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Made in us
Mekboy on Kustom Deth Kopta






 koooaei wrote:
Buggies are nuts, I think they're getting a nerf soon. They sure are too good for the points.
I guess, it's the backward swing from mellee horde being the way to go in 8.


they mostly seem quite good, the biggest issue now is since they can't split up they are unlikely to be able, to take a ton of them. Also of note it looks liek fast attack is our new most effective crowded army spot. hello outrider attachments beside the main one

10000 points 7000
6000
5000
5000
2000
 
   
Made in bg
Regular Dakkanaut




So what are the killiest units we got in the new codex in regards with points to power? I saw someone say goff boys are killier than snaggas.

Are nobs killier than MANz if you kit them out with beeg_choppa + choppa?

Disregard the vehicles since im not too keen on anything that isnt a trukk, wagon and/or a mek gun.

I want to make the killiest list that deals the most damage and doesnt particularly care about capturing objectives.


Automatically Appended Next Post:


This message was edited 2 times. Last update was at 2021/07/22 19:09:26


 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

pepi55 wrote:
So what are the killiest units we got in the new codex in regards with points to power? I saw someone say goff boys are killier than snaggas.

Are nobs killier than MANz if you kit them out with beeg_choppa + choppa?

Disregard the vehicles since im not too keen on anything that isnt a trukk, wagon and/or a mek gun.

I want to make the killiest list that deals the most damage and doesnt particularly care about capturing objectives.


Well, I'll guess goffs are way to go, with exploding sixes in melee and+1 strength in charge mode, Boyz will hit like a truck. The only thing you might want to consider, is the delivery method, storm boys, Warbikers and kommandos are in good spot. Any other infantry unit wants to ride in a transport. As for the characters, Warboss is an auto include for advance and charge, but you may also want weirdboy to cast buffing spells (fists, warpath) and some deny the witch.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Krazed Killa Kan






 Jidmah wrote:
I'm still going to put a KFF on my naut, because it's just 20 points there.



Nope, it's 30.

pepi55 wrote:
So what are the killiest units we got in the new codex in regards with points to power? I saw someone say goff boys are killier than snaggas.

Are nobs killier than MANz if you kit them out with beeg_choppa + choppa?

Disregard the vehicles since im not too keen on anything that isnt a trukk, wagon and/or a mek gun.

I want to make the killiest list that deals the most damage and doesnt particularly care about capturing objectives.




Probably Mozrog with the second best being either the bargain bin squigboss, followed by a warboss with Da Killa Klaw, an attack squig and Brutal But Kunnin'.

Goff Snaggas are marginally killier still, with +1S. S5 in subsequent turns and S6 on the charge, plus S8 on the nob's power snippa.

In ideal scenario goff boyz will be just as killy if not slightly more than snaggas, for 10-15 less points per 10 man unit.

I still think the real power unit in close combat is obviously Beasthog riders. They get 5 S6 AP 2 damage attacks per model for a little more than two snagga boyz and less than 3 boyz, on top of 10" movement speed and tons of ways to increase their lethality further still, e.g. Snakebites or the Beastgob, +1 to hit, etc. Their output is silly even compared to dual killsaw meganobz which require more points per model and more points still for a transport. Is there literally anything in the book that compares to their close combat potential? Other than Mozrog that pairs with them perfectly?

Nobz are killier than meganobz for the some reason that they are cheaper with a klaw. They are obviously vastly less durable and probably less points efficient overall, but point for point nobz with big choppas do out damage meganobz if they have the goff clan trait. You could get 5 nobz with big choppas/choppas for the same cost as 3 meganobz with a single klaw each.

3 Meganobz would put out 3.1 wounds on average with a single PK, whereas nobz would put out an average of 4.1 wounds on average just with the big choppas, with another wound from the choppas at 1 damage. You would get 10 wounds with a 4+ versus 9 wounds behind a 2+.

This message was edited 2 times. Last update was at 2021/07/23 01:31:34


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

I'll include my latest build for constructive critique, I wanted to make it fast and deadly, but also score objectives;

Spoiler:

Goffs outriders detachment
-hq- Warboss (kustom shoota, big choppa) 90 (warlord: might is right, relic: headwhoppas killchoppa)
-hq- weirdboy 70 (power: warpath, fists of gork)
-troop- Boyz (10, power klaw) 100 + trukk 70
-troop- Boyz (10, power klaw) 100 + trukk 70
-elite- Kommandos (10, power klaw) 105
-elite- Kommandos (10, power klaw) 105
-fast- Storm Boyz (10, power klaw) 120
-fast- Storm Boyz (10, power klaw) 120
-fast- Storm Boyz (10, power klaw) 120
-fast- Warbikers (9, power klaw) 235
-fast- Warbikers (9, power klaw) 235
-fast- Warbikers (9, power klaw) 235
-heavy- mek gun (traktor kannon) 45
-heavy- mek gun (traktor kannon) 45
-flyer- dakkajet (2x additional supa shoota, kustom job: more dakka) 135

Total: 2000pts / 9cp

Secondaries; engage on all fronts, retrieve octarius data, stomp 'em good


https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in it
Waaagh! Ork Warboss




Italy

 Vineheart01 wrote:


One exception imo is the one for meganobz to get +1 to hit. Just tellyport them, they wont be getting character buffs anyway.


Another exception can be boomboyz. It can enhance a unit of koptas, tellyported or footslogging tankbustas or a gun wagon. Gun wagon with da boomer and boomboyz upgrade looks nice, although a bit expensive in points. Unless playing freebootas (you don't want to lost the klan keyword then) I think improving the AP for those unit is always better than sticking with the klan bonus.

My first attempt to a 2000 points list will be something like that:

Spoiler:

Deathskulls Spearhead and Outrider -6CP

Warboss with killa klaw (follow me lads or brutal but kunning)
Big mek in megarmor with power klaw, tellyporta and dead shiny shoota (opportunist) -2CP for trait and relic

10 boyz with pk
trukk
19 boyz with pk

5 kommandos with a bomb squig
5 meganobz, pk and kustom shoota (Specialists Big Krumpaz) Tellyporta -2CP

scrapjet
scrapjet
KBB
9 warbikes with pk

KMK/traktor
KMK/traktor
KMK/traktor
Battle wagon with ard case, rolla and forktress
Gun wagon with da boomer (Specialists Boomboyz)
2x dreads with 2 klaws and 2 rokkits/KMB

And I have 30ish spared points to add, I may do a few changes, probably by finding a room for 5 stormboyz or another buggy if I cut a mek gun. Very low on CPs, only 2 + 1/turn but considering how bad the stratagems are I think 5-7 CPs will be enough. Eventually I'd exchange the outrider with a patrol and save 3 CPs. Big mek is the fun unit.

This message was edited 1 time. Last update was at 2021/07/22 20:38:11


 
   
Made in ca
Longtime Dakkanaut




 TedNugent wrote:


I still think the real power unit in close combat is obviously Beasthog riders. They get 5 S6 AP 2 damage attacks per model for a little more than two snagga boyz and less than 3 boyz, on top of 10" movement speed and tons of ways to increase their lethality further still, e.g. Snakebites or the Beastgob, +1 to hit, etc. Their output is silly even compared to dual killsaw meganobz which require more points per model and more points still for a transport. Is there literally anything in the book that compares to their close combat potential? Other than Mozrog that pairs with them perfectly?


Goffs Squigsaur w/ Relic choppa, brutal but kunnin, and exploding 5s is probably the hardest hitting thing we have.
   
Made in fr
Mekboy Hammerin' Somethin'






 Spreelock wrote:
I'll include my latest build for constructive critique, I wanted to make it fast and deadly, but also score objectives;

Spoiler:

Goffs outriders detachment
-hq- Warboss (kustom shoota, big choppa) 90 (warlord: might is right, relic: headwhoppas killchoppa)
-hq- weirdboy 70 (power: warpath, fists of gork)
-troop- Boyz (10, power klaw) 100 + trukk 70
-troop- Boyz (10, power klaw) 100 + trukk 70
-elite- Kommandos (10, power klaw) 105
-elite- Kommandos (10, power klaw) 105
-fast- Storm Boyz (10, power klaw) 120
-fast- Storm Boyz (10, power klaw) 120
-fast- Storm Boyz (10, power klaw) 120
-fast- Warbikers (9, power klaw) 235
-fast- Warbikers (9, power klaw) 235
-fast- Warbikers (9, power klaw) 235
-heavy- mek gun (traktor kannon) 45
-heavy- mek gun (traktor kannon) 45
-flyer- dakkajet (2x additional supa shoota, kustom job: more dakka) 135

Total: 2000pts / 9cp

Secondaries; engage on all fronts, retrieve octarius data, stomp 'em good



Great list, but I would go heavier on stormboyz and kommandos, sacrificing one unit of bikes to do so. The lack of antitank shoot8mg shouldn’t be a problem with all the fast units you can throw at your opponents face

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

 addnid wrote:
 Spreelock wrote:
I'll include my latest build for constructive critique, I wanted to make it fast and deadly, but also score objectives;

Spoiler:

Goffs outriders detachment
-hq- Warboss (kustom shoota, big choppa) 90 (warlord: might is right, relic: headwhoppas killchoppa)
-hq- weirdboy 70 (power: warpath, fists of gork)
-troop- Boyz (10, power klaw) 100 + trukk 70
-troop- Boyz (10, power klaw) 100 + trukk 70
-elite- Kommandos (10, power klaw) 105
-elite- Kommandos (10, power klaw) 105
-fast- Storm Boyz (10, power klaw) 120
-fast- Storm Boyz (10, power klaw) 120
-fast- Storm Boyz (10, power klaw) 120
-fast- Warbikers (9, power klaw) 235
-fast- Warbikers (9, power klaw) 235
-fast- Warbikers (9, power klaw) 235
-heavy- mek gun (traktor kannon) 45
-heavy- mek gun (traktor kannon) 45
-flyer- dakkajet (2x additional supa shoota, kustom job: more dakka) 135

Total: 2000pts / 9cp

Secondaries; engage on all fronts, retrieve octarius data, stomp 'em good



Great list, but I would go heavier on stormboyz and kommandos, sacrificing one unit of bikes to do so. The lack of antitank shoot8mg shouldn’t be a problem with all the fast units you can throw at your opponents face


Thanks, points were really tight with the build, and I wanted to max out Warbikers, since they are the most reliable alpha strike (32" threat range). The amount of power klaws in the list should take out any tougher targets, and when the units make a charge move, +1S makes it up to critical S5 (wounding T8 with 5+). The list could also work as an Evil Sunz, for extra movement.

https://firstblood84.wordpress.com/
Dark Angels (11000), Astra+AdMech+Assassin (7000), Tyranids (3000), Tau (3000), Legions of Nagash (2500) 
   
Made in us
Regular Dakkanaut




 Grotrebel wrote:
Nice, Meganobs with 2 killsaws still get their bonus attack and the Dragstas Shokk rifle is still assault and treated as having BS3+.
Also I really like the idea of putting 20 Flash Gits in a battlewaggon.
Too bad the ammo runts don't count as models any more to die first in explosions.
Oh and full chapter master Goff melee rerolls with Ghazzi. Might be cool to reroll all 1-
4 results on a buffed unit to get more 5s and 6s.

And the Crusade rules are really cool. There is a mechanic that characters with more experience as your Warlord must challenge him and they fight in a little mini game against each other for the right to be the Warlord.


Shokk rifle kind of had to stay Assault or the shokk tunnel would mean they couldn't shoot at all. Didn't help the rokkit though.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

hmm, just noticed that my All Bikers List both got better and got whacked by this update.
Got nerfed because i cant have 2 warbike bosses now.
Got better because of course bikers have AP1, 3w, and -1 to hit
Got nerfed in terms of bodies, since bikers are 9 max now.

Its 1825pts (assuming Bikernobz dont change any costs in the expected faq for FW stuff) for 3x9 Warbikers (Klawnob), 3x9 Bikernobs (4Saw6Bigchop) and 1 Warbike on Boss.
Literally cannot bring another bike to fill the last 175pts. Damn it :( (squigriders arent bikes!!! even if they fit the same theme)
What i can bring got better but the reduction to 9 model biker units means i have points lying around i cant use on bike units

This message was edited 1 time. Last update was at 2021/07/22 21:04:13


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

 Vineheart01 wrote:
hmm, just noticed that my All Bikers List both got better and got whacked by this update.
Got nerfed because i cant have 2 warbike bosses now.
Got better because of course bikers have AP1, 3w, and -1 to hit
Got nerfed in terms of bodies, since bikers are 9 max now.

Its 1825pts (assuming Bikernobz dont change any costs in the expected faq for FW stuff) for 3x9 Warbikers (Klawnob), 3x9 Bikernobs (4Saw6Bigchop) and 1 Warbike on Boss.
Literally cannot bring another bike to fill the last 175pts. Damn it :( (squigriders arent bikes!!! even if they fit the same theme)
What i can bring got better but the reduction to 9 model biker units means i have points lying around i cant use on bike units


only fight 1500 or 1750 point matches ?

SMASH  
   
Made in us
Regular Dakkanaut




 Vineheart01 wrote:
hmm, just noticed that my All Bikers List both got better and got whacked by this update.
Got nerfed because i cant have 2 warbike bosses now.
Got better because of course bikers have AP1, 3w, and -1 to hit
Got nerfed in terms of bodies, since bikers are 9 max now.

Its 1825pts (assuming Bikernobz dont change any costs in the expected faq for FW stuff) for 3x9 Warbikers (Klawnob), 3x9 Bikernobs (4Saw6Bigchop) and 1 Warbike on Boss.
Literally cannot bring another bike to fill the last 175pts. Damn it :( (squigriders arent bikes!!! even if they fit the same theme)
What i can bring got better but the reduction to 9 model biker units means i have points lying around i cant use on bike units


Any Ork player who collected during the days where Assault on Black Reach was freely available knows - Deffkoptas are just Warbikers waiting to happen. Remembering that recently, I actually shuddered at the thought of all those deffkoptas that GW never made again being chopped up to make warbikers on the cheap. But all's well that ends well, we have plastic koptas again and I'm sure they'll be even more expensive than the warbiker kit.
   
Made in fr
Mekboy Hammerin' Somethin'






 Vineheart01 wrote:
hmm, just noticed that my All Bikers List both got better and got whacked by this update.
Got nerfed because i cant have 2 warbike bosses now.
Got better because of course bikers have AP1, 3w, and -1 to hit
Got nerfed in terms of bodies, since bikers are 9 max now.

Its 1825pts (assuming Bikernobz dont change any costs in the expected faq for FW stuff) for 3x9 Warbikers (Klawnob), 3x9 Bikernobs (4Saw6Bigchop) and 1 Warbike on Boss.
Literally cannot bring another bike to fill the last 175pts. Damn it :( (squigriders arent bikes!!! even if they fit the same theme)
What i can bring got better but the reduction to 9 model biker units means i have points lying around i cant use on bike units


Bring a FW Kanonwagon, 170 points of fun !

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

i am still trying to find ways to break the game lol


extra megablasters kustom job isn't a vehicle kustom job, this means you give it to all 3 deff dreads in a unit XD

so you could have 5 megablasters on each deff dread

15 x d3 blast shots at s8 d6 damage

make it freebooters to try get +1 to hit to make it hitting on 4's

not certain if there is a betterway to improve shooting ?

thats 405 points though........maybe not worth it XD






Automatically Appended Next Post:
i definitely think blood axes are the worst klan now,

i can't see why you would want your entire army to have fall back and shoot (or charge), the extra mortals for charging that some units have arn't enough to justify switching from a different kulture i feel
the light cover buff from further than 18" away is meh given than ork ranged units that stay further than 18" away usually don't have much of a save anyway and smaller maps mean ork melee units they wont be far away for long, and given that light cover only affects infantry not bikes buggies vehicles or squig riders, it seems pointless.

The warlord trait allows you to redploy units or put into strategic reserves without using CP - i can't see this being that useful or to be more precise - i can't see this being better than other warlord traits

the strategem allows you to deep strike non mega armour infantry, cheaper than the teleporter but is saving CP really that important ?

The relic allows you to gain CP on a 4+ - again is CP really that important with stratagems being a weak point in this codex ? i don't think so.



This message was edited 3 times. Last update was at 2021/07/22 23:35:40


SMASH  
   
Made in us
Longtime Dakkanaut




You’re right flashgitz don’t have freebooter and <clan>

This message was edited 5 times. Last update was at 2021/07/23 00:40:37


 
   
Made in ca
Longtime Dakkanaut




No, as they aren't freebootas.
   
Made in us
Longtime Dakkanaut




Stay with me on this one guys and shoot as many holes in it as you can.

Competitive 9th orkz.

Ghaz (I Know)
10 boyz Trukk
10 Boyz Trukk
10 Trukk Boyz.

10 Kommandos
10 Kommandos
10 Kommandos

9 Warbikes
9 Warbikes
9 Warbikes.

Dakkajet +2 Supa-Shootas
Dakkajet +2 Supa-Shootas

Turn 1 Everything moves up, the Kommandos will be in charge range easily, the Warbikes as well and the Trukkboyz are my 2nd turn shenanigans. Ghaz calls his Waaagh which means I get the benefit of BOTH WAAAAGHs. The Warbikes and Dakkajetz go to town on shooting while the trukk boyz do their best to impact the game (They wont ). Following that, the Kommandos and Warbikes all charge while the trukkboyz and ghaz hang back for turn 2 fun.

Incredibly gimmicky and has a hard time if you don't get first turn but it could be actually a bit durable with all the warbikes and planes being -1 to hit and the kommandos hanging out in cover.

Please poke holes and give me some feedback, this looks competitive in my head but I appreciate everyones insight.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Krazed Killa Kan






tulun wrote:
 TedNugent wrote:


I still think the real power unit in close combat is obviously Beasthog riders. They get 5 S6 AP 2 damage attacks per model for a little more than two snagga boyz and less than 3 boyz, on top of 10" movement speed and tons of ways to increase their lethality further still, e.g. Snakebites or the Beastgob, +1 to hit, etc. Their output is silly even compared to dual killsaw meganobz which require more points per model and more points still for a transport. Is there literally anything in the book that compares to their close combat potential? Other than Mozrog that pairs with them perfectly?


Goffs Squigsaur w/ Relic choppa, brutal but kunnin, and exploding 5s is probably the hardest hitting thing we have.


I suppose it would be if the codex didn't explicitly state that you can't take that relic or that warlord trait on a kill rig.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Regular Dakkanaut



Sheridan, WY

SemperMortis wrote:
Stay with me on this one guys and shoot as many holes in it as you can.

Competitive 9th orkz.

Ghaz (I Know)
10 boyz Trukk
10 Boyz Trukk
10 Trukk Boyz.

10 Kommandos
10 Kommandos
10 Kommandos

9 Warbikes
9 Warbikes
9 Warbikes.

Dakkajet +2 Supa-Shootas
Dakkajet +2 Supa-Shootas

Turn 1 Everything moves up, the Kommandos will be in charge range easily, the Warbikes as well and the Trukkboyz are my 2nd turn shenanigans. Ghaz calls his Waaagh which means I get the benefit of BOTH WAAAAGHs. The Warbikes and Dakkajetz go to town on shooting while the trukk boyz do their best to impact the game (They wont ). Following that, the Kommandos and Warbikes all charge while the trukkboyz and ghaz hang back for turn 2 fun.

Incredibly gimmicky and has a hard time if you don't get first turn but it could be actually a bit durable with all the warbikes and planes being -1 to hit and the kommandos hanging out in cover.

Please poke holes and give me some feedback, this looks competitive in my head but I appreciate everyones insight.


So are the warbikers turn 1 charging or turn 2 shooting? Gonna be hard to do both.
   
Made in hk
Regular Dakkanaut




Hong Kong

 kingbbobb wrote:

extra megablasters kustom job isn't a vehicle kustom job, this means you give it to all 3 deff dreads in a unit XD

...

i definitely think blood axes are the worst klan now,


Nice catch about the mek (non-vehicle) kustom job !

About Blood axe, agree the benefits are not as good as other clans, but they are not completely useless either.

My orks are usually bad at attrition so I hate it when I charge and the alpha strike ends up ridiculously bad.
If they're still alive, being able to fell back and charge and be first to hit again is nice...
Especially if you build your army for this, we got quite a few units that are at best on charge. (Someone was suggesting using squigNobz for ex)

The 18"-away-cover, just like the redeployment and the ability to go in reserve in a whim, improves (a bit) the chance of enduring the inevitable first round of shooting.

Hm... I think you got it somewhat wrong here. Vehicles can get cover, they just can't get it from terrain features.
If this is correct, the blood axe trait is the only way i see to provide cover to our vehicles. Dreads and wagons get 2+ save... if shot with ap-3 guns, they still got 5+ save, that's basically free KFF (old codex) army wide on the first turn !
You guys can certainly come up with ideas to use that (2+ save kannonwagon ?)
   
Made in ca
Longtime Dakkanaut




 TedNugent wrote:
tulun wrote:
 TedNugent wrote:


I still think the real power unit in close combat is obviously Beasthog riders. They get 5 S6 AP 2 damage attacks per model for a little more than two snagga boyz and less than 3 boyz, on top of 10" movement speed and tons of ways to increase their lethality further still, e.g. Snakebites or the Beastgob, +1 to hit, etc. Their output is silly even compared to dual killsaw meganobz which require more points per model and more points still for a transport. Is there literally anything in the book that compares to their close combat potential? Other than Mozrog that pairs with them perfectly?


Goffs Squigsaur w/ Relic choppa, brutal but kunnin, and exploding 5s is probably the hardest hitting thing we have.


I suppose it would be if the codex didn't explicitly state that you can't take that relic or that warlord trait on a kill rig.


I'm not talking about the Kill rig, but just your bucket HQ regular squig dino warboss.

That is absolutely more killy than the Kill Rig by a mile.
   
Made in us
Krazed Killa Kan






Edit, just reread the relic.

That's an option, but

I really don't know why you would take him over Mozgrod.

This message was edited 1 time. Last update was at 2021/07/23 04:58:56


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Flashy Flashgitz




North Carolina

 TedNugent wrote:
The squig warboss doesn't have a big Choppa. Only the nob on squig does.

Warboss has a beast Choppa.

I really don't know why you would take him over Mozgrod either.


The relic can replace the beast choppa, a big choppa, or a 'uge choppa.

This message was edited 1 time. Last update was at 2021/07/23 04:56:48


 
   
Made in ca
Longtime Dakkanaut




 TedNugent wrote:
Edit, just reread the relic.

That's an option, but

I really don't know why you would take him over Mozgrod.


You're running Goffs, not snakebites. You can also take both if you take 2 detachments.

You asked if there is anything killier than either -- it's a Goff Squigsaur stacked with that relic, WLT, and strat.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 kingbbobb wrote:
i am still trying to find ways to break the game lol

Spoiler:

extra megablasters kustom job isn't a vehicle kustom job, this means you give it to all 3 deff dreads in a unit XD

so you could have 5 megablasters on each deff dread

15 x d3 blast shots at s8 d6 damage

make it freebooters to try get +1 to hit to make it hitting on 4's

not certain if there is a betterway to improve shooting ?

thats 405 points though........maybe not worth it XD


If you want to maximize the number of extra shots, you should be looking at a grot mega tank sporting 7 KMB. Not cheap, but hey - 21 BS4+ shots on average, for just 160 points.

i definitely think blood axes are the worst klan now,

i can't see why you would want your entire army to have fall back and shoot (or charge), the extra mortals for charging that some units have arn't enough to justify switching from a different kulture i feel
the light cover buff from further than 18" away is meh given than ork ranged units that stay further than 18" away usually don't have much of a save anyway and smaller maps mean ork melee units they wont be far away for long, and given that light cover only affects infantry not bikes buggies vehicles or squig riders, it seems pointless.

The warlord trait allows you to redploy units or put into strategic reserves without using CP - i can't see this being that useful or to be more precise - i can't see this being better than other warlord traits

the strategem allows you to deep strike non mega armour infantry, cheaper than the teleporter but is saving CP really that important ?

The relic allows you to gain CP on a 4+ - again is CP really that important with stratagems being a weak point in this codex ? i don't think so.

I disagree. Extra CP are always mean extra options and tricks you can pull, even if it's just re-rolling dice and firing overwatch. The stratagem to pick up units and place them into reserves also can be quite valuable as it allows you to hide wounded units, and threaten the enemy backfield and objectives. It's essentially da jump as a stratagem.
Lastly, the warlord trait allows you to get 3 tellportas for just 1 CP, plus you get to play mind games while doing so.

So while there isn't a lot of raw power to be found here, there are lots of tactical shenanigans you can pull, which is precisely what bloodaxes are about. So I wouldn't say they are any weaker than evil suns or bad moons. In general, I don't feel like the gap between the cultures is that big anyways - goff are clear winners with their trait in an army dedicated to them, and freebootas, deff skulls and snakebites are a bit more competitive than others, but your army will not fall apart because you didn't paint them blue.


Automatically Appended Next Post:
XC18 wrote:
Hm... I think you got it somewhat wrong here. Vehicles can get cover, they just can't get it from terrain features.
If this is correct, the blood axe trait is the only way i see to provide cover to our vehicles. Dreads and wagons get 2+ save... if shot with ap-3 guns, they still got 5+ save, that's basically free KFF (old codex) army wide on the first turn !
You guys can certainly come up with ideas to use that (2+ save kannonwagon ?)


I have tried making the bloodaxe trait work a lot, but 18" really is a deal breaker for orks. Just don't bother trying to make it work, just be happy when it does. Fall back and shoot/charge is nice for vehicles with blast weapons but otherwise useless as well, orks simply rarely, if ever end up in a position where they could even make the decision to fall back.

This message was edited 1 time. Last update was at 2021/07/23 06:23:15


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 it
Waaagh! Ork Warboss




Italy

SemperMortis wrote:
Stay with me on this one guys and shoot as many holes in it as you can.

Competitive 9th orkz.

Ghaz (I Know)
10 boyz Trukk
10 Boyz Trukk
10 Trukk Boyz.

10 Kommandos
10 Kommandos
10 Kommandos

9 Warbikes
9 Warbikes
9 Warbikes.

Dakkajet +2 Supa-Shootas
Dakkajet +2 Supa-Shootas

Turn 1 Everything moves up, the Kommandos will be in charge range easily, the Warbikes as well and the Trukkboyz are my 2nd turn shenanigans. Ghaz calls his Waaagh which means I get the benefit of BOTH WAAAAGHs. The Warbikes and Dakkajetz go to town on shooting while the trukk boyz do their best to impact the game (They wont ). Following that, the Kommandos and Warbikes all charge while the trukkboyz and ghaz hang back for turn 2 fun.

Incredibly gimmicky and has a hard time if you don't get first turn but it could be actually a bit durable with all the warbikes and planes being -1 to hit and the kommandos hanging out in cover.

Please poke holes and give me some feedback, this looks competitive in my head but I appreciate everyones insight.


You need a 2nd HQ otherwise you can't field the 3rd squad of kommandos and the 3rd squad of warbikes. Patrol only allows 2 slots of elites or fast attacks.

Since you field 10 man squad of kommandos don't forget to take a bomb squig for each squad. I've just noticed that we can't give it to smaller squads, which left me extremely disappointed.

This message was edited 1 time. Last update was at 2021/07/23 06:38:52


 
   
Made in ru
!!Goffik Rocker!!






It seems you can't make Nobz trumkboyz.
Specialist detachment says it can be NOB. Nobz have a keyword NOBZ. The only units that have a NOB keyword are Nob with Waaagh banner and NOB on a squig.

This message was edited 1 time. Last update was at 2021/07/23 07:06:48


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






GW has always been lax on the the plurals of keywords. It's safe to assume that NOB and NOBZ is one and the same. The units are differentiated from characters by the CORE and MOB keywords.


Automatically Appended Next Post:
 Vineheart01 wrote:
hmm, just noticed that my All Bikers List both got better and got whacked by this update.
Got nerfed because i cant have 2 warbike bosses now.
Got better because of course bikers have AP1, 3w, and -1 to hit
Got nerfed in terms of bodies, since bikers are 9 max now.

Its 1825pts (assuming Bikernobz dont change any costs in the expected faq for FW stuff) for 3x9 Warbikers (Klawnob), 3x9 Bikernobs (4Saw6Bigchop) and 1 Warbike on Boss.
Literally cannot bring another bike to fill the last 175pts. Damn it :( (squigriders arent bikes!!! even if they fit the same theme)
What i can bring got better but the reduction to 9 model biker units means i have points lying around i cant use on bike units


AFAIK the squigs have options for wheels as hindlegs, so they might count as half a bike?

Otherwise, koptas and buggies are great fits visually, or you spread them to two detachmetns and add a wartrike.


Automatically Appended Next Post:
SemperMortis wrote:
Stay with me on this one guys and shoot as many holes in it as you can.

Competitive 9th orkz.

Spoiler:
Ghaz (I Know)
10 boyz Trukk
10 Boyz Trukk
10 Trukk Boyz.

10 Kommandos
10 Kommandos
10 Kommandos

9 Warbikes
9 Warbikes
9 Warbikes.

Dakkajet +2 Supa-Shootas
Dakkajet +2 Supa-Shootas


Turn 1 Everything moves up, the Kommandos will be in charge range easily, the Warbikes as well and the Trukkboyz are my 2nd turn shenanigans. Ghaz calls his Waaagh which means I get the benefit of BOTH WAAAAGHs. The Warbikes and Dakkajetz go to town on shooting while the trukk boyz do their best to impact the game (They wont ). Following that, the Kommandos and Warbikes all charge while the trukkboyz and ghaz hang back for turn 2 fun.

Incredibly gimmicky and has a hard time if you don't get first turn but it could be actually a bit durable with all the warbikes and planes being -1 to hit and the kommandos hanging out in cover.

Please poke holes and give me some feedback, this looks competitive in my head but I appreciate everyones insight.


Lists in spoilers

In general, I'd do a double patrol here, so you can have two units of trukk boyz. The second HQ can be a warboss on bike, a weird boy or just Makari if you want to save points - you are missing a second HQ right now anyways.

This message was edited 3 times. Last update was at 2021/07/23 07:28:13


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 it
Been Around the Block




Tried out a game yesterday with this list

Spoiler:


Outrider Detachment - GOFF

Mega-Armour Warboss with "not a storm shield-relic" and -1 To Wound Trait
Weirdboy (Warpath+Jump)

15 Stormboyz
15 Stormboyz
15 Stormboyz

10 Nobz (8 with Big choppas) + Trukk
10 Nobz (8 with Big choppas) + Trukk

5 Deffkoptas, just rockets
5 Deffkoptas, just rockets

3 Mek Gunz with KMK
3 Deff Dreads, full Klaws



Albeit the game was against an average Genestealer Cult list, I tabled him turn 2 I did enjoy some of the perks that come with the new codex.
T5 on infantry really shines in close combat so IMHO a fast army is the way to go, even against armies that we would usually rather shoot than punch.

I may be exagerating but 750 points of deffkoptas really feel like an auto-take in any kind of list. Their free deepstrike combined with Ramming Speed! after popping 10d3 rokkits and an obscene amount of attacks once they collides, especially during a whaag! is hard to beat
   
 
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