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2021/09/19 00:24:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: So far my Goff Alpha Strike list is currently sitting at 8 and 0
Very impressive, seeing it I was thinking it would suffer heavily if it didn't get the first turn. How do you manage it in case you go second?
Distraction Kommandos. Again, T5 sitting in cover with 3+ saves are incredibly hard to shift. And when you invest 360pts in 3 units of 10 of them...well, its just annoying lol. I had 1 notable game where my opponent hit me with an absolute storm of S4 and S5 bolter fire, I rolled above average, but at the end of it my opponent only managed to kill about 12 Kommandos. Dudes entire turn was spend killing 140-150ish points. Yeah, T5 and 3+ isn't uncommon per se, but a Space Marine player is paying 40-50ppm for that statline. When you kill an eradicator or an aggressor with a Melta...its not a waste of firepower, on the flipside, when you kill an 11pt Kommando with a melta...you can see the physical pain in the person is in, knowing they are wasting such a good weapon on such a cheap throwaway unit
Remember, on average it takes 2 Heavy Bolters at BS3 to kill 1 Kommando in Cover. 6 shots, 4 hits, 2 wounds and -1AP for a 4+. Against Bolters, it takes 13.5 shots to kill 1 Kommando.
I went 2nd in two out of my 3 games today and the game was heavy decided at the end of my turn each time. I have a friend who won a GT recently who I want to go against to test my list but at the moment I'm not even going to bother with Buggies.
Keramory wrote: Maybe strange to ask here but it I am asking for tactics involving orks so...
Doing a 2v2 tournament (1k each) and bringing speed freeks. wartrike, 2 scraps, squig buggie, dakkajet, wazboom and 6 warbikes. Whos a good partner for that? Custodes, sisters, marines, nids?
I didn't realize how different ork styles are from other armies until we tried out a game with custodes and one army ran in while one chilled in the back lol
I like Dark Eldar, or Eldar as they are also fast like Orks. DE in particular do some similar things since they also have open topped transports, and good fast attack options.
Also, what are players thoughts on the Distraction Grot, is it a good upgrade at 10pts or game plan situational-
This message was edited 1 time. Last update was at 2021/09/19 02:10:25
2021/09/19 06:37:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
Keramory wrote: Maybe strange to ask here but it I am asking for tactics involving orks so...
Doing a 2v2 tournament (1k each) and bringing speed freeks. wartrike, 2 scraps, squig buggie, dakkajet, wazboom and 6 warbikes. Whos a good partner for that? Custodes, sisters, marines, nids?
I didn't realize how different ork styles are from other armies until we tried out a game with custodes and one army ran in while one chilled in the back lol
I like Dark Eldar, or Eldar as they are also fast like Orks. DE in particular do some similar things since they also have open topped transports, and good fast attack options.
Also, what are players thoughts on the Distraction Grot, is it a good upgrade at 10pts or game plan situational-
I would say the distraction grot has a very situational use in our lists.
I personally don't think it's worthwhile if you're only running kommandos in groups of five, you may as well just get the extra kommando.
I don't think it's worthwhile if you play on boards that are heavy on terrain.
I don't think it's worthwhile if you just want to use your kommandos as small objective grabber/secondary scorer units, again you're better getting something else like another Kommando.
I would only use it in a very alpha strike centred list that features big blocks of kommandos tooled up for a first turn charge, and looking to kill whatever they make contact with. AND on a board that doesn't have a lot of terrain, AND if you don't have anything better to spend the points on throughout the rest of the list.
I would say that a bomb squig is a faaaar better investment for blobs of kommandos because of the mortal wound output, the general proximity of terrain to nullify the need for the grot, and finding 5 points per unit is a lot easier than 10.
2021/09/19 06:49:18
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
This specific relic states it can be taken on vehicles. You could take it on a Trukk if you wanted to.
It's implied that it must be a character as well. The generic statement "If your army is led by.... give one of the following Shiny Gubbinz to an Ork Character model in your army " always applies.
This message was edited 1 time. Last update was at 2021/09/19 06:49:34
2021/09/19 06:53:10
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What others have said. Page 68 (ork relics) clearly tells us that relics can only be given to characters, and while page 52 (clan relics) doesn't repeat that limitation, you need to be eligible for a relic to pick a clan relic instead. In addition, the examples on page 52 make it quite clear that <clan> relics can only be given to <clan> characters.
This message was edited 1 time. Last update was at 2021/09/19 10:37:10
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.
2021/09/19 16:46:37
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Orks Patrol Detachment ( 2CP - 485PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
Orks Patrol Detachment ( 2CP - 485PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
Orks Patrol Detachment ( 2CP - 500PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
Notes:
- gameplan was simple. Bully enemy in front as much as possible. Kommandos DO NOT CHARGE. But block the movement! Mostly I ´ ve build a wall of orks blocking opponents movement. Admech with Dragons, Rusttalkers and Cavalery get out of deploy (+/- few “) no faster than in T3. No chance to get over half of the board.
- trukks and BW like move blocking walls was great.
- Play without KFF was a risk and I say, it works agains AdMech…. Well…. More or less? Don ´ t know. Definitely no significant use of KFF againts Necrons and Tyranids.
- trigger freebota +1 is sometimes really hard. 30% of the rounds was without bonus.
- stormboyz mostly on the table or in transport. No DS. It was perfect! Always get in charge!
- Kannonwagons great. Screen and shoot. Works perfect.
- maybe skip the BW and take one more trukk.
Automatically Appended Next Post: - plaing without KFF means play without invu. This makes game much faster
This message was edited 6 times. Last update was at 2021/09/19 19:03:54
Orks Patrol Detachment ( 2CP - 485PT ) HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler SPECIALIST MOBS UPGRADE: Big Krumpaz TRAITS: 'Ard As Nails RELICS: Supa-Cybork Body
TROOPS Boyz (100) 1x Boss Nob 1x Kombi-skorcha 9x Ork Boy SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES Burna Boyz (55) 5x Burna Boy Burna Boyz (55) 5x Burna Boy
Orks Patrol Detachment ( 2CP - 485PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
Orks Patrol Detachment ( 2CP - 485PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
Orks Patrol Detachment ( 2CP - 485PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
All ork units have that ability for no real reason.
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.
2021/09/19 21:18:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
Oh well! Now I know.
It’s my first codex for this edition and I am Tyranids main player for so long time lol.
Before I made any other mistakes, if I put 9 shoota and a big shoota Boyz mob in the trukk with More Dakka upgrades - who can gain More Dakka? Only one big shoota that attached on Trukk or it’s two Big shoota and 9 shoota?
This message was edited 1 time. Last update was at 2021/09/19 21:22:09
2021/09/19 21:46:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
Eh, you've probably missed just as many things that would have been in your favor. That's just how the first few games with a new codex go.
If stuff like that happens to me, the next time I meet the player I accidentally cheated, I explain the situation and apologize. It's not like they aren't going to find out eventually anyways, but this way you at least come across as honest and sporting.
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.
2021/09/20 00:01:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
Yep I will do.
It won’t make any difference if we rematch because I know my Ork better than today morning.
My only mistake was that Waaagh and score 5 pts was illegal. That mean I should have 80 pts instead of 90 pts. But if I fully painted my miniatures, I can have that 10 pts back XD
2021/09/20 05:14:05
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Orks Patrol Detachment ( 2CP - 485PT )
HQ WARLORD: Big Mek in Mega Armour (90) Grot Oiler
SPECIALIST MOBS UPGRADE: Big Krumpaz
TRAITS: 'Ard As Nails
RELICS: Supa-Cybork Body
TROOPS
Boyz (100)
1x Boss Nob 1x Kombi-skorcha
9x Ork Boy
SPECIALIST MOBS UPGRADE: Sneaky Gitz
ELITES
Burna Boyz (55)
5x Burna Boy
Burna Boyz (55)
5x Burna Boy
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.
2021/09/20 07:54:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Killrigs and Beastbosses on pre-order next week. Now the nasty waaagh! starts!…. And will end with a nerf sometimes shortly after Christmas.
And by this all my chances to say “I was right” about ork release in Orktober falls and I have to say I was wrong
It is a very important quality to be able to admit that
BTW, in your 3-0 weekend, was the shock hull worth the 15 points on your badskull toting wartrike ? And would you change one of the two kannonwagon for two sguig buggies if you had the models ? Also, how would you rate an obsec warbaoss in mega armour ?
Because your list looks a lot like a freebooter + deathskull concept I am working on for my tournament practise game this saturday.
This message was edited 1 time. Last update was at 2021/09/20 07:57:54
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2021/09/20 09:41:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Killrigs and Beastbosses on pre-order next week. Now the nasty waaagh! starts!…. And will end with a nerf sometimes shortly after Christmas.
And by this all my chances to say “I was right” about ork release in Orktober falls and I have to say I was wrong
It is a very important quality to be able to admit that
BTW, in your 3-0 weekend, was the shock hull worth the 15 points on your badskull toting wartrike ? And would you change one of the two kannonwagon for two sguig buggies if you had the models ? Also, how would you rate an obsec warbaoss in mega armour ?
Because your list looks a lot like a freebooter + deathskull concept I am working on for my tournament practise game this saturday.
Wartrike with badskull banner and shock hull etc. is either junk, or I don' t know how to use it. I will definitely skip Watrike and Banner, Shockhull and amybe the Roadkilla trait as well. Watrike hits like a wet noodle and die fast. That is one fact. The second is, that it is good to be in back and waiting where to roam and kill something not so strong. But this mean, Banner is useless. On other side, if you put the Watrike into the frontline to makes Banner works, it dies in a single turn. So again, Banner would be useless. I gona use Beastboss on Robosaur instead like a simple killing machine.
Change the Kannonwagons for Squigbuggies will be definitely and option to discuss. But they play slightly different role IMHO, so I have to think about it.
What am I more unsure about is the future of the planes. They lack the boots on the ground and trigger shooting that will be otherwise silent. On other hand, they perfectly kill what cannot be othervise killed and score the Engage. Maybe change of the planes for Squigbuggies?
My final list I 'm aiming has the squigbuggies, killrigs and beastboss on robosaur.
Automatically Appended Next Post: What is interesting question for me is, whether keep or skip the BW with deffrola. In case of skip, replacement = another trukk + another bunch o 10 boyz…
Little bit about the secondaries:
1. In mission 13 - Vital Intel. - diagonal with 4 objectives on the diagonal axis - with such ammount of small INF squads I was able to plant 5 Banners and start doing 3 Good Bitz in T1 (yeah, going first of course…). This was potentialy 5+9=14VP scored on the beginning of T2.
On every objective with the Bitz, there was one squad as close to opponent deploy as possible with just one model on the objective doing Banners and the second squad as far as possible to doing bitz to have the chance to survive.
Of course, most of them failed, due the death of the mighty orks doing the action, but not all. 4 banners and 2 bits was done and what is more important, it makes the opponent to spread the army accros the whole field. Questionable tactics. Propably bad in games with full 5 turns. But in shorter games about 3-4 turns, it brings victory.
2. In Mission 32 - Sweap and Clear - take Direct Assault mission specific secondary, put the Stormboyz in the Battlewagon, push all transports in the center and make a move blocking wall with bodies in front blocking the charge to the wagons and trukks. And than jumping with the Stormboyz out of the BW and jump over opponents head with maximum advance and you get his home objective, because 3”disembark + 12” move + 6”adv = 21” from the center of the battlefield.
Direct Assault secondary is counted on the end of your turn (+2VP) and than comes the opponent turn and he lost another 5VP on primaries.
Than Stormboyz dies.
And than you do it again, because you have 2 squads of them in the Battlewagon Or not and make the opponent to have 6+ obsec models on his objective that are able to be 6+ models even after you charge them with the stormboyz (in such case, no advance of course).
Solid 15VP.
3. Mission 31 - Overrun - long deploy with 6 objectives, one in deploy and 2 another close to the deploy, both controlable from the deploy.
Da Good Bitz are a kunnin trick! They are 3 but one of them have to be the one, you control from your deploy. Just take it and score 3VP every turn. Plus another 3VP every turn for Banners of course. The rest it just keep opponent busy on his half of the table.
2 x solid 15VP for secondaries
This message was edited 4 times. Last update was at 2021/09/20 12:38:15
Sorry Tomsung but when you take the goodbitz secondary the objectives selected can't be in deployment zones. Either yours or the enemy.
Additionally with how squishy most ork infantry is it can be pretty tricky to actually survive the turn you need to sit on that objective. If your opponent wants to kill the unit, they in theory shouldn't have much of an issue. Unless of course you sit a chunky unit on that objective to perform the action. But then you're spending lots of points that could be used to push up the midfield. Maaaaaybe a min sized unit of commandos if it's an objective not out in the open.
2021/09/21 04:35:43
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
cody.d. wrote: Sorry Tomsung but when you take the goodbitz secondary the objectives selected can't be in deployment zones. Either yours or the enemy.
Additionally with how squishy most ork infantry is it can be pretty tricky to actually survive the turn you need to sit on that objective. If your opponent wants to kill the unit, they in theory shouldn't have much of an issue. Unless of course you sit a chunky unit on that objective to perform the action. But then you're spending lots of points that could be used to push up the midfield. Maaaaaybe a min sized unit of commandos if it's an objective not out in the open.
Misunderstanding. Not the objective in deploy. But objective that is possible to hold from deploy - mission 31 Overrun - definitely possible.
Yes, that is the role of my Grots, to sit at home, screen and score. And yes. I spending 50p for getting 15VP on one secondary. That is a good trade.
And yes, trying to pass bitz in the midfield, like I describing in the first mission is magnificent but pretty much a stupid idea. It was designed to bully the Deadguard list full of deepstriking terminators. They comes in T2 so there was a very solid chance to score high and screen the field and makes him drop in his deploy in the same time. And those of his army, who will be on the table will be slow. They will be able to get to the first ranks of my midfield units and kill them. But they already raised the banners, so who care. Second rank of units is to far to be killed in CC. However, second rank can dieon their bolter shooting. And that is the breaking point about kommandos in cover, fire distribuiton, LOS blocks from terrain and trucks pr simply too many targets too far away.
Mission 31 - objectives 2” from deploy = you can hold it from deploy.
This message was edited 4 times. Last update was at 2021/09/21 04:48:56
2021/09/21 05:43:29
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
That's a fair point. As long as you can move during the first turn without advancing to get onto that objective you can start performing the action. Though unless your opponent is generous or there are some janky deployment types that slip my mind your opponent gets to choose the first and last good bitz objective.
It could make a minimum sized unit of meganobz a worth while option to fufill the objective. Easier to see compared to grots, but much better at surviving incoming firepower. Reckon the extra price would be worth the investment?
2021/09/21 09:50:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
In my experience 5 MANz work much better than 3. If someone actually tries to take them out to deny VP (which is not a terrible decision to make), finding the six extra damage is often a real problem for many armies. In many cases I had just one or two MANz left completing the action and holding the objective.
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.
2021/09/21 10:31:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: In my experience 5 MANz work much better than 3. If someone actually tries to take them out to deny VP (which is not a terrible decision to make), finding the six extra damage is often a real problem for many armies. In many cases I had just one or two MANz left completing the action and holding the objective.
Agree. 3 MANs is not enough. 4 starts working. 5 is the best. And it' s not only about how to kill them, it' s also about what the MANz can kill. 3 are not able to finish anything than smallest dreadnought (with luck). 4-5 can finish redemptor / venerable dread (with help of strategem) and that is what counts. Damage is not important. Important is destroied unit.
Automatically Appended Next Post:
cody.d. wrote: … Though unless your opponent is generous or there are some janky deployment types that slip my mind your opponent gets to choose the first and last good bitz objective….
That is the kunnin part I try to point at. It seems to be stupid, your opponent place 2 of 3 Good Bitz. But who cares? You can place the one. And one is all you need. Because one score you 3 VP per turn. That is 15VP per game. That is the maximum. Other two bitz are just distraction. That is one scenario valid for missions like Overrun/31
Than, there is second scenario. Second scenario comes from the fact, there is no limit, how many Good Bitz you can do per turn. So maximum PER TURN is 9VP which is ridiculous. Show me another secondary, where you can score 9 VP per turn. Maybe killing 9 Vehicles? Pffff…. You can score max in just 2 turns and dont care about it for 3 another. This means, you can find a gameplans to score fast on the beginning or on the end of the game. In combinations with banners (theorycraft 6VP per turn max). My experiment was about scoring fast on the beginning (and this idea was pretty risky honestly). However, focus on annihliation of opponents units and score on the end seems to be much better plan.
This message was edited 2 times. Last update was at 2021/09/21 10:44:43