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2021/08/14 20:09:47
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
koooaei wrote: Megaboas can be very tanky with -1 to wound wt and kybork body.
And can't you give both of those to a squigboss as well to make him even more tanky?
beast boss on foot with -half chewed 4+++ , cyborg body 4++ half damage- is another option.
if you get into combat vs character or monster there is alot of damage mitigation there.
or
bad moons "da best armour teef can buy" with "da krushin armour" for a +2 modifier to your normal armour save cancelling out ap-2 weapons
I don't think the Beastboss on squigosaur can have cybork body since it's infantry only from what I've seen in leaks. You could make a pretty darn tanky megaboss with either cybork body or the relic mega armor and either the bad moon trait or the hard has nail trait. Though this one you already noticed. We got a lot of options to make pretty impressive warboss that an kick some serious ass.
I got a bit more serious question for those who so happen to actually have a copy of the codex in hand. Could we possibly use the Runtherds to boost the already "not so bad" killa kanz?
This message was edited 1 time. Last update was at 2021/08/14 21:05:20
2021/08/14 21:16:34
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
epronovost wrote: Could we possibly use the Runtherds to boost the already "not so bad" killa kanz?
Unfortunately not, the Runtherd is keyed to <INFANTRY> only.
The only useful mitigations I could find for grot morale were to either use the Insane Bravery strat, and Makari could also help smaller units of Goff mek gunz by making them Ld6.
2021/08/14 22:04:21
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
epronovost wrote: Could we possibly use the Runtherds to boost the already "not so bad" killa kanz?
Unfortunately not, the Runtherd is keyed to <INFANTRY> only.
The only useful mitigations I could find for grot morale were to either use the Insane Bravery strat, and Makari could also help smaller units of Goff mek gunz by making them Ld6.
I was more thinking about the bonus to attack derived from the whip more than the bravery, but it would have been nice to have the runtherd have some sort of leadership bubble for grots, but alas, maybe next time.
2021/08/14 22:11:09
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
epronovost wrote: Could we possibly use the Runtherds to boost the already "not so bad" killa kanz?
Unfortunately not, the Runtherd is keyed to <INFANTRY> only.
The only useful mitigations I could find for grot morale were to either use the Insane Bravery strat, and Makari could also help smaller units of Goff mek gunz by making them Ld6.
I was more thinking about the bonus to attack derived from the whip more than the bravery, but it would have been nice to have the runtherd have some sort of leadership bubble for grots, but alas, maybe next time.
For what its worth, a Nob with Waaagh banner can give Kanz +1 to hit in melee as he's not restricted to <CORE>
2021/08/14 22:29:56
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
epronovost wrote: Could we possibly use the Runtherds to boost the already "not so bad" killa kanz?
Unfortunately not, the Runtherd is keyed to <INFANTRY> only.
The only useful mitigations I could find for grot morale were to either use the Insane Bravery strat, and Makari could also help smaller units of Goff mek gunz by making them Ld6.
I was more thinking about the bonus to attack derived from the whip more than the bravery, but it would have been nice to have the runtherd have some sort of leadership bubble for grots, but alas, maybe next time.
For what its worth, a Nob with Waaagh banner can give Kanz +1 to hit in melee as he's not restricted to <CORE>
MEK BOSS BUZZGOB can give +1 to hit to both melee and shooting on kans, but they have to be goffs
Had a recent game trying out the squighog boyz (I luckily have good fill-in proxies with my AoS Gore-Gruntas since they use the same base and seem to have roughly the same size proportions). Do you guys run them as Snakebitez or Goffs? I used Goffs since it seemed like the +1 to wound wouldn't be as relevant since with only 10" they aren't always guaranteed to get the charge. Also, I was against SoB this game so it seemed overkill when the majority of their units are T3 or 5 at best.
On a different note, I tried out Pyromaniac subkultur Burna Boyz and I was pleasantly surprised at how effective they are now with the 12" range and the flat 3 baseline shots. Having an effective 24-30" threat range is really nice and even if there's a bit of dead weight from the mandatory spanners, they did work in my game. They even took off Morvhenn Vahl's last 4 wounds and kicked her off an objective. So I can see why one of the tourney guys took them.
2021/08/15 05:08:33
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Had a recent game trying out the squighog boyz (I luckily have good fill-in proxies with my AoS Gore-Gruntas since they use the same base and seem to have roughly the same size proportions). Do you guys run them as Snakebitez or Goffs? I used Goffs since it seemed like the +1 to wound wouldn't be as relevant since with only 10" they aren't always guaranteed to get the charge. Also, I was against SoB this game so it seemed overkill when the majority of their units are T3 or 5 at best.
On a different note, I tried out Pyromaniac subkultur Burna Boyz and I was pleasantly surprised at how effective they are now with the 12" range and the flat 3 baseline shots. Having an effective 24-30" threat range is really nice and even if there's a bit of dead weight from the mandatory spanners, they did work in my game. They even took off Morvhenn Vahl's last 4 wounds and kicked her off an objective. So I can see why one of the tourney guys took them.
Maybe a small barrel or at least more info on how the units and the codex on the whole performed.
2021/08/15 08:49:20
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Had a recent game trying out the squighog boyz (I luckily have good fill-in proxies with my AoS Gore-Gruntas since they use the same base and seem to have roughly the same size proportions). Do you guys run them as Snakebitez or Goffs? I used Goffs since it seemed like the +1 to wound wouldn't be as relevant since with only 10" they aren't always guaranteed to get the charge. Also, I was against SoB this game so it seemed overkill when the majority of their units are T3 or 5 at best.
Aren't squig riders the same size as warbikes? Their bases I mean. I'm using nob bikers to proxy them, as Goffs.
On a different note, I tried out Pyromaniac subkultur Burna Boyz and I was pleasantly surprised at how effective they are now with the 12" range and the flat 3 baseline shots. Having an effective 24-30" threat range is really nice and even if there's a bit of dead weight from the mandatory spanners, they did work in my game. They even took off Morvhenn Vahl's last 4 wounds and kicked her off an objective. So I can see why one of the tourney guys took them.
Don't forget that they can also fight with AP-2 in combat thanks to the appropriate stratagem. I'm even tempted to upgrade mine by paying for the kustom job, to deal MWs on 6s; it's 18-20 points on the squad of 9-10 trukk burnaboyz I'm playing, I should find the points.
This message was edited 1 time. Last update was at 2021/08/15 08:51:26
2021/08/15 11:26:35
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Grimskul wrote: Had a recent game trying out the squighog boyz (I luckily have good fill-in proxies with my AoS Gore-Gruntas since they use the same base and seem to have roughly the same size proportions). Do you guys run them as Snakebitez or Goffs? I used Goffs since it seemed like the +1 to wound wouldn't be as relevant since with only 10" they aren't always guaranteed to get the charge. Also, I was against SoB this game so it seemed overkill when the majority of their units are T3 or 5 at best.
Aren't squig riders the same size as warbikes? Their bases I mean. I'm using nob bikers to proxy them, as Goffs.
They are. The nob on smasha squig has a slightly larger base.
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.
2021/08/15 13:47:27
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
So when it comes to the new squig rider guys and the nob, do you need to double down on them to make them work or do they synergize well with buggies and warbikers? Like many folks I have 3 squig riders and a single squig nob, and am not really wanting to buy a ton of them. They seem like they should fit in well what with their profile being fairly similar to other speed freat units and not costing a whole lot.
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
2021/08/15 15:40:13
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
MrMoustaffa wrote: So when it comes to the new squig rider guys and the nob, do you need to double down on them to make them work or do they synergize well with buggies and warbikers? Like many folks I have 3 squig riders and a single squig nob, and am not really wanting to buy a ton of them. They seem like they should fit in well what with their profile being fairly similar to other speed freat units and not costing a whole lot.
You should probably still get a beastboss on squigosaur so you can run a dedicated goff/snakebite patrol detachment for them, but outside of that there is no real reason to not just run them alongside warbikes and buggies. Personally, I have bought two boxes so I can either field two units or one unit of five. And don't worry, the second codex is in a fellow broke ork player's hands
Keep in mind that when you present your opponent with the choice between killing warbikes or squigriders, it's not a difficult decision for them at all. Hogs do more damage and die easier, so killing them first is always the right thing to do.
This message was edited 1 time. Last update was at 2021/08/15 15:41:48
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.
2021/08/15 16:37:06
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
koooaei wrote: Goff squigosaur with killchoppa and bbk trait the killiest hq that we've got. Can also be quite problematic to understand how all the rules interact.
Reading that thread I honestly have no idea what conclusion people came to.
I'll just be a good little grot and keep my head down until an FAQ comes out
2021/08/15 19:44:57
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
Battalion- klan: Goff
Beastboss on squig- warlord trait:Brutal but kunnin, relic1:headwompa
Mega armored big Mek- relic2: dead shiny shoota -1cp
Beastsnagga x10- on Killrig
Beastsnagga x10- on Killrig
10x boys (nob w/bc)- trukk boys specialist
3x squigriders
3x squigriders
Killrig- frazzle, spirit of gork
Killrig- frazzle, squiggly curse
Dedicated transport: trukk
Outrider-deathskulls -3cp
Warboss on bike- relic3:killaklaw, bigboss trait:Ard as nails, -2cp
(or junk boss warlord trait if he doesn’t get the warboss 5++ invul)
Badrukk is a very expensive model for a reroll 1s aura and a heavy weapon version of a plasma gun. At least he's pretty tanky now. He doesn't even hit on 3s. You'd think he'd have scrounged up a gitfinda squig by now like the other kaptains.
This message was edited 1 time. Last update was at 2021/08/15 20:37:12
The kill rigs are monsters, the psykic powers are very good. Big targets that soak up alot of damage. and dish out alot of damage, my opponant gasped as he asked how many melee attacks does this thing have and i answered 14
The squig riders are very good and performed well.
the warbikers were very annoying tau havving to hit on 5's wound on 4-5 alot of the time- although they didn't do much damage they sat on objectives well.
The warbosses on squigosaurs did badly, but thats mostly my fault, they got crisis suit bombed.
The snagga boys did their job which was to sit on the objectives
the kommandos were even better allowed me to deploy onto of objectives and just do octarious data turn 1
Tide of Muscle was a good stratagem this game negating the -2 charge modifiers the tau brought with him ( i some drone or something i don't remember what it was)
the Burner boys in a trukk did ok made themselves a nuisance, i used the cuttin flames strat once but it didn't do a huge a amount
Deff dread drop via teleporter took out some 2xsniper drone units/ 2xfire warrior squads/ and a cadre firblade
was an interesting game very close - the ramshackle and snakebite (1-3 wound rolls auto fail) abilities were not very active, i was either attacked by S8+ weapons or S5 or below weapons not many s6/7 weapons in the tau roster (or any roster)
my opponant brought DX-6 REMORA STEALTH DRONES which i had no answer to ..... they are drones and aircraft so no vehicle keyword, but lots of negative hit modifiers, total nightmare.
This message was edited 2 times. Last update was at 2021/08/15 22:24:34
SMASH
2021/08/16 07:46:29
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
After more than a year I was on the tournament on Sunday and was 5th with two wins and one crazy short los. My old codex list first time on the real table (and maybe the last time I guess) It was great to play IRL instead of TTS and it was great to feel the list works.
Few experiences that are valid for playing W40k 9.1 in general:
1. Playing the TTS with people around the world really push you forward.
2. There is general rule to make succesful list. Have a strong mobile dakka and something big, hard and annoying with defend layers you push him in his face T1. Make them fighting in their part of the table and it saves your buggies and make them space to shoot.
All kinds of the list with mortarion are this type. So I did the same…
3. Layers of defence - anything we can put on the table and push in opponents face dies in one turn.
You need models in transport that jump out after model is destroied. As late as possible. The best is, the model is destroied in CC so opponent has not so many option how to kill the crew.
BW with Forktress works like that. Block opponents movement, soak the fire and than you use Emergency disembark and jump out 6” and take the objective.
I have 10 grots and 4 MANz in the wagon and it was great. This hold the opponent for a turn at least and scored a lot of points (take the primary, ready for Enagage etc. )
Killrig will be great for this.
Trukboyz will be stupid for this, because trukboyz jump out too early.
4. If you have 10 grots to soak the damage from emergency disembark and protect 4 MANz, you can roll 10x 1 or 2 from 14 rolls. This can crash your game if happen in the most sensitive moment and can cost you 3 MANs, Warboss on bike and safe your opponent 2 necron ships…
5. ZagZap was great. ZagZap is dead. Hail to the Killrig mortal wounds!
This message was edited 2 times. Last update was at 2021/08/16 12:07:28
As more and more time goes by I am seeing people slowly waking up to the realization that GW drastically over-estimated T5 on a 1W 6+ model and drastically under-estimated the reduction in durability across the board with the removal of Morale mechanics and KFF.
I had a friend disagree with me about Morale when the book first came out. After Saturday's games he called me and said "yea, you were right, Mobz are dead". Apparently he ran his old 4x30 list and it got tabled turn 3.
This message was edited 1 time. Last update was at 2021/08/16 14:25:08
For a long time people never worried about morale and especially ork players it was something not to think about. So it’s hard for people to see how bad it is when they removed almost every way we were able to mitigate morale issues..
Even if they removed mob rule but left breakin eads morale would have been mostly irrelevant. But they took away everything except some minor stuff like ignoring half strength… in the end you still lose a lot of points during the morale phase and it basically changes list building to the point you are building lists with morale in mind by making most units into min size squads.
2021/08/16 15:20:50
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
I'm not even sure it's worth taking painboy for the boys any more as most damage that I face is 2+ with just a bunch of bolter or asscannon shots here and there. And if there are lots of bolter shots, it's something like admech with buckets so deep you can forego rolling 6+++ unless you want to purposefully make everything take longer for a 2d turn dicedown in a tourney. But it's low.
This message was edited 1 time. Last update was at 2021/08/16 15:23:49
2021/08/16 15:30:29
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
gungo wrote: For a long time people never worried about morale and especially ork players it was something not to think about. So it’s hard for people to see how bad it is when they removed almost every way we were able to mitigate morale issues..
Even if they removed mob rule but left breakin eads morale would have been mostly irrelevant. But they took away everything except some minor stuff like ignoring half strength… in the end you still lose a lot of points during the morale phase and it basically changes list building to the point you are building lists with morale in mind by making most units into min size squads.
I agree, going from basically ignoring morale to it being absolutely crippling and almost unavoidable is quite the shake up that we didn't need.
I would love to see mob rule change to 'Whilst this unit is within 6" of a friendly Clan Mob unit that is not under half strength, this unit is treated as being at over half strength. Also this unit adds +1 to its LD score if the same friendly Clan Mob unit consists of 15 or more models, or +2 if it contains 25 or more models".
So boys would be LD 7 or 8 in a lot of circumstances and would be a lot less vulnerable to morale and combat attrition. It's not nearly as good as "LD = number of models", but isn't complete garbage and actually gives an incentive to run blocks of boys as they will be the only unit capable of giving the +2.
And Breaking Heads should be 0CP.
Alas, I can dream.
2021/08/16 21:28:55
Subject: Re:We was made ta fight an’ win! - 9th Edition Ork Tactics
kingbbobb wrote: just played a friendly game against a tau player
Friendly squighigs and squigosaurs
Anyways, how did the squig-cav perform?
heh heh heh a few beers were had, i struggled to write out my post, i am dyslexic at the best of times- alcohol makes it worse.
squig cav were very good at riding down tau infantry, the fact each model has 6 attacks is a bit OP but so what everything else in the codex is sub par so i will take it, in all honesty i was wiping squads of firewarriors with the stika melee weapon alone, i never even got to roll for squighog jaws.
The T6 and 4+ save stood up quite well against fire warrior S5 0AP weapons.
SMASH
2021/08/17 05:54:15
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics
Have my first game with the new codex tonight, orks versus orks! Thinking of doing double detachment with a battalion of Goffs with Boyz and MANZ etc then a second detachment of either freebootas or deathskulls with all my bikes and buggies in.
I've just painted up a squad of warbikers and have a another 3 on the way for a decent sized unit of 6. Warbikers seem really quite good now with alot of firepower and toughness combined with a low points cost seems like a winner to me.
I haven't even played a game yet and I've already given up on the old green tide!
2021/08/17 07:01:02
Subject: We was made ta fight an’ win! - 9th Edition Ork Tactics