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2021/09/30 17:10:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
Bossdoc wrote: Kill rig also is nice as freebooter, could carry badskull banner with huge footprint and has auto-hit/ built- in +1 to hit against vehicles to help trigger the culture...
Well, I 'm not sure freebota trait is such a miracle on Killrig. In shooting phase, it could be the difference +/- one hit with dmg 2 or 3. Maybe two hits in melee with dmg 1-3. And you are not sure, you tigger it.
The power of Killrig is, that it deals a serious damage in 3 different phases, incl bunch of mortal wounds, is fast, hard and if you kill it, 10 obsec Beastboyz jumps out. That is pretty complex set of abilities supporting himself.
This is not compatible so much with freebota trait /per phase. Combination with Banner is however great.
I see bigger potential in DS - as Jidmah point out the 5+++ againts mortals + rerols are sure in every phase. That is a pretty synergy with multiphase rule set of the Killrig.
And I gonna definitely try the ES because of the difference in alphacharge.
I was using the killrig as a deathskulls model.
I like the 5+++ Vs mortal wounds
But I also like access to the WRECKAZ stratagem Incase MONSTER HUNTERZ is un available or in appropriate for some reason
Having lots of +1 to wound Vs vehicles is always welcome
SMASH
2021/09/30 17:52:30
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Grotrebel wrote: Has there not been a point update on FW units Big Shootas? Cause he played 2 x 3 big shootas and still paid only 170 each.
I´ve been paying those extra points all the time because i thought it´s not intended for them to be free.
If you aren't told to pay for them separately, its assumed that the cost is baked in already and you can take as many or as little as you want.
2021/09/30 18:03:20
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: They stack, but no matter how high you stack them, a roll cannot ever be modified by more than +-1. The important part is that you get to negate negative modifiers like stratagems or forests with them which have a huge impact on ork shooting.
Thought I was missing something. But you all agree, 3+ isn't possible.
Vineheart01 wrote: Wurrboy on foot casts 1 power, 2 if near several Orks (not gretchin).
Kill Rig casts 2 in general.
Imo, if you want a wurrboy on foot, i'd go Weirdboy. Wurrboy's powers are kinda weird since theyre super short range and/or only benefit beastsnaggas.
Thank you! Yeah on foot it has 12” assault 2 range while on killrig it had 24” assault 1 range.
When you said it only benefit beastsnaggas, is that referring in page 80 or is there something else I missed?
I just brought kill-rig before study in it… oops.
2021/09/30 19:36:13
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: Wurrboy on foot casts 1 power, 2 if near several Orks (not gretchin). Kill Rig casts 2 in general.
Imo, if you want a wurrboy on foot, i'd go Weirdboy. Wurrboy's powers are kinda weird since theyre super short range and/or only benefit beastsnaggas.
Thank you! Yeah on foot it has 12” assault 2 range while on killrig it had 24” assault 1 range. When you said it only benefit beastsnaggas, is that referring in page 80 or is there something else I missed?
I just brought kill-rig before study in it… oops.
Wurrboy/killrig has his own power list compared to the Weirdboy. Wurrboy powers are all short range offensive or buffs that wont help non-beastsnaggas, either literally because it calls out beastsnagga or buffs gear that only beastsnaggas have anyway. Roar of Mork // Frazzle // Bitin' Jawz // Beastscent // Squiggly Curse are all offensive, 18" or shorter spells While Spirit of Gork only works on Squig units, which are beastsnaggas.
Thats why i say the Weirdboy is better if youre going to bother with an HQ slot psyker in the first place. Weirdboy powers are a bit more useful right off the bat instead of needing to hoof it for 1-2 turns before they can zap anything. I dont see why you'd ever run a Wurrboy, he just doesnt do much and the HQ slots are kinda contested.
This message was edited 3 times. Last update was at 2021/09/30 19:39:19
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2021/09/30 21:33:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: They stack, but no matter how high you stack them, a roll cannot ever be modified by more than +-1. The important part is that you get to negate negative modifiers like stratagems or forests with them which have a huge impact on ork shooting.
Thought I was missing something. But you all agree, 3+ isn't possible.
Only for units which actually have a 4+ BS on their statline and the SJD.
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.
2021/09/30 21:53:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: They stack, but no matter how high you stack them, a roll cannot ever be modified by more than +-1. The important part is that you get to negate negative modifiers like stratagems or forests with them which have a huge impact on ork shooting.
Thought I was missing something. But you all agree, 3+ isn't possible.
Only for units which actually have a 4+ BS on their statline and the SJD.
Jidmad is mysterious, but the answer is yes. 3+ is not possible, because BS is 5+ and grot gunner says +1 to hit and freeboota says the same. But you cannot stack it to more than +/- 1. So 2x +1 minus 1 for forest = +1 to hit = 4+ hit
This message was edited 1 time. Last update was at 2021/09/30 21:57:53
Vineheart01 wrote: Wurrboy on foot casts 1 power, 2 if near several Orks (not gretchin).
Kill Rig casts 2 in general.
Imo, if you want a wurrboy on foot, i'd go Weirdboy. Wurrboy's powers are kinda weird since theyre super short range and/or only benefit beastsnaggas.
Thank you! Yeah on foot it has 12” assault 2 range while on killrig it had 24” assault 1 range.
When you said it only benefit beastsnaggas, is that referring in page 80 or is there something else I missed?
I just brought kill-rig before study in it… oops.
Wurrboy/killrig has his own power list compared to the Weirdboy.
Wurrboy powers are all short range offensive or buffs that wont help non-beastsnaggas, either literally because it calls out beastsnagga or buffs gear that only beastsnaggas have anyway.
Roar of Mork // Frazzle // Bitin' Jawz // Beastscent // Squiggly Curse are all offensive, 18" or shorter spells
While Spirit of Gork only works on Squig units, which are beastsnaggas.
Thats why i say the Weirdboy is better if youre going to bother with an HQ slot psyker in the first place. Weirdboy powers are a bit more useful right off the bat instead of needing to hoof it for 1-2 turns before they can zap anything. I dont see why you'd ever run a Wurrboy, he just doesnt do much and the HQ slots are kinda contested.
Make sense. Bah… look like I need Beast Snagga units to make Kill-Rig useful.
This message was edited 2 times. Last update was at 2021/10/01 08:56:44
2021/10/01 09:30:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: Wurrboy on foot casts 1 power, 2 if near several Orks (not gretchin).
Kill Rig casts 2 in general.
Imo, if you want a wurrboy on foot, i'd go Weirdboy. Wurrboy's powers are kinda weird since theyre super short range and/or only benefit beastsnaggas.
Thank you! Yeah on foot it has 12” assault 2 range while on killrig it had 24” assault 1 range.
When you said it only benefit beastsnaggas, is that referring in page 80 or is there something else I missed?
I just brought kill-rig before study in it… oops.
Wurrboy/killrig has his own power list compared to the Weirdboy.
Wurrboy powers are all short range offensive or buffs that wont help non-beastsnaggas, either literally because it calls out beastsnagga or buffs gear that only beastsnaggas have anyway.
Roar of Mork // Frazzle // Bitin' Jawz // Beastscent // Squiggly Curse are all offensive, 18" or shorter spells
While Spirit of Gork only works on Squig units, which are beastsnaggas.
Thats why i say the Weirdboy is better if youre going to bother with an HQ slot psyker in the first place. Weirdboy powers are a bit more useful right off the bat instead of needing to hoof it for 1-2 turns before they can zap anything. I dont see why you'd ever run a Wurrboy, he just doesnt do much and the HQ slots are kinda contested.
Make sense. Bah… look like I need Beast Snagga units to make Kill-Rig useful.
The Kill Rig is useful even without its transport capacity. On average you lose two beasty boyz if the kill rig is destroyed before they disembark, so... I think If you plan on using it as a transport, make it two kill rigs and two transported beasty passenger boyz, so you can really sling forward two of them and hope for the best (that one survives). On a flank for example.
Kill rigs anyway are probably best by pairs, and with regular waagh.
So far I have tried just the one, with nothing in it, and a speedwaagh (so no advance and charge in a turn). Pretty good all the same but when it will receive its 20 point increase, not so much. My list for tomorrow has none, as I replaced it with obsec infantry to play missions better.
This message was edited 1 time. Last update was at 2021/10/01 09:32:39
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2021/10/01 10:24:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
Does anyone have a side-by-side comparison between the killrig and the gargantuan squiggoth?
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.
2021/10/01 10:27:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
I’m very new to orks so please forgive the odd dumb question. I started my army but have only played one game which didn’t go so well. I wanted to play Bad Moonz mainly for aesthetic (painting) reasons but realise I may have hamstrung myself. What’s the consensus on clans as I was thinking of switching to freebootaz. My army right now is non buggy focussed although I could focus that way. I was going to run a 500pt patrol but my marine mate moaned about not being able to run anything good at 500pts. I pushed to 1000 pts only to be met by a wall of tanky stuff.
2021/10/01 10:37:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: I’m very new to orks so please forgive the odd dumb question. I started my army but have only played one game which didn’t go so well. I wanted to play Bad Moonz mainly for aesthetic (painting) reasons but realise I may have hamstrung myself. What’s the consensus on clans as I was thinking of switching to freebootaz. My army right now is non buggy focussed although I could focus that way. I was going to run a 500pt patrol but my marine mate moaned about not being able to run anything good at 500pts. I pushed to 1000 pts only to be met by a wall of tanky stuff.
First of all, welcome
I doubt that freebootas would solve your problem, because you still need to kill something to get that benefit. When playing 1000 points myself I often find myself in situations where between defensive stratagem, terrain and low ranges I cause a lot of damage to marine opponents but don't kill anything (yet). It is also worth noting that stretching a collection to reach more points than you actually have is always going to backfire on you, as most upgrade aren't actually worth their points and you end up with a massive handicap.
In general, most people don't know ork clans anyways, so feel free to experiment. That said, bad moons aren't vastly worse than other options, so maybe share your list and collection? Maybe we can help to re-arrange some stuff or, worst case, point you towards some things you can buy to improve your army. A rough overview of your opponent's army would also help.
This message was edited 1 time. Last update was at 2021/10/01 10:37:57
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.
2021/10/01 10:58:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: I’m very new to orks so please forgive the odd dumb question. I started my army but have only played one game which didn’t go so well. I wanted to play Bad Moonz mainly for aesthetic (painting) reasons but realise I may have hamstrung myself. What’s the consensus on clans as I was thinking of switching to freebootaz. My army right now is non buggy focussed although I could focus that way. I was going to run a 500pt patrol but my marine mate moaned about not being able to run anything good at 500pts. I pushed to 1000 pts only to be met by a wall of tanky stuff.
1) Your Marine friend can run plenty of good stuff at 500 points. Also, in a friendly game, both players are responsible for making the game enjoyable. If his list is too strong, ask him to tone it down. Destroying a beginner with a skew list is easy, and it is lame.
2) Painting lots of models yellow is an absolutely awful experience. You are going to hate it. Compared to that, painting Death Skullz and Goffs is a breeze. Blood Axe can be easy, if you can settle on a good paint scheme. I like Vallejo Russian Uniform for Blood Axe clothes, and I chose a darker green skin basecoat than I would for, say, Goffs.
3) The strongest kulturs right now are Goffs, Blood Axe, and Death skullz. Freebooters are also strong, but they are much stronger in a 2000 points game than in a 1000 points game.
2021/10/01 11:14:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: I’m very new to orks so please forgive the odd dumb question. I started my army but have only played one game which didn’t go so well. I wanted to play Bad Moonz mainly for aesthetic (painting) reasons but realise I may have hamstrung myself. What’s the consensus on clans as I was thinking of switching to freebootaz. My army right now is non buggy focussed although I could focus that way. I was going to run a 500pt patrol but my marine mate moaned about not being able to run anything good at 500pts. I pushed to 1000 pts only to be met by a wall of tanky stuff.
First of all, welcome
I doubt that freebootas would solve your problem, because you still need to kill something to get that benefit. When playing 1000 points myself I often find myself in situations where between defensive stratagem, terrain and low ranges I cause a lot of damage to marine opponents but don't kill anything (yet).
It is also worth noting that stretching a collection to reach more points than you actually have is always going to backfire on you, as most upgrade aren't actually worth their points and you end up with a massive handicap.
In general, most people don't know ork clans anyways, so feel free to experiment. That said, bad moons aren't vastly worse than other options, so maybe share your list and collection? Maybe we can help to re-arrange some stuff or, worst case, point you towards some things you can buy to improve your army. A rough overview of your opponent's army would also help.
Thanks for the welcome!
In my 1000pt list I ran pretty much all I had which is:-
HQ Warboss in mega armour.
Weirdboy
Infantry
10 Beast snagga boyz (1 thump gun) and nob with power snappa.
10 trukk boyz with slugga and choppa (1 big shoota) + nob with powerclaw
10 shoota boyz (1 rokkit)+ nob
Fast.
3 squighog riders with nob on smasha squig +1 bomb squig.
3 warbikers
3 deffcoptas.
Heavy
1 deffdread with 2 big shootaz, 1 claw, 1 rokkit.
Transport
1 Trukk
I was seriously lacking anti tank and he was trying to shoot me off the board turn 1.
He got first turn, alpha struck with a storm talon taking out most of my beast but most long range shots from vindicator and whirlwind failed.. I managed to get my trukk up the board and engaged his assault intercessors and vindicator (stupid tank choice imo) with trukk boyz who got wiped by the assault intercessors and a character with a storm shield who heroically intervened. deffcoptas swooped and hit his eradicators and
Engaged his redemptor and got wiped. Bikers charged his ATV and tied it up. Squighog boys moved out of LOS then engaged and wiped out his eradicators, deployed bomb squig on redemptor then engaged.
Then it was a stalemate and we ran out of time. Not much else played a part. Shoota boyz, warboss didn’t do much and I was in the process of sending the trukk back for them. I was happy with the squig boyz who actually got kills, didn’t use my deffcoptas correctly, dismayed at how easily my trukk were wiped although happy I got them into CC, I could tie a lot up but couldn’t do much damage. I did manage to da jump some stuff with my weirdboy which was nice.
Storm talon just killed at will and everything I sent at the redemptor got smashed. I’m going from memory so some of the details may not be clear.
DoktaRoksta wrote: I’m very new to orks so please forgive the odd dumb question. I started my army but have only played one game which didn’t go so well. I wanted to play Bad Moonz mainly for aesthetic (painting) reasons but realise I may have hamstrung myself. What’s the consensus on clans as I was thinking of switching to freebootaz. My army right now is non buggy focussed although I could focus that way. I was going to run a 500pt patrol but my marine mate moaned about not being able to run anything good at 500pts. I pushed to 1000 pts only to be met by a wall of tanky stuff.
1) Your Marine friend can run plenty of good stuff at 500 points. Also, in a friendly game, both players are responsible for making the game enjoyable. If his list is too strong, ask him to tone it down. Destroying a beginner with a skew list is easy, and it is lame.
2) Painting lots of models yellow is an absolutely awful experience. You are going to hate it. Compared to that, painting Death Skullz and Goffs is a breeze. Blood Axe can be easy, if you can settle on a good paint scheme. I like Vallejo Russian Uniform for Blood Axe clothes, and I chose a darker green skin basecoat than I would for, say, Goffs.
3) The strongest kulturs right now are Goffs, Blood Axe, and Death skullz. Freebooters are also strong, but they are much stronger in a 2000 points game than in a 1000 points game.
Yeah, that’s why I asked for a 500pt game next time round. Hmmm maybe goffs then
This message was edited 1 time. Last update was at 2021/10/01 11:16:00
2021/10/01 13:01:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Question is the extra Kustom blasta +1 shot or an extra d3 shots on a mega blasta?
+1 shot because it's one extra attack and not one more additional shooting.
Thanks the reason I ask is this is my final rejigged list was hoping the big Mek would be slightly better shooting potential but he’s at least now able to do more.
Spoiler:
Patrol- klan: Goff
Beastboss on squig- warlord trait:Brutal but kunnin, relic1:beasthide
Beastsnagga x10- on Killrig -obj secured
Beastsnagga x10- on Killrig -obj secured
4x squigriders
3x squigriders
Nob on smashasquig w/ killchoppa relic
Killrig- frazzle, spirit of gork
Killrig- frazzle, squiggly curse
Outrider-deathskulls -3cp
Warboss on bike- relic2:killaklaw, bigboss1:ard as nails, -2cp
Bigmek in mega armor w/Kff w x-kustom blasta- obj secured
gungo wrote: Question is the extra Kustom blasta +1 shot or an extra d3 shots on a mega blasta?
+1 shot because it's one extra attack and not one more additional shooting.
Thanks the reason I ask is this is my final rejigged list was hoping the big Mek would be slightly better shooting potential but he’s at least now able to do more.
Spoiler:
Patrol- klan: Goff
Beastboss on squig- warlord trait:Brutal but kunnin, relic1:beasthide
Beastsnagga x10- on Killrig -obj secured
Beastsnagga x10- on Killrig -obj secured
4x squigriders
3x squigriders
Nob on smashasquig w/ killchoppa relic
Killrig- frazzle, spirit of gork
Killrig- frazzle, squiggly curse
Outrider-deathskulls -3cp
Warboss on bike- relic2:killaklaw, bigboss1:ard as nails, -2cp
Bigmek in mega armor w/Kff w x-kustom blasta- obj secured
I like the list. I personally would put Ard as Nails on the Squigboss and Brutal but Kunnin on the Bikerboss, but that's my preference. Let us know how you get on with the build.
2021/10/01 16:33:11
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
I like that List, I came up with a very similar one. Just with Mozdreg and 2 more Squigbuggies instead of the Squighog Boys and Gretchin instead of the Beast Snagga Boys for screening and actions.
Had the same combination for the Killrigs 4 powers, but I think I want Squighide tires or shokka Hull on the Killrig with Squiggly Curse.
What about the Dead Shiny Shoota for your BM? It's 6" less range but he has been very decent so far.
Warboss / Wartrike, Squigboss, KFF, 2 x 5 Kommandos, 2 x 5 Stormboys, 2 Killrigs, 3 Scrapjets, and 3 Squigbuggies will be part of a lot of my upcoming lists.
Other strong contenders being the Blasta- & Dakkajet, Squighog Boys and Kannonwaggon + 3 x 1 Mek Gun for Freeboota lists.
But overall I think the Freeboota list is slightly worse than the BA - DS - Goff mixed lists because Freebootas are only really good if you dedicate to it and there are certain matchups where you won't trigger their culture.
Not sure if I want to use one of my detachments just for the Relic (+strat) - it's a neat trick up your sleeve but it's limited.
So far I got to use the banner one turn max and then the Wartrike got killed or I had not enough stuff to make it count.
Sure that's 5 VP less for my opponent, but that's all I got out of it so far - but maybe I just suck at his positioning.
2021/10/01 17:44:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Question is the extra Kustom blasta +1 shot or an extra d3 shots on a mega blasta?
+1 shot because it's one extra attack and not one more additional shooting.
Thanks the reason I ask is this is my final rejigged list was hoping the big Mek would be slightly better shooting potential but he’s at least now able to do more.
Spoiler:
Patrol- klan: Goff
Beastboss on squig- warlord trait:Brutal but kunnin, relic1:beasthide
Beastsnagga x10- on Killrig -obj secured
Beastsnagga x10- on Killrig -obj secured
4x squigriders
3x squigriders
Nob on smashasquig w/ killchoppa relic
Killrig- frazzle, spirit of gork
Killrig- frazzle, squiggly curse
Outrider-deathskulls -3cp
Warboss on bike- relic2:killaklaw, bigboss1:ard as nails, -2cp
Bigmek in mega armor w/Kff w x-kustom blasta- obj secured
I like the list. I personally would put Ard as Nails on the Squigboss and Brutal but Kunnin on the Bikerboss, but that's my preference. Let us know how you get on with the build.
The reason I put BBK on squigboss is with mantle he has 7x str 7 atks on charge with 3 squig bites and goff exploding 6s with the BBK he doesn’t need a relic weapon to be a strong melee threat or horde blender.
Whereas the bikerboss with killaklaw hits hard enough but he only has 5 atks and he doesn’t need BBK to connect with str12 ap-4 dam3 and deathskull reroll.. ard as nails also makes him a little more durable with his 5++ and t7 body.. but ya I’ll have to play to see.. just need to build those units.
I can’t take 4 relics for relic shoota.. and I think the killchoppa on nob is a bigger upgrade then Shoota relic on big Mek especially since deathskull reroll to hit on kmb and having no transport on a slow big Mek means 24in is more valuable. Although I don’t think the 10 points for an extra hit on kmb is the best use of points. I can use them for 2x powerklaw on deathskull kommandos or 2x bomb squigs on squigriders but neither of those will do a lot either.
I’m purposely limiting myself on buggies as I currently have 6 (2x scrapjets) I know as soon as I buy 2-3 more buggies they will get a points hike!!! This includes me proxy my other buggies and using a magnetized battlewagon with weirdboy on turret as my other Killrig.. I try not to chase spam lists as I’ll never paint it in time. Also I’m out of fast attack slots :p but I think 8-9 buggies is ideal in a blood axe detachment.
Spoiler:
Automatically Appended Next Post:
Grotrebel wrote: I like that List, I came up with a very similar one. Just with Mozdreg and 2 more Squigbuggies instead of the Squighog Boys and Gretchin instead of the Beast Snagga Boys for screening and actions.
Had the same combination for the Killrigs 4 powers, but I think I want Squighide tires or shokka Hull on the Killrig with Squiggly Curse.
What about the Dead Shiny Shoota for your BM? It's 6" less range but he has been very decent so far.
Warboss / Wartrike, Squigboss, KFF, 2 x 5 Kommandos, 2 x 5 Stormboys, 2 Killrigs, 3 Scrapjets, and 3 Squigbuggies will be part of a lot of my upcoming lists.
Other strong contenders being the Blasta- & Dakkajet, Squighog Boys and Kannonwaggon + 3 x 1 Mek Gun for Freeboota lists.
But overall I think the Freeboota list is slightly worse than the BA - DS - Goff mixed lists because Freebootas are only really good if you dedicate to it and there are certain matchups where you won't trigger their culture.
Not sure if I want to use one of my detachments just for the Relic (+strat) - it's a neat trick up your sleeve but it's limited.
So far I got to use the banner one turn max and then the Wartrike got killed or I had not enough stuff to make it count.
Sure that's 5 VP less for my opponent, but that's all I got out of it so far - but maybe I just suck at his positioning.
If you had the same psychic powers but no squigriders what did you use spirit of gork on?
That power is a pretty decent damage boost to squigriders especially units of 4-6…. If it wasn’t for the killchoppa on smashasquig nob being as strong as he is by himself. I’d probably take 3x more squigriders instead and have 2 units of 5 riders.
This message was edited 14 times. Last update was at 2021/10/02 22:25:31
2021/10/01 19:39:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
The reason I put BBK on squigboss is with mantle he has 7x str 7 atks on charge with 3 squig bites and goff exploding 6s with the BBK he doesn’t need a relic weapon to be a strong melee threat or horde blender.
Whereas the bikerboss with killaklaw hits hard enough but he only has 5 atks and he doesn’t need BBK to connect with str12 ap-4 dam3 and deathskull reroll.. ard as nails also makes him a little more durable with his 5++ and t7 body.. but ya I’ll have to play to see.. just need to build those units.
They both can fulfill either role really, as I said in an earlier post. I really like BBK on the Squigboss, I just prefer it on the Bikerboss
2021/10/01 21:21:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
As I see it, the snazzwagon has no purpose. I mean its a worse unit than the squigbuggy so why Even bother using the snazzwagon?
Both weapons use a str 5, -2ap 2 dmg profile, the snazzwagon has 14 attacks up close but hits on 5s, where as the squig buggy hits on 4s without needing Los.
I fail to see why these two buggies have to overlap with the same profile gun with one being visibly better
This message was edited 1 time. Last update was at 2021/10/01 21:21:54
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2021/10/01 21:27:19
Subject: Might makes Right! - Codex Orks 2021 Tactics
They attempted to both make the Squigbuggy actually do something and also make the Snazzwagon less of an inferior Boostablasta.
Issue is it seems whoever worked on those rules didnt talk to the other lol.
Snazzwagon isnt bad, but yeah its definitely the inferior buggy. At least this time its inferior because others are just better instead of inferior because its total garbage by design lol.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2021/10/01 21:55:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: Does anyone have a side-by-side comparison between the killrig and the gargantuan squiggoth?
Yeah, it would be really nice if anyone could post exact measurements of a fully built kill rig. The Gargantuan Squiggoth should be way too large, the Kill Rig comes with a 170 mm (knight-sized) base, which is barely large enough to cover the front legs and mouth of the garg squig... My conversion is based on a "normal" squiggoth with parts of the "oil-pump platform" from the killteam terrain in tow, and even that seems slightly too large...
Beardedragon wrote: As I see it, the snazzwagon has no purpose. I mean its a worse unit than the squigbuggy so why Even bother using the snazzwagon?
Both weapons use a str 5, -2ap 2 dmg profile, the snazzwagon has 14 attacks up close but hits on 5s, where as the squig buggy hits on 4s without needing Los.
I fail to see why these two buggies have to overlap with the same profile gun with one being visibly better
I like the Snazzwagon, but I agree that's it's certainly an inferior Squigbuggy at this point. I got some good mileage out of them for a while before I caved and decided to just build some squigbuggies.
I did like that it's a consistent amount of shots against any and all targets, and you can kiiiind of get the same kustom job twice by having the Snazzwagon specific one on one, and the dakka weapon one on another.
2021/10/02 03:43:23
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Clan Kultur: Goffs
Detachment Command Cost
+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]: 4. Brutal but Kunnin, Headwoppa's Killchoppa, Warlord
Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta
+ Troops +
Boyz [10 PL, 118pts]: Trukk Boyz
. Boss Nob: Choppa, Power Klaw
. 11x Ork Boy w/ Slugga & Choppa: 11x Choppa, 11x Slugga, 11x Stikkbombs
Boyz [5 PL, 100pts]
. Boss Nob: Choppa, Power Klaw
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs
Boyz [5 PL, 100pts]
. Boss Nob: Choppa, Power Klaw
. 9x Ork Boy w/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Elites +
Kommandos [8 PL, 115pts]: Distraction Grot
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs
Kommandos [8 PL, 115pts]: Distraction Grot
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs
Kommandos [8 PL, 115pts]: Distraction Grot
. Boss Nob: Power Klaw
. 9x Kommando: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Fast Attack +
Stormboyz [6 PL, 120pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 120pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 120pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Dedicated Transport +
Trukk [4 PL, 75pts]: Wreckin' Ball
++ Total: [122 PL, 4CP, 1,999pts] ++
My opponant took a pretty aggressive assault intercessor blood angel list backed up by Seth, some redemptor dreads and whirlwinds.
I got first turn, sprinted up the board and even with terrain everything but 1 squigboss and 2 units got in. (barring of course the two footlads who sat on a backfield objective.)
Killed a fair bit, opponant struck back and it devolved into a pretty bitter punchout. Boyz did fairly well wiping out 5 marine units, but 5 assault intercessors could wipe out whatever they touched in return. Got to use Orks is never beaten to kill seth after clearing out a unit of bladeguard. The big killer boss has such a wonderful damage output even when he rolls only average.
The lists ability to take control of the field was great for primaries and secondaries. But it is such a glasshammer list. I'm very, very curious to see how it would go if they got first turn and had a more standard list.
Very fun but feels like playing green skinned Deldar.
Though he did make a bit of a mistake, using an ancient banner wrong swinging with way too many attacks upon death.
2021/10/02 09:07:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: As I see it, the snazzwagon has no purpose. I mean its a worse unit than the squigbuggy so why Even bother using the snazzwagon?
Both weapons use a str 5, -2ap 2 dmg profile, the snazzwagon has 14 attacks up close but hits on 5s, where as the squig buggy hits on 4s without needing Los.
I fail to see why these two buggies have to overlap with the same profile gun with one being visibly better
I use mine as screen/roadblock, just drive it forward as far as possible and then force your opponent to go around, shoot it with -1/-2 to hit or eat overwatch. It's also decent for tying down infantry, as it often can shoot itself out of combat and then charge the next thing. It's essentially the annoying cheap-as-chips harassment buggy it tried to be last edition.
While I totally wouldn't play it over a squiguggy if I had the models, but that's also true for almost every other buggy. Squig buggies are just too good.
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.
2021/10/02 09:09:43
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: Does anyone have a side-by-side comparison between the killrig and the gargantuan squiggoth?
Yeah, it would be really nice if anyone could post exact measurements of a fully built kill rig. The Gargantuan Squiggoth should be way too large, the Kill Rig comes with a 170 mm (knight-sized) base, which is barely large enough to cover the front legs and mouth of the garg squig... My conversion is based on a "normal" squiggoth with parts of the "oil-pump platform" from the killteam terrain in tow, and even that seems slightly too large...
It will be pretty good to have the dimensions. All I have is, that it is 170mm oval base, about 9” long and 5” high. / goonhammer article is the source in this case
Garg squighohq should be about 14” long and 7” high, which is significantly bigger.
Normal Squighog should be 6,5” long and 4,35” high. Too small.
I have non of them, just picked up the data from the webs around.
This message was edited 1 time. Last update was at 2021/10/02 09:36:18
I tried to build mine approximately the right size by comparing the kill rig on the codex picture to the meganob next to it... of course it's not exact because of projection, but close enough for my gaming group.
2021/10/02 09:37:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: I’m very new to orks so please forgive the odd dumb question. I started my army but have only played one game which didn’t go so well. I wanted to play Bad Moonz mainly for aesthetic (painting) reasons but realise I may have hamstrung myself. What’s the consensus on clans as I was thinking of switching to freebootaz. My army right now is non buggy focussed although I could focus that way. I was going to run a 500pt patrol but my marine mate moaned about not being able to run anything good at 500pts. I pushed to 1000 pts only to be met by a wall of tanky stuff.
First of all, welcome
I doubt that freebootas would solve your problem, because you still need to kill something to get that benefit. When playing 1000 points myself I often find myself in situations where between defensive stratagem, terrain and low ranges I cause a lot of damage to marine opponents but don't kill anything (yet). It is also worth noting that stretching a collection to reach more points than you actually have is always going to backfire on you, as most upgrade aren't actually worth their points and you end up with a massive handicap.
In general, most people don't know ork clans anyways, so feel free to experiment. That said, bad moons aren't vastly worse than other options, so maybe share your list and collection? Maybe we can help to re-arrange some stuff or, worst case, point you towards some things you can buy to improve your army. A rough overview of your opponent's army would also help.
Thanks for the welcome! In my 1000pt list I ran pretty much all I had which is:-
Spoiler:
HQ Warboss in mega armour. Weirdboy
Infantry 10 Beast snagga boyz (1 thump gun) and nob with power snappa. 10 trukk boyz with slugga and choppa (1 big shoota) + nob with powerclaw 10 shoota boyz (1 rokkit)+ nob
Fast. 3 squighog riders with nob on smasha squig +1 bomb squig. 3 warbikers 3 deffcoptas.
Heavy 1 deffdread with 2 big shootaz, 1 claw, 1 rokkit.
Transport 1 Trukk
I was seriously lacking anti tank and he was trying to shoot me off the board turn 1. He got first turn, alpha struck with a storm talon taking out most of my beast but most long range shots from vindicator and whirlwind failed.. I managed to get my trukk up the board and engaged his assault intercessors and vindicator (stupid tank choice imo) with trukk boyz who got wiped by the assault intercessors and a character with a storm shield who heroically intervened. deffcoptas swooped and hit his eradicators and Engaged his redemptor and got wiped. Bikers charged his ATV and tied it up. Squighog boys moved out of LOS then engaged and wiped out his eradicators, deployed bomb squig on redemptor then engaged.
Then it was a stalemate and we ran out of time. Not much else played a part. Shoota boyz, warboss didn’t do much and I was in the process of sending the trukk back for them. I was happy with the squig boyz who actually got kills, didn’t use my deffcoptas correctly, dismayed at how easily my trukk were wiped although happy I got them into CC, I could tie a lot up but couldn’t do much damage. I did manage to da jump some stuff with my weirdboy which was nice.
Storm talon just killed at will and everything I sent at the redemptor got smashed. I’m going from memory so some of the details may not be clear.
I see the problem - in essence, you have a LOT of points tied up by boyz, which - as you have noticed yourself - lack the ability to actually kill anything. These days most orks try to avoid running troops, so even at 1000 you should either try going for a patrol detachment and just have one boyz. This would also allow you to drop the weirboy who isn't that good either. One idea would be converting or simply counting one unit of boyz as kommadoz, which are much more durable and flexible than regular boyz, but that doesn't really solve your anti-tank problem.
One thing I would definitely do is change the equipment on your dread. Big shootas aren't really that good to begin with, and are even worse at killing marines. Instead you can either go for the budget option and make it all klaws or put KMBs/rokkits on it. You can also give your nob on smasha squig the killchoppa relic to have it hit harder.
As for anti-tank, I don't see a good way outside of getting new models. A dread with KMB or rokkits and your koptas can deal with regular sized vehicels, but they aren't enough to take out both a redemptor and a storm talon, especially if your opponent is focusing on taking away your only anti-tank options. Possible options would be scrapjets, mek guns, wazzbom, a kannonwagon or a kill rig. A beastboss on squigosaur would also hit hard against these kinds of targets, but you would need to split off a second detachment to be able to field both bosses.
Without buying any new models, your best bet would probably to avoid the redemptor until you can tag it with multiple powerful melee units (squighogs, warboss, dread) after softening it up with shooting. Make sure to focus downing one thing and don't spread your damage. Should the opportunity arise, koptas can charge a flier and deal some extra damage to it, but not lock it.
In any case, you were running into a noob-stomper list tailored to kill orks, so don't fret too hard about not being able to win. You currently lack the models to respond in kind, while the other player clearly has a deep collection with many options.
This message was edited 2 times. Last update was at 2021/10/02 09:39:38
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.