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![[Post New]](/s/i/i.gif) 2021/07/21 15:17:40
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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actually im not sure how long it takes them to make edits and print/distribute.
My roommate mentioned Lumineth did that. Their initial "early" battletome had a lot of issues and the proper release one had them fixed.
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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) 2021/07/21 15:21:39
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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A gotcha for y'all thinking of mixing clans:
It looks like you're locked out of clan relics and stratagems of clans other than your Warlord's.
IE: If you take a Goffs warlord and an evil suns detachment, you cannot use Drive by Krumpin period, or take Red Makka armour.
Warlord traits seem to be takable as normal with the stratagem.
Sucks, as some of the clan relics and strats are the best ones in the codex.
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![[Post New]](/s/i/i.gif) 2021/07/21 15:23:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Mekboy Hammerin' Somethin'
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Grimskul wrote:
They've been limiting it to specific units (Flayed Ones and Assault Intercessors) or removing it altogether in 9th ed codices, so I'm not surprised. It's also why the Korkscrew kustom job has basically disappeared.
Which is a good thing, always hated that mechanic of shoot twice / fight twice. It goes faster to just say "double the shots" or "double the numb of attacks", and there is no issue with other interactions. Good riddance !
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This message was edited 1 time. Last update was at 2021/07/21 15:23:33
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) 2021/07/21 15:32:47
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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Vineheart01 wrote:actually im not sure how long it takes them to make edits and print/distribute.
My roommate mentioned Lumineth did that. Their initial "early" battletome had a lot of issues and the proper release one had them fixed.
From what I've been told by friends with direct ties to printing&distribution of books is that any time a reprint has happened within 2-3 months is because the company released the first wave of books fully knowing it was flawed to begin with, and had started the reprinting process before the official release. Which sounds exactly like GW IMO. Anyways, this is offtopic, just don't expect to have a much more polished codex when the standalone codex drops. Obviously they might've caught an error here and there themselves but don't expect any sort of community input to have reached them in time to alter the book
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![[Post New]](/s/i/i.gif) 2021/07/21 15:36:14
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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tulun wrote:A gotcha for y'all thinking of mixing clans:
It looks like you're locked out of clan relics and stratagems of clans other than your Warlord's.
IE: If you take a Goffs warlord and an evil suns detachment, you cannot use Drive by Krumpin period, or take Red Makka armour.
Warlord traits seem to be takable as normal with the stratagem.
Sucks, as some of the clan relics and strats are the best ones in the codex.
That stings if true. If you don’t get the strats or relics feels a bit pointless to mix.
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![[Post New]](/s/i/i.gif) 2021/07/21 15:51:17
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 apparently Flash Gitz arent freeboota locked....but they cost 27pts. I'm not sure if thats good or not since thats 30" Snazzgunz for Badmoonz Gitz (and potential AP3 but meh that rarely matters getting +1 AP on a 6), mostly given because their Shoot Again is a strat now instead of auto. <edit ignore this part i had the wrong profile in my head> The 10pt difference is the big one to me though making flashgitz still underwhelming in the end now that i think about it. Biiiig difference for essentially a shift in power potential.
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This message was edited 2 times. Last update was at 2021/07/21 16:29:45
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) 2021/07/21 16:04:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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It needs to be cleaned up but this is my current list of wtf faqs…. Please feel free to add to this list of wtf.
I have some major concerns with the current ork codex including some features that are just broken with how they don’t work. Also the way This codex is constrained by artificial limits on detachment and army builds. It literally prevents us from building viable lists…using some of the rules.
The limit on 1 warboss per detachment. You already have mozgrod, badrukk, warboss, warboss on bike, warboss in mega, beast boss, beast boss on squighound, deffkilla wartrike, (and technically ghaz but he gets his own detachment) as HQ/warbossses that can never be in the same detachment together. It’s a pain to build a list and have enough non clan locked HQs. I’d seriously recommend making besstsnaggas equivilant to a warlord without the warlord tag that limits them. So we could have warboss, speedwagon, snaggaboss as the 3x HQ keyword tags with all 3x being able to waaagh. I’d also remove the warlord tag from badrukk when he is allowed to be taken in any detachment. In reality this only limits him to freebooter detachments or just really broken detachments that has a warlord with 2 clans…..the flip side is ghaz must be your warlord and included in a super command detachment. Since clan relics and clan specific strats are tied to your warlord. If ghaz is included with a main detachment from any clan other then goff he can’t use either clan specific relic or strat!
Limiting each kustom jobs into a single model unit. As limited as detachment slots are why even have the limit to a single model unit.. just leave it as a single model in that unit or the entire unit gets the kustom job as long as we pay the point cost for each model.. neither of those options are broken and doesn’t artificially limit the army list and make filling a detachment a pain.
Specialist Mobs lose their clan; keyword in exchange for the Specialist Mobs keyword. This disallows them from benefitting from psychic powers, aura abilities, and critically embarking within transports. Given that Trukk Boyz' rules appear to revolve around being in transports, is this unintended, and instead Specialist Mobs units should retain the clan keyword but be exempted from benefitting from the Kultur rule? You need to make subkulture replace kulture NOT clan… Furthermore why is specialist limited to 1 per detachment. You are forcing players to take multiple detachments now. At worst you should allow one specialist/subkulture per detachment and allow the player to make both boy squad troops into trukk boys.
You nerfed Gretchin even more. Even your new zodgrod named won’t make the superrunts useful. Worst still you made most Gretchin units like killakans subpar since they are not able to use kultures. Even if you allowed Gretchin to have kultures this will only make units such as mekguns and killakans playable (not even that strong). Outside of reducing the price of a Gretchin unit to 4ppm I’m not sure how you can make that unit playable it’s just bad right now. Maybe zodgrod can make his superrunts objective secured as well?
Speedwaaagh allows ORK VEHICLE keyword units to fire an additional shot with Dakka weapons and gain an additional point of AP. In 'rare rules 9' if a TRANSPORT keyword model is under the effects of a modifier to its ranged attacks, the same modifier applies to embarked models. Do models embarked inside ORK VEHICLE keyword models also fire additional shots with Dakka weapons and gain additional points of AP while a Speedwaagh is in effect?
In the Speedwaagh and Evil Sunz kultur rules, models being able to advance and fire assault weapons without penalty is a listed benefit. In the entirety of Codex: Orks, there are only a small handful of assault weapons that do not hit automatically (Kustom Mega Blastas, Squig Launchas, Scorcha Missiles, etc) and there is no unit that can be armed only with Assault weapons. this should allow units to Advance and shoot with Dakka weapons as well.
Talking about weakest kulturs bloodaxe is just bad.. the 18in cover needs to be 12in. I think this is universally considered the worst kulture by far and it was already considered bad in the 8th Ed codex.
All the +1 to hit abilities that don’t stack. You need to fix this it’s insane. Almost every buff is a +1 to hit and you capped this to -1/+1. Here is just a list off the top of my head.
All warbosses +1 hit in melee aura
Snagga boss +1 to hit melee aura to snagga only
All snaggas +1 to hit vehicle and monsters
Tankbustas +1 to hit vehicles
Freebooters +1 to hit kultur
Mekboss buzz grob +1 to hit on any dread unit
Waaagh banner +1 to hit melee aura
Zodgrod superrunts +1 to hit Gretchin unit
And the grot gunners, gitfinders, wing missiles, etc adding +1 to hit
Snikrot +1 hit bloodaxe commandos
I might have missed a few in there too.. personally I think snaggaboys should get +1 to wound vs vehicles and monsters. They already have several ways to get +1 to hit.
The ability "Grot Gunner and Targetin' Squig" on the Shokkjump Dragsta modifies the ballistic skill of the model when firing certain ranged weapons. However, other models with similar abilities (Gitfinda squig on Flash Gitz, Grot Gunner on several models, Tank Hunters on Tankbustas) add +1 to hit rolls when using certain weapons, which in 9th edition is capped at +1/-1 and therefore would not allow them to be used in conjunction with other abilities (e.g. the Freebootas clan kultur). these abilities should also modify Ballistic skill instead when firing those weapons.
the Waagh banner should be changed to +1 to any hit (instead of melee) since a lot of units and auras already are +1 to hit in melee and add reroll failed morale tests. You kind of busted using units larger then 10+ now because of morale issues. Maybe give him the “option” to take a powerklaw or give him cybork body (5++) since half his body is literally cybork. Basically the Waagh banner is redundant and fairly useless and overpriced.
Ere we go not rolling either or both die. This small change helps orks get into melee and has been one of the main reasons orks were a slightly more reliable assault army.
Tankbustas not being allowed to move and fire heavy weapons without a penalty to hit..I’m not exactly sure why this unit is being made harder to transport or teleport or use. It was already nerfed with the reroll to hit changed to +1 to hit on vehicles only. Basically allow them to move and fire again. I don’t care if it’s a special rule added or if battlewagons are allowed to transport units without counting as the unit moving. The battlewagon change itself would help several bad units such as lootas as well.
There is also a bunch of strats that make no sense at 2cp like breaking heads costing 2cp when the generic auto pass morale is already 2cp and does not cause Mortal wounds. I’m sure people have a list of strats that need to be reduced in cost from 2cp to 1cp and even then it’s not likely to fix some of them from being useful. Another example is the kff strat that cost 2cp? For a single turn once per game ability to increase your 30pt equipment upgrade from 6++ to 5++ and on top of that destroys it for the rest of the game.. at 2cp it was a once a game first turn alpha strike protection but the removing the 6++ portion for the rest of game makes the 30pt upgrade worthless and most times the unit carrying it big Mek on foot for example has zero reason to be on the board. This should be a 0cp strat that removes the item from game or a 2cp strat that doesn’t remove the item. This is just another unnecessary restriction placed on ork lists.
All the clan specific psychic powers from saga of the beast have disappeared. Are these no longer valid from this fairly recent book.
da ded shiny shoota should be able to replace a characters' big shoota and shoota as well as kustom shoota. Otherwise the options are real slim.
Why is the power stabbas Paying 5 points to lose out on an extra attack and gain a singular point of AP seems like a horrible trade (vs choppas) or them being more expensive than big choppas even though they're vastly inferior weapons?
Why are rokkits listed as 15 points instead of the normal 10pts for killakans. You already neutered Gretchin units enough.
The Morkanaut and gorknaut are barely playable as a superheavy.. the fact they no longer benefit from any kustom jobs, kultures, etc and are relegated to the superheavy auxiliary detachment places them in the useless territory. I’m not sure how to fix this unless you allow clan benefits and kustom jobs on the SH auxiliary and even then I’m not sure they are worth playing.
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This message was edited 5 times. Last update was at 2021/07/22 10:33:11
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![[Post New]](/s/i/i.gif) 2021/07/21 16:07:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Dendarien wrote:tulun wrote:A gotcha for y'all thinking of mixing clans:
It looks like you're locked out of clan relics and stratagems of clans other than your Warlord's.
IE: If you take a Goffs warlord and an evil suns detachment, you cannot use Drive by Krumpin period, or take Red Makka armour.
Warlord traits seem to be takable as normal with the stratagem.
Sucks, as some of the clan relics and strats are the best ones in the codex.
That stings if true. If you don’t get the strats or relics feels a bit pointless to mix.
It may need a clarification, but this is the language under CLAN STRATAGEMS section, for example:
"Each clan has an associated clan stratagem. If your army is led by an Orks <CLAN> walord, you can spend CP to use this stratagem in addition to those on pages 62-64"
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This message was edited 1 time. Last update was at 2021/07/21 16:07:46
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![[Post New]](/s/i/i.gif) 2021/07/21 16:22:28
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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tulun wrote: Dendarien wrote:tulun wrote:A gotcha for y'all thinking of mixing clans:
It looks like you're locked out of clan relics and stratagems of clans other than your Warlord's.
IE: If you take a Goffs warlord and an evil suns detachment, you cannot use Drive by Krumpin period, or take Red Makka armour.
Warlord traits seem to be takable as normal with the stratagem.
Sucks, as some of the clan relics and strats are the best ones in the codex.
That stings if true. If you don’t get the strats or relics feels a bit pointless to mix.
It may need a clarification, but this is the language under CLAN STRATAGEMS section, for example:
"Each clan has an associated clan stratagem. If your army is led by an Orks <CLAN> walord, you can spend CP to use this stratagem in addition to those on pages 62-64"
This kind of screws ghaz too..
He is in the supreme command detachment and must be your warlord.
So if your main detachment is anything other than Goff. Your warlord decides which clan relic and clan specific strat you can use. Ghaz forces you to only use goff clan specific relic and strat which can only be used on a goff unit….
The flip side is badrukk has 2 clans and flashgitz can be taken in any detachment. Meaning badrukk can use either clan relic or strat and can use the freebooter relic and strats on any flashgitz unit in the main detachment. And freebooters have one fo the best relic and clan strats.
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This message was edited 1 time. Last update was at 2021/07/21 16:24:11
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![[Post New]](/s/i/i.gif) 2021/07/21 16:29:24
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Regular Dakkanaut
Sheridan, WY
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gungo wrote:tulun wrote: Dendarien wrote:tulun wrote:A gotcha for y'all thinking of mixing clans:
It looks like you're locked out of clan relics and stratagems of clans other than your Warlord's.
IE: If you take a Goffs warlord and an evil suns detachment, you cannot use Drive by Krumpin period, or take Red Makka armour.
Warlord traits seem to be takable as normal with the stratagem.
Sucks, as some of the clan relics and strats are the best ones in the codex.
That stings if true. If you don’t get the strats or relics feels a bit pointless to mix.
It may need a clarification, but this is the language under CLAN STRATAGEMS section, for example:
"Each clan has an associated clan stratagem. If your army is led by an Orks <CLAN> walord, you can spend CP to use this stratagem in addition to those on pages 62-64"
This kind of screws ghaz too..
He is in the supreme command detachment and must be your warlord.
So if your main detachment is anything other than Goff. Your warlord decides which clan relic and clan specific strat you can use. Ghaz forces you to only use goff clan specific relic and strat which can only be used on a goff unit….
The flip side is badrukk has 2 clans and flashgitz can be taken in any detachment. Meaning badrukk can use either clan relic or strat and can use the freebooter relic and strats on any flashgitz unit in the main detachment. And freebooters have one fo the best relic and clan strats.
None of this is surprising to me and is most likely the way GW intended it. They do NOT want us running mixed forces. Anyone running Ghaz in a deffskullz list is expecting to lose the goffs related strats/relics/etc. It's just the way it is.
Has anyone run the numbers on the new Stompa yet? Are there any new stratagems/Kustom Jobs that make it spicy? I'm in the middle of a scratch build right now.
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This message was edited 1 time. Last update was at 2021/07/21 16:31:59
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![[Post New]](/s/i/i.gif) 2021/07/21 16:39:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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BDBurrow wrote:gungo wrote:tulun wrote: Dendarien wrote:tulun wrote:A gotcha for y'all thinking of mixing clans:
It looks like you're locked out of clan relics and stratagems of clans other than your Warlord's.
IE: If you take a Goffs warlord and an evil suns detachment, you cannot use Drive by Krumpin period, or take Red Makka armour.
Warlord traits seem to be takable as normal with the stratagem.
Sucks, as some of the clan relics and strats are the best ones in the codex.
That stings if true. If you don’t get the strats or relics feels a bit pointless to mix.
It may need a clarification, but this is the language under CLAN STRATAGEMS section, for example:
"Each clan has an associated clan stratagem. If your army is led by an Orks <CLAN> walord, you can spend CP to use this stratagem in addition to those on pages 62-64"
This kind of screws ghaz too..
He is in the supreme command detachment and must be your warlord.
So if your main detachment is anything other than Goff. Your warlord decides which clan relic and clan specific strat you can use. Ghaz forces you to only use goff clan specific relic and strat which can only be used on a goff unit….
The flip side is badrukk has 2 clans and flashgitz can be taken in any detachment. Meaning badrukk can use either clan relic or strat and can use the freebooter relic and strats on any flashgitz unit in the main detachment. And freebooters have one fo the best relic and clan strats.
None of this is surprising to me and is most likely the way GW intended it. They do NOT want us running mixed forces. Anyone running Ghaz in a deffskullz list is expecting to lose the goffs related strats/relics/etc. It's just the way it is.
Has anyone run the numbers on the new Stompa yet? Are there any new stratagems/Kustom Jobs that make it spicy? I'm in the middle of a scratch build right now.
Yes but you also loose the deffskulls strats and relics…
And your objection doesn’t jive with badrukk double dipping and doing the opposite.
There are no relics usable by stompas. You can only get a kulture and kustom job in a super heavy detachment with 3x superheavies and in that detachment only 1 mork or gork can get a single specialist unit of big krumpaz instead of whichever kulture you chose. And only 1 KJ on a non specialist unit. Strats are all kind of blah. Shokka hulk seems cool on stompa, more Dakka is kinda a waste with only 3 Dakka weapons on stompa and 2 on gork… orkamatic pistons seems cool on gork. Nothing crazy.
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This message was edited 3 times. Last update was at 2021/07/21 16:52:40
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![[Post New]](/s/i/i.gif) 2021/07/21 16:44:07
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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BDBurrow wrote:Keramory wrote:Did I read trukk boyz specialist right? It also gives a bonus on shooting to the trukk itself, not the models within it? So basically the single big shoota? What a bizarre little add on lol. That's not even a complaint as I love it overall. Just... the tiniest of add ons to go with it. Based on the wording of the advanced rule that we referenced above, the +1 to hit modifier for the trukk is passed on to models embarked within it. So as the scottsman stated, shoota boyz w/ the trukk boyz spec mob inside a trukk get BS 4+. Then during the speedwaagh their shootas become Dakka 4/3 S4 AP-1 D1. 12 shootas in a trukk w/in 9" get 48 shots at S4, AP-1, D1, hitting on 4s. That kills 3 space marines. Not bad IMO. i pointed this out on the warhammer ork facebook group and was called "that guy". feth those guys then, because as far as i know thats how the rare rule work. i hadnt thought about the speed waagh just the trukk boy +1 to hit for the trukk which is passed on to the models embarked.
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This message was edited 3 times. Last update was at 2021/07/21 16:48:59
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/21 16:44:58
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 add something positive... Trukk boyz (assuming they do work) can be NOB(Z) units. MANz are a NOBZ unit.
Just in case you were missing MANz missiles.
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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) 2021/07/21 16:53:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Also a unit of regular nobz with big choppa/choppa piling out of a trukk then charging is going to be putting out a lot of damage, especially if you can clear anything screening enough to fit them through to whatever was being screened as that won't want a mob of ork nobz smashing into it.
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![[Post New]](/s/i/i.gif) 2021/07/21 16:59:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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!!Goffik Rocker!!
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So, freeboota lootas in a truck will shoot 4 d2 ap2 shots each at bs4...
That's not half bad
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![[Post New]](/s/i/i.gif) 2021/07/21 17:01:16
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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Thinking of screens is 8th edition talk
You just drive towards an objective, murder whatever is there and keep it for yourself and enjoy the 10VP swing. That's the main reason I'd prefer MANz over nobz, they have a higher chance to survive till your next command phase.
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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) 2021/07/21 17:06:35
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Lone Wolf Sentinel Pilot
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I'm certain that the faq will not allow advance and fire with dakka weapon, even for evil sunz. Why? Because that would allow units such as lootas advance and fire with deffguns..
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Wh40k, necromunda, Mordheim |
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![[Post New]](/s/i/i.gif) 2021/07/21 17:06:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Jidmah wrote:To add something positive... Trukk boyz (assuming they do work) can be NOB(Z) units. MANz are a NOBZ unit. Just in case you were missing MANz missiles. yea it looks amazing.im not too happy about the Mega Nobz as whole though with the killsaw change. I dont like the new kill saws ( id rather have 2 flat damage over D3) but i understand why they were changed as they were an auto pick. but they dont really seem like a better choice than power klaws over anymore yet they cost more dont they? Except of course for the fact you get 1 more attack with 2 of them which i do like. but if im not mistaken, you can now have a killsaw and a kustom shoota / other ranged weapon. not sure why i would do that. I would never pay for a single killsaw for 5 more points, as a single killsaw isnt really that much better than the new power klaw. But is that 1 extra attack really worth the extra 10 points?. And maybe its just me, but i dont want to pay 5 extra points for D3 damage over flat 2. D3 damage seem.. not better really. sure you get -4 AP over -3AP but -3AP is still very good. So the question would be if the extra 10 points is worth the extra attack. Is that extra attack on all of them making up for all the shooting power at least 1 more MANZ will have + durbility and attacks of an extra model. 5 MANZ with killsaws is 225 points. 6 MANZ with powerklaw and shoota is 210. so you get 1 more MANZ in your trukk boys kit if you dont go killsaws. But then theres blast rules to worry about i guess. Will i try and throw them in a trukk as trukkboys speciality? yea i think so. But id probably do it more often with normal Nobs given how easy a trukk is to destroy. Destroy the trukk and your mega nobz are essentially clanless as all they could do was disembark after movement. So i can see myself running normal nobz this way more i feel. But i will definitely try out the MANZ missile.
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This message was edited 4 times. Last update was at 2021/07/21 17:10:43
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/21 17:07:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Fresh-Faced New User
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Jidmah wrote:Thinking of screens is 8th edition talk
You just drive towards an objective, murder whatever is there and keep it for yourself and enjoy the 10VP swing. That's the main reason I'd prefer MANz over nobz, they have a higher chance to survive till your next command phase.
Haha, fair point matey
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![[Post New]](/s/i/i.gif) 2021/07/21 17:11:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Are people under the assumption that the trukk boys thing that, due to advanced rules, allows the boys inside to gain +1 to hit to shooting because the trukk gets +1?
Or do you expect an FAQ for it?
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/21 17:20:30
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Flashy Flashgitz
North Carolina
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RAW +1 would apply to the boyz it seems.
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![[Post New]](/s/i/i.gif) 2021/07/21 17:21:22
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
Vihti, Finland
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Beardedragon wrote:Are people under the assumption that the trukk boys thing that, due to advanced rules, allows the boys inside to gain +1 to hit to shooting because the trukk gets +1?
Or do you expect an FAQ for it?
Well as much I would like drive-by-shooting orks, the rule specifically states "Trukk model" meaning +1 only affects it.
Although that really doesn't make sense to me.
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![[Post New]](/s/i/i.gif) 2021/07/21 17:22:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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The Dread Evil Lord Varlak
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Am i the only one bothered to not be able to put worthless shootas on commandos?
Like an sneaky ambush and then using the loudest weaponry as effectively as possible at the right moment would atleast make sense for commandos?
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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![[Post New]](/s/i/i.gif) 2021/07/21 17:24:52
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Not Online!!! wrote:Am i the only one bothered to not be able to put worthless shootas on commandos?
Like an sneaky ambush and then using the loudest weaponry as effectively as possible at the right moment would atleast make sense for commandos?
i was kind of expecting shotguns! Automatically Appended Next Post: Sotahullu wrote:Beardedragon wrote:Are people under the assumption that the trukk boys thing that, due to advanced rules, allows the boys inside to gain +1 to hit to shooting because the trukk gets +1?
Or do you expect an FAQ for it?
Well as much I would like drive-by-shooting orks, the rule specifically states "Trukk model" meaning +1 only affects it.
Although that really doesn't make sense to me.
but the advanced rule would let the boys receive a modifier because the trukk receives it?
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This message was edited 1 time. Last update was at 2021/07/21 17:25:22
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/21 17:37:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
Vihti, Finland
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 Well I have to read again.
And I seriously hope that there is going some changes when ork codex is finally released as there is lot of weird and baffling things.
Also, ork "shotguns" are Boomguns.
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This message was edited 4 times. Last update was at 2021/07/21 17:43:11
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![[Post New]](/s/i/i.gif) 2021/07/21 17:44:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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!!Goffik Rocker!!
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So, currently a power list would look like:
Freebootaz:
Wartrike
Any other shooty HQs, probably even badrukk or sag mek
3*15 lootas in wagons (bigshoota mek)
A bunch of buggies
Just spend those cp for extra detachments, you won't be needing them in such list too often.
If you have adequate los, pop speed waagh turn 1 and just wreck your opponent from across the board with your mighty d2-3 mass shooting. With extra shots and AP.
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![[Post New]](/s/i/i.gif) 2021/07/21 18:02:35
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Krazy Grot Kutta Driva
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Apparently ork 3-0 somewhere in streams wh40k.
Lots of kommandos and stormboyz (i assume for secondaries).
Warbikes
like 3 Squiggbuggy shooting everywhere from nowhere
trukk with megawarboss (i supose converted) and boyz
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This message was edited 1 time. Last update was at 2021/07/21 18:02:54
Orks 5000p |
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![[Post New]](/s/i/i.gif) 2021/07/21 18:11:53
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Kebabcito wrote:Apparently ork 3-0 somewhere in streams wh40k. Lots of kommandos and stormboyz (i assume for secondaries). Warbikes like 3 Squiggbuggy shooting everywhere from nowhere trukk with megawarboss (i supose converted) and boyz well that sucks. i have neither squigbuggies nor stormboy xD I gotta start collecting them stormboys.
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This message was edited 1 time. Last update was at 2021/07/21 18:12:06
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/07/21 18:25:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Dakka Veteran
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i am trying to make a list...
stupid question... why would i bother with 12 snaggaz in a trukk for 202 points, when for the same costs i could bring EIGHT squigriders?
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![[Post New]](/s/i/i.gif) 2021/07/21 18:26:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Been Around the Block
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I already have 180 boyz and 9 killa kans but speed freeks were tempting me.
Outrider:
Defkilla
12 trukboyz
Trukk
1 snazzwagon
1 KBB
1 scrapjet
1 SJD
1 squigbuggy
9 warbikers
Patrol:
MA Big Boss
10 trukboyz
trukk
3 rokkit koptas
1500 pts. Should have some spare points left. Nothing competitive but should be fun. Until i play on a building heavy board.
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