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![[Post New]](/s/i/i.gif) 2021/11/06 11:37:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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As i understand it your entire army is subject to only wagons, planes, bikes and buggies, not just the detatchment you run a speed mob. Maybe im wrong though. If its only the detatchment that has to be planes, wagons, bikes and buggies and the rest of your detatchments can be what ever, i fail to see why i wouldnt run Ghaz for advance and charge and shoot with warbikers for 5 attacks in CC.
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This message was edited 2 times. Last update was at 2021/11/06 11:40:06
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2021/11/06 12:18:18
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Fresh-Faced New User
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Armies of Renown always restricts your whole force, so every detachment is Speed Freek.
Which kinda makes this impossible for me to try out in a serious environment. I’ve got around 1000 points of qualifying units, and I sure as hell won’t start the spammer’s road just for this. I don’t like how these things work, they are always way too random with where the restrictions land on. I could use it in Crusade however, as I like the looted vehicles part.
[edit: I wish they had included transports or at least Trukkboyz. I don’t see why they wouldn’t fit in and they’d miss most of the new buffs anyway.]
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This message was edited 1 time. Last update was at 2021/11/06 12:20:41
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![[Post New]](/s/i/i.gif) 2021/11/06 12:31:47
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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AarresaariAarre wrote:Armies of Renown always restricts your whole force, so every detachment is Speed Freek.
Which kinda makes this impossible for me to try out in a serious environment. I’ve got around 1000 points of qualifying units, and I sure as hell won’t start the spammer’s road just for this. I don’t like how these things work, they are always way too random with where the restrictions land on. I could use it in Crusade however, as I like the looted vehicles part.
[edit: I wish they had included transports or at least Trukkboyz. I don’t see why they wouldn’t fit in and they’d miss most of the new buffs anyway.]
Every detachement? Well, it seems time of the Warbikers and Deffkopta arrived. Because these benefits the most. Wruum wruuum
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![[Post New]](/s/i/i.gif) 2021/11/06 12:35:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Ok if it’s the entire army not detachment based ya it’s a lot more restrictive.. and freebooters won’t really be great as the only units that benefit from trigger is the aircraft and wagons.
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![[Post New]](/s/i/i.gif) 2021/11/06 12:49:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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What I see as a question is, how to win with Speed Mob?
To win, you need to score and prevent from scoring.
With available secondaries, there seems to be no interesting way how to score. The situation is worse than ever.
So the only chance is to smash opponent from the table.
But Adrenalin Junkies - is it more lethal than freebootas? …..
Freebootas makes no sence in Speedmob. They works just with all-in strategy.
I' m trying to find some synergy with another clans…
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This message was edited 1 time. Last update was at 2021/11/06 12:53:42
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![[Post New]](/s/i/i.gif) 2021/11/06 13:14:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Tomsug wrote:What I see as a question is, how to win with Speed Mob?
To win, you need to score and prevent from scoring.
With available secondaries, there seems to be no interesting way how to score. The situation is worse than ever.
So the only chance is to smash opponent from the table.
But Adrenalin Junkies - is it more lethal than freebootas? …..
Freebootas makes no sence in Speedmob. They works just with all-in strategy.
I' m trying to find some synergy with another clans…
You only really miss out on Raise Banners and Octarius Data, so there's plenty of options for secondaries.
But overall, Speed Mobs will rely on smashing their opponent to bits early and then mopping up secondaries when they can't do anything to really stop you.
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![[Post New]](/s/i/i.gif) 2021/11/06 13:19:36
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Flashy Flashgitz
North Carolina
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Army of renown and BA supplement look like big misses for competitive play.
Army of renown is way too restrictive while not doing anything better than FB already is for buggies.
Blood axes just meh. There’s some ok, and I mean just OK, tricks in their but really BA are pretty weak for infantry build in comparison to goffs or DS. Fight detecta is a cool trick but you’ll only get people with it so many times.
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![[Post New]](/s/i/i.gif) 2021/11/06 13:39:24
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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I mean being limited to
Warboss on bike/wartrike
Bikes and deffkoptas
Buggies and wagons
Aircraft
In your entire army is a pretty big restriction..
This physically limits you to only taking outriders since you can never take a bigger detachment with the warboss restriction and can’t take troops so you can only take outrider.
In a 2k list you pretty much have to take as the only real list.
Detachment 1- freebooter
a warboss on bike- killaklaw and BBK
3 units of 5x Warbikers
5x deffkoptas (boomboys specialist)
1 squigbuggy w nitro squig
1 squigbuggy
1x Dakkajets (aircraft are unit that benefits from freebooter)
Detachment 2-freebooter
Wartrike- speedking (warlord) (freebooter banner if you want)
1x squigbuggy
1x scrapjet
1x scrapjet
1x scrapjet
4x deffkoptas (boomboys specialist)
1x Boosta-Blasta
Wazbom (only other unit benefiting from freebooter trigger plus the reroll 1 strat)
8 command points left over unless you take freebooter banner for 7
I mean with warlord restrictions and rule of 3 and no infantry to transport and unit size limitations… the only real choice is which klan to take since most units in this list don’t benefit from the kultures anyway except aircraft and wagons… the only klan worth taking is freebooter for the aircraft and if you want a gunwagon
Automatically Appended Next Post:
Dendarien wrote:Army of renown and BA supplement look like big misses for competitive play.
Army of renown is way too restrictive while not doing anything better than FB already is for buggies.
Blood axes just meh. There’s some ok, and I mean just OK, tricks in their but really BA are pretty weak for infantry build in comparison to goffs or DS. Fight detecta is a cool trick but you’ll only get people with it so many times.
I mean bloodaxes codex is just extra choices it doesn’t make that list worse only better.. it’s minor increases but it’s still okay but i agree freebooter normal is still strong
But an army of renown isn’t bad with my above list you get 7 buggies and wartrike, 9 deffkopta boomboys/speedmob, 16 bikers and 2 aircraft…. The biggest Loss from other competitive lists is no more big Mek kff but a lot already has an invul in this list and/or get benefit from cloud of smoke strat
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This message was edited 9 times. Last update was at 2021/11/06 14:11:46
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![[Post New]](/s/i/i.gif) 2021/11/06 13:51:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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Definitely not Freebootas for planes and Kannonwagon.
Kannonwagon has +1 to hit by default, so it mostly cannot benefit from FB kulture at all (except big shootas…) And you have not enough FB kulture model to really benefit.
Maybe skip that at all, take some mek gunz and take more deffkoptas.
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![[Post New]](/s/i/i.gif) 2021/11/06 13:55:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Tomsug wrote:Definitely not Freebootas for planes and Kannonwagon.
Kannonwagon has +1 to hit by default, so it mostly cannot benefit from FB kulture at all (except big shootas…) And you have not enough FB kulture model to really benefit.
Maybe skip that at all, take some mek gunz and take more deffkoptas.
I mean the freebooter ability literally only says a freebooter unit can trigger this which is why Mek guns are used…
If your entire army is freebooters but don’t benefit from the kultur the Dakkajet and wazbom will likely be getting +1 to hit from the rest of the army…
I only mentioned kannonwagons because there is literally no reason to take any other wagon. I won’t use a kannon wagon in this list.
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![[Post New]](/s/i/i.gif) 2021/11/06 14:26:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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Goonhammer preview:
“… you could just decide you still want a wing of Freebooterz planes soaring overhead (though the first one will need to land a kill unbuffed to switch things on, as the bonus only kicks off from units that have the Kultur, not the Keyword)”
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![[Post New]](/s/i/i.gif) 2021/11/06 14:35:20
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Ya they are wrong… it happens they mess up a lot.
I mean in 8th Ed codex it did say kultur not klan
But 9th edition Gw changed it to klan trigger And kultur benefit
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This message was edited 1 time. Last update was at 2021/11/06 14:46:49
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![[Post New]](/s/i/i.gif) 2021/11/06 14:37:03
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Krazy Grot Kutta Driva
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Really sad the Speed Mob will never profit from a regular Waaagh. Would have made for a neat Warbike first turn strike.
Otherwise I think its a valid alternative to the Freebooters Buggy Spam as you skip the competetive streak gamble for the wound rerolls. Also the ObSec warboss with Badskull Banner and ARD as nails sounds like a fun objective stealer.
But to be fair the restrictions on Secondaries are tough, that list really needs to cripple an opponent turn 1-2.
Still I really like it, have always been a fan of the Speedwaaagh without infantry and this will be great for anything up to semi competetive, not sure if it will reach our top 3 builds.
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![[Post New]](/s/i/i.gif) 2021/11/06 14:44:02
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Grotrebel wrote:Really sad the Speed Mob will never profit from a regular Waaagh. Would have made for a neat Warbike first turn strike.
Otherwise I think its a valid alternative to the Freebooters Buggy Spam as you skip the competetive streak gamble for the wound rerolls. Also the ObSec warboss with Badskull Banner and ARD as nails sounds like a fun objective stealer.
But to be fair the restrictions on Secondaries are tough, that list really needs to cripple an opponent turn 1-2.
Still I really like it, have always been a fan of the Speedwaaagh without infantry and this will be great for anything up to semi competetive, not sure if it will reach our top 3 builds.
I mean the socal open won using 9 buggies, warbikes, 4 aircraft and a bigmek with 3 Mek guns… it’s essentially the same list minus big Mek and mekguns… the bigmek was just a throwaway kff which this army already gets more 5++ invul the entire game. Plus the warbikers gain alot more and deffkoptas seem to be better then mekguns now as well. The fact all the warbikes are obj secured just made that list stronger imho
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This message was edited 1 time. Last update was at 2021/11/06 14:45:08
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![[Post New]](/s/i/i.gif) 2021/11/08 13:08:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Flashy Flashgitz
North Carolina
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Tomsug wrote:Goonhammer preview:
“… you could just decide you still want a wing of Freebooterz planes soaring overhead (though the first one will need to land a kill unbuffed to switch things on, as the bonus only kicks off from units that have the Kultur, not the Keyword)”
They are wrong. You can still have the other units proc the FB buff. It’s the same logic as mek gunz proccing the buff.
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![[Post New]](/s/i/i.gif) 2021/11/06 15:04:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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I know Speed King looks great as the second HQ's trait for the current way of playing buggy spam, but am I the only one taking a second look at Fasta Than Yooz? This entire army will be perpetually advancing except the turns when we want to assault, having the wartrike going around giving advance+charge for our now obsec warbikers seems like a great bonus, plus fallback and charge to make multi-turn combats efficient.
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This message was edited 1 time. Last update was at 2021/11/06 15:05:13
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![[Post New]](/s/i/i.gif) 2021/11/06 15:45:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Crashing through strat on deffkoptas are amazing it’s a speedfreak vehicle so a squad of 5 gives 5x d3 mortal wounds on charge for 1cp
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![[Post New]](/s/i/i.gif) 2021/11/06 15:52:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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gungo wrote:Crashing through strat on deffkoptas are amazing it’s a speedfreak vehicle so a squad of 5 gives 5x d3 mortal wounds on charge for 1cp
Yeah, koptas rock like a hell. With Attack Out O’ Da Sun too.
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![[Post New]](/s/i/i.gif) 2021/11/06 17:04:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Grovelin' Grot
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Hey all you krumpin dudes,
Haven't played since 8th, haven't really kept up to speed with how the game has changed. But major changes seem to be; Everything got more bulky. More wounds, better saves. Game board got smaller.
I am ideally looking to build a mech list, with flash gitz. Battlewagon is their best transport option? As it's cheap. Vs loading a large amount of my points into 2 units.
Even though freebootas or bad moonz seem like the obvious choice, would death skullz work well for a mech list? Basically I'd have objsec on troops, but a FNP on all MWs even for the vehicles? So my flash gitz would be objsec, and then a few units of kommados for securing other objectives?
Dreds seem to outclass kanz, due to LD issues and lack of kultur on the kanz. Burna Boyz seem pretty nasty now (finally).
A KFF seems decent for the burn on turn 1. Would running without a waagh badly hinder a mech list?
Looking forward to looting the corpses of my enemies for all dem shiney reef!
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![[Post New]](/s/i/i.gif) 2021/11/06 17:16:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Tomsug wrote:gungo wrote:Crashing through strat on deffkoptas are amazing it’s a speedfreak vehicle so a squad of 5 gives 5x d3 mortal wounds on charge for 1cp
Yeah, koptas rock like a hell. With Attack Out O’ Da Sun too.
It’s a good fire and fade strat but 2cp is a lot.. it’s amazing though if you want to remove your deffkoptas from combat after you use crashing through strat, use all your atks from charge and then leave the board.
I mean deffkoptas are more durable now w speedmob.
Although I rather use my command points for crashing through, blitza Dakka, ramming speed, cloud of smoke and gitz over here (to save a unit that’s locked in combat).
But yes it’s a great thing to have in your pocket when those 5 Dakkajets are in a bad spot. Even as speedmob boomboys they are a fragile glass cannon unit.
Here’s my current idea and I think it’s better then the regular freebooter speedwaagh.
https://www.dakkadakka.com/dakkaforum/posts/list/801817.page
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This message was edited 4 times. Last update was at 2021/11/06 18:29:29
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![[Post New]](/s/i/i.gif) 2021/11/06 18:43:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Mythic Miniatures wrote:Hey all you krumpin dudes,
Haven't played since 8th, haven't really kept up to speed with how the game has changed. But major changes seem to be; Everything got more bulky. More wounds, better saves. Game board got smaller.
I am ideally looking to build a mech list, with flash gitz. Battlewagon is their best transport option? As it's cheap. Vs loading a large amount of my points into 2 units.
Even though freebootas or bad moonz seem like the obvious choice, would death skullz work well for a mech list? Basically I'd have objsec on troops, but a FNP on all MWs even for the vehicles? So my flash gitz would be objsec, and then a few units of kommados for securing other objectives?
Dreds seem to outclass kanz, due to LD issues and lack of kultur on the kanz. Burna Boyz seem pretty nasty now (finally).
A KFF seems decent for the burn on turn 1. Would running without a waagh badly hinder a mech list?
Looking forward to looting the corpses of my enemies for all dem shiney reef!
Welcome back to the Waaagh.
Mech lists are primarily buggy heavy at the moment, with Trukkboys if you fancy it. If you wanted mechanised with Flash Gits, I personally would go Freebootaz, Bad Moons or Deathskulls, in that order. I would also go with them in trukks alongside buggies, kind of as another buggy. Flash Gits could also be alright in a Squiggoth howdah.
I don't have a lot of experience with Flash Gits or Squiggoths though, so take my input with a pinch of salt.
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![[Post New]](/s/i/i.gif) 2021/11/06 19:54:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rogue Grot Kannon Gunna
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I believe there is a list out there for the Speed Freaks army. Since I hate the FB list and I´m doing fairly good with my triple squigboss treath, Board control and half MSU is always a good thing and there are nice combo to take advantage of:
ES Outrider
Deffkilla watrike Warlord and Relic (Fasta than Youz + Redder paint+ MW on CC Kustom Job)
9x Warbikers + PK
9x Warbikers + PK
5x Warbikers + PK
1 Nitro Squig RTS
1 RTS
1 RTS
1 Dakkajet 6x Supashoota
ES Outrider
Warboss on warbike +Relic Klaw and Killy but Brutal
1x MTSJ
1x MTSJ
1x MTSJ with Chains ( MW on fall back)
3x Deffkoptas
3x Deffkoptas
1 Dakkajet 6x Supashoota
-------------
The deffkilla is in for abusing adv+charge bikes T1 and 2 when he should be up there, giving fight last, in order to nuke mid,easy targets.
The Warbikers is killing caracthers or veichles. (1 warbiker boss = 1 dead Dreadknight :( )
The warbikers on Speedwaahg turn shoots 108 shots AND have AP1 AND move 20" and shoots AND for 1 Cp rerolls 1 to hit AND get +1A on charge AND they are obsec AND they have 5++ AND can get +1AP and 1S for 2CP... just dont charge stuff that spam D3 and you are good to go.
The squigs are backfield or frontrow to screen (Yep. often those 2d6 mortar shots wont do much)
The MTSJ are there to do their job + use Crashing Trhu, if possible with warbikers.
Deffkoptas can use the new strat and move 20" and shoot their rockets.
Planes might get nerfed to 1 per detachment so they are there for thatand use the reroll 1 to hit strat to snipe char or clean chaff.
You get 7+5 CP to spam reroll to hits, autopass +warboss morale strat and crashing trhu + Chaaarge.
I think it has legs and might really counter 120 skitarii and drukhari. You can also effectvively cover an entire obj only by sheer base size.
Forgot a MANDATORY -1 to hit from the deffkoptas in the back that basically cover the whole army. So you start with 5, if you go second
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This message was edited 1 time. Last update was at 2021/11/06 19:57:44
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![[Post New]](/s/i/i.gif) 2021/11/06 22:24:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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ive been running a squad of 9 warbikers in a badmoonz list and i gotta tell ya during a SpeedWaagh they can lay on the hurt. Dakkaguns being 24" in Badmoonz is super useful, they can actually reach something theyre not about to charge. Also, Badmoonz' strat is Core locked and not Infantry Core locked so thats 90 (108 during T1 Waagh!) S5 Ap1 shots with exploding 6s at 12" (24" if you wanna burn more cp for More Dakka). Except for crap they shouldnt be shooting anyway theyve been deleting anything they hit lol. Obviously it wont do jack to a heavy vehicle.
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This message was edited 1 time. Last update was at 2021/11/06 22:26:40
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2021/11/06 22:46:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Grovelin' Grot
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Afrodactyl wrote:
Welcome back to the Waaagh.
Mech lists are primarily buggy heavy at the moment, with Trukkboys if you fancy it. If you wanted mechanised with Flash Gits, I personally would go Freebootaz, Bad Moons or Deathskulls, in that order. I would also go with them in trukks alongside buggies, kind of as another buggy. Flash Gits could also be alright in a Squiggoth howdah.
I don't have a lot of experience with Flash Gits or Squiggoths though, so take my input with a pinch of salt.
Thanks for the input! I don't have any buggies, but I'm sure there's plenty of bits lying around to make a few ramshackle buggies! Plus... You know... Reason to buy more shame piles...to join my garage of shame.
What detachments are people typically using? Do you still just have to fluff up most lists with a couple Boyz units to get the detachment battleforged? Wondering if it's possible to build boyless lists?/troopless.
I am also assuming that as Orks seem to have some more consistent damage output with the weapon profiles, that the other armies have equally gotten some boosts. So things like the battlewagons are still comparatively squishy? As in 8th where if someone wanted it ded. It ded? (The wagons look tough as nails on paper).
EDIT: also specialist mobs remove the clan keyword? So it's a choice between specialist mob Vs kultur? But custom jobs can be applied to any mob regardless and they keep their kultur.
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This message was edited 1 time. Last update was at 2021/11/06 22:50:17
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![[Post New]](/s/i/i.gif) 2112/08/07 01:19:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Flashy Flashgitz
North Carolina
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The biggest problem I have with the army of renown is you have no infantry. Depending on the terrain layout (e.g. the GW GT format) that army will be a nightmare to move around the table.
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![[Post New]](/s/i/i.gif) 2021/11/07 01:50:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Tomsug wrote:Definitely not Freebootas for planes and Kannonwagon.
Kannonwagon has +1 to hit by default, so it mostly cannot benefit from FB kulture at all (except big shootas…) And you have not enough FB kulture model to really benefit.
Maybe skip that at all, take some mek gunz and take more deffkoptas.
It's worth noting that kannonwagons do not have the WAGON keyword and therefore are not available to the army of reknown...
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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) 2021/11/07 07:09:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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Jidmah wrote:
It's worth noting that kannonwagons do not have the WAGON keyword and therefore are not available to the army of reknown...
Hell…..
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This message was edited 1 time. Last update was at 2021/11/07 07:10:01
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![[Post New]](/s/i/i.gif) 2021/11/07 08:55:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Mekboy Hammerin' Somethin'
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Dendarien wrote:The biggest problem I have with the army of renown is you have no infantry. Depending on the terrain layout (e.g. the GW GT format) that army will be a nightmare to move around the table.
Which is why I think we need lots of Koptas, at least 10. Once we have the exact wording, if we can make them boomboyz or the thing that gives them a cover save if shot from more than 6 away, then all the better.
Koptas can start behind terrain, unlike non sguig buggies (you lose too much movement moving around said terrain).
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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) 2021/11/07 09:02:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Units of 5 koptas super-suck because of morale though. They are quite vulnerable to both high damage weapons like melta and lances, as well high RoF weapons or melee weapons with 2 damage can easily cause additional moral casualties with next to no effort. In my experience, 3 is the best way to run them, but then again 3x3 koptas plus 3 units of warbikers would eat a lot of slots and it seems like one should avoid tripple outrider. I think the army of renown is on a similar level as the DG's terminus est. It's a good option when you want to run an army that looks like that, but the hefty limitations imposed on it will keep it from placing regularly, especially once the squigbuggies have received their bonk with the nerf bat.
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This message was edited 3 times. Last update was at 2021/11/07 09:09:48
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2021/11/07 10:12:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Jidmah wrote:Units of 5 koptas super-suck because of morale though. They are quite vulnerable to both high damage weapons like melta and lances, as well high RoF weapons or melee weapons with 2 damage can easily cause additional moral casualties with next to no effort.
In my experience, 3 is the best way to run them, but then again 3x3 koptas plus 3 units of warbikers would eat a lot of slots and it seems like one should avoid tripple outrider.
I think the army of renown is on a similar level as the DG's terminus est. It's a good option when you want to run an army that looks like that, but the hefty limitations imposed on it will keep it from placing regularly, especially once the squigbuggies have received their bonk with the nerf bat.
You can sorta mitigate this a bit. They are a tiny bit more durable with the 5+ invul
If you limit your list to 1 unit of 5 deffkoptas
You can move and fire turn 1, charge with 5d3 mortals with crashing through, go through the enhanced speedmob assault with 5 deffkoptas for 45 str 5 ap-1 atks
Then use out da sun to remove them from combat and the board and place them in reserves.
Not sure if that’s viable just to use the 5d3 mortal charge 2x in row.
I think 3x3 Koptas are ok, you can even stick with just 2x as well. I mean rokkit shooting is just ok even with boomboys. It’s that brutal charge strat that makes them hit hard.
The army of renown is so limited with 2x outriders you have 12 FA slots.
3x warbikers, 3x scrap jets, 3x squigbuggies, and 3x your choice of deffkoptas or another buggy…it’s not a lot left to chose.
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This message was edited 2 times. Last update was at 2021/11/07 10:20:03
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