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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






At least up till now, they always had the options for up to six supa-shootas - two below the wings, two on the wings and two on the nose.

I magnetized them though, I can turn them into any of the three planes whenever I need. Too bad the wazzbom came so much later.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Shadowy Grot Kommittee Memba






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


Yeah probably because having a lot of the power buget of the unit in 6" range grenades was dumb. Now theyve slapped dakka 10/14 and danage 2 on the speshul for you...

"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!"  
   
Made in us
Battlewagon Driver with Charged Engine




I have so many planes that I don't really need to magnetise them. I hope I'm just being paranoid in regards to GW being more strict with their "no model-no rules" type of approach to both units and wargear. I just don't want to be heartbroken by the dakkajet finally having good stats but for some reason brought down to max 4 guns, thus making it bad again.. But if it's always been an option then we're probably good.


Automatically Appended Next Post:
 the_scotsman wrote:
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


Yeah probably because having a lot of the power buget of the unit in 6" range grenades was dumb. Now theyve slapped dakka 10/14 and danage 2 on the speshul for you...
I mean sure, net win, but at this point just call it flammable fungus beer and remove the statline altogether :

This message was edited 1 time. Last update was at 2021/07/20 11:08:51


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






XC18 wrote:
 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.


Note that I specifically wrote clan, not culture. In SotB, subcultures would replace the <clan> keyword. Thrakka also isn't a specialist mob unit (last entry on the list). A unit of a different clan would prevent you from gaining a culture for your detachment.

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.

No you can't, because Boss Snikrot would break your culture. Same is true for all other similar bosses except Thrakka and Makari who can be their own detachment anyways.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in hk
Regular Dakkanaut




Hong Kong

XC18 wrote:


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.


Ah well,. snikrot is a bad example as it is not in the list of specialists ladz ;(

In any case until I read the rule that says that specialist mob units don't benefit kultur, I won't believe it

This message was edited 1 time. Last update was at 2021/07/20 11:19:22


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Fair enough, GW has done weirder things

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 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?


After what release? Snagga box, so lets say new thread in first week of August of regular so new thread in September?

There is not so much to discuss about old codex anyway. I gonna play some tournaments with old one in August but what to discuss? Either secondaries or counterstrategies againts other armies - this could be discussed in the new thread as well. One active thread is the right ammount….

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Longtime Dakkanaut




I'm beginning to think Orkz are going to be in a weird place until GW unfeths the Mob Rule nerf. Stormboyz got better, but morale will gut them, Boyz got better, but more expensive and Morale will gut them, Mek gunz got worse smaller unit sizes and Morale will gut them, Burnas got better finally but now you have to take a Mek for every 4 burna boyz, not that big of a deal when compared to Lootas who just got worse somehow and now have to take a mek armed with a 24' weapon (36 for big shoota) for every 4 lootas, but don't worry, you still have to pay 17ppm for the mek even though the Burnas pay 11 for the same damn model.

Buggies got slightly better and slightly worse depending on how you look at it. The Squadron rule is a nerf since spill over dmg will be a thing, morale is actually a concern now.

I think the one bright spot for me is going to be Warbikers but even then, they still suffer from morale problems. T5 3 wounds and -1 to hit is amazing, but a lot of armies can easily plink 3-4 off without trying to hard, and now i have a 50% chance to fail morale and lose 1-3 more warbikers.

Basically GW fethed up with morale for orkz hard. Its going to be hte biggest handicap we face this edition.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Anyone else notice you can put Gaz in a battlewagon . He takes up 18 slots lol

SMASH  
   
Made in us
Mekboy on Kustom Deth Kopta






Am I the only one planning to convert the boss on a squig into riding a cyborg hammerhead shark instead of a great white shark?

it has really good rules not sure its as broken as people are saying but we will see, still somewhat excited about squig riders and not looking forward to having to modify beast snagga troop models to look less... feral I like my army to look scifi not like they are just wildboyz

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Shadowy Grot Kommittee Memba






oh hey, something random I just noticed as we were having the inevitable "but are we suuuuuuuuuuuuuuuuuuuuuuuuuureeeeeeee GW didn't intend for me to be able to have 2 chapter tactics on all my units???" discussion: Flash Gitz have <clan> now. I noticed they weren't in the list of exceptions.

Neat.

"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!"  
   
Made in us
Mekboy on Kustom Deth Kopta






 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?


I would say at least until the end of sepember since a lot of tournaments will be waiting for the official codex release and not allowing the beast snagga codex in tournaments to avoid confusion (other players will not have ha da chance to see the rules unless they got the limited edition box) probably close 2 weeks after the actual codex has been released?

10000 points 7000
6000
5000
5000
2000
 
   
Made in gb
Longtime Dakkanaut



Glasgow

There's now a photo doing the rounds on facebook of the specialist mobs page. 'Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace the unit's <KLAN> keyword with the appropriate keyword as described under that specialism'.

This message was edited 3 times. Last update was at 2021/07/20 12:30:50


 
   
Made in us
Regular Dakkanaut




Nob bikers are gone?! Oh how the mighty have fallen!

 
   
Made in us
Shadowy Grot Kommittee Memba






nfe wrote:
There's now a photo doing the rounds on facebook of the specialist mobs page. 'Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace the unit's <KLAN> keyword with the appropriate keyword as described under that specialism'.


Anything on a limit for it? And (I know this is a silly personal request) any news on how gretchins function vis a vis clans?

"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!"  
   
Made in us
Regular Dakkanaut




If that's how they're doing it, then Trukkboyz are fundamentally broken because they can't embark in their own Trukk.
   
Made in gb
Longtime Dakkanaut



Glasgow

 the_scotsman wrote:
nfe wrote:
There's now a photo doing the rounds on facebook of the specialist mobs page. 'Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace the unit's <KLAN> keyword with the appropriate keyword as described under that specialism'.


Anything on a limit for it? And (I know this is a silly personal request) any news on how gretchins function vis a vis clans?


One unit per detachment. It doesn't prohibit repeating the same specialist mob in different detachments, however.
   
Made in hk
Regular Dakkanaut




Hong Kong

SemperMortis wrote:
...compared to Lootas who just got worse somehow and now have to take a mek armed with a 24' weapon (36 for big shoota) for every 4 lootas...


By the way, deffgun are now dakka 3/2, so it is possible to get them in the transport/wagon and move around and get within 24" for the spanner (weither that's a good idea or not).
Now that I think about it, this actually a big change, not in power level, but the way people will play lootas in this edition...

This message was edited 1 time. Last update was at 2021/07/20 12:35:18


 
   
Made in ca
Gargantuan Gargant






XC18 wrote:
SemperMortis wrote:
...compared to Lootas who just got worse somehow and now have to take a mek armed with a 24' weapon (36 for big shoota) for every 4 lootas...


By the way, deffgun are now dakka 3/2, so so it possible to get them in the transport/wagon and move around and get within 24" for the spanner (weither that's a good idea or not).
Now that I think about it, this actually a big change, not in power level, but the way people will play lootas in the edition...


Yeah, that is the only real welcome change to lootas is being able to move in a mobile bunker without having to worry about neg-to-hit mods like tankbustas bizarrely do now. The spanner and points cost is what is really holding them back from maximizing the Dakka changes.
   
Made in us
Flashy Flashgitz




North Carolina

Heafstaag wrote:
Nob bikers are gone?! Oh how the mighty have fallen!


They will be a FW only. I doubt they are deleted.

   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Spec mob
[Thumb - 5849369C-7A3C-4035-8434-651C03934F93.jpeg]

This message was edited 1 time. Last update was at 2021/07/20 12:41:31


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in ca
Gargantuan Gargant






 Dendarien wrote:
Heafstaag wrote:
Nob bikers are gone?! Oh how the mighty have fallen!


They will be a FW only. I doubt they are deleted.



The real question is if they buff Nob bikerz to have the same -1 to hit and extra wound count as Warbikers do.
   
Made in bg
Regular Dakkanaut




Well, its still better than an entire detachment being a specialist mob...
   
Made in ca
Gargantuan Gargant






 Tomsug wrote:
Spec mob


Interesting to see it confirmed. So I guess Trukk Nobz might be a better call since you can't spam trukk boyz, or at least realistically you'll only ever have 2 in most instances between 2 detachments.
   
Made in us
Mekboy on Kustom Deth Kopta






 Grimskul wrote:
 Dendarien wrote:
Heafstaag wrote:
Nob bikers are gone?! Oh how the mighty have fallen!


They will be a FW only. I doubt they are deleted.



The real question is if they buff Nob bikerz to have the same -1 to hit and extra wound count as Warbikers do.


honestly it will not surprise me if nob bikers retain the same wounds and gain 1 T because the people doing the fw rules will not have known the other ork changes.

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Flashy Flashgitz




North Carolina

 Grimskul wrote:
 Dendarien wrote:
Heafstaag wrote:
Nob bikers are gone?! Oh how the mighty have fallen!


They will be a FW only. I doubt they are deleted.



The real question is if they buff Nob bikerz to have the same -1 to hit and extra wound count as Warbikers do.


If they don't I have no idea what you would be paying nob points for
   
Made in bg
Regular Dakkanaut




 Grimskul wrote:
 Tomsug wrote:
Spec mob


Interesting to see it confirmed. So I guess Trukk Nobz might be a better call since you can't spam trukk boyz, or at least realistically you'll only ever have 2 in most instances between 2 detachments.


You can also ever only take one spec mob. so having pyromaniaks means you cant also take boomboiz and vice versa
   
Made in us
Regular Dakkanaut




 Tomsug wrote:
Spec mob


Yup. So, Trukkboyz is nonfunctional. Since you only upgrade a Warboss, Nobz, or Boyz unit and not the Trukk itself, only that unit replaces it's <clan> with <Trukkboyz>, leaving the Trukk with the original <clan> and restricted to only transporting <clan> infantry. They can't get in it.
   
Made in us
Krazed Killa Kan






Just saw the actual rules from the book for specialists. They read differently from the app and are much more clearly written. Only one specialist mob per detachment and it clearly replaces your clan.

Bizarre as this clearly means only one obsec grot unit per detachment at the most.

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. 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Madjob wrote:
 Tomsug wrote:
Spec mob


Yup. So, Trukkboyz is nonfunctional. Since you only upgrade a Warboss, Nobz, or Boyz unit and not the Trukk itself, only that unit replaces it's <clan> with <Trukkboyz>, leaving the Trukk with the original <clan> and restricted to only transporting <clan> infantry. They can't get in it.

That is quite an oversight I'm sure that any sensible opponent would allow them to embark on a trukk.

This message was edited 1 time. Last update was at 2021/07/20 13:06:57


2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
 
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