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Made in us
Battlewagon Driver with Charged Engine




Yeah, he's in this leak:
https://imgur.com/a/GI7nqNO
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






PiñaColada wrote:
Yeah, the relic choice probably comes down to what you need the HQ to do in the list, so it's up in the air. I still think I may slightly prefer the Killchoppa even though you lose an attack and some durability. He's still pretty durable without the Mantle and the Killchoppa makes him more effective against even tougher targets, which might help out in a TAC sense..?


The way I see it, you are more likely to meet and army that doesn't have a T7+ unit than an army that has elite infantry.
YMMV though, and the two relics are definitely very close to each other.


Automatically Appended Next Post:
PiñaColada wrote:
30 points for the KFF is probably worth it on the Morkanaut, due to its large base and dire need of an invuln but I'm more questioning if the naut itself is worth its expensive barrier of entry..


My main gripe with it is eating up another detachment. With stratagems looking as they are, I feel like I want to spend 5CP to run spearhead+patrol+patrol to max out my warbosses, buggies and trukkboyz.

This message was edited 1 time. Last update was at 2021/07/22 08:37:31


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 fr
Mekboy Hammerin' Somethin'






The list I suspect I will be bringing Saturday, unless someone with a better Finkin Kap gives me a better idea !
Any thoughts ? Do you spot any errors in the list ? I initially thought about bringing 3*1 mek gunz instead of one the kannonwagons, but they trigger the "kill more" secondary a little too easily. But I am unsure... Also I have never tried kanonwagons yet, so I figured I might as well now, as they combo quite well with speedwaagh. This list may use the waagh or the speedwaagh, depending on the situation.

Spoiler:
Goff battalion
HQ
Warboss Mega armour (115) relic Cybork body Wltrait Brutal but Kunning 115
Big mek mega armour (85) Kustom Force Field 30 Extra Relic da dead shiny shoota 115
Elite
15 Kommandos (150) Pklaw 5 distraction grot 10 165
14 Kommandos (140) Pklaw 5 distraction grot 10 155
14 Kommandos (140) Pklaw 5 distraction grot 10 155
Troops
10 boyz 90
10 boyz 90
10 boyz 90
total detachment: 975

Deathskulls outrider
HQ
Warboss on bike (115) Extra Relic da killa klaw extra Wltrait Junkboss 115
Fast attack
15 Stormboyz (165) big choppa 5 170
15 Stormboyz 165
5 Stormboyz 55
Rukkatrukk Sguigbuggy 90
Rukkatrukk Sguigbuggy 90
Heavy support
Kannonwagon (170) 3 big shootas 0 170
Kannonwagon (170) 3 big shootas 0 170
total detachment: 1025

ARMY TOTAL: 2000 ; CP to start the game: 6


Thanks in advance for any Orkput you fellas might provide. Waaagh to all ya gitz

This message was edited 6 times. Last update was at 2021/07/22 08:56:40


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Did anyone else notice that warbikers went down to 9 models maximum?

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 ie
Regular Dakkanaut




Cool looking list. I'm running along the assumption that I'll be popping my kff T1/2 for that 5++ so imo maybe be kitting the mega armoured big mek out with a powerklaw and upgrading to the killa klaw will means he's not completely useless. Maybe give your bikerboss the headchoppa then.

I know the interaction with specialist mpbs and transport is broken atm but a blood axe trukk Boyz nob squad loaded on a blood axe trukk could combo well with their warlord trait which would allow them to reposition the trukk after finding out who is going T1.

   
Made in us
Battlewagon Driver with Charged Engine




Yeah, that's one of the reasons I probably won't ever even attempt to take the "Green tide" secondary. As a mechanised player it's probably down to bikes and nobz when it comes to units I'd run at 11+ models on the field (so tankbustas in transports are excluded). Nobz are 5-10 models and ammo runts don't count as models anymore and bikes max out at 9, so that secondary is out.

Overall though, I don't think bikes maxing out at 9 rather than 12 is a huge deal. Would I have liked the option for a 12 man squad? Sure, but 9 is still pretty beefy and normal warbikers were never the best target for warpath anyways..

This message was edited 2 times. Last update was at 2021/07/22 09:26:39


 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Does anybody know if we kept the regular Big Mek with KFF? Or did we only get to keep the Mega Armoued version?

With the new Codex, I will try to make a mechanized Evil Sunz list work again.

There are some obvious HQ and Fast attack options, namely Warboss on Warbike, Scrapjets, Warbikers and Stormboyz.

Now the question is, what to field in the transports?
MANz in Trukks?
Nobz in Trukks?
Boyz in Battlewagons?
Shootaboyz in Trukks?
Tankbustas in a Trukk?
Maybe a Weirdboy as a supporting character?


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

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in dk
Longtime Dakkanaut




Danmark

3x tankbustas with D6 mortal wound tankhammers start looking a bit interesting.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Bonde wrote:
Does anybody know if we kept the regular Big Mek with KFF? Or did we only get to keep the Mega Armoued version?



We kept the normal KFF mek, but in all honesty the Mega Mek is still probably the better choice.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Hum, can anyone point me to rules that prevent units in super-heavy aux detachments from gaining cultures?

I'm having a discussion about this right now, but I can't find anything outside the specialist mob rules.

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 gb
Battleship Captain





Bristol (UK)

Have you looked in the core rulebook detachment rules?
   
Made in fr
Mekboy Hammerin' Somethin'






CaptainO wrote:
Cool looking list. I'm running along the assumption that I'll be popping my kff T1/2 for that 5++ so imo maybe be kitting the mega armoured big mek out with a powerklaw and upgrading to the killa klaw will means he's not completely useless. Maybe give your bikerboss the headchoppa then.

I know the interaction with specialist mpbs and transport is broken atm but a blood axe trukk Boyz nob squad loaded on a blood axe trukk could combo well with their warlord trait which would allow them to reposition the trukk after finding out who is going T1.



Thanks !
Unfortunately the biker boss can only take a saw or a klaw, no big choppa. Apprently he doesn't know how to do good drive by krumpin with them big choppas, the git !

This blood axe warlord trait enable us to reposition at the end of the Deploy armies/forces step, which, in the rules book and in chapter approved, is said to end before determining/rolling for who takes first turn. I know ultrasmurfs can redeploy after knowing who will get first turn, but there strat is worded differently:
-> "Rapid Redeployment – 2CP At the start of the first round before the first turn, you can redeploy up to 3 Ultramarines units."

So basically blood axes don't match Ultrasmurfs in terms of redeploy skills, as bloodaxes redeploy before knowing who has first turn, and so is useful only in the sense that you know where your opponent has set up his/her units. Not worth it IMHO, but if we had the ultramarine thing it would totally be worth it :(

Thanks for your orkput !

This message was edited 2 times. Last update was at 2021/07/22 10:47:23


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Longtime Dakkanaut




Here is my final bullet point fix list for this codex. I know this is a large list, but there is a lot of bad design issues with this book. Just restrictions on top of restrictions with little thought on how its playable I can’t believe this got through playtesting without major feedback. Feel free to edit it as you see fit and email GW. 40kfaq@gwplc.com


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 beastsnagga beastboss equivilant to a warlord without the warlord tag that limits them. So we could have warboss, speedboss, beastboss 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!

Talking about lack of usable HQ choices I’m not sure what the point of making painboss aura being snagga locked adds to the ork codex? It just artificially limits another HQ. My point is between clan specific HQs, beastsnagga only HQs, and the majority of HQs being a warboss keyword model you’ve made the HQ section a huge issue in list building.

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 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 to use this 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.

This message was edited 2 times. Last update was at 2021/07/22 10:56:17


 
   
Made in fr
Mekboy Hammerin' Somethin'






You can add that the blood axe redeploy trait is a lot worse than the ultrasmurf strat, and by virtue of the All Mighty Rule of Power Creep, we should be getting better than them, not worse !!!

This message was edited 1 time. Last update was at 2021/07/22 10:45:26


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in fr
Ferocious Blood Claw



Michigan

So do we have a list of what is core and what is not?
I know deffdread isn't but that's about it appart from the obvious

Bits box, I ain't got no bits box...I have a bits room...
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






gungo wrote:
Here is my final bullet point fix list for this codex. Feel free to edit it as you see fit and email GW. 40kfaq@gwplc.com
Spoiler:


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 beastsnagga beastboss equivilant to a warlord without the warlord tag that limits them. So we could have warboss, speedwagon, beastboss 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 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 to use this 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.


Personally, I would ditch everything not related to unclear rules or potential errors. They are not going to re-write the codex in a FAQ, and it's just more likely that they won't react to the email at all. But feel free to do as you feel.


Automatically Appended Next Post:
Doctor-boom wrote:
So do we have a list of what is core and what is not?
I know deffdread isn't but that's about it appart from the obvious


Essentially everything infantry, bike or cavalry that is not a character got CORE. Out of the "maybes" neither koptas nor walkers got it.

This message was edited 1 time. Last update was at 2021/07/22 11:10:53


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
Longtime Dakkanaut




 Jidmah wrote:
gungo wrote:
Here is my final bullet point fix list for this codex. Feel free to edit it as you see fit and email GW. 40kfaq@gwplc.com
Spoiler:


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 beastsnagga beastboss equivilant to a warlord without the warlord tag that limits them. So we could have warboss, speedwagon, beastboss 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 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 to use this 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.


Personally, I would ditch everything not related to unclear rules or potential errors. They are not going to re-write the codex in a FAQ, and it's just more likely that they won't react to the email at all. But feel free to do as you feel.


Automatically Appended Next Post:
Doctor-boom wrote:
So do we have a list of what is core and what is not?
I know deffdread isn't but that's about it appart from the obvious


Essentially everything infantry, bike or cavalry that is not a character got CORE. Out of the "maybes" neither koptas nor walkers got it.


If I removed everything but broken issues it would just be specialist subkulture is broken…and maybe Powa Stabba is the wrong points cost. That hardly fixes this codex. I’m fairly certain the specialist subculture will get fixed regardless since it’s so obviously broken.. So i have nothing to lose by feedbacking about a badly designed codex.

This message was edited 2 times. Last update was at 2021/07/22 11:19:05


 
   
Made in gb
Battleship Captain





Bristol (UK)

Would you rather get a targetted fix for some things, or write a novel that the GW intern will take one look at, then read the next email instead.

Perhaps send two separate emails. One with the realistic changes to fix clear errors, and another about the overall quality of the codex.
You need to keep it short and sweet, but respectful (but by all means be disappointed).
   
Made in us
Longtime Dakkanaut




 kirotheavenger wrote:
Would you rather get a targetted fix for some things, or write a novel that the GW intern will take one look at, then read the next email instead.

Perhaps send two separate emails. One with the realistic changes to fix clear errors, and another about the overall quality of the codex.
You need to keep it short and sweet, but respectful (but by all means be disappointed).


The only thing I think they will fix is specialist subkultures. The rest is just bad designs and artfilical limitations added into the codex that serve no purpose but to make list building harder or unit options worse.

My point is outside of the specialist detachment everything else works… that’s the only clear error
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

I also think it makes sense to address the RAW rules that do not make sense, and make the mail short and to the point.


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

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in us
Longtime Dakkanaut




Feel free to feedback the specialist detachment that’s the only thing that does not make sense.. The rest of it is just poor design.

They will fix the specialist detachment issue but if you say nothing else about all the other design issues then don’t expect anything to change.

This message was edited 1 time. Last update was at 2021/07/22 11:31:03


 
   
Made in us
Regular Dakkanaut




 addnid wrote:
CaptainO wrote:
Cool looking list. I'm running along the assumption that I'll be popping my kff T1/2 for that 5++ so imo maybe be kitting the mega armoured big mek out with a powerklaw and upgrading to the killa klaw will means he's not completely useless. Maybe give your bikerboss the headchoppa then.

I know the interaction with specialist mpbs and transport is broken atm but a blood axe trukk Boyz nob squad loaded on a blood axe trukk could combo well with their warlord trait which would allow them to reposition the trukk after finding out who is going T1.



Thanks !
Unfortunately the biker boss can only take a saw or a klaw, no big choppa. Apprently he doesn't know how to do good drive by krumpin with them big choppas, the git !


He can, though? He starts with a saw, and can exchange it for a klaw or a big choppa.
   
Made in fr
Mekboy Hammerin' Somethin'






Madjob wrote:
 addnid wrote:
CaptainO wrote:
Cool looking list. I'm running along the assumption that I'll be popping my kff T1/2 for that 5++ so imo maybe be kitting the mega armoured big mek out with a powerklaw and upgrading to the killa klaw will means he's not completely useless. Maybe give your bikerboss the headchoppa then.

I know the interaction with specialist mpbs and transport is broken atm but a blood axe trukk Boyz nob squad loaded on a blood axe trukk could combo well with their warlord trait which would allow them to reposition the trukk after finding out who is going T1.



Thanks !
Unfortunately the biker boss can only take a saw or a klaw, no big choppa. Apprently he doesn't know how to do good drive by krumpin with them big choppas, the git !


He can, though? He starts with a saw, and can exchange it for a klaw or a big choppa.


Ah yes you are right ! But I think I want the speedboss to be able to deliver damage 3 (with 14 movement it can deliver it more easily than the big mek). The big mek wants da shiny shooter anyway.
So he can get a big choppa, but mine won't anyway

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in dk
Longtime Dakkanaut




Danmark

guys please do correct me if im mistaken, but if the Speed waaagh gives -1 better AP bonus on their ranged attacks, the vehicles, would that mean the infantry sitting inside the vehicles receive the same buff?

I would assume thats a modifier, and any modifier given to the vehicle is given to its occupants?

And does the same thing apply for the +1 to dakka weapon attacks?

So a squad of shoota boys in a wagon would get +1 to dakka weapon shots and -1 AP when the speed waaagh is activated?

This message was edited 1 time. Last update was at 2021/07/22 11:48:06


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Battleship Captain





Bristol (UK)

Personally I don't think those are modifiers to the attack, it's a modifier to the weapon they're holding which isn't the same thing.

Also thematically I think it makes no sense either.

It's definitely ambiguous though and I hope gets clarification.

   
Made in it
Dakka Veteran




 kirotheavenger wrote:
Personally I don't think those are modifiers to the attack, it's a modifier to the weapon they're holding which isn't the same thing.

Also thematically I think it makes no sense either.

It's definitely ambiguous though and I hope gets clarification.



They are not modifiers, hence they do not apply
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






So is my first take on creating an army with the new codex:

Spoiler:
Spearhead (Deffskulls) -3 CP

Warboss on Warbike 115, Da Killa Klaw, Brutal but Kunnin' -2 CP

10 Ork boyz, choppa, slugga, PK/choppa nob, trukkboyz 100
Trukk 70

SJD 85
KBB 80
Scrapjet 90
Squig Buggy 90
Snazzwagon 90
9 Warbikers, PK/choppa Nob 235

Dakkajet 120

Patrol (Deffskulls)
Deffkilla Wartrike, Warlord, Opportunist 120

10 Ork boyz, choppa, slugga, PK/choppa nob, trukkboyz 100
Trukk 70

3 Koptas 150

Patrol (Snakebite) -2 CP
Beastboss on Squigosaur, Thump Gun, Beasthide Mantle 150 -1 CP

Nob on Smasha Squig, Beast Gob 65 -1 CP
Nob on Smasha Squig 65

10 Ork boyz, choppa, slugga, PK/choppa nob, trukkboyz 100
Trukk 70

6 Squighog Boyz, bomb squig 155

Total 2000 Points 3CP.


Not sure if this is actually any good, but it sure as heck will be fun to play. It's surprising how much stuff you can fit into the army now hat buggies have gotten so cheap.


Automatically Appended Next Post:
 kirotheavenger wrote:
Have you looked in the core rulebook detachment rules?


Yes, it has no restrictions nor benefits. If I remember correctly "no cultures" came from the ork codex itself, and that blurb is missing from the new one.

This message was edited 1 time. Last update was at 2021/07/22 11:59:40


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 gb
Regular Dakkanaut





Love that list Jidmah!

I think I will probably try something very similar, probably drop the KBB and 3 bikes and fit in a Burna Bomber.

That's mostly due to models and my love of Ork planes though!

May try and squeeze in my wazbomb as well!
   
Made in us
Dakka Veteran






 addnid wrote:
The list I suspect I will be bringing Saturday, unless someone with a better Finkin Kap gives me a better idea !
Any thoughts ? Do you spot any errors in the list ? I initially thought about bringing 3*1 mek gunz instead of one the kannonwagons, but they trigger the "kill more" secondary a little too easily. But I am unsure... Also I have never tried kanonwagons yet, so I figured I might as well now, as they combo quite well with speedwaagh. This list may use the waagh or the speedwaagh, depending on the situation.

Spoiler:
Goff battalion
HQ
Warboss Mega armour (115) relic Cybork body Wltrait Brutal but Kunning 115
Big mek mega armour (85) Kustom Force Field 30 Extra Relic da dead shiny shoota 115
Elite
15 Kommandos (150) Pklaw 5 distraction grot 10 165
14 Kommandos (140) Pklaw 5 distraction grot 10 155
14 Kommandos (140) Pklaw 5 distraction grot 10 155
Troops
10 boyz 90
10 boyz 90
10 boyz 90
total detachment: 975

Deathskulls outrider
HQ
Warboss on bike (115) Extra Relic da killa klaw extra Wltrait Junkboss 115
Fast attack
15 Stormboyz (165) big choppa 5 170
15 Stormboyz 165
5 Stormboyz 55
Rukkatrukk Sguigbuggy 90
Rukkatrukk Sguigbuggy 90
Heavy support
Kannonwagon (170) 3 big shootas 0 170
Kannonwagon (170) 3 big shootas 0 170
total detachment: 1025

ARMY TOTAL: 2000 ; CP to start the game: 6


Thanks in advance for any Orkput you fellas might provide. Waaagh to all ya gitz


One issue I see is stormboyz nobz can't take big choppas. They only get a powerklaw as an option.
   
Made in us
Stabbin' Skarboy





So like, I’m just zogged that all our stuff was brought in line with marines, but of course made worse than em. Ere we go nerf, dakka becoming gak rapid fire, and ammo runts to name a few. Orks just lost a lot of the fun we had with the 8th dex I think. Also, boyz are less durable per point now, boyz with kff are just as durable as before (actually less durable against lasguns) but now 1 ppm more and kff costs more. I wish we stayed t4, we flew too close to the sun.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
 
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