because they're great miniatures. The beast snagga boyz I could take or leave, but I love the squighogs, and a warboss riding a dinosaur-pig-shark with a robot leg is something I never knew I always wanted.
I actually think pretty much everything in the codex got better except the Boyz horde - time will tell whether the buggies' unit coherency rules make them unplayable except as single-model units, I'll admit I'm concerned on that front, but the buggy models themselves got big improvements along with almost everything else. The new Waaagh! rules are a big buff to the whole army. Goffs, Freebooters, and Snakebites got better, Blood Axes and Bad Moons stayed about the same, Evil Sunz and Deathskulls got slightly worse. It's a testament to how over-the-top DS were that they're arguably still worth taking for mass-obsec alone even with the nerf. Stratagems are mostly meh with some stand-outs, but kustom jobs and specialist mobs give us a lot of options and flexibility that other codexes don't get. Overall, I'm happy with the boosts to most of the existing units.
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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) 2021/07/20 03:57:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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TedNugent wrote:
I haven't seen anything thus far, but admittedly it's hard to comb the page when I don't have it in front of me just a compilation of screen grabs. It doesn't say anything on the Specialist Mobs section about a limit, e.g. 0-1 etc. Based on the leaks so far, there's not a limit on the number of these you can have.
What's interesting is that means you can take a Goff detachment but have Flyboyz for your aircraft, since they get no benefit from the Goffs clan ability. Or Big Krumpaz MANz in your Bad Moons. Etc.
Ya know what I was thinking - all this talk about Trukk boyz. One would think you kinda have to be able to give out multiple iterations of the same specialist mobs. It would be REALLY weird to have a Trukk Boy Warboss, but not be able to have Trukkboy boyz with him. Thats one scenario where you need to at least be able to give two different units the specialist detachment
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![[Post New]](/s/i/i.gif) 2021/07/20 04:13:31
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Sorry if this has been already demonstrated, but how do you guys see that the specialist mob units lose their Clan kultur keywords ?
In specialist ladz it says that such unit don't benefit the Clan kultur unless they have the Clan keywords, which is all good as there is nothing about losing the Clan keywords, no?
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![[Post New]](/s/i/i.gif) 2021/07/20 04:26:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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XC18 wrote:Sorry if this has been already demonstrated, but how do you guys see that the specialist mob units lose their Clan kultur keywords ?
In specialist ladz it says that such unit don't benefit the Clan kultur unless they have the Clan keywords, which is all good as there is nothing about losing the Clan keywords, no?
I didn't see anyone saying they lose the Clan keyword. I think they still keep it, but don't benefit from kultur
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![[Post New]](/s/i/i.gif) 2021/07/20 05:18:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Well why don't they benefit the kultur ?
The only rule I can find just mentions they don't benefit the kultur ONLY if they 're not from the same clan.
So in a goff detachment, if I select goff boys as trukkboyz , they should still benefit from the goff kultur, as they are still goff.
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![[Post New]](/s/i/i.gif) 2021/07/20 05:29:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Has anyone seen how nob bikers faired with the new codex?
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![[Post New]](/s/i/i.gif) 2021/07/20 05:33:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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kingbbobb wrote: addnid wrote:Ok thanks guys ! So as I need the waagh for my stormboyz, I will forgo the speed waagh I think, and use kanz and mek gunz just to pretend I have a very logical battle plan  (kanz and mek gunz are not ork so no waagh benefit for them)
dude waaagh! is literally listed as an ability on their profile - they have the vehicle key word for speed waaaagh xD
I think you are wrong, no ork keyword, no benefiting from the waagh. But I could be the one who is wrong. I have been wrong before
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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) 2021/07/20 06:29:00
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Am i understanding the new ammo runt rules correctly? When you buy an ammo runt the UNIT is "equipped with an ammo runt." when you go to use the ammo runt, "the bearer re rolls the hit roll". Does this mean the entire squad gets re roll to hits?
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![[Post New]](/s/i/i.gif) 2021/07/20 07:14:31
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Probably not at all, since they are part of FW now. Automatically Appended Next Post: GreenTidePackers wrote:Am i understanding the new ammo runt rules correctly? When you buy an ammo runt the UNIT is "equipped with an ammo runt." when you go to use the ammo runt, "the bearer re rolls the hit roll". Does this mean the entire squad gets re roll to hits?
Take a guess
Since, in theory, you are rolling each attack separately, you can re-roll exactly one dice.
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This message was edited 1 time. Last update was at 2021/07/20 07:15:57
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 07:50:42
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battlewagon Driver with Charged Engine
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Hold on, did GW actually nerf the burna bottles? They were terrible in 8th and you've made them worse? That's just crazy
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![[Post New]](/s/i/i.gif) 2021/07/20 08:06:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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!!Goffik Rocker!!
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What we currently get is that foot hordes got a semi-nerf with ld issues and harder to cast tellyportas but slightly more mellee damage and ability to get some more damage boosts easier with goff culture and waagh.
All new squig units got strong rules which are probably gona get toned down a bit later on but might still be strong.
Most vehicles got buffed in one way ore another. Buggies are really strong. As for grot vehicles - they depend on weather grot get kultures or not. If they do, they are all gona be good. If not, still ok-ish.
Mek gunz are revamped significantly. Smash gun is nowhere near as auto-take as it used to be. But it's still ok to take it or kmk in literally any list. Now that they are squadroned, i'd not go above 2. Ld issues are a problem throughout the codex.
12" Skorchas and a price drop + ramshackle are gona make 3-skorcha/1 saw dreads pretty good for a 2d turn squadron drop to clear a flank or backfieeld if there is an opening by that time. Heck, I'm seriously considering 10 skorcha manz for the job as I don't have dreads. Hard to tell what's better tho. Dreads do look interesting now for that task alone.
As for speshulists, they're overall a slight disappointment as you can't make a charge-on-move truck army and seems that you loose kulture but it's an ok option for when you want something like rokkit tankbustas in a goff detachment.
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This message was edited 1 time. Last update was at 2021/07/20 08:09:08
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![[Post New]](/s/i/i.gif) 2021/07/20 08:20:10
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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PiñaColada wrote:Hold on, did GW actually nerf the burna bottles? They were terrible in 8th and you've made them worse? That's just crazy
Ah, I haven't notices the datasheet was completed. I don't really mind, I think I've use the bottles once up till now. It also lost its weird random explosion.
However, the mek speshul got improved to 2 damage. That actually gives the snazzwagon a reason to exist, it's decent for shredding marines now. Automatically Appended Next Post: koooaei wrote:What we currently get is that foot hordes got a semi-nerf with ld issues and harder to cast tellyportas but slightly more mellee damage and ability to get some more damage boosts easier with goff culture and waagh.
The Waaagh! is actually neither a buff nor a nerf as they have lost the advance and charge from the warboss and +1 attack from green tide. Tellyporta also has become a lot less important in 9th to me as both the smaller boards, the new terrain and quite a few anti-deep strike abilities and stratagems make it really hard to put to a good use.
Most vehicles got buffed in one way ore another. Buggies are really strong. As for grot vehicles - they depend on weather grot get kultures or not. If they do, they are all gona be good. If not, still ok-ish.
There are probably going to be some pretty insane things you can pull off with the grot mega-tank if it can use stratagems and kustom jobs freely.
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This message was edited 1 time. Last update was at 2021/07/20 08:25:02
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 08:25:42
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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Yeah, it being D2 is a huge improvement and 14shots within 15" is actually really decent dakka. But this has to mean that the souped-up spehsul is incorrect, right? It's the old statline they've shown for some reason. Because losing a point of S, AP & Dmg to make it assault 15 instead of dakka 14/10 -and- paying 10 points for that might actually be the worst deal in all of 40k
Edit: I suppose it does say change the weapon to dakka 16/12 in the text above the (presumably) incorrect picture. If that's all it does then the upgrade is decent enough I guess, if a little unimaginative..
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This message was edited 1 time. Last update was at 2021/07/20 08:44:37
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![[Post New]](/s/i/i.gif) 2021/07/20 08:56:17
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Just for those wondering - I will be creating a thread for the new codex two weeks after the release as usual. This way the new thread doesn't start with people panicking about their current army and misread rules
Is there anyone interested in keeping this thread open for those still playing the old codex until August/September?
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 09:01:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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XC18 wrote:Well why don't they benefit the kultur ?
The only rule I can find just mentions they don't benefit the kultur ONLY if they 're not from the same clan.
So in a goff detachment, if I select goff boys as trukkboyz , they should still benefit from the goff kultur, as they are still goff.
So were just going to ignore this question? I too want to know where it has been written since I couldnt find anything of the sort either. Automatically Appended Next Post: Jidmah wrote:Just for those wondering - I will be creating a thread for the new codex two weeks after the release as usual. This way the new thread doesn't start with people panicking about their current army and misread rules
Is there anyone interested in keeping this thread open for those still playing the old codex until August/September?
Not me, but I would like a link to the new thread in here once you put it up if you can be bothered.
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This message was edited 1 time. Last update was at 2021/07/20 09:01:58
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![[Post New]](/s/i/i.gif) 2021/07/20 09:05:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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pepi55 wrote:XC18 wrote:Well why don't they benefit the kultur ?
The only rule I can find just mentions they don't benefit the kultur ONLY if they 're not from the same clan.
So in a goff detachment, if I select goff boys as trukkboyz , they should still benefit from the goff kultur, as they are still goff.
So were just going to ignore this question? I too want to know where it has been written since I couldnt find anything of the sort either.
What would be the point of allowing specialist mobz to be from a different clan? In that case they just wouldn't have listed them.
Jidmah wrote:Not me, but I would like a link to the new thread in here once you put it up if you can be bothered.
Of course.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 09:17:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
Denmark
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I'm really looking forward to trying out the updated Warbikers and Deffkoptas along with Meganobz and Boyz in Trukks and Battlewagons!
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![[Post New]](/s/i/i.gif) 2021/07/20 09:20:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Sorry if this has been covered already but regarding the speed waagh ability " when a vehicle or bike fires a dakka weapon make one additional attack with that weapon" does that mean that my bikes now make 12/8 shots each (+1 shot to each of the 2x dakka 5/3) OR do I get to make another attack with each dakka gun which would mean a total of 20/12 shots.
Tldr does extra attack mean extra shot or attack again with that weapon.
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![[Post New]](/s/i/i.gif) 2021/07/20 09:24:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Battleship Captain
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1 extra dice, each dice is a separate attack.
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![[Post New]](/s/i/i.gif) 2021/07/20 09:27:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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CaptainO wrote:Sorry if this has been covered already but regarding the speed waagh ability " when a vehicle or bike fires a dakka weapon make one additional attack with that weapon" does that mean that my bikes now make 12/8 shots each (+1 shot to each of the 2x dakka 5/3) OR do I get to make another attack with each dakka gun which would mean a total of 20/12 shots.
Tldr does extra attack mean extra shot or attack again with that weapon.
A dakka 5/3 weapon makes 5 or 3 attacks, if you add an extra attack it's 6 or 4 attacks. So each bike gets two additional shots.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 10:17:57
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Jidmah wrote:pepi55 wrote:XC18 wrote:Well why don't they benefit the kultur ?
The only rule I can find just mentions they don't benefit the kultur ONLY if they 're not from the same clan.
So in a goff detachment, if I select goff boys as trukkboyz , they should still benefit from the goff kultur, as they are still goff.
So were just going to ignore this question? I too want to know where it has been written since I couldnt find anything of the sort either.
What would be the point of allowing specialist mobz to be from a different clan? In that case they just wouldn't have listed them.
The way I see I, that rule is targeting the character units listed in there (snikrot, badrukk, etc..) , to make sure they don't benefit from kultur other than their own.
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![[Post New]](/s/i/i.gif) 2021/07/20 10:20:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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XC18 wrote: Jidmah wrote:pepi55 wrote:XC18 wrote:Well why don't they benefit the kultur ?
The only rule I can find just mentions they don't benefit the kultur ONLY if they 're not from the same clan.
So in a goff detachment, if I select goff boys as trukkboyz , they should still benefit from the goff kultur, as they are still goff.
So were just going to ignore this question? I too want to know where it has been written since I couldnt find anything of the sort either.
What would be the point of allowing specialist mobz to be from a different clan? In that case they just wouldn't have listed them.
The way I see I, that rule is targeting the character units listed in there (snikrot, badrukk, etc..) , to make sure they don't benefit from kultur other than their own.
Sure, but why list specialist mobs at all then?
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 10:27:09
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Trazyn's Museum Curator
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SemperMortis wrote:Is it just me or does this codex feel like GW spent 99% of their time writing Beast Snaggaz and than phoned in the rest of hte codex. Just about all our "new" non-beast snaggaz stratagems are old abilities that we have to pay CP to use now. our best Strats are all gone, our old army rules are so heavily nerfed they are ridiculous. I know we will be fine by buying the new hotness, but i'm a bit disappointed with how crap most of the rules are.
Gotta shift those kits somehow. No one has Beast Snaggas after-all.
Healthy army balance? What's that? Automatically Appended Next Post: koooaei wrote:What we currently get is that foot hordes got a semi-nerf with ld issues and harder to cast tellyportas but slightly more mellee damage and ability to get some more damage boosts easier with goff culture and waagh.
All new squig units got strong rules which are probably gona get toned down a bit later on but might still be strong.
Most vehicles got buffed in one way ore another. Buggies are really strong. As for grot vehicles - they depend on weather grot get kultures or not. If they do, they are all gona be good. If not, still ok-ish.
Mek gunz are revamped significantly. Smash gun is nowhere near as auto-take as it used to be. But it's still ok to take it or kmk in literally any list. Now that they are squadroned, i'd not go above 2. Ld issues are a problem throughout the codex.
12" Skorchas and a price drop + ramshackle are gona make 3-skorcha/1 saw dreads pretty good for a 2d turn squadron drop to clear a flank or backfieeld if there is an opening by that time. Heck, I'm seriously considering 10 skorcha manz for the job as I don't have dreads. Hard to tell what's better tho. Dreads do look interesting now for that task alone.
As for speshulists, they're overall a slight disappointment as you can't make a charge-on-move truck army and seems that you loose kulture but it's an ok option for when you want something like rokkit tankbustas in a goff detachment.
I like that the squigbuggy appears to be a decent harassment tool now instead of just useless.
I don't think any other Ork unit has Ignore LoS attacks, and it should be fast enough to scoot behind a terrain feature, hit an enemy and then scoot off.
Depends heavily on how the terrain is set up, of course, but if you are playing 40k there you shouldn't be playing on an open field anyway.
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This message was edited 1 time. Last update was at 2021/07/20 10:30:38
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2021/07/20 10:31:24
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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To be more precise, there are three possible explanations: 1) Specialist mobs replace their clan with their subculture. They are listed so they don't break the detachment. 2) Specialist mobs do not replace their clan and can benefit from their culture and their sub-culture. They are listed in case you put them in another clan for the sole reason of losing their culture? 3) Specialist mobz do not replace their clan but can never benefit from their culture. They are listed if you want to break unit synergy with other <clan> units? So for both 2) and 3) it wouldn't really make sense to list them unless you are actively trying to hurt your army. According to Occam's razor 1) remains as the interpretation that is most likely to be valid.
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This message was edited 2 times. Last update was at 2021/07/20 10:36:19
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 10:33:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Jidmah wrote:pepi55 wrote:XC18 wrote:Well why don't they benefit the kultur ? The only rule I can find just mentions they don't benefit the kultur ONLY if they 're not from the same clan. So in a goff detachment, if I select goff boys as trukkboyz , they should still benefit from the goff kultur, as they are still goff. So were just going to ignore this question? I too want to know where it has been written since I couldnt find anything of the sort either. What would be the point of allowing specialist mobz to be from a different clan? In that case they just wouldn't have listed them. Wait... I might have misunderstood the original question... the thing I was talking about is wether the specialist kultur overrides the main clan (i.e. snakebites boyz becoming snakebite-trukkboiz instead ofjust trukkbois). Override makes sense from a balance point of view but im not sure if im missing some basic rule that prevents a unit from having multiple clans or im just blind and cant see the clause in the spoilers
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This message was edited 1 time. Last update was at 2021/07/20 10:34:34
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![[Post New]](/s/i/i.gif) 2021/07/20 10:34:25
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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CthuluIsSpy wrote:SemperMortis wrote:Is it just me or does this codex feel like GW spent 99% of their time writing Beast Snaggaz and than phoned in the rest of hte codex. Just about all our "new" non-beast snaggaz stratagems are old abilities that we have to pay CP to use now. our best Strats are all gone, our old army rules are so heavily nerfed they are ridiculous. I know we will be fine by buying the new hotness, but i'm a bit disappointed with how crap most of the rules are.
Gotta shift those kits somehow. No one has Beast Snaggas after-all.
Healthy army balance? What's that?
Beast snaggas in a vacuum are very close to what khorne daemons are. They will not be able to succeed without shooting backup from the non-snagga parts of the army.
I like that the squigbuggy appears to be a decent harassment tool now instead of just useless.
I don't think any other Ork unit has Ignore LoS attacks, and it should be fast enough to scoot behind a terrain feature, hit an enemy and then scoot off.
Depends heavily on how the terrain is set up, of course, but if you are playing 40k there you shouldn't be playing on an open field anyway.
Agree, but if they can't split, it's next to impossible to hide two such large bases anywhere. Automatically Appended Next Post: pepi55 wrote:Wait... I might have misunderstood the original question... the thing I was talking about is wether the specialist kultur overrides the main clan (i.e. snakebites boyz becoming snakebite-trukkboiz instead ofjust trukkbois).
Override makes sense from a balance point of view but im not sure if im missing some basic rule that prevents a unit from having multiple clans or im just blind and cant see the clause in the spoilers
See my post above, I tried to explain it better.
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This message was edited 1 time. Last update was at 2021/07/20 10:35:06
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 10:37:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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Jidmah wrote:CaptainO wrote:Sorry if this has been covered already but regarding the speed waagh ability " when a vehicle or bike fires a dakka weapon make one additional attack with that weapon" does that mean that my bikes now make 12/8 shots each (+1 shot to each of the 2x dakka 5/3) OR do I get to make another attack with each dakka gun which would mean a total of 20/12 shots.
Tldr does extra attack mean extra shot or attack again with that weapon.
A dakka 5/3 weapon makes 5 or 3 attacks, if you add an extra attack it's 6 or 4 attacks. So each bike gets two additional shots.
Exactly, each bike gets two additional attacks since it fires with two separate weapons. Bikes have 2 dakkaguns, not a twin dakkagun. Two dakka weapons = two extra shots, one per weapon. So 12/8 shots in the waaagh turn.
Automatically Appended Next Post:
pepi55 wrote:
Wait... I might have misunderstood the original question... the thing I was talking about is wether the specialist kultur overrides the main clan (i.e. snakebites boyz becoming snakebite-trukkboiz instead ofjust trukkbois).
Override makes sense from a balance point of view but im not sure if im missing some basic rule that prevents a unit from having multiple clans or im just blind and cant see the clause in the spoilers
Specialists keep the klan keyword but don't get the klan bonus. They get the specialist bonus instead. For example Snakebite Trukkboyz don't get the bonus for being Snakebites but they get the Trukkboyz one instead.
They still count as <Klan> (Snakebites in the previous example) in terms of auras, psychic powers, strategems, etc... though.
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This message was edited 3 times. Last update was at 2021/07/20 10:43:35
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![[Post New]](/s/i/i.gif) 2021/07/20 10:44:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Blackie wrote: Jidmah wrote:CaptainO wrote:Sorry if this has been covered already but regarding the speed waagh ability " when a vehicle or bike fires a dakka weapon make one additional attack with that weapon" does that mean that my bikes now make 12/8 shots each (+1 shot to each of the 2x dakka 5/3) OR do I get to make another attack with each dakka gun which would mean a total of 20/12 shots.
Tldr does extra attack mean extra shot or attack again with that weapon.
A dakka 5/3 weapon makes 5 or 3 attacks, if you add an extra attack it's 6 or 4 attacks. So each bike gets two additional shots.
Exactly, each bike gets two additional attacks since it fires with two separate weapons. Bikes have 2 dakkaguns, not a twin dakkagun. Two dakka weapons = two extra shots, one per weapon. So 12/8 shots in the waaagh turn.
Sooo... *types furiously into a calculator* ... that's 96 AP-1 shots coming out of a biker squad in turn 1 for 5 dead marines and if you are within 9" in turn 2 another 8 dead. Not too shabby. The dakka jet is also looking good.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/07/20 10:55:39
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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A maxed out bike squad buffed by the speedwaaagh is also a good candidate for the new more dakka strat, if you're unable/unwilling to get them within 9". You gain 36shots by doing that and due to the fact that the strat is 2cp it'll mostly be used in those types of scenarios I'd wager.
Sidenote, I haven't built a dakkajet since that kit was released and mine is slightly converted anyways so I don't remember.. Do dakkajets officially come with an option to put 6 supa-shootas on them? Because most of the time you seem them modeled with just 4 and I really hope the new buffed weapon profile isn't held back by just having 4 guns on the plane.. I'm being paranoid right?
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![[Post New]](/s/i/i.gif) 2021/07/20 10:58:38
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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Jidmah wrote:To be more precise, there are three possible explanations:
1) Specialist mobs replace their clan with their
subculture. They are listed so they don't break the detachment.
2) Specialist mobs do not replace their clan and can benefit from their culture and their sub-culture. They are listed in case you put them in another clan for the sole reason of losing their culture?
3) Specialist mobz do not replace their clan but can never benefit from their culture. They are listed if you want to break unit synergy with other <clan> units?
So for both 2) and 3) it wouldn't really make sense to list them unless you are actively trying to hurt your army. According to Occam's razor 1) remains as the interpretation that is most likely to be valid.
Hmm.. first: take a look at the example in the rule, it litteraly writes that Ghazkull still benefits Goff kultur if he is in the goff detachment. So being a specialist ladz does not prevents it from benefiting from its kultur.
2/As for why someone would take spec mob units with a different clan, it is pretty obvious for me.
For example i have an evil sunz detachtment, and I want to add Boss Snikrot + a unit of kommandos (specialist Sneaky Gitz) of blood axe clans, so they can benefit Snikrot aura. Now I can, add the rest of my army still get the evil sunz kultur.
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