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![[Post New]](/s/i/i.gif) 2021/09/23 17:45:53
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Fresh-Faced New User
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Forceride wrote:
Not sure i understand your plan. I understand the idea your trying. Warbiker Warboss for bullying and quick engage + Speedwaagh. But the Megaboss, is it like truckboy to reach and contest point? Because if it is you lose ObSec, if not how many points is this? Because he will be foot slogging all the way so barely will see combat and will fall into Gazz category.. or is your army foot slogging too? You see what i mean?
Mostly the megaboss is there to be a DS HQ, my plan is such is having him protect my backfield objective.
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![[Post New]](/s/i/i.gif) 2021/09/23 21:40:36
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Mekboy Hammerin' Somethin'
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Diakos wrote:Forceride wrote:
Not sure i understand your plan. I understand the idea your trying. Warbiker Warboss for bullying and quick engage + Speedwaagh. But the Megaboss, is it like truckboy to reach and contest point? Because if it is you lose ObSec, if not how many points is this? Because he will be foot slogging all the way so barely will see combat and will fall into Gazz category.. or is your army foot slogging too? You see what i mean?
Mostly the megaboss is there to be a DS HQ, my plan is such is having him protect my backfield objective.
I also want to try the obsec deathskull mega armour warboss with da krushin armour. I think he has real play. Also, the 5+++ against MWs for a 1+ 5++ is really good imho.
Might be even better if you have a core or character unit to give that +1 to hit to with his aura, but even without that…
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Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/09/24 02:23:24
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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Beardedragon wrote:Maybe i would use the secondary that revolves around your warboss killing things? Im not sure. Or maybe the one that revolves around getting more kills during CC than the enemy. I cant really remember which category both secondaries are in so as to whether its possible or not yet.
I havent thought much about it
The secondary with Warboss killing things is a bit too hard. Killing 5 models while the Warboss only has 5 melee attacks is hazardous, even with the shooting attacks. Eventually with BKK / the Goff bonus / the krushin amour MW/ the Goff relic/... But that's a lot of investment just to ensure 1 secondary.
The secondary with killin more stuff in melee, is nice, I got to try that. If your army is sufficiently melee oriented (not really for buggy spam), you may score every turn.
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![[Post New]](/s/i/i.gif) 2021/09/24 05:58:28
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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XC18 wrote:Beardedragon wrote:Maybe i would use the secondary that revolves around your warboss killing things? Im not sure. Or maybe the one that revolves around getting more kills during CC than the enemy. I cant really remember which category both secondaries are in so as to whether its possible or not yet.
I havent thought much about it
The secondary with Warboss killing things is a bit too hard. Killing 5 models while the Warboss only has 5 melee attacks is hazardous, even with the shooting attacks. Eventually with BKK / the Goff bonus / the krushin amour MW/ the Goff relic/... But that's a lot of investment just to ensure 1 secondary.
The secondary with killin more stuff in melee, is nice, I got to try that. If your army is sufficiently melee oriented (not really for buggy spam), you may score every turn.
It is not a WARBOSS. It should be a WARLORD.
Beastboss on robosaur has by default 5+1 attacks with the uge choppa + 3 attacks with the saur + mortals. All before buffs And has a WARBOSS keyword btw.
But it is stupid to killing the guardsman by Beastboss just to score. That is right. To make this work should be more about finishing vehicles damaged in shooting phase by this warlord. Preferable this Necron Barges that are VEHICLE and CHARACTER.
What I see like a bigger problem is, how to keep him alive and still in the CC every turn. It will be target no.1. Kill him and I can' t score anymore. This is bloody glasscannon secodnary.
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This message was edited 2 times. Last update was at 2021/09/24 06:00:35
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![[Post New]](/s/i/i.gif) 2021/09/24 06:15:48
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Heroic Senior Officer
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So has anyone had a good chance to try out 5 meganob trukkboyz and see how they do yet? Considering it pretty heavily for a local tourney coming up. The manz and trukk are 245pts, so fitting them in requires snipping a few units but I feel like on a terrain heavy board they could do work.
This is what I had come up with at first with the models I had, but I worry I dont have anything tough and punchy that can go into buildings to dislodge something if the kommandos and snikrot go down. Was considering dropping the squig riders, squig nob, and maybe a few kommandos to squeeze in the MANZ and trukk. That or ditch the dakkajet and squig riders. I know big blocks of kommandos arent super popular but being stuck with mono blood axes theyre the best idea I have.
Ive got pretty much every competitive unit aside from the new beast snagga kits and squig buggies, and all my stuff is painted as Blood Axes. Im open to other suggestions Im just stuck with blood axes by paint job.
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'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 |
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![[Post New]](/s/i/i.gif) 2021/09/24 07:08:00
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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Diakos wrote:Forceride wrote:
Not sure i understand your plan. I understand the idea your trying. Warbiker Warboss for bullying and quick engage + Speedwaagh. But the Megaboss, is it like truckboy to reach and contest point? Because if it is you lose ObSec, if not how many points is this? Because he will be foot slogging all the way so barely will see combat and will fall into Gazz category.. or is your army foot slogging too? You see what i mean?
Mostly the megaboss is there to be a DS HQ, my plan is such is having him protect my backfield objective.
Ah ok, then I would give to it to the bike, but that's an expensive backline. I generally leave a unit of troops for that. Do you expect infiltration shenanigans? Or the opponent to be able to reach your deploy zone? You could also take a Mega armored mek with KFF and use it for 1 turn defence for HQ
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This message was edited 1 time. Last update was at 2021/09/24 07:10:27
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![[Post New]](/s/i/i.gif) 2021/09/24 07:22:46
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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MrMoustaffa wrote:So has anyone had a good chance to try out 5 meganob trukkboyz and see how they do yet? Considering it pretty heavily for a local tourney coming up. The manz and trukk are 245pts, so fitting them in requires snipping a few units but I feel like on a terrain heavy board they could do work.
I have always pulled them from my lists because they were just too many points. With all the other toyz being cheap as chips, it's hard to justify that many points just to punch something really hard. Anyways, I am very interested to hear how they are working out for you, so keep us posted
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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) 2021/09/24 07:46:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Mekboy Hammerin' Somethin'
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I don't think meganobz have much play at their current PPM, especially when you add the 70 points from the trukk to the bill. Not enough special sauce, unlike what other codex have so that sort of elite infantry.
It is a nice piece of tech though, with potential.
IMHO if trukkboy manz could also keep the deathskull perks then I would definately consider them for my current army list.
Sadly, GW kinda shafted us on this one, with the "either or" principle of specialised mobs vs klan traits :(
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This message was edited 1 time. Last update was at 2021/09/24 07:47:36
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/09/24 08:36:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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Meganobz are quite good in heavy hitting and they could easily find a room in any kind of lists. Sure there are alternatives but not that many and not everyone playes skew lists with 9 scrapjets  . Boyz, nobz, kanz, dreads are all inferior in dealing damage in close combat than meganobz.
I put them in a Forktress BW though, along with 10 boyz/gretchins or 5 burnaboyz in a vehicles based army. Goffs or Big Krumpaz to make them quite killy.
Otherwise I would tellyport them. I'm not really fond of putting a melee unit of 175+ points in a trukk.
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![[Post New]](/s/i/i.gif) 2021/09/24 10:15:13
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Krazy Grot Kutta Driva
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I like to play 3-5 from time to time, ether riding in a Kannonwaggon / Boomer or footslogging and hiding behind a LOS blocking ruin near a objective to counter charge stuff that comes out in the open.
Used them as Trukkboys as well.
But they are not that great, I just love the models. Wouldn't take them for tournaments but in semi competitive games they are fine. I just hate the fact they made the killsaw D D3 again - they should have stayed at D2.
With D2 and a 5++ they would have been decent and if trukkboys would keep their culture I'd take them a lot more often.
At least they kept the D+1 strat and 5 of them as Goffs with some buffs and strat support hit really hard.
5 dudes with double saw, 4 CP and Banner/ warboss nearby and maybe even warpath can one-shot 2 knights.
Problem is you need so many points, buff characters und CP to make them good, that it's not really worth it.
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![[Post New]](/s/i/i.gif) 2021/09/24 10:34:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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- MANz. in Trukk like Trukkboyz lost obsec, because lost clan trait.
- MANz in Trukk are target n.1 = if go second, trukk will be destroied and MANz will be stucked in your deploy.
- if Trukk with MANz destroied, pretty sure one MAN will be slain during disembark. Pretty masive tax!
- kannonwagon needs to sit in the backfield, because if taged in CC than became useless.
- right transport for MANs is Forktress BW. Transport is hard enough to hold. And You can combine them with grots there and if transport destroied, you can
— do emergency disembark and disemabrk MANz 6” away (and slain the grots)
— if transport destroied during shooting, drop the grots in front of MANs and either protect MANs via Grotshield, or simply block the charge againts them. Which is crucial, because without some massive invu, even MANz die fast. They can punch once and have to be the first.
I use MANs regularly and this is the way. Not the best you can do, but the best you can do with MANs.
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This message was edited 1 time. Last update was at 2021/09/24 10:35:38
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![[Post New]](/s/i/i.gif) 2021/09/24 10:49:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Tomsug wrote:- MANz. in Trukk like Trukkboyz lost obsec, because lost clan trait.
- MANz in Trukk are target n.1 = if go second, trukk will be destroied and MANz will be stucked in your deploy.
- if Trukk with MANz destroied, pretty sure one MAN will be slain during disembark. Pretty masive tax!
- kannonwagon needs to sit in the backfield, because if taged in CC than became useless.
- right transport for MANs is Forktress BW. Transport is hard enough to hold. And You can combine them with grots there and if transport destroied, you can
— do emergency disembark and disemabrk MANz 6” away (and slain the grots)
— if transport destroied during shooting, drop the grots in front of MANs and either protect MANs via Grotshield, or simply block the charge againts them. Which is crucial, because without some massive invu, even MANz die fast. They can punch once and have to be the first.
I use MANs regularly and this is the way. Not the best you can do, but the best you can do with MANs.
I like the idea of DS MANz, but as you've said they're too costly for what they offer when you consider the trukks as well. I have considered taking them as Krumpas and tellyporting them in and going for an all or nothing charge to brute force something from an objective. But it's a lot of points and CP to lose to a dodgy dice roll.
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![[Post New]](/s/i/i.gif) 2021/09/24 11:16:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Fresh-Faced New User
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I have used a min squad of 3 MANZ with kombi skorchas to deepstrike in behind the enemy lines a couple of times, definitely not the most competitive choice but with the skorchas reaching out to 12" now 3 d6 str 5 auto hits into one unit and a rerollable charge into another one is a pretty good back field threat. Even if you fail the charge they have to put a decent amount of damage into them which is damage not going into the rest of your army. With 3 aswell even with their chunky bases you can usually find a good spot for them and splitting your opponents attention away from what's racing towards him is never a bad idea
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![[Post New]](/s/i/i.gif) 2021/09/24 12:00:48
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Ork Boy Hangin' off a Trukk
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Interesting how BAs ability went from "Useless on Buggies cuz they die to melee." to "Brilliant straterjy!". As BAs ability depends more on survival than defense and Ramshackle shifted rules slightly concerning melee, it seems it wouldn´t have mattered much. Yet suddenly it did. Perceptions I reckon.
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![[Post New]](/s/i/i.gif) 2021/09/24 13:06:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Just ordered the new codex, looking forward to some games in the new edition!
Tempted by the squig riding orks, do they synergise well with a pre-beast snaggas army, or do you need to go all-out on beast snaggas to make them work?
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![[Post New]](/s/i/i.gif) 2021/09/24 13:46:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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some bloke wrote:Just ordered the new codex, looking forward to some games in the new edition!
Tempted by the squig riding orks, do they synergise well with a pre-beast snaggas army, or do you need to go all-out on beast snaggas to make them work?
They work pretty well alongside buggy lists because they provide some of the CC punch that most buggies lack barring the scrapjet. All you need to do is have a separate detachment with them and a Beastboss on Squigosaur and they slot in very easily to any existing army. Just keep in mind they're a lot slower in comparison to your vehicles and that they're pretty fragile even with T6 base.
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![[Post New]](/s/i/i.gif) 2021/09/24 16:09:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Grimskul wrote: some bloke wrote:Just ordered the new codex, looking forward to some games in the new edition!
Tempted by the squig riding orks, do they synergise well with a pre-beast snaggas army, or do you need to go all-out on beast snaggas to make them work?
They work pretty well alongside buggy lists because they provide some of the CC punch that most buggies lack barring the scrapjet. All you need to do is have a separate detachment with them and a Beastboss on Squigosaur and they slot in very easily to any existing army. Just keep in mind they're a lot slower in comparison to your vehicles and that they're pretty fragile even with T6 base.
I've found (in my limited testing) that they make for a pretty good beta strike unit, coming in as the hammer blow for units already tied up or weakened by the faster or shooter elements of the list. They do need to be supported by similar toughness or boosting units though, so the list has to be somewhat built around them.
They certainly aren't a unit you can throw into any list and expect them to work, but they're overall a good unit in my opinion.
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![[Post New]](/s/i/i.gif) 2021/09/24 18:14:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Heroic Senior Officer
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Thanks for all the advice on the meganobz guys, appreciate it. May just stick with my regular list then and rely on kommandos for rooting out things hiding in buildings. If I can't kill something with 45 kommandos, snikrot, and some stormboyz I guess a few nobs aren't very likely to make a difference either.
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'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 |
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![[Post New]](/s/i/i.gif) 2021/09/24 21:12:00
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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Well, when I see the ammount of Deffkilla Wartrikes with Badskull Banner (and Roadkilla and Shockhull…), I have to ask:
How to play with it? Is here anybody who use this and is happy with it? I don' t speak about theorycraft. I speak about the real games.
Because I struggle to make it work.
Automatically Appended Next Post:
Killrigs and Beastbosses on Robosaurs are available to offer with pictures adn descriptions.
80 mm round and 170 oval base. The last I need to know to finish the conversions! Automatically Appended Next Post: Ok, after half a year I start to shoot my models and put them on instagram this weekend. So if anyome interested, check #mektomsug
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This message was edited 3 times. Last update was at 2021/09/25 07:57:38
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![[Post New]](/s/i/i.gif) 2021/09/25 11:00:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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I'd like to know it as well, in my experience the Wartrike is just a tax for being able to declare the Speedwaagh if the biker boss is somehow not available.
170mm looks quite small, but the model is actually longer/wider than that, it has the size of a BW basically, even with a smaller footprint.
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![[Post New]](/s/i/i.gif) 2021/09/25 14:14:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Blackie wrote:I'd like to know it as well, in my experience the Wartrike is just a tax for being able to declare the Speedwaagh if the biker boss is somehow not available.
Isn't that just the answer? The trike is kind of meh at 120 points, but people bring it to run a speedwaagh. And as many of the shooty lists are freebooters, they give him the badskull-banna. The trike may not be very killy, but the base is so large, that it can deny ob-sec on a huge chunk of the table. Automatically Appended Next Post: Blackie wrote:Meganobz are quite good in heavy hitting and they could easily find a room in any kind of lists. Sure there are alternatives but not that many and not everyone playes skew lists with 9 scrapjets  . Boyz, nobz, kanz, dreads are all inferior in dealing damage in close combat than meganobz.
Really? A 35 points meganob has 3 attacks hitting at 4+ for S10AP3D2. A 40 points kan has 3 attacks hitting at 4+ for S8AP3D3. An 85 points four claw dread has 7 attacks hitting at 3+ for S10AP3D3. They seem pretty comparable to me.
I think they all have the same issue: They absolutely need to get into to close combat to be worth it, and they are too slow and vulnerable to walk there. You can teleport them, but then you are left with a coin-toss for the charge. Maybe advancing them as Evil Sunz acroos the board would make sense, then you would at least not spend on the transport.
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This message was edited 1 time. Last update was at 2021/09/25 14:30:50
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![[Post New]](/s/i/i.gif) 2021/09/25 15:00:19
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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But if you just want to trigger the speedwaaagh why not taking a warboss on bike? Larger footprint might be good to deny obj sec (although I think it's a massively overrated ability) but it's also a disadvantage in dealing the mortal wounds by ramming speed + shokk hull since it's hard to charge unless the board is pretty empty.
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![[Post New]](/s/i/i.gif) 2021/09/25 15:07:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Humming Great Unclean One of Nurgle
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Blackie wrote:But if you just want to trigger the speedwaaagh why not taking a warboss on bike? Larger footprint might be good to deny obj sec (although I think it's a massively overrated ability) but it's also a disadvantage in dealing the mortal wounds by ramming speed + shokk hull since it's hard to charge unless the board is pretty empty.
Lack of access to the FW Book or Model?
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Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2021/09/25 17:54:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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JNAProductions wrote: Blackie wrote:But if you just want to trigger the speedwaaagh why not taking a warboss on bike? Larger footprint might be good to deny obj sec (although I think it's a massively overrated ability) but it's also a disadvantage in dealing the mortal wounds by ramming speed + shokk hull since it's hard to charge unless the board is pretty empty.
Lack of access to the FW Book or Model?
Absolutely, that is always a thing to consider. But we're talking about tournament lists and competitive players have no problem getting a single model that has been on sale since a decade at least, and I don't think many GTs consider FW stuff illegal.
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![[Post New]](/s/i/i.gif) 2021/09/25 18:14:41
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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!!Goffik Rocker!!
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MrMoustaffa wrote:So has anyone had a good chance to try out 5 meganob trukkboyz and see how they do yet? Considering it pretty heavily for a local tourney coming up. The manz and trukk are 245pts, so fitting them in requires snipping a few units but I feel like on a terrain heavy board they could do work.
This is what I had come up with at first with the models I had, but I worry I dont have anything tough and punchy that can go into buildings to dislodge something if the kommandos and snikrot go down. Was considering dropping the squig riders, squig nob, and maybe a few kommandos to squeeze in the MANZ and trukk. That or ditch the dakkajet and squig riders. I know big blocks of kommandos arent super popular but being stuck with mono blood axes theyre the best idea I have.
Ive got pretty much every competitive unit aside from the new beast snagga kits and squig buggies, and all my stuff is painted as Blood Axes. Im open to other suggestions Im just stuck with blood axes by paint job.
I've run 5 many as trukkboyz in 1k games. They ended up more underwhelming than I had originally thought. They just had no good targets. One game was vs knights where the trunk got killed, rolled 2 1s on disembark and got finished off in mellee in one go. In a game vs Marines, they killed 5 primaris guys, got charged by a dread that killed 3 in one go, 2 of them managed to land 3 successful hits that went through (above average and still not close to being enough) even though I used a 2cp strat, they only ended up dealing 5 wounds to ven dread.
And if you analyze the meta, there are likely not many opponents with armies thet many are good against - armies with low amount of high ap weapons, a expensive units without invuls and -1 damage, armies that can't shoot a trukk down or are afraid of t1 alpha strike charge of a unit that can't kill much but tags shooters preventing them from shooting...
All in all, you have to spend 2 cp to make them relevant vs -1 targets. 2 damage and just 3 attacks hitting on 4s is too low. No invul, no deep strike - they are too easy to kill for any weaponry geared towards killing elites and tanks ( and there's too much cheap antitank around).
They're not bad but not good either. Just a mediocre unit that used to be decent but failed in the power creep race.
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This message was edited 1 time. Last update was at 2021/09/25 18:19:10
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![[Post New]](/s/i/i.gif) 2021/09/26 12:59:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Mekboy Hammerin' Somethin'
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So yesterday my deathskull war trike worked quite well. Between the 5+ invul, ramshackle, 5+++ against mortals, he couldn’t go down easy.
The Roadkill mortals on the charge, the reroll one of the hits, reroll to wounds, honestly it’s not bad at all. Not great mind you.
I initially took him for the cloud of smoke (because he is untargetable) but as deathskull I think wartrike is ok.
The freebooter bad skull banner version is probably much better, but harder to use as you need to prepare that obsec denying trick carefully.
Grey knights have a very tough match up against our buggy freebooter lists with wasbombs and dakkajets, I saw that in my game yesterday. My deathskull infantry could also snatch his objectives, I felt bad for him.
Sure the tide which grants them dense cover (if they are already in light cover) can delay our first unit kill, but once that first unit goes down the wazbom and dakkajets rain hell on them
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This message was edited 1 time. Last update was at 2021/09/26 13:06:21
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh |
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![[Post New]](/s/i/i.gif) 2021/09/26 23:51:54
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Tough-as-Nails Ork Boy
United Kingdom
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koooaei wrote: MrMoustaffa wrote:So has anyone had a good chance to try out 5 meganob trukkboyz and see how they do yet? Considering it pretty heavily for a local tourney coming up. The manz and trukk are 245pts, so fitting them in requires snipping a few units but I feel like on a terrain heavy board they could do work.
This is what I had come up with at first with the models I had, but I worry I dont have anything tough and punchy that can go into buildings to dislodge something if the kommandos and snikrot go down. Was considering dropping the squig riders, squig nob, and maybe a few kommandos to squeeze in the MANZ and trukk. That or ditch the dakkajet and squig riders. I know big blocks of kommandos arent super popular but being stuck with mono blood axes theyre the best idea I have.
Ive got pretty much every competitive unit aside from the new beast snagga kits and squig buggies, and all my stuff is painted as Blood Axes. Im open to other suggestions Im just stuck with blood axes by paint job.
I've run 5 many as trukkboyz in 1k games. They ended up more underwhelming than I had originally thought. They just had no good targets. One game was vs knights where the trunk got killed, rolled 2 1s on disembark and got finished off in mellee in one go. In a game vs Marines, they killed 5 primaris guys, got charged by a dread that killed 3 in one go, 2 of them managed to land 3 successful hits that went through (above average and still not close to being enough) even though I used a 2cp strat, they only ended up dealing 5 wounds to ven dread.
And if you analyze the meta, there are likely not many opponents with armies thet many are good against - armies with low amount of high ap weapons, a expensive units without invuls and -1 damage, armies that can't shoot a trukk down or are afraid of t1 alpha strike charge of a unit that can't kill much but tags shooters preventing them from shooting...
All in all, you have to spend 2 cp to make them relevant vs -1 targets. 2 damage and just 3 attacks hitting on 4s is too low. No invul, no deep strike - they are too easy to kill for any weaponry geared towards killing elites and tanks ( and there's too much cheap antitank around).
They're not bad but not good either. Just a mediocre unit that used to be decent but failed in the power creep race.
i have tried using trukk boys meganobz, and they were underwhelming, the i trukk boyz is the problem here i think
trukk boyz essentially weaken the meganobz too much,
with BIG KRUMPAZ they hit on 2's, with trukk boys they hit on 4's
and the trukk itself just adds 70pts and becomes a target for S8 weapons
i will not be using trukk boys again
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![[Post New]](/s/i/i.gif) 2021/09/27 00:47:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
Tallarook, Victoria, Australia
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Trukks are overcosted
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![[Post New]](/s/i/i.gif) 2021/09/27 01:34:59
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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I am confused, how ? They should hit in 3+, no?
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![[Post New]](/s/i/i.gif) 2021/09/27 02:37:06
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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XC18 wrote:
I am confused, how ? They should hit in 3+, no?
Yeah, should be on 3's unless they have a Big Krumpas Warboss nearby giving them a +1 to hit, which is unlikely.
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