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Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Interesting, Pyromaniacs is not available on KBB, the most pyromaniac unit in out codex…


Automatically Appended Next Post:
 Blackie wrote:
Right, PiñaColada. I double checked, what is odd is that the Blitza-Bommer can be Boomboyz but none of the weapons is equipped with can get the AP bonus. Am I missing something?


You' re right This should be added to the list of bugs

This message was edited 1 time. Last update was at 2021/07/30 12:10:21


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Battlewagon Driver with Charged Engine




 Blackie wrote:
Right, PiñaColada. I double checked, what is odd is that the Blitza-Bommer can be Boomboyz but none of the weapons is equipped with can get the AP bonus. Am I missing something?
Maybe it's an actual screw-up and they meant to say wazbom and not blitza? Even the burna-bommer would have some use being a boom boy, so it's strange.. Maybe boom boyz did something else (or in addition) in the playtest codex and they changed it and now some things no longer makes sense..? It's another thing to ask GW about at least
   
Made in us
Shadowy Grot Kommittee Memba






 kingbbobb wrote:
 Jidmah wrote:
I need to start collecting all the errors and ambiguities for my FAQ mail... boy, what a mess.

Was this really written by the same people that did Codex: Death Guard?


Please add this to the list

this weird habbit of using plural and singular keywords throughout the book,

NOB keyword instead of NOBZ
KOMMANDO keyword instead of KOMMANDOS

Snikrot for example isn't (Rules as Written) affected by his own aura becasue he has the Kommando keyword and not Kommandos

Want use trukk boyz with Nobz and or MegaNobz (when they fix the clan transport issue) well check again because it has the Nob keyword so only the Nob with a war banner can get in.

Want to use Pyromaniacs on Nobz with scorchas? well you can't because it has the NOB keyword

Want to use the Breakin heads stratagem on a unit within 3" of a Nob with a waaaagghh banner or a Nob on a smasha squig- well you can't because it's only for Nobz

Does this stuff happen in other codex with mixing of plural and singular for keywords?




GW recently answered a FAQ stating that plural and non-plural versions of keywords are exactly the same.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ru
!!Goffik Rocker!!






So, as we found out reading the rule book, manz can indeed be trukkboyz. Now with that out off the way, I'm thinking of kombirokkit trukk manz.
+1 to hit takes them back to 5+ after movement. They get 4+ while stationary inside a trukk and can still utilize their charges after movement for more utility. Than you could just camp on a midfield objective and roll your regular rokkits. I think 5ppm price increase can be worth it. So that manz aren't completely out of picture turn 1 when you don't need this charge or don't want a risk and are just happy to get to midboard.

Luckily, I have a bunch if spare rokkit-heads from my 3 new skrapjets!
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Great news guys battlescribe has been updated

Spoiler:

This message was edited 1 time. Last update was at 2021/07/30 12:39:13


SMASH  
   
Made in us
Regular Dakkanaut




 Tomsug wrote:
Interesting, Pyromaniacs is not available on KBB, the most pyromaniac unit in out codex…


Automatically Appended Next Post:
 Blackie wrote:
Right, PiñaColada. I double checked, what is odd is that the Blitza-Bommer can be Boomboyz but none of the weapons is equipped with can get the AP bonus. Am I missing something?


You' re right This should be added to the list of bugs


The relevant weapons for the Boosta-Blasta are listed as being affected by the rule (Burna Exhausts), but Boosta-blastas themselves aren't an eligible unit for being Pyromaniacs. Just another editing issue in a codex rife with them. I hadn't even considered the Blitza-Bommer... absolutely ridiculous. This book was flat out not edited past maybe 2nd draft.

This message was edited 1 time. Last update was at 2021/07/30 13:00:13


 
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Madjob wrote:
 Tomsug wrote:
Interesting, Pyromaniacs is not available on KBB, the most pyromaniac unit in out codex…


Automatically Appended Next Post:
 Blackie wrote:
Right, PiñaColada. I double checked, what is odd is that the Blitza-Bommer can be Boomboyz but none of the weapons is equipped with can get the AP bonus. Am I missing something?




You' re right This should be added to the list of bugs


The relevant weapons for the Boosta-Blasta are listed as being affected by the rule (Burna Exhausts), but Boosta-blastas themselves aren't an eligible unit for being Pyromaniacs. Just another editing issue in a codex rife with them. I hadn't even considered the Blitza-Bommer... absolutely ridiculous. This book was flat out not edited past maybe 2nd draft.



I get the feeling they didn't do the specialist mobs at all. Copy and paste job from 8th

SMASH  
   
Made in bg
Regular Dakkanaut




 kingbbobb wrote:
Great news guys battlescribe has been updated

Spoiler:


Great news! but replying only for this seems like a waste... so anybody know if the BW can be taken as a "serious" unit? not just a glorified trukk transport unit, but something threatening.
   
Made in ru
!!Goffik Rocker!!






I think 120 pt wagon are great for something like 5 manz or a bunch of tankbustas. Heck, you can even transport grots and that'd still be a decent scoring unit.
   
Made in us
Dakka Veteran




Hey gang, question. I keep seeing people talk about Tankbustas being 4+ against vehicles while mounted in a Trukk and I'm curious how that works.

While in a Trukk, they can shoot out due to open-topped, no problem.

However, while in a vehicle, they can't use abilities, like +1 to-hit against vehciles, as models in transports have no access to abilities (thus why you can't have a "hidden" KFF or a Warboss calling Waaagh from the safety of their Battlewagon) … so what lets Tankbustas still get that ability when other things don't?
   
Made in gb
Tough-as-Nails Ork Boy




United Kingdom

Wakshaani wrote:
Hey gang, question. I keep seeing people talk about Tankbustas being 4+ against vehicles while mounted in a Trukk and I'm curious how that works.

While in a Trukk, they can shoot out due to open-topped, no problem.

However, while in a vehicle, they can't use abilities, like +1 to-hit against vehciles, as models in transports have no access to abilities (thus why you can't have a "hidden" KFF or a Warboss calling Waaagh from the safety of their Battlewagon) … so what lets Tankbustas still get that ability when other things don't?


9th edition Core rules version 1.3

"Any abilities (including Detachment abilities) that models in an embarked unit have, or that their weapons have, continue to apply when they make ranged attacks."

This message was edited 1 time. Last update was at 2021/07/30 15:01:06


SMASH  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah that got fixed.

Which is funny because that opentopped rule being broken was actually BETTER for us than having it fixed. Because it made them immune to every rule, including the old bombsquigs suiciding when they attack (oh wait im not affected by any rules!!)
I dont know of anybody that actually played it the way it was worded, instead used the old verbage of it that did work. Because of gak like bombsqsuigs lol.
So literally unless it specified "transport" it didnt work. But they could still shoot, because a "transport" rule allowed it.

This message was edited 1 time. Last update was at 2021/07/30 15:05:37


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Krazed Killa Kan






I just want to mention I've looked at like 3 profiles in Battle scribe and already found multiple errors.

For example, Deff Rolla is listed as 20 points, when it's 15 in the new codex, and hard case is listed as 0 when it is 15 in the new codex. Beastboss on squigosaur is also listed with Ramshackle, which obviously he does not have.

Hopefully they iron out some kinks but I recall them being present in Kill Team for months before corrections.

It looks like it's not just GW that messes things up.

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
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Battlescribe usually has a lot of errors the first go around. Give'm time and report stuff.

On another note, Admech got toned down a bit.
Vanguard strat autowounds on a 5+ and costs 2cp if 11+ models.
Rangers is now Heavy3, not Rapid2
Autopass morale near an objective is once per game
Ironstriders lost core
Lucius's +1 if 1D attack doesnt stack with cover

So a lot of our big scary problem with admech got cut back a LOT. Trust me, still a lethal army but now theyre not comically lethal.

This message was edited 1 time. Last update was at 2021/07/30 15:49:00


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
Well about Mek Gunz: most of the ork players don't own more than 3 and now both traktors and KMKs are cheaper, the former even way more powerful than they were with their hitting on 3s and damage 4-9. They also gained additional AP in the waaagh turns. So the overly competitive player who spammed 9+ smasha gunz took a hit, but I think that's a good thing and overall Mek Gunz are better. Avoiding spam makes also the game healthier, so I'm glad GW re-wrote them.

Take 3 units of 1. 135 points for some solid firepower. Large batteries were nerfed but solo models are way better now.

What about the bikes? Cheaper, more shots, access to AP (even AP-2 under Bad Moons) for the couple of turns that matter, gained AP in combat and are way tougher than before with +1W and native -1 to hit. Tankbustas were nerfed but many other sources of rokkits have been improved.

What about the squig buggy that went from total garbage to a top tier unit?


I have 10 Mek gunz (half converted with Trukkz). I was looking forward to getting 2 more to field 2 full batteries but not anymore I guess . And I like the fact that Smasha gunz aren't the only one worth a damn, but going from being able to field 10 with relatively ease to having to take 3 slots for Heavy support just to field 3 of them is a massive nerf to our ranged firepower.

As far as Bikes, I agree they got better. But they went from garbage to playable and not much else. Even in Dakkarange, which is hard to get a unit of 3 will get 30 shots, 10 hits and 6.6 wounds vs Marines for 1 Dead Marine on average. Don't get me wrong, that is actually pretty good value (75pts killing 18-20) but its not even above mid level return. My rule of thumb which I usually bring up during the initial releases is that a unit that is relatively durable should be able to make back its points value in 3 rounds of shooting. That is the bare minimum for it to even be remotely considered. Anything less and it needs to be either a massive CC threat or incredibly durable. The bike definitely got a lot more durable with the -1 to hit and its 3rd wound which is that sweet spot with all the D2 floating around, but its still not super competitive. You have to remember that getting into that 9' range to get the dakkagunz in range is going to be hard, and borderline impossible turn 1.

As far as the "Squigbuggy" I'll be blunt, I hate the damn model so much that I doubt i'll get any. So I openly admit my bias from the start 2D6 shots at basically BS4 is absolutely ok. But it averages out to 7 shots and 3.5 hits. Against a T4 Marine its 2.25 wounds and at -2AP its 1.5 unsaved wounds so you kill 1 Marine and have a 50/50 of killing a 2nd with its 2D profile. Again, not bad but not exactly top tier. The shorter ranged regular launcha is 3.5 shots, 1.16 hits, 0.77 wounds, 0.51 go through armor so all together it averages 2 dead Marines a turn with both guns. I would argue this is a good investment unit since against its average target its earning back 36pts out of 90 spent on it. Not bad.

Kebabcito wrote:
DakkaDakkaDakka was the most overrated and useless ability we had in precious codex.
It increased the damage output by Damage+1/6*2/6 = Damage + 2/36 means 1/18.

It had a very good passive mechanism sgainst eldar as we always scored at six, now everyone got it.

We are very good at shooting atm. Not only because we fire more shots, but because our shoots are. avery high mobility pñatforms eprfect for destroy the nerfed AdMech or the almight Drukhari, making his troops disembark from raiders


I agree again, I liked DDD as a concept but i think in 8th it was brought out hamfisted because the Exploding 6s should have been auto-hits. GW realized if they did that though it would be similar to giving Orkz BS4 and that was a bit scary for them. Imagine shooting 6 rokkitz and rolling hot and getting 3 6s

But, since DDD was implemented and gave us Always hit on 6 I kind of assumed that once it became a game wide rule they would take the seriously under powered DDD rule and give it a major overhaul to make up for the loss of one of the core rules it used to have...boy were we wrong, instead of a hamfisted, slow rule that increased our ranged firepower, we got a crappier rule that encourages you to get close to the enemy as quickly as possible but also doesn't let you advance and shoot....seriously, I think GW just rushed this codex out without playtesting most of this stuff.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






Just in case, speed waagh freeboota bikers with +1 to hit kill 1 marine each with shooting alone. And there's nothing preventing you from using more dakka 1 cp strat to get full shooting at 18"
   
Made in us
Never Forget Isstvan!






Freebootaz are great. Take some KMK mek guns to blow a vehicle at range, then all your dakka gets +1 to hit.

10d3 Rockets from some TrukkBustaz hitting on a 4+ is pretty damn scary.

JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG 
   
Made in ru
!!Goffik Rocker!!






What happens when you careen a plane?
   
Made in us
Longtime Dakkanaut




The only list I see Gretchin working.
Spoiler:


Supreme command-goff
Ghaz-proper killy

Battalion-goff
Beastboss on squig- Brutal but kunnin, headwompa, big boss, extra relic
Makari - big boss, warlord trait-follow me lads (+1 to charge rolls)

Beastsnagga x10- on Killrig
Beastsnagga x10- on Killrig
Gretchin (orrible gitz)-obj secured

5x squigriders
10x stormboys (nob w pk)

Killrig-frazzle, spirit of gork
Killrig-roar of gork, squiggly curse

Outrider-deathskulls
Warboss on bike- killaklaw

5x kommandos-obj secured
5x kommandos-obj secured

2x scrapjets
1x squigbuggy-nitrorunt
1x shock jump- whirlygig

So I’m left with 6cp left over after +1 relics and +2 warlord traits
But the jist of the list lots of objective secured, rerolls on the shooting buggies, goff buffs on the melee, and beast snaggas psykers buffing beast snaggas and shooting out mortal wound bombs. You have 3 character bombs- ghaz, warboss on bike and beastboss on bike playing toward thier strengths.

makari… is the only fnp aura that covers all ork models including vehicles, Gretchin, etc (goff only), we also give him the warlord trait follow me lads because it gives more reliability with +1 to charge rolls to all ork goff units! While ghaz and makari are generally always trying to get in engagement range I’m not sure if makari warlord trait will see a lot of use. That 1cp might be better giving the warboss on bike a warlord trait instead but I’ll try makari first.

The orrible gitz are either used as a grot shield screen and/or rushed ahead to become a -1 to hit debuff bomb that enters your opponents deployment zone causing issues to thier shooting. They benefit from makari leadership aura.

Kommandos scout screen if needed or another cheap late game objective grabber with obj secured.

Lots of 5 or 6++ invuls and a large 6+++ fnp aura and the deathskulls have a 5++ mortal wound save as well.
Multiple +1 to hit auras and ghaz has a reroll any hit in melee aura and both Waagh. Scrapjets can also cause a lot of mortal wound damage especially if you give them the ramming speed strat. Also wasn’t sure if a more Dakka dakkajet would be better then a buggy but the points work out better like this and I don’t want to reduce bodies on the board anymore.


Hopefully they fix specialist detachments by removing kultur not clan. So that way
Makari increases Gretchin leadership to ld6 (12in range) and gives them 6+fnp (and all goff units within 3in including Killrig).


This message was edited 7 times. Last update was at 2021/07/31 18:38:32


 
   
Made in it
Waaagh! Ork Warboss




Italy

Wakshaani wrote:
Hey gang, question. I keep seeing people talk about Tankbustas being 4+ against vehicles while mounted in a Trukk and I'm curious how that works.



I think they're legit as they're basically like 8th flash gitz. Position them in a central spot and bring other vehicles to get saturation. Now they don't need to move and they can fire at 4+ against vehicles. If they're Bad Moons they can be positioned more defensively as they gain +6'' range, and 6s also become AP-3. That's how I'd play them.


Automatically Appended Next Post:
SemperMortis wrote:


I have 10 Mek gunz (half converted with Trukkz). I was looking forward to getting 2 more to field 2 full batteries but not anymore I guess . And I like the fact that Smasha gunz aren't the only one worth a damn, but going from being able to field 10 with relatively ease to having to take 3 slots for Heavy support just to field 3 of them is a massive nerf to our ranged firepower.


Yeah, I had 6 made out of trukks with weapons from the BW and I love them as well. But I'm happy to shelve a few of them if I can finally bring to the table several units that I never (or almost never) used since 7th edition: lootas, koptas, bikes, burnaboyz, dreads, wazbom, maybe even kanz maybe. Codex seems well balanced internally, way better than the 8th book was.

SemperMortis wrote:

As far as Bikes, I agree they got better. But they went from garbage to playable and not much else. Even in Dakkarange, which is hard to get a unit of 3 will get 30 shots, 10 hits and 6.6 wounds vs Marines for 1 Dead Marine on average. Don't get me wrong, that is actually pretty good value (75pts killing 18-20) but its not even above mid level return. My rule of thumb which I usually bring up during the initial releases is that a unit that is relatively durable should be able to make back its points value in 3 rounds of shooting. That is the bare minimum for it to even be remotely considered. Anything less and it needs to be either a massive CC threat or incredibly durable. The bike definitely got a lot more durable with the -1 to hit and its 3rd wound which is that sweet spot with all the D2 floating around, but its still not super competitive. You have to remember that getting into that 9' range to get the dakkagunz in range is going to be hard, and borderline impossible turn 1.


Bad Moons bikes have better range which helps for getting max shots and 6s are extra AP which means some AP-2 in the waaagh turns and some AP-1 always. With a 1CP stratagem 6s are extra hits. They can make their points back faster if played correctly and with the appropriate buffs.

This message was edited 1 time. Last update was at 2021/07/30 20:02:29


 
   
Made in dk
Fresh-Faced New User





 Tomsug wrote:
Interesting, Pyromaniacs is not available on KBB, the most pyromaniac unit in out codex…


It's most likely intended to as the Burna Exhaust (a KBB only weapon) IS listed.
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Battlescribe lists the breacha ram for kommandos as a 15 point upgrade, but I vaguely remember it only being 5 points.

Can anyone with the book confirm the points cost please?
   
Made in hk
Regular Dakkanaut




Hong Kong

 Afrodactyl wrote:
Battlescribe lists the breacha ram for kommandos as a 15 point upgrade, but I vaguely remember it only being 5 points.

Can anyone with the book confirm the points cost please?


the entry for breacha Ram is for the weapon AND the kommando boy. (5+10)
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

XC18 wrote:
 Afrodactyl wrote:
Battlescribe lists the breacha ram for kommandos as a 15 point upgrade, but I vaguely remember it only being 5 points.

Can anyone with the book confirm the points cost please?


the entry for breacha Ram is for the weapon AND the kommando boy. (5+10)


That explains it. Thanks muchly.
   
Made in us
Steadfast Grey Hunter





If, like me, you were poking around and found Battlescribe spitting errors at you for including a dakkajet due to the number of supashootas it was carrying, it's a simple fix if you have access to the data editor.

Just gotta zip on down to the dakkajet's unit entry and deselect the shared checkbox on both child entries of supashoota. Save it and don't increment the version number (to avoid mishaps with updating in the future) and viola! No more ugly red mark when you want a pretty plane full of bullets.

It was a simple enough fix to do, so I'm sure many of you already knew to do it. I posted this for those of us who aren't a wiz with the data editor.
   
Made in us
Longtime Dakkanaut





Between the Kustom Boosta blasts and the Boomdakka Snazzwagon which do you guys like? They seem to fill similar roles in anti medium infantry and light vehicles. The Boosta Blasta has more strength, but fewer shots overall, but 6" more range for easier access to dakka's enhanced profile. Not too sure which I want to spend $ on to buy.

 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

 Tibs Ironblood wrote:
Between the Kustom Boosta blasts and the Boomdakka Snazzwagon which do you guys like? They seem to fill similar roles in anti medium infantry and light vehicles. The Boosta Blasta has more strength, but fewer shots overall, but 6" more range for easier access to dakka's enhanced profile. Not too sure which I want to spend $ on to buy.


I personally prefer the Snazzwagon at the moment, I'm more likely to get hits/wounds off because I'm firing off more shots and they're that little bit more durable with the inbuilt -1 to hit.

The Boosta Blasta is certainly better at hunting light vehicles and similar target due to the higher strength and it also has the spiked ram for melee potential though.

It's highly up to your local meta and would probably really come down to preference in my opinion.

The good thing is is that they kind of look similar as far as weapon loadouts go, so if you kitbash your buggies you can make something that can be either/or.
   
Made in es
Krazy Grot Kutta Driva




I would prefer KBB cuz he can follow Defkilla with similar fire ranges.

Snazzwagon is not very reliable for me

Orks 5000p 
   
Made in dk
Fresh-Faced New User





 Tibs Ironblood wrote:
Between the Kustom Boosta blasts and the Boomdakka Snazzwagon which do you guys like? They seem to fill similar roles in anti medium infantry and light vehicles. The Boosta Blasta has more strength, but fewer shots overall, but 6" more range for easier access to dakka's enhanced profile. Not too sure which I want to spend $ on to buy.


My local scene is mecrifully free of 2w majority armies so the KBB wins out.
   
Made in dk
Longtime Dakkanaut




Danmark

Can someone explain to me what the role for the Gunwagon is when we have a kannon wagon that gets free big shoota upgrades? Going Da boomer is pretty identical to a kannonwagon now.. and its not as good as a kannon wagon if you do that id say.

Granted they are still free that is.

This message was edited 2 times. Last update was at 2021/07/31 10:05:56


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

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