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![[Post New]](/s/i/i.gif) 2021/07/20 13:08:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Trazyn's Museum Curator
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Transports being <subfaction> specific is a stupid rule anyway. "Oh nooo you can't board our vehicle, you are wearing blue, not red"
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This message was edited 1 time. Last update was at 2021/07/20 13:09:18
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 13:12:06
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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lazy writing at its finest...
if its replacing the kulture, and you can only upgrade 1 unit per detachment, then some of those subkultures dont even work.
Subkultures cannot use transports. And one of them is specifically buffed to use a transport. GJ gw...
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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) 2021/07/20 13:21:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Rampagin' Boarboy
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Looks like Big Krumpaz for MANz is going to be the subculture of voice for me then.
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![[Post New]](/s/i/i.gif) 2021/07/20 13:23:58
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Afrodactyl wrote:Looks like Big Krumpaz for MANz is going to be the subculture of voice for me then.
Not if they can't board a transport....technically that seems correct RAW.
They literally lose the clan keyword per the codex.
Ripe for a FAQ.
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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) 2021/07/20 13:24:48
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
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I really hope the inevitable errata fix addresses all subkulturs not being able to ride transport's and not just Trukkboyz, or yea a good chunk of these subkulturs are just total dreck.
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![[Post New]](/s/i/i.gif) 2021/07/20 13:25:44
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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pfft hey guys GW accidentally gave us a way to autokill a plane again.... assuming the rule if a plane cant move minimum range it dies is still around.
Stikka Kannon doesnt exclude aircraft. So long as you dont fire at it at max range it cant fly far enough to satisfy the minimum range.
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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) 0032/07/20 13:30:56
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Zagstruk and Snikrot came out, their datasheets are nice.
Snikrot has 2 damage -2 AP. Both have warboss statlines but missing warboss keyword. Snikrot 95. Typical kommando rules. 4+/5++. Weird that he gets 5++ but we haven't seen it on the vanilla warboss.
Zag has no apparent restrictions on his power klaw, but comes in at 110. Same rules as stormboyz, but he has a 5+ FNP. Not sure if worth it since you could buy 10 stormboyz for the same cost, but he has some anti vehicle potential.
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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) 2021/07/20 13:53:03
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy on Kustom Deth Kopta
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TedNugent wrote:Zagstruk and Snikrot came out, their datasheets are nice.
Snikrot has 2 damage -2 AP. Both have warboss statlines but missing warboss keyword. Snikrot 95. Typical kommando rules. 4+/5++. Weird that he gets 5++ but we haven't seen it on the vanilla warboss.
Zag has no apparent restrictions on his power klaw, but comes in at 110. Same rules as stormboyz, but he has a 5+ FNP. Not sure if worth it since you could buy 10 stormboyz for the same cost, but he has some anti vehicle potential.
boss Zag so long as he can still deep strike will likely be easier to use than stormboyz. i am assuming he is a warboss though so may have to second detachment him. at least in our current codex i find him one of the most useful units. deep strike in out of LOS take stuff, harass, and just always makes back his points and scores objectives.
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![[Post New]](/s/i/i.gif) 2021/07/20 13:55:36
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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More kustom job info was leaked. It appears as though if you are running 2 or more vehicles in a unit, you can't give any of them a kustom job.
"Vehicle Kustom Jobs can only be given to a unit that contains one model."
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![[Post New]](/s/i/i.gif) 2021/07/20 13:59:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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G00fySmiley wrote: TedNugent wrote:Zagstruk and Snikrot came out, their datasheets are nice.
Snikrot has 2 damage -2 AP. Both have warboss statlines but missing warboss keyword. Snikrot 95. Typical kommando rules. 4+/5++. Weird that he gets 5++ but we haven't seen it on the vanilla warboss.
Zag has no apparent restrictions on his power klaw, but comes in at 110. Same rules as stormboyz, but he has a 5+ FNP. Not sure if worth it since you could buy 10 stormboyz for the same cost, but he has some anti vehicle potential.
boss Zag so long as he can still deep strike will likely be easier to use than stormboyz. i am assuming he is a warboss though so may have to second detachment him. at least in our current codex i find him one of the most useful units. deep strike in out of LOS take stuff, harass, and just always makes back his points and scores objectives.
No warboss keyword and he has stormboyz strike.
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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) 2021/07/20 14:02:12
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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BDBurrow wrote:More kustom job info was leaked. It appears as though if you are running 2 or more vehicles in a unit, you can't give any of them a kustom job.
"Vehicle Kustom Jobs can only be given to a unit that contains one model."
Well, good thing there's no reason ever to run more than single model vehicle units haha
I really do think the standard comp ork list is going to be 2 detachments, 1 battalion/patrol and 1 outrider/spearhead.
Not like you've got anything better to do with those 3cp - might as well unlock the much much greater benefits of having lots more single-model vehicle units.
Single-model KMBs, single-model buggies, all very spicy, all very good, and you definitely want those 2 units of trukk boyz, 2 WARBOSS models, etc.
Sidenote i dont really give a feth about the 'they cant embark on transports' thing, that's a super obvious 2-week faq thing.
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This message was edited 1 time. Last update was at 2021/07/20 14:02:34
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![[Post New]](/s/i/i.gif) 2021/07/20 14:03:42
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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They will just be forgeworld I guess from now on
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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 14:03:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy on Kustom Deth Kopta
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TedNugent wrote: G00fySmiley wrote: TedNugent wrote:Zagstruk and Snikrot came out, their datasheets are nice.
Snikrot has 2 damage -2 AP. Both have warboss statlines but missing warboss keyword. Snikrot 95. Typical kommando rules. 4+/5++. Weird that he gets 5++ but we haven't seen it on the vanilla warboss.
Zag has no apparent restrictions on his power klaw, but comes in at 110. Same rules as stormboyz, but he has a 5+ FNP. Not sure if worth it since you could buy 10 stormboyz for the same cost, but he has some anti vehicle potential.
boss Zag so long as he can still deep strike will likely be easier to use than stormboyz. i am assuming he is a warboss though so may have to second detachment him. at least in our current codex i find him one of the most useful units. deep strike in out of LOS take stuff, harass, and just always makes back his points and scores objectives.
No warboss keyword and he has stormboyz strike.
*happy sguig noises*
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![[Post New]](/s/i/i.gif) 2021/07/20 14:05:38
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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BDBurrow wrote:More kustom job info was leaked. It appears as though if you are running 2 or more vehicles in a unit, you can't give any of them a kustom job.
"Vehicle Kustom Jobs can only be given to a unit that contains one model."
That pretty much kills them for Deff Dreads. Having a "Gung-ho" 4xKMB Deff Dread with the addiotional 4 shots tellyporting together with two full melee ones wouldn't have been half bad but it just means that they'll only be used on people filling in a spare slot.
What really sucks is that they could've just written "The Kustom Job only applies to a single model in a Veichle unit" with maybe an addendum about writing it down in the datasheet.
Afrodactyl wrote:Looks like Big Krumpaz for MANz is going to be the subculture of voice for me then
As long as you aren't playing Goffs it's a no-brainer. But I'm veering towards them as a klan even for warbikers horde and I'm debating wether keep my Trukk Nobz punchy or give them the Trukking culture.
Also of note, giving MANZ a sub-kulture will make it impossible to DAJUMP them since it's <KLAN> locked now IIRC. Forcing you to tellyport them.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:08:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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So specialists lose the entire <Klan> keyword, which means they lose not only the klan bonus but also klan related auras, stratagems, etc...
At the moment I like Big Krumpaz on Meganobz as I'd Tellyport them anyway and even Boom Boyz on a Gun Wagon with Da Boomer. Flat AP-3, improved to Ap-4 in the waaagh turn, is a nice bonus I think. Unfortunately Kannonwagon doesn't have the Wagon keyword, does it? Pyromaniacs for Burna Boyz as I'd definitely try them a few times after years of oblivion  .
Orrible gitz for gretchins is also an auto take, although they're still pretty useless.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:14:21
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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the_scotsman wrote:
Single-model KMBs, single-model buggies, all very spicy, all very good, and you definitely want those 2 units of trukk boyz, 2 WARBOSS models, etc.
I hardly see the benefit of playing 2 WARBOSSES, considering the nerfed BrutalButKunning, "nerfed" KILLA KLAW and the loss of Biggest Warboss they simply aren't that good at punching.
WHAAGH! is now global and you can only declare one anyway, most "tactical" traits you can just drop onto support characters with the Big Boss stratagem so if you want the +1 to hit aura you just drop 70 for a WHAAGH! banner and then give him some support trait.
The only possible reason would be to have some special charachter warboss together with a generic one to use the relics other than that I'd rather bring more toys in the same detachment.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:22:39
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Savannah
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These specialist restrictions seem a bit much. One per detachment (I was assuming that meant one type, originally), means a trukk boyz warboss has neither trukk nor boyz.
Though it does seem like you can have a super heavy aux Gorkanaut with Big Krumpaz, as you lose the rules "every unit in the detachment" get, but these only ever work on one (and you still have the <clan> keyword to trade).
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![[Post New]](/s/i/i.gif) 2021/07/20 14:26:40
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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Wow. GW at its finest here. The mekshop applies KJs to the whole unit, so this is their way of making us buy the mekshop. It's the only way you can get KJs on units w/ more than one model. AND it doesn't work for deff dreads because they still split on deployment.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:37:04
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Nasty Nob
Crescent City Fl..
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I'm having trouble keeping up and haven't seen a sheet of points costs for the new codex, was it leaked?
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The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2021/07/20 14:39:57
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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TedNugent wrote: Afrodactyl wrote:Looks like Big Krumpaz for MANz is going to be the subculture of voice for me then.
Not if they can't board a transport....technically that seems correct RAW.
They literally lose the clan keyword per the codex.
Ripe for a FAQ.
Its actually worse than that since they lose both the Kulture AND can't ride a transport, Be da jumped and finally, can't benefit from auras. Fething amazing. Its looking like GW needs to re-write like 90% of the codex to make it playable.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:43:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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The <Klan> Tag also kills any plan of a fluffy Burna Boys squad enjoying their buff since you can't fit them on a trukk or BW with that change.
Unless of course you'd like to footslog them across the field, that sounds like a very good plan.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:45:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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GW have made specialist detachments and kustom jobs way more trouble than it needs to be. It's like the moment they take their hands off a SM codex their brains turn to goo on how things interact with one another.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:45:23
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy on Kustom Deth Kopta
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warhead01 wrote:I'm having trouble keeping up and haven't seen a sheet of points costs for the new codex, was it leaked?
screencaps leaked, GW leaked it themselves by making it active in the app for a little while. thre was a whole video on it on art of war yesterday and a game with them today at 1pm
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![[Post New]](/s/i/i.gif) 2021/07/20 14:46:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazed Killa Kan
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Kill rig cannot take supa Cybork (infantry only) or beasthide mantle as the relic rules state they cannot be taken by a vehicle unless stated otherwise.
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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) 2021/07/20 14:52:09
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Long-Range Land Speeder Pilot
UK
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So specialist mobs cost zero points, give out a minor buff to 1 unit per detachment, and all it costs is:
Can't ride transports (unless 2 detachments and transport is allowed to share specialism, sorry Trukk Boyz)
Can't have blessings cast on you
Can't benefit from character auras/abilities (unless 2 detachments and the character shares specialism)
Lose access to clan relics/traits/strats if you dare to specialise a character
Seems like a great rule everyone will want to use
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![[Post New]](/s/i/i.gif) 2021/07/20 14:55:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Sneaky Kommando
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I assume specialist mobs will be faq'd to let them keep their CLAN keyword, and just not benefit from the kultur, I can't think of any issues that would create if they just delete the second part of that sentence.
It's probably good they're restricted to one per detachment, being able to take something that doesn't benefit from your kultur and give it a different one specifically tailored to it is pretty strong - and presumably you can give a morkanaut or gorkanaut big krumpaz so it can actually benefit from a kultur in a SH aux detachment. Which is, you know, fine.
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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 14:57:45
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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Insularum wrote:So specialist mobs cost zero points, give out a minor buff to 1 unit per detachment, and all it costs is:
Can't ride transports (unless 2 detachments and transport is allowed to share specialism, sorry Trukk Boyz)
Can't have blessings cast on you
Can't benefit from character auras/abilities (unless 2 detachments and the character shares specialism)
Lose access to clan relics/traits/strats if you dare to specialise a character
Seems like a great rule everyone will want to use
Only viable use are the odd units that have no sinergy with the rest of your army (The odd Dakkajet in a GOFF Army, a unit you're tellyporting which has no benefits from your Kulture AND your supporting charachters which should be in position to buff them up by turn 2 or those stinkin gretchins) but in most cases you'll be better off building a good sinergy between your units than chasing a way to make these buffs output their value.
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![[Post New]](/s/i/i.gif) 2021/07/20 14:58:05
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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warhead01 wrote:I'm having trouble keeping up and haven't seen a sheet of points costs for the new codex, was it leaked?
https://imgur.com/a/YC4UNqS
I'll pop it in again since it's been a few pages.
Right click, "open image in new tab" and zoom to get the high- def readable images.
Do note that at least SOME errors are suspected to be present, as certain units are showing AP-1 choppas and others AP- choppas.
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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) 2021/07/20 15:01:21
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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So this codex basically boils down to "use snaggas, nothing else" Kustom jobs are pointless, overpriced, and what few wasnt cant be applied to a squad so also dumb. Subkultures fundamentality broken at a core level, one literally doesnt work at all and the rest are mega shafted for a minor boost. Grechin are still trash since apparently they still dont benefit from kultures (also rokkit kanz are 55pts for some fething reason, their rokkits cost 15pts while everything else is 10) Only reason to run wagons is to transport non-snaggas, but with the before mentioned issues...why use nonsnaggas? Gork/mork statline is fine but being shunted to LoW means unplayable so theyre gone (stompa might be usable but still feels like garbage thanks to that 4bracket degrade chart) Like what the hell. GW is known for pushing the new models but this isnt even just making the old stuff worse its making them flatout broken and unusable by comparison. The only non-snagga unit that seems to be well off is bikers, deffkoptas (which are also new so moot point), and deffdreads.
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This message was edited 1 time. Last update was at 2021/07/20 15:03:20
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) 2021/07/20 15:01:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Long-Range Land Speeder Pilot
UK
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office_waaagh wrote:I assume specialist mobs will be faq'd to let them keep their CLAN keyword, and just not benefit from the kultur, I can't think of any issues that would create if they just delete the second part of that sentence.
It's probably good they're restricted to one per detachment, being able to take something that doesn't benefit from your kultur and give it a different one specifically tailored to it is pretty strong - and presumably you can give a morkanaut or gorkanaut big krumpaz so it can actually benefit from a kultur in a SH aux detachment. Which is, you know, fine. FAQ would definitely help, personally I don't think the abilities given are strong enough to warrant losing clan benefits though (i.e. big krumpaz is no benefit to Goffs at all, sometimes no benefit to freebootas, and never a benefit if you stand next to a warboss).
Unfortunately, leaked images indicate aux detachments can't use specialisms, so while a nice idea I don't think a lone 'naut can do that.
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