| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2021/09/10 12:18:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Longtime Dakkanaut
|
The only substantial changes in the faq I expect is the specialist transport issue and aligning FW keywords to balance with 9th changes.
We have a 50/50 chance of getting a decent army of renown detachment from the campaign book.
Either or the above changes should be a bonus more then a negative for us.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 15:38:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Exactly. Both buggies are not super strong. They are strong but nothing special.
What will be interesting is the arrive of the Killrigs with their rain of MW and alphacharge.
That will be the moment when the people start to rise their heads…. and scream loudly.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 18:07:01
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
|
 |
Regular Dakkanaut
|
The 40k app has been updated, so yeah trukks can now legally embark specialist mob.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 18:17:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Been Around the Block
|
For those without the app and that are still waiting for the FAQ, how did they change the rule?
edit: and was anything else changed?
|
|
This message was edited 1 time. Last update was at 2021/09/10 18:21:46
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 18:46:53
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
|
 |
Regular Dakkanaut
|
They updated the Transport rule in the Trukk datasheet itself: [...This model has a transport capacity of 12 Flash Gitz, Specialist mob Infantry or <Clan> Infantry models...]
(sorry, don't know how to attach an image on that post, seems complicated...)
And I don't know if other datasheet have been updated.
there is also an FAQ on the Brutal but kunnin: yes additional hits generated by the 'No mukkin around' that don't reach the Inflict Damage can be made - but note that those new attacks can't generate new hits again from the Mukkin around rule.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 19:08:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
The fact that it still calls out Flash Gitz makes me sad because that probably does mean Flash Gitz are not supposed to be any clan.
Which is mega annoying since their kulture is 100% pointless if you dont have half an army minimum of them.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 19:21:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Regular Dakkanaut
|
other changes I notice on the 40K app :
- Kustom job "Extra kustom weapon": [Mek, Big Mek or Spanner model equipped with kustom mega slugga or kustom mega blasta only...]. So that's definitely not for vehicle.
- Pyromaniac: Kustom Boosta blasta has been added among the list of upgradable units.
- Boom Boyz: Blistza-Bommer has been removed.
- Mad Dok gets 'Ard as nail' warlord trait if he gains one.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 19:42:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Towering Hierophant Bio-Titan
|
Vineheart01 wrote:The fact that it still calls out Flash Gitz makes me sad because that probably does mean Flash Gitz are not supposed to be any clan.
Which is mega annoying since their kulture is 100% pointless if you dont have half an army minimum of them.
Their clan keyword wasn't removed in the app update. This might just be to allow Badrukk in the same transport as Flash Gitz from another clan.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 21:10:45
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
|
 |
Audacious Atalan Jackal
UK
|
Hey Ork players!
I just brought the new Ork codex
Haven’t been played it since assault at black reach edition.
Here my collection since 2nd edition. Any useful?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 22:08:20
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Longtime Dakkanaut
|
Tomsug wrote:Exactly. Both buggies are not super strong. They are strong but nothing special.
I would kind of disagree: A Scrapjet essentially has 4 rokkit launchers, 4 big shootas and the melee of a killa kan. Its reasonably tough and has 10" movements, for 90 points.
They are good against everything. Their only drawback is the financial drain you incur when you spam them. And if you run them as blood axe they can fall back and shoot, and they will have light cover in turn one. You can even deepstrike nine of them for no CP-cost with the blood axe warlord trait. Say, if the opponent has a crazy gunline.
I dont think they will be nerfed right away, but sooner or later ork players will show up with nine Scrapjets in every list, and this will definitely be noticed. Automatically Appended Next Post: Solidcrash wrote:Hey Ork players!
I just brought the new Ork codex
Haven’t been played it since assault at black reach edition.
Here my collection since 2nd edition. Any useful?
The deffkopters, warboss, kommandos, and burnas are good. The boyz will be usefull as well, if you can scrounge a trukk for them. Regards
|
|
This message was edited 1 time. Last update was at 2021/09/10 22:11:16
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 23:14:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Audacious Atalan Jackal
UK
|
Cheer! Wish brought trukk long time ago as it price go up. A lot. Maybe diy it
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/10 23:14:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Roarin' Runtherd
|
Hopefully GW does something to make boyz playable, or really anything to make one of our troop choices not feel like a tax
|
|
This message was edited 1 time. Last update was at 2021/09/10 23:15:20
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 10:56:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Been Around the Block
|
Seems like there is a patch for FW entries too.
So far:
- warboss on bike lose all his skills and the warboss keyword but win big red button and a 5++
- squiggoth have ramshackle.
- Killtank lose ramshackle.
- Nobz on bike didn't gain cloud of smoke nor big red button.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 11:14:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Are this squigheads gonna release a regular FAQ or are we gonna looking for what is the difference in the app and guessing, what is just an error and what is actualy the real FAQ?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 12:19:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Longtime Dakkanaut
|
Warboss on bike w pk, speedboss, and 5++ is a win… take ard as nails on him and he’s a beast. I’m assuming the faq will release today with the new codex.
|
|
This message was edited 1 time. Last update was at 2021/09/11 12:20:22
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 12:47:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Gargantuan Gargant
|
Really glad to see the updates for the WB on Bike to be streamlined with the WB changes. Pretty bummed out that Nob Bikerz are basically just worse Warbikerz though. I guess they want to sell those Squighog Boyz.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 12:59:08
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
|
 |
Tough-as-Nails Ork Boy
United Kingdom
|
lol the beast boss on squig has lost all abilities
this is obviously an error it doesn't even have ere we go or beast snagga ability.
My advice is wait for the FAQ because the app is not a reliable source of info.
Automatically Appended Next Post:
nobz on warbikes make me sad ...compared to warbikers you get .... an extra attack and no cloud of smoke ability or red button ability and +5 points.
I hope that is not where they are going to be when a FAQ comes out...
|
|
This message was edited 3 times. Last update was at 2021/09/11 13:18:45
SMASH |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 13:54:59
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
|
 |
Longtime Dakkanaut
|
cody.d. wrote:Oh, so you want him without the armour, gun, CCW? I mean, there is just such a unit!
But honestly, in the games I've played the extra stuff you pay for when you upgrade to mega armour will usually come in handy at some point or another. At the very least the ability to take the DDS makes him a credible shooting threat.
A big Mek with KFF was a questionable unit to take in 8th/early 9th at 60ppm, he is now 85pts. You are creating a false dichotomy where the only two choices are Big mek with KFF or Big mek in Mega armor and KFF, and you have to choose one. Both are over priced, both aren't nearly as good as a Warboss, so the obvious answer is Take neither.
5++ KFF big mek 60pts, they nerfed it to a 6++ and bumped his price by 25pts, or about 40%, that is just insulting to ork players who actually wanted to use the KFF. A big Mek in Mega armor with KFF is the same price as a Warboss in Mega Armor. It has 1 less movement, Weapon skill, Strength, Toughness, Wounds, 2 less Attacks. The Megamek provides a bubble of 6+ (who cares) and that is about the only buff it provides. You can exaggerate the benefits of his ability to repair buggies, but he won't even be in range turn 2 and we all know that. But on the upside, its ork plasma gun is BS4... and you can spend 10 extra points to give it 1 extra shot. Or as you mentioned, you can take away his Ork Plasma gun and give him a Kustom Shoota and spend a relic to upgrade that to the Ded Shiny Shoota which is a ranged 18 Heavy Bolter. You aren't going to be in dakka range often but at normal ranges its 5 Heavy Bolter hits. a Space Marine player can get better results with 3 Heavy Bolters.
Beardedragon wrote:20 ppm for a flash git? A loota is 17 points and only has 1 wound. But then again, Lootas are too expensive id say at even 17.
A loota isn't worth 13pts let alone 17. The problem is the premise is that its an autocannon therefore it needs to be expensive, 10ish points. The problem is that Ork Boyz at 9ppm so they gave us a 2pt reduction and said the Autocannon is an 8pt upgrade for orkz...because BS5 I guess. And here we hit the main issue, Boyz aren't worth 9. They are worth at absolute best 8, and likely 7. The nerfs they took in order to gain that T5 and -1AP Choppas were outstandingly huge. So, 8+7 would still be 15ppm. At 15 a unit of 5 (including spanner) would be 75pts and would dish out on average 8 shots, or 12 at half range, that works out to 2.66 or 4 hits at S7 -1AP and 2dmg. Against a Light vehicle with a 4+ save that works out to 2.36dmg or at half range 3.5dmg. For a relatively tough unit with 2 wounds or a 3+ armor or both, that would be fine, for a glass cannon unit with 1 wound, bad morale and a 6+ save? This is atrocious. realistically a Unit of lootas needs a dmg increase or a price cut down to 13ppm in order to justify there existence in the current game. I did a point comparison with several other Auto-cannon armed units, Orkz are literally the WORST point for point when it comes to issuing dmg and sadly they are likewise the worst when it comes to durability. The only benefit they have over some of the other units is that their weapons aren't heavy. As far as Flashgitz They are obviously over priced at 27. I think 22 would be a better price point for them. Or split the difference and go to 24-25ppm and change their guns to assault. Because, as Jidmah said
Jidmah wrote:Flash gits should be priced around moving, not around standing still.
And this is true about most of our ork units. They aren't priced on what they normally do, but what they theoretically could do. Look at Lootas in 8th. They were god awful, but they were priced with the mindset of Mobbing up, shooting twice and getting exploding 5s, all while being shielded by grots. Christ you had Marine players saying the Stompa was good because theoretically it could 1 shot a couple knights in 1 turn, Which was true, it could, but it was more likely to not even bracket a single 1  and it was JUST as likely to miss every single shot it fired. But some people have only memories for that 1 time the unlikely happened and it just won't leave their broken minds
I'm having success with my Kommando lists, i'm avoiding Boyz as much as possible except for Trukk Boyz and I'm doing my best to not double dip into Buggies. The Codex has some good builds in it, but overall I feel like we just moved the codex from 1 style to another without addressing any of the inherent power imbalances. Instead of boyz being great and all other infantry mostly garbage, its now Boyz are terrible and some of our elite infantry is good, some is bad and a small amount like Kommandos are great.
My absolute favorite part of this codex though is the Stompa. In 8th GW realized how screwed up they had made the Stompa and gave it a 50% increase in fire power AND a 50pt price reduction, in 9th they REALLY realized how stupid they had been and cut it by over 200pts.....and its still trash
That means that for YEARS GW had a model several hundred points over priced and under powered and still didn't address it correctly. Pretty sure it was 950pts at the start of 8th, and its now 675 and nobody wants to use it in tournament play. Not many models can take a 25% price cut and still be considered garbage tier
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 14:20:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Longtime Dakkanaut
|
I mean the only time the stompa was decent but still not winning tournaments was the misprinted forgeworld buzzgrob kustom stompa that was misprinted by over 300 points and was only 600pts plus after it died buzzgrob disembarked making it an extremely durable warlord in 6th and like I said it still wasn’t competitive model just a good one.
But overall I agree with you they made so many changes that the boosts don’t account for the nerfs even though they raised prices to make up for the boosts so you have a lot of units that just aren’t good on the flip side we have a few that are strong and that’s all people will judge us on until those are nerfed. I honestly don’t know why they took away several decent and fun abilities that weren’t overpowers like flying eadbutt strat.
|
|
This message was edited 2 times. Last update was at 2021/09/11 14:24:33
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 16:27:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Regular Dakkanaut
|
Psychocouac wrote:Seems like there is a patch for FW entries too.
So far:
- warboss on bike lose all his skills and the warboss keyword but win big red button and a 5++
- squiggoth have ramshackle.
- Killtank lose ramshackle.
- Nobz on bike didn't gain cloud of smoke nor big red button.
Did the boss get Cloud of Smoke?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 17:50:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Psychocouac wrote:Seems like there is a patch for FW entries too.
So far:
- warboss on bike lose all his skills and the warboss keyword but win big red button and a 5++
- squiggoth have ramshackle.
- Killtank lose ramshackle.
- Nobz on bike didn't gain cloud of smoke nor big red button.
Kannonwagon? Get a Ramshackle? Change of the Grot Gunner to have BS 4+ to do not bug with Freebootas culture?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 20:07:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Roarin' Runtherd
|
I think playtestors or GW really didn't like the idea of Orks being able to sit back and shoot and the ork codex really reflects that shift where orks have been pushed toward an assault army which is non ork players not realizing that orks have long been about the dakka
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 21:13:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Ork Admiral Kroozin Da Kosmos on Da Hulk
|
russellmoo wrote:I think playtestors or GW really didn't like the idea of Orks being able to sit back and shoot and the ork codex really reflects that shift where orks have been pushed toward an assault army which is non ork players not realizing that orks have long been about the dakka Out of curiosity - did you read the same codex as I did? When I play my speed waaagh lists it feels like my orks have never been as good at shooting as they are now. Just with my super casual one-of-everthing-list I can shoot armies like necrons off the board.
|
|
This message was edited 3 times. Last update was at 2021/09/12 06:59:16
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. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 21:49:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
im guessing that comment comes from lack of DDD, which really didnt help beyond the auto hits (moot in 9th).
Orks are definitely deadly in shooting. Actually most of what our army has right now that feels ridiculously strong is in shooting, not melee.
Squigboss/squigriders are like....the only thing thats pretty dang good right now that is only because of their melee. Even the Killrig has some mean shooting/psykerin'
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 22:02:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Regular Dakkanaut
|
If my Burna Boyz spanners kustom mega blasta fires from a trukk, rolls a one and causes a mortal wound (thereby killing the model) does the Burna boy squad then have to roll for morale?
I gotta say the deathskulls 5+ save against mortal wounds is under rated. Great for kustom, mega blastas, weirdboyz, exploding trukks, volkite fire and should be good against tsons when they get stuck into the meta.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 23:12:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Longtime Dakkanaut
|
So I’m always confused on this choice..
Is the 65pt nob on smasha squig a better choice to make over spending
75pts on 3x squigriders.
I feel 3x the squigs is a much better investment.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/11 23:13:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Lead-Footed Trukkboy Driver
|
Jidmah wrote:russellmoo wrote:I think playtestors or GW really didn't like the idea of Orks being able to sit back and shoot and the ork codex really reflects that shift where orks have been pushed toward an assault army which is non ork players not realizing that orks have long been about the dakka
Out of curiosity - did you read the same codex as I did?
When I play my speed waaagh lists it feels like my orks have never been as good at shooting as the are now. Just with my super casual one-of-everthing-list I can shoot armies like necrons off the board.
That has not been my experience. I have had dismal shooting phases with combinations of x3 scraojets, x3 dragastas, 1 snazz wagon. I do most my damage in combat.
|
orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/12 00:08:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Growlin' Guntrukk Driver with Killacannon
|
After of couples of games with the new codex in last few days, I have to say:
- scrapjets in squads of 2 are good. Propably better then single, because of what they do in charge and CC and spare the slots. 3 will be enough. But 2 is fine at least.
- MA Big Mek in DeadShiny Shoota and Opportunist. Well… for this price, not happy at all. Hits like a wet noodle and half pf the opponents I face does not offer me target to care about. In fact, this dude is able to kill just 4-5 W characters in a turn and honestly…. These are mostly not so important. And his close combat with 3 attacks is a joke.
- Plaing new codex with old codex units - and not having the squigbuggies jet - is really hard. A lot of conversions in front of me…
- trukboyz are great
- watrike hits like a wet noodle too. However - Badskull banner in combination with Get Da Loot is great.
- Wazboom is great. Dakkajet too, but it is an old story. But two wazbooms are massive! Try it. Kill the Leviathan Dread or squad of Terminators in single turn and they have no chance to hide
- buggies need go be in mass more than before. Three Scrapjets was ok before, but now it' s not enough. Need 4 or 6.
- dragsta is dead. KBB is sometimes great, sometimes totally useless. Say hallo Thousnad Sons….
|
|
This message was edited 2 times. Last update was at 2021/09/12 00:11:04
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/12 00:37:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Regular Dakkanaut
|
Boosta-blastas confirmed for Pyromaniacs really makes me want to try out a unit of 2, though giving up a trukkboyz slot hurts and I don't want to go to 3 detachments.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2021/09/12 01:56:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
|
 |
Tough-as-Nails Ork Boy
United Kingdom
|
Geemoney wrote: Jidmah wrote:russellmoo wrote:I think playtestors or GW really didn't like the idea of Orks being able to sit back and shoot and the ork codex really reflects that shift where orks have been pushed toward an assault army which is non ork players not realizing that orks have long been about the dakka
Out of curiosity - did you read the same codex as I did?
When I play my speed waaagh lists it feels like my orks have never been as good at shooting as the are now. Just with my super casual one-of-everthing-list I can shoot armies like necrons off the board.
That has not been my experience. I have had dismal shooting phases with combinations of x3 scraojets, x3 dragastas, 1 snazz wagon. I do most my damage in combat.
don't t get me started..... lol....my opinion on the scrapjet has already been shared. Automatically Appended Next Post: Jidmah wrote:russellmoo wrote:I think playtestors or GW really didn't like the idea of Orks being able to sit back and shoot and the ork codex really reflects that shift where orks have been pushed toward an assault army which is non ork players not realizing that orks have long been about the dakka
Out of curiosity - did you read the same codex as I did?
When I play my speed waaagh lists it feels like my orks have never been as good at shooting as the are now. Just with my super casual one-of-everthing-list I can shoot armies like necrons off the board.
i feel certain units that were utterly useless like the squig buggy received a massive boost, other shooting units were less impressive but ok.
Shokjump dragsters for example lost alot by losing deffskulls reroll, losing shooting strats hurt aswell.
shooting is probably better but you can't shoot in the same way as before, time to put shoota boyz in trukks with trukk boys
|
|
This message was edited 1 time. Last update was at 2021/09/12 02:11:49
SMASH |
|
|
 |
 |
|
|