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![[Post New]](/s/i/i.gif) 2021/08/11 11:39:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Maniacal Gibbering Madboy
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Beardedragon wrote: CthuluIsSpy wrote:Beardedragon wrote:Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres only 1- AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +3 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..
I do believe you're mistaken, Big Choppa is +2S and AP-1, not +3S and AP-2.
They are both damage 2, however.
yea str +2 my mistake. I knew it would give Nobz a strength of 7 but apparently my math failed me. a lot failed me when i had to write that comment for some reason. despite the fact i know the right stats in my head its not what i ended up writing.
Big choppas will hit more, with lower str and lower AP, but also cost less. I suppose powerklaws are better against tanks but the big choppa seem like a decent choice if you wanna go for as cheap as possible warbikers. Unless maybe the right choice is to simply give the Nob a normal choppa as well.
The claw brings with it the -1, so unless you have a source of +1, i would go big choppa. The value of S comes into play on what your engaging. Are you trying to create Tank Hunter Nobz? Then defo go claw.
But i am pretty sure your trying to create an all rounder unit, so big choppa with +1 and Goff kulture is more then enough. Your prob is not the weapon, it's the delivery, as all melee units, does not matter how hard you hit if you can't reach the target.
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This message was edited 2 times. Last update was at 2021/08/11 12:00:09
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![[Post New]](/s/i/i.gif) 2021/08/11 12:11:53
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Forceride wrote:Beardedragon wrote: CthuluIsSpy wrote:Beardedragon wrote:Hey guys. Ive never owned any warbikers before, but now ive bought 3 packages now seeing how they rock atm. Would you give the Nob a powerklaw or Big choppa? theres only 1- AP difference between the two now, and the damage is the same. while the powerklaw gives you str x2 you get +3 str with the big choppa. Is the 5 extra points for a powerklaw really worth it? You also hit on 4s where you hit on 3s with the big choppa..
I do believe you're mistaken, Big Choppa is +2S and AP-1, not +3S and AP-2.
They are both damage 2, however.
yea str +2 my mistake. I knew it would give Nobz a strength of 7 but apparently my math failed me. a lot failed me when i had to write that comment for some reason. despite the fact i know the right stats in my head its not what i ended up writing.
Big choppas will hit more, with lower str and lower AP, but also cost less. I suppose powerklaws are better against tanks but the big choppa seem like a decent choice if you wanna go for as cheap as possible warbikers. Unless maybe the right choice is to simply give the Nob a normal choppa as well.
The claw brings with it the -1, so unless you have a source of +1, i would go big choppa. The value of S comes into play on what your engaging. Are you trying to create Tank Hunter Nobz? Then defo go claw.
But i am pretty sure your trying to create an all rounder unit, so big choppa with +1 and Goff kulture is more then enough. Your prob is not the weapon, it's the delivery, as all melee units, does not matter how hard you hit if you can't reach the target.
yea definitely an all rounder unit.
But maybe i shouldnt even give my nob a big choppa and just keep him cheap with a normal choppa.
Well i guess i can put a big choppa on him and just call it a normal choppa if i want.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/08/11 12:31:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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SemperMortis wrote:
The KFF absolutely has a hard time keeping up with the buggies. Buggies have Movement 10-14. KFF Big Mek has movement 5. That means to stay close to the units he needs a 5+ advance every turn.
The only use I'd consider for a KFF now is on a MA big mek with relic shoota that gives protection to vehicels turn one with the support of the stratagem. So after turn 1 he doesn't need to chase the buggies anyway as its KFF has exploded, but the character himself won't also be useless thanks to his BS4+ heavy bolters shots and eventually the pk. With the removal of the "wholly within" limitation I think it can be a legit tactics for the investment of 30 points and 2 CPs.
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![[Post New]](/s/i/i.gif) 2021/08/11 12:35:45
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Blackie wrote:SemperMortis wrote:
The KFF absolutely has a hard time keeping up with the buggies. Buggies have Movement 10-14. KFF Big Mek has movement 5. That means to stay close to the units he needs a 5+ advance every turn.
The only use I'd consider for a KFF now is on a MA big mek with relic shoota that gives protection to vehicels turn one with the support of the stratagem. So after turn 1 he doesn't need to chase the buggies anyway as its KFF has exploded, but the character himself won't also be useless thanks to his BS4+ heavy bolters shots and eventually the pk. With the removal of the "wholly within" limitation I think it can be a legit tactics for the investment of 30 points and 2 CPs.
personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.
You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/08/11 13:44:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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the_scotsman wrote:personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up. You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid. I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all. So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO. It does benefit from the speed waaagh! though, so maybe that's enough? That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.
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This message was edited 2 times. Last update was at 2021/08/11 13:50:32
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:03:51
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Jidmah wrote: the_scotsman wrote:personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.
You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.
I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.
So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?
That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.
The main goal with it would definitely be more oriented around getting it into melee now, though. Mainly, the purpose I'd be using it for is a turn 1 distraction from my trukks/buggies.
This is a list I'm considering for a melee waagh trukk rush:
the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.
I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:06:26
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Jidmah wrote: the_scotsman wrote:personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.
You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.
I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.
So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?
That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.
Yeah, I was a bit disappointed when I saw the new rules for Morkanauts, I was hoping they would make them BS4+ baseline at the very least and then the Gorkanaut would be WS2+ base. Also, am I crazy or did the Gorkanaut go down one attack? I swear they had A6 base before.
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![[Post New]](/s/i/i.gif) 2021/08/11 14:29:11
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Grimskul wrote: Jidmah wrote: the_scotsman wrote:personally I'm curious about the morkanaut, given that the difficulty with the big mek is if you go first your buggies and trukks and such will want to be moving up.
You can take one for 1cp and give it Big Krumpas (the restriction only applies if your ONLY ork detachments are SHAux) and it seems decently solid.
I'm not sure about that. I have run the sparkly morkanaut a lot and it was just barely worth its points. Going from 5.25 average hits on kmz/kmb/rokkits to 4 average hits and worse cultures is quite a nerf already, and 24 wounds with 6++ is pretty much equivalent to 18 wounds with 5++. Big krumpas isn't that interesting unless you are playing a culture that doesn't benefit it at all.
So for 40 more points and the same 1 CP you now get worse shooting, the ability to fall back and shoot and a melee profile that primarily serves to scare away melee characters. Not a great trade IMO.
It does benefit from the speed waaagh! though, so maybe that's enough?
That said, I haven't run my naut under the new rules as all my games so far as I can only run 1k point games in my home and it's not part of my crusade force.
Yeah, I was a bit disappointed when I saw the new rules for Morkanauts, I was hoping they would make them BS4+ baseline at the very least and then the Gorkanaut would be WS2+ base. Also, am I crazy or did the Gorkanaut go down one attack? I swear they had A6 base before.
Yep, the Gorka changes I can see are:
A6 - A5
Crush Profile D6d - 6d
W18 - W24
Deffstorm Heavy 18 - Dakka 30/20
Twin BS Assault 6 - Dakka 10/6
Rokkit Launcha Assault 1 - Heavy d3
Scorcha now 12"R
-Old DDD removed
+Now can get Advance+Charge and +1A from Waaagh
-now has to spend 1cp to reroll just one die of charge roll
-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default
-25pts more expensive
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"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:37:54
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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the_scotsman wrote:the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.
I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.
That's all fine and dandy, but at 380 you could just bring 4 additional buggies, a pair of wazzboms or an entire detachment of beast snagga squigs running screaming at an enemy.
It used to be ok because people wouldn't focus it over buggies and it could reliably take out a LRBT sized vehicle with deff skulls re-rolls. It has never been great in melee and the big profile dealing 6 instead of d6 damage won't matter that often - you still only get 4 attacks. Against most targets it's inferior to a regular dread in combat.
Essentially you are saying "It's a distraction carnifex" which is a very same a "it's a bad unit that I shouldn't be fielding". Automatically Appended Next Post: the_scotsman wrote:-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default
Where is the rule stating that SHA don't get cultures? I can't find it.
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This message was edited 1 time. Last update was at 2021/08/11 14:39:56
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:42:08
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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...I don't know, it's somewhere in the tangled morass of detachment rules and faqs and whatever, I just know from somewhere SHAs dont get subfaction traits by default...
I could take a wazbom, and it'd be better for shooting support, the main problem is the wazbom's field now ONLY works on planes and my opponent would almost certainly be targeting my trukks as opposed to being funneled into targeting the morkanaut as opposed to the 5++ trukks.
As for "why not buggies" basically same deal - without a 5++ I think i'd take a lot of casualties on the trukks. if I could take a mobility upgrade on a big mek I'd 100% be doing that and saving the points.
Damn, I REALLY wish a big mek could be trukk boyz. now the only other way to get a KFF midboard turn 1 besides just 'advance and hope you roll good' is Da Jumping it...which I do not think would be a worthwhile use of 70pts of weidboy lol.
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This message was edited 1 time. Last update was at 2021/08/11 14:49:01
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:51:12
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Ah, found it. There is a box called "Detachment Abilities" on BRB pg 246.
Ok, without the deff skulls or freeboota trait, the morkanaut might as well be dead. Luckily mine is magnetized to switch to a gorkanaut.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:51:43
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Jidmah wrote: the_scotsman wrote:the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1.
I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead.
That's all fine and dandy, but at 380 you could just bring 4 additional buggies, a pair of wazzboms or an entire detachment of beast snagga squigs running screaming at an enemy.
It used to be ok because people wouldn't focus it over buggies and it could reliably take out a LRBT sized vehicle with deff skulls re-rolls. It has never been great in melee and the big profile dealing 6 instead of d6 damage won't matter that often - you still only get 4 attacks. Against most targets it's inferior to a regular dread in combat.
Essentially you are saying "It's a distraction carnifex" which is a very same a "it's a bad unit that I shouldn't be fielding".
Automatically Appended Next Post:
the_scotsman wrote:-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default
Where is the rule stating that SHA don't get cultures? I can't find it.
I looked it up and its under the advanced rules part of the rulebook, where the detachment rules are set up. It states:
DETACHMENT ABILITIES
Every Codex lists a set of abilities that units in a Detachment gain if every unit in that Detachment is from a specified Faction. Units in Auxiliary Support Detachments, Super-heavy Auxiliary Detachments and Fortification Network Detachments never gain any Detachment abilities, even if every unit in that Detachment is from the Faction specified.
Auxiliary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities.
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![[Post New]](/s/i/i.gif) 2021/08/11 14:52:32
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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i...swear it was in the aux detachment itself but i dont see it now.... The clan rules arent excluding them either. edit: Ah, there it is in the post above me lol This wouldnt be that big of an issue if LoW wasnt impossible to bring outside of an aux detachment these days.
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This message was edited 2 times. Last update was at 2021/08/11 14:54:05
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/08/11 14:52:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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the_scotsman wrote:...I don't know, it's somewhere in the tangled morass of detachment rules and faqs and whatever, I just know from somewhere SHAs dont get subfaction traits by default...
I could take a wazbom, and it'd be better for shooting support, the main problem is the wazbom's field now ONLY works on planes and my opponent would almost certainly be targeting my trukks as opposed to being funneled into targeting the morkanaut as opposed to the 5++ trukks.
As for "why not buggies" basically same deal - without a 5++ I think i'd take a lot of casualties on the trukks. if I could take a mobility upgrade on a big mek I'd 100% be doing that and saving the points.
Damn, I REALLY wish a big mek could be trukk boyz. now the only other way to get a KFF midboard turn 1 besides just 'advance and hope you roll good' is Da Jumping it...which I do not think would be a worthwhile use of 70pts of weidboy lol.
After a turn of 5++ the KFF is completely gone. Just have it drive around in the two extra slots of the trukk boyz trukk and shoot stuff with the ded shiney shoota.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/08/11 15:05:11
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Towering Hierophant Bio-Titan
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It wouldn't be so bad if they didn't insist on giving 'nauts the Titanic keyword, at least then you could possibly justify 3 of them in a SHD to still benefit from clan traits. But 6CP to do that is obscene.
It's like GW don't want anyone using any LOW's outside of the supreme command models like Morty or Silent King.
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![[Post New]](/s/i/i.gif) 2021/08/11 15:16:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Waaagh! Ork Warboss
Italy
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the_scotsman wrote:
I fully expect the Morkanaut to be target #1 that most people gun for turn 1.
That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.
A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.
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![[Post New]](/s/i/i.gif) 2021/08/11 15:17:36
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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Grimskul wrote: Jidmah wrote: the_scotsman wrote:the idea would be, force field boosta turn 1 with the morkanaut, melee waagh turn 2 as everyone jumps out of the trukks. KMKs and Morka provide about as much anti-tank capability as the 6 raiders you typically see in your average comp drukhari list. Kommandos and Stormboyz primarily aim to lurk around midboard behind the copious obscuring terrain you see on competitive tables unless I have a real golden opportunity to get in and cause some havoc with the kommandos turn 1. I fully expect the Morkanaut to be target #1 that most people gun for turn 1. He's generally tough enough to waste basically all the upfront firepower that most competitive factions are bringing to town these days, the main exception being laschickens which are just the ideal weapon to bring against him and I can't do anything about that. Admech are a real, real bad matchup for a list like this in their current incarnation, and if they stay super common in the meta I'd probably bring a turn 1 rush list instead. That's all fine and dandy, but at 380 you could just bring 4 additional buggies, a pair of wazzboms or an entire detachment of beast snagga squigs running screaming at an enemy. It used to be ok because people wouldn't focus it over buggies and it could reliably take out a LRBT sized vehicle with deff skulls re-rolls. It has never been great in melee and the big profile dealing 6 instead of d6 damage won't matter that often - you still only get 4 attacks. Against most targets it's inferior to a regular dread in combat. Essentially you are saying "It's a distraction carnifex" which is a very same a "it's a bad unit that I shouldn't be fielding". Automatically Appended Next Post: the_scotsman wrote:-Much harder to get main clan kultur, now LOW so Big Krumpas is kind of default Where is the rule stating that SHA don't get cultures? I can't find it. I looked it up and its under the advanced rules part of the rulebook, where the detachment rules are set up. It states: DETACHMENT ABILITIES Every Codex lists a set of abilities that units in a Detachment gain if every unit in that Detachment is from a specified Faction. Units in Auxiliary Support Detachments, Super-heavy Auxiliary Detachments and Fortification Network Detachments never gain any Detachment abilities, even if every unit in that Detachment is from the Faction specified. Auxiliary Support, Super-heavy Auxiliary and Fortification Detachments never gain Detachment abilities. So big ead' bunker also dont get detatchment abilities? I suppose the idea of going evil sunz to give it 1 inch movement is out of the question then
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This message was edited 1 time. Last update was at 2021/08/11 15:18:53
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/08/11 15:21:56
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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xttz wrote:It wouldn't be so bad if they didn't insist on giving 'nauts the Titanic keyword, at least then you could possibly justify 3 of them in a SHD to still benefit from clan traits. But 6CP to do that is obscene.
It's like GW don't want anyone using any LOW's outside of the supreme command models like Morty or Silent King.
Funny part about that is Silent King almost doesnt even get around this issue.
he dodges the 3cp cost, since the Supreme Command is a freebie if allowed to occupy it, but hes also an Agent which means he doesnt get his dynasty benefits. So he doesnt dodge the other problem with supers lol.
So its really just primarch supers that fully dodge the problems.
What irritates me is they actively make things in the game scale to "how fast does it kill a knight?" while at the same time making knight-level stuff harder and harder to field in the first place. Theres so many ways to kill a knight-level model, often with far less points than the knight-level model costed.
All LoWs feel like total crap, but if they got detachment abilities they'd feel 'passable' at least.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/08/11 15:46:41
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Vineheart01 wrote: xttz wrote:It wouldn't be so bad if they didn't insist on giving 'nauts the Titanic keyword, at least then you could possibly justify 3 of them in a SHD to still benefit from clan traits. But 6CP to do that is obscene.
It's like GW don't want anyone using any LOW's outside of the supreme command models like Morty or Silent King.
Funny part about that is Silent King almost doesnt even get around this issue.
he dodges the 3cp cost, since the Supreme Command is a freebie if allowed to occupy it, but hes also an Agent which means he doesnt get his dynasty benefits. So he doesnt dodge the other problem with supers lol.
So its really just primarch supers that fully dodge the problems.
What irritates me is they actively make things in the game scale to "how fast does it kill a knight?" while at the same time making knight-level stuff harder and harder to field in the first place. Theres so many ways to kill a knight-level model, often with far less points than the knight-level model costed.
All LoWs feel like total crap, but if they got detachment abilities they'd feel 'passable' at least.
Yeah, it's really bizarre how much GW seems to abhor super heavies these past two editions. Barring outliers like IK Castellans, I don't really remember LoW's dominating outside of Primarch type characters. Super Heavies were only really good for specific factions and units too even in 7th edition. When was the last time a Baneblade or Stompa was legitimately scary to face? With how objective focused the game is right now, it's not like they're that strong to begin with.
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![[Post New]](/s/i/i.gif) 2021/08/11 15:52:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Yeah, i mean knight-only armies didnt like the castellans. They were expensive enough to take multiple models out of their army, in an army that only has ~10 models MAX and usually not even that many.
Yet the Castellan was considered OP as hell because Guard could CP-feed it and stop it from ever getting caught in melee, which neutered it. Mono-knight lists didnt have the Cp to make it work and couldnt stop fast tarpitters.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/08/11 16:17:53
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
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Towering Hierophant Bio-Titan
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Grimskul wrote:
Yeah, it's really bizarre how much GW seems to abhor super heavies these past two editions. Barring outliers like IK Castellans, I don't really remember LoW's dominating outside of Primarch type characters. Super Heavies were only really good for specific factions and units too even in 7th edition. When was the last time a Baneblade or Stompa was legitimately scary to face? With how objective focused the game is right now, it's not like they're that strong to begin with.
Wasn't there a period in early 8th with Guard players running Baneblades & bubble-wrap competitively? I seem to remember them getting points hike at one point.
Edit: it was Shadowswords that got a 10-15% bump in CA 2018
I still don't understand what prompted the double nerf in 9th to discourage anyone outside Knights using generic LOWs.
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This message was edited 3 times. Last update was at 2021/08/11 16:26:58
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![[Post New]](/s/i/i.gif) 2021/08/11 16:18:40
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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i dont recall a baneblade taking that spot, just a castellan. i could be mistaken though.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/08/11 17:01:17
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is
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This message was edited 1 time. Last update was at 2021/08/11 17:01:34
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/08/11 19:06:18
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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Beardedragon wrote:I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is
True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.
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![[Post New]](/s/i/i.gif) 2021/08/11 19:23:49
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Shadowy Grot Kommittee Memba
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Blackie wrote: the_scotsman wrote:
I fully expect the Morkanaut to be target #1 that most people gun for turn 1.
That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.
A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.
Maybe the big mek could move fast enough to manage it, if I re-rolled a bad advance roll. THe 5++ aura is at least 9" range, thankfully. Automatically Appended Next Post: Grimskul wrote:Beardedragon wrote:I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is
True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.
Doesnt he also heal flat 4? Seems like it's a pretty decent combo of traits, if you build your army around having him with big 300+ point walker units like nauts and maxed killa kanz.
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This message was edited 1 time. Last update was at 2021/08/11 19:25:03
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2021/08/11 19:58:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Gargantuan Gargant
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the_scotsman wrote: Blackie wrote: the_scotsman wrote:
I fully expect the Morkanaut to be target #1 that most people gun for turn 1.
That's my problem with 5++ morkanauts. The opponent kills it and nothing have the invuln then. With a few lucky hits it can die really fast, and it's also a massive investment of 380 points, 2CPs from the stratagem and 3 additional CPs from LoW detachment.
A big mek can only be targeted by snipers, just position him quite aggressively but not like he can be assaulted turn 1 and there should be no problem with moving vehicles one turn and still remaining under the bubble.
Maybe the big mek could move fast enough to manage it, if I re-rolled a bad advance roll. THe 5++ aura is at least 9" range, thankfully.
Automatically Appended Next Post:
Grimskul wrote:Beardedragon wrote:I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is
True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.
Doesnt he also heal flat 4? Seems like it's a pretty decent combo of traits, if you build your army around having him with big 300+ point walker units like nauts and maxed killa kanz.
I believe he heals a flat 3, though he does heal up to 4 twice a game since he has two grot oilers with him. Fair point though, and it definitely makes a better addition than just making a Morkanaut a Krumpaz specialist when its mainly a shooting platform.
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![[Post New]](/s/i/i.gif) 2021/08/11 19:59:31
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I think in all of 8th and 9th up till know I was able to heal vehicles about four times and it mattered once.
Repairing is a rather worthless ability for orks. Vehicles tend to be either undamaged or dead, and even if you repair them, they die next turn anyways.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/08/11 22:56:59
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Towering Hierophant Bio-Titan
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A big chunk of the Ork range went unavailable / out of stock on the GW UK site today. Means that everything is likely getting reboxed under new SKUs fairly soon. Looks like early September for new stuff.
Grimskul wrote:Beardedragon wrote:I mean if you really want your Gorkanaut or morkanaut to have +1 to hit, both CC and ranged, Ol' Buzzgob does give them that in the command phase. granted you play Goff that is
True, and Goffs are definitely one of the stronger clan detachments you can go for. I'm just not sure if its worth bringing Buzzgob solely for that ability given that he doesn't really offer that much in an army beyond that one ability. It'd be different if it was an aura.
Fun fact - the Nob with Waaagh banner gives +1 to hit in melee to units within 6" like a Warboss. But it looks like they didn't update the text to the usual 9E style, so it lacks the (Aura) label and isn't restricted to <CORE> units. Instead it just works on everything in the same <CLAN>, including walkers & vehicles. Even kans!
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![[Post New]](/s/i/i.gif) 2021/08/11 23:15:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Longtime Dakkanaut
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dont think its a mistake that it works for vehicles also. because how else would he be different from any given warboss if he gave the same buff?
Since warbosses gives +1 to hit to core and characters, we needed the waaagh banner to do something else. and while i find it lazy as F that he just gives +1 to hit to everyone and nothing else, i guess thats that.
He could at least give +1 leadership or something.
anyway, i dont think its a mistake that he gives +1 to vehicles.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/08/11 23:50:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
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Towering Hierophant Bio-Titan
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Beardedragon wrote:dont think its a mistake that it works for vehicles also. because how else would he be different from any given warboss if he gave the same buff?
Since warbosses gives +1 to hit to core and characters, we needed the waaagh banner to do something else. and while i find it lazy as F that he just gives +1 to hit to everyone and nothing else, i guess thats that.
He could at least give +1 leadership or something.
anyway, i dont think its a mistake that he gives +1 to vehicles.
Perhaps, but it feels off. They might have just left it as it was because of the new Warboss detachment restriction, to ensure there were still enough buffs for gettin' stuck in.
Plus everywhere else in the codex GW have been quite careful to exclude Gretchin from virtually every other bonus rule not specifically targeted at them, but this guy gives them +1 to hit. Even Ghazghkull doesn't buff Kans. I reckon they just didn't pay much attention to this unit.
You're right, this would be the ideal unit for morale / leadership buffs. The Waaagh banner doesn't even interact with calling a Waaagh...
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