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Made in us
Longtime Dakkanaut




Shootas need to allow boys to move adv shoot

Grots have thier own problem but grot shields on boys mob as a free innate ability is nice.

Bring back +1 atk w 20 boys

Drop boys 1pt

Make boys 6ld, nob is 7, ever 10 boys is +1 ld
10+ Equal 8ld, 20+ equal 9ld, 30 equal 10ld…

Which means boys are better w morale the large the unit.. but once you kill some they break up quickly. This means specialist are more likely to break like now unless they are 10+.

Mob rule ignoring half strength is fine.

Do the above and boys and greentide are fine…
   
Made in it
Waaagh! Ork Warboss




Italy

Gretchins did have a similar rule in 3rd, they granted 5+ cover to friendly units behind them and each successful cover roll killed a gretchin in return.

I disagree about bonuses on 20+ man squads. Blasts are maxed out at 11+, so also offensive buffs should be triggered at 11+. 11-19 dudes are already large squads for GW standards. Maybe add +1A for 11+ dudes and also +1LD for 20+ dudes.

The real point of upgrading the boyz is to give a purpose to every possible size of the squad, not just min squads or blobs. Also 15-20 man squads should exist.

This message was edited 1 time. Last update was at 2021/11/11 13:17:11


 
   
Made in us
Longtime Dakkanaut




I mean purpose of 20 was transport capacity
   
Made in ca
Gargantuan Gargant






They really should just make a separate shoota boy and slugga boy datasheet to be honest. It's been very rare when they've been balanced against one another (the closest I think was 5th edition and early 8th ed) and having separate datasheets makes it so they can specialize in making the primary weapon relevant.

Shoota boyz should either be BS4+ base or have some type of mob ability where a squad of 11+ or more gets +1 to hit if they all shoot at the same target. Maybe even increasing the number of shots they make with their shootas?

Slugga boyz get back their old +1A if there's 11+ or more in the squad.

In both cases, bosspoles should come back to allow you to reroll failed morale and +1Ld as others have mentioned for every 10 boyz in the squad. Having Nobz and Warbosses buff that further also makes it so we don't just have a CC buff and a ridiculously overpriced ignore morale strat (should be 0CP).
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Grimskul wrote:
They really should just make a separate shoota boy and slugga boy datasheet to be honest. It's been very rare when they've been balanced against one another (the closest I think was 5th edition and early 8th ed) and having separate datasheets makes it so they can specialize in making the primary weapon relevant.

I can assure you that the only reason to run slugga boyz in 5th was because you could get them cheap from AOBR

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. 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
 Grimskul wrote:
They really should just make a separate shoota boy and slugga boy datasheet to be honest. It's been very rare when they've been balanced against one another (the closest I think was 5th edition and early 8th ed) and having separate datasheets makes it so they can specialize in making the primary weapon relevant.

I can assure you that the only reason to run slugga boyz in 5th was because you could get them cheap from AOBR


Haha, you're not wrong!

If they also at least made the caveat that you could advance and shoot with Dakka weapons with a -1 to hit penalty, it would make so many Ork units more mobile again without having to rely on a regiment of renown.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Ugh, the ork codex is such a mess in that regard.

When looking at the masterfully crafted DG codex where everything locks into each other with next to no rules issues, creative and flavorful mechanics and great gameplay feel for almost every unit, and then look at the cobbled-together ramshackle piece of scrap that the ork codex is, I wonder how both these books can come out of the same rules team.

Well, at least it's a fun piece of scrap.

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. 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
Ugh, the ork codex is such a mess in that regard.

When looking at the masterfully crafted DG codex where everything locks into each other with next to no rules issues, creative and flavorful mechanics and great gameplay feel for almost every unit, and then look at the cobbled-together ramshackle piece of scrap that the ork codex is, I wonder how both these books can come out of the same rules team.

Well, at least it's a fun piece of scrap.


Yeah, I believe another poster said it best that it seems like there were different teams writing rulesets for separate parts of the codex at the same time that they then had to mash their together into one codex on short notice in order to make it in time for the printers to churn them out. There's definitely a general lack of synergy and it feels like the majority of our units just kind of exist with one another rather than having a clear design philsophy of how which units are meant to support one another.

Better than the 7th ed codex and whatever malarky the WAAAGH! Ghazzy supplement was.

This message was edited 1 time. Last update was at 2021/11/11 14:33:59


 
   
Made in nl
Maniacal Gibbering Madboy





Not sure if it would be a solution. But to me, to fix boyz would be something like... giving painboy an apothecary like treatment, where it could raise 2d3 boys a turn, it would solve some of the issues and solidify it as mandatory support for boyz bricks. this would counteract the massive attrition boyz receive through the game.

But still boyz needing something like that just says how dysfunctional they are. To me they should just remake them. Suggesting point decrease wont fundamentally change their issue, it will feels like a band aid.

But maybe a better solution will be found, not that i am confident on GW.

This message was edited 1 time. Last update was at 2021/11/11 17:03:41


 
   
Made in us
Longtime Dakkanaut




I mean it’s safe to save no major changes will buff us until 10th… the quarterly update thing was just a reason to throw an emergency nerf to orks…
If they continue the quarterly update and don’t just abandon the idea midway through 2022 it will only consist of minor halfthought rules updates. I don’t see them buffing boys at all especially as they are already looking toward 10th. If chapter approved doesn’t reduce the cost of boys it won’t happen. I do expect more point hikes for us.

This message was edited 2 times. Last update was at 2021/11/11 17:09:42


 
   
Made in ca
Gargantuan Gargant






Forceride wrote:
Not sure if it would be a solution. But to me, to fix boyz would be something like... giving painboy an apothecary like treatment, where it could raise 2d3 boys a turn, it would solve some of the issues and solidify it as mandatory support for boyz bricks. this would counteract the massive attrition boyz receive through the game.

But still boyz needing something like that just says how dysfunctional they are. To me they should just remake them. Suggesting point decrease wont fundamentally change their issue, it will feels like a band aid.

But maybe a better solution will be found, not that i am confident on GW.


Frankly, I always felt like it was a missed opportunity that Painboyz couldn't give some type of "Fighty Juice" buff to one unit with 3" of them that makes an Ork unit either faster, hit harder, or tankier, at the risk of taking mortal wounds at the end of the phase depending on which you chose. I feel like it's very hard to scale the durability on horde units without it being obnoxious or pointless as it is right now. Though the 2D3 boyz honestly might be a good compromise versus just giving out a 6+++ save.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah you'd think painboyz would be injecting orks with "eksperimental gak" to see what happened.
Though to be fair GW would never give orks anything like that without it being 60% just plain bad, 20% decent, 10% holy crap OP, and 10% "The unit just died" level of bad.

This message was edited 1 time. Last update was at 2021/11/11 18:33:39


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fr
Mekboy Hammerin' Somethin'






 Vineheart01 wrote:
Yeah you'd think painboyz would be injecting orks with "eksperimental gak" to see what happened.
Though to be fair GW would never give orks anything like that without it being 60% just plain bad, 20% decent, 10% holy crap OP, and 10% "The unit just died" level of bad.


We would get rules like that if we had an ork advocate on the GW rule design team. The fact that we don’t, is to attribute to the absence of such a person on the rule team.
I agree it would be so cool to inject buff stuff with our painboys into our boyz !

This message was edited 1 time. Last update was at 2021/11/12 07:52:52


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in dk
Longtime Dakkanaut




 Jidmah wrote:
Ugh, the ork codex is such a mess in that regard.

When looking at the masterfully crafted DG codex where everything locks into each other with next to no rules issues, creative and flavorful mechanics and great gameplay feel for almost every unit, and then look at the cobbled-together ramshackle piece of scrap that the ork codex is, I wonder how both these books can come out of the same rules team.

Well, at least it's a fun piece of scrap.



Rumour has it that it was supposed to release after the Grey Knigts codex but was moved forwards. And the Ork codex definitely contains a lot of oversights, like the way that both the Speedwagh and the Evil sunz kultur gives the same buff to assault weapons, a weapon type almost entirely replaced with a Dakka profile. Thats just bad design.

And then there are the new Waagh discipline, which is mostly different types of smite, and the specialist lads, of which everything but trukkboyz is underwhelming. And the Mek Gunz, who has four quite similar profiles, of which one is straight up better than the others, pretty much regardless of opponent. Mek gunz also has LD 4 whereas Kans have LD 6. Is that a mistake? Who knows...


Automatically Appended Next Post:
gungo wrote:
Shootas need to allow boys to move adv shoot

Grots have thier own problem but grot shields on boys mob as a free innate ability is nice.

Bring back +1 atk w 20 boys

Drop boys 1pt

Make boys 6ld, nob is 7, ever 10 boys is +1 ld
10+ Equal 8ld, 20+ equal 9ld, 30 equal 10ld…

Which means boys are better w morale the large the unit.. but once you kill some they break up quickly. This means specialist are more likely to break like now unless they are 10+.

Mob rule ignoring half strength is fine.

Do the above and boys and greentide are fine…


I definitely disagree that the Boyz should have +1 attack. One of the problems with boyz is that they have a lot of melee damage output, and easy acces to offensive melee buffs from Goffs, Waagh, Weirdboyz, Warbosses etc. And in order to cost them appropriatley, in light of their potential damage output, they end up becoming slow moving glasscannons. It would be better, if more of the buffs were durability buffs and/or movement buffs.

Lootas and Tankbustas are even more affected by this. If they had lower damage output they could be costed more like burna boyz.

This message was edited 2 times. Last update was at 2021/11/12 10:04:36


 
   
Made in fr
Mekboy Hammerin' Somethin'






If anyone please knows, how many CPs is the warzone supplement "Surprise !" (fight last and lose benefits of the charge) stratagem for blodd axe kommandos ?

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Longtime Dakkanaut




pismakron wrote:

I think a lot could be done to make boyz better:
1) Reduce boyz points to 8ppm
2) Reduce the trukk points to 55-60 points
3) Reduce the painboy to 60 points.
4) Let shootas be Assault 3 or let them remain Dakka 2/3 but with S4AP1. Adding 6" to their range could also be contemplated.
5) Give them +1 LD when close to a warboss and +1 LD when close to a Banner Nob and +1 LD when more than 15 models. Cumulative.
6) Instead of having a "grot shield" stratagam, make grot shields an innate Boyz ability like this: Grot shields: Everytime you remove an ork boyz model as a casualty, you can instead remove a Gretchin model within 3". Not huge, but it allows you to add 5 ppm ablative wounds to a boyz mob.
7) I think Kommandos are really good, and Stormboyz are fine as they are, and both units are often taken in competetive lists.
8) I dont like the idea of allowing all boyz be trukkboyz in a list. It wouldn't fix our troop slot, it would just make it possible to make gimmicky skew lists.


1-3 would help a bit, as Jid mentioned, the Painboy is borderline useless and could easily go to 50pts without being auto-include. I'd go even further and say you could make him 35pts and he wouldn't be that broken. What is he? A glorified nob with a PK and the ability to grant 6+ FNP and heal 2 wounds a turn. A Nob with a PK is currently over priced at 28pts, so giving him that healing ability for what amounts to 7 actual points or realistically 10pts if the nob was correctly priced, seems about right. Conversely I would really like to see a fluffy/competitive rule added to the Painboy/boss where his FNP becomes similar to Resurrection protocols. Lets say you take 5 wounds from 2Dmg weapons, so 10 total dmg, to save 1 model you would need to roll 2 6s in a row, what if instead you rolled all 10 dice together and for every 2 6s you save 1 model, and you say its just the doc ripping bits off the dead and re-attaching it to the living to make them functional again

For #4. I want to lump in this quote
 Grimskul wrote:

If they also at least made the caveat that you could advance and shoot with Dakka weapons with a -1 to hit penalty, it would make so many Ork units more mobile again without having to rely on a regiment of renown.
Lets take a moment and establish the basis for this argument. Are Intercessors good at shooting? IE are they a "competitive" unit by themselves when armed with their 30' S4 -1AP 2 shot Boltguns? I would argue they are ok, but they aren't competitive. The game is just too durable/deadly for them to make much of an impact. So with that in mind, lets compared a 180pts of Intercessors to 180pts of Shoota boyz.

Currently 180pts of Intercessors is 9 models, 18 shots, 12 hits, 6 wounds and 3dmg vs a Marine profile, at 30' range.
180pts of Shoota boyz is 20 models, 40/60 shots, 13/20 hits, 6.6/10 wounds and 2.2/3.3dmg. at 18 and 9' range. So at HALF range, if you can get 20 shoota boyz into 9' you can do 0.3dmg MORE on average than an unbuffed unit of Intercessors who are camping in cover at 30' range and who can shoot turn 1. When you add in the durability difference...holy crap. Those intercessors have 18 T4 3+ save wounds compared to the Boyz with 20 T5 6+ save wounds. The intercessors are perfectly capable of camping the entire game in cover, the boyz HAVE to move/advance turn 1 to even get in range. The design paradigm here is that boyz are cheap throwaway shooting units that can inflict massive dmg if they can get into range. That just isn't the case right now though. So lets take ALL the buffs proposed for shoota boyz. Make them assault 3, give them 6+ range and give them -1AP. Now they are 24' range S4-1AP 3 shots. So now at 24' range they do 60 shots, 20 hits, 10 wounds and 5dmg. That is roughly 60% MORE than the intercessors can do right now, but at 6' shorter range. Sounds broken right? ok, lets put that in perspective, that is 180pts of Orkz killing on average 2.5 Marine equivalent models OR 3.3 if they are in cover, that is roughly 50pts of intercessors dead or 33pts if in cover. A unit of 180pts of Intercessors shooting back would kill on average 4 Ork models or 36pts of Orkz right now. So they would be more deadly than the intercessors but would have little to no staying power. This would actually make them a realistic choice compared to what they currently are.

As far as the advance/shoot mechanic with -1 to hit. its a bit time consuming and wouldn't be very impactful, but if you teamed it with re-writing the Evil Sunz rules to allow them to work on dakka gunz it would be useful and a solid ruleset teamed with a kulture.

pismakron wrote:

I definitely disagree that the Boyz should have +1 attack. One of the problems with boyz is that they have a lot of melee damage output, and easy acces to offensive melee buffs from Goffs, Waagh, Weirdboyz, Warbosses etc. And in order to cost them appropriatley, in light of their potential damage output, they end up becoming slow moving glasscannons. It would be better, if more of the buffs were durability buffs and/or movement buffs.

Lootas and Tankbustas are even more affected by this. If they had lower damage output they could be costed more like burna boyz.


I agree with you in regards to the +1 attack for 10 or 20+ boyz. Dmg output wise Ork boyz are doing OK. 10 boyz in CC will average 5dmg to a Marine unit, thats 90pts inflicting roughly 50pts of dmg to a Marine unit, not bad. And as mentioned, they have easy access to dmg increasing buffs like warboss/weirdboy or going goff/waaaagh. A goff Boy in a Waaagh turn near a warboss ends up with 40 attacks, 40 hits (Hitting on 2s, 6s cause 2 hits), 26.6 wounds and 13.3dmg or 90pts of Ork boyz killing 133pts of Marines. I think the better buff would be to Leadership. Being within 6' of a warboss or Nobz unit is +1 leadership (This one can't stack with other warboss/nobz), 10+ models gain +1 LD, 15+ gain +2LD and 20+ gain +3LD. that might sound too good, but Boyz are LD7 with a Nob, So if you had a 30 blob near a warboss You would have +4 leadership, or leadership 11. If you lose 10 models you still basically fail morale, if you lose 8 models you have an average chance of failing morale. So its a buff in that you have to kill more than 4 orkz, but its not OP enough where boyz units become immune to morale.

Now with Lootas...absolutely disagree in the extreme! I've run the numbers many times but lets do it with the "Post nerf" Chickenwalkers, They lost core, and they went up 10ppm. A Chickenwalker is now 75pts, it puts out 6 shots, hitting on 2s (doctrina) so 5 hits, That works out to 1 hit per 15pts. A unit of Lootas is 85pts they get 8/12 shots for 2.6/4 hits they also get 3/5 shots from a bigshoota for 1/1.6 hits at S5. That works out to 1 Auto-cannon hit per 32/21pts The big shoota is...irrelevant. Even if you took out the 17pts for the spanner you HAVE to take its 26/17pts per hit. So still worse than the chickenwalker that has gone through 2 separate nerfs. Durability wise...holy crap, that chickenwalker is T6 6 wounds, has a 3+ save, and a built in 6+ invuln. Its also twice as fast as the Lootas with M10 and really doesn't worry about leadership. And here is the best part...NOBODY TAKES Auto-cannon CHICKENWALKERS! because they aren't good. 1 hit per 15pts with S7 -1AP 2dmg isn't considered competitive. Ad-mech players prefer the lascannon upgrade for 10pts which gives them 2 shots at S9 AP-3 D3+3dmg.

At the moment Lootas SHOULD BE priced at Burna prices, at 11ppm a unit of lootas would go to 21/13 points per hit. "Oh but Semper, what if they are freeboota and got +1 to hit, than they would be broken!" Not really. 11ppm Lootas if they hit on 4s would go to 4/6 hits which works out to 13/9.1 points per hit, so better than the chickenwalkers but as mentioned, those aren't considered competitive and more importantly, they are the definition of glass cannons since they are still walking around with a 6+ save. "Yeah but what if they were put in a trukk!" ok, good for them? you just artificially added 70pts to their unit price and didn't increase their dmg output in the slightest. All you have effectively done is make them more durable but cost more than twice as much.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Bloody new codex. Bloody new extensions etc. I paint like a hell and still not enough!

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Longtime Dakkanaut




Lol my painting is so far behind… there is just a lot of big models. I try to magnetize as well so the buggies are actually easier since they don’t need magnets.
   
Made in fr
Mekboy Hammerin' Somethin'






gungo wrote:
Lol my painting is so far behind… there is just a lot of big models. I try to magnetize as well so the buggies are actually easier since they don’t need magnets.


Wait till you start in a kill rig. You have ne felt pain until you start on that kit. So many ducking pieces… you will way duck even more times than in that Limp Bizkit song (« hot dog » I think)

This message was edited 1 time. Last update was at 2021/11/13 18:36:26


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Longtime Dakkanaut




 addnid wrote:
gungo wrote:
Lol my painting is so far behind… there is just a lot of big models. I try to magnetize as well so the buggies are actually easier since they don’t need magnets.


Wait till you start in a kill rig. You have ne felt pain until you start on that kit. So many ducking pieces… you will way duck even more times than in that Limp Bizkit song (« hot dog » I think)


While i picked up snagga box and killteam box and another 3x squig hogs… the Killrig and boss on squig and bunka got tossed in the just get me this stuff for Xmas pile. So I have to hold off til then. Which is fine I’m so far behind on painting…
   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

Question.

The kommandos unit. Says for every 10 models I can take X weapon. Does that mean if I have a unit of 10 I could have a big shoota and a rokkit? Or only I can have 1? Or do I need 10 models and THEN any additional models can take X weapon?

Kommandos seem great otherwise, flexible weapons, the additional saves, and cheap weapons compared to other Boyz units.

How are you running your kommandos?

 
   
Made in gb
Been Around the Block





It says “one of the following” so you have to pick one.


Automatically Appended Next Post:
I have a question about melee. Imagine I take a model with 2 melee weapons for example my Nob on smasha squig, and I equip with Headwoppas Kill choppa. So how many attacks do I get from the nob (excluding the squig jawz and Ead smash)? And which melee profiles do I use to make each attack, do I make 4 with the kill choppa?


Automatically Appended Next Post:
Or if I take a regular Nob and swap the slugga for a big choppa, so he has a choppa and a big choppa. How many melee attacks is that and with which profile?

This message was edited 2 times. Last update was at 2021/11/13 22:14:24


 
   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

It doesn't say one of the following.

It says verbatum; (UK Dex)
For every 10 models this unit contains, 1 kommando's slugga and choppa can be replaced with 1 X.

It repeats that for every option available.

So by its wording, for every 10 models I can take 1 of each of those weapons, as the limitation is only on how many kommandos can take the weapon.

To paraphrase the entire section would read;
For every 10 models this unit contains, you can take 1; BS, BR... Etc...

In fact even the option for bomb squig and distract grot are for every 10 models, this unit can take. Which would mean then those are an either or choice?

I am ofc assuming it is the way you say, but it would have been easy to put those as a single option instead of fanning it out into ambiguity.

This message was edited 1 time. Last update was at 2021/11/13 22:27:54


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

Mythic Miniatures wrote:
So by its wording, for every 10 models I can take 1 of each of those weapons, as the limitation is only on how many kommandos can take the weapon.


I believe this is the intent, as GW often wants you to build them as per the box. The box shows them with all eight options that require them to have ten models as a prerequisite.

As you mentioned, it doesn't say that they can take one of the following, it says you can take each as long as you have ten models and one of those has a slugga and choppa to give up.
   
Made in ca
Gargantuan Gargant






I have to give SemperMortis a shout out with regards to his Alphork list that he shared earlier. I ran an approximation of his army list and did very well with it, even after going 2nd. I was able to borderline table my CSM opponent by T2 who was running a World Eaters Khorne Berserker list supported by Dreadclaws and a Khorne Daemon detachment. My kommandos forward deployed far enough that even on T1 he was forced to basically just drop pod deploy his berserkers in his own deployment zone and unfortunately he rolled terribly even with rerolls and +1 to charge, meaning he couldn't get the drop on my kommandos. Only his Bloodthirster was able to clear one of my kommando units. My turn 1 I called a WAAAGH! and was able to get pretty much all the units I needed to get into combat and was able to wipe out all his berserker squads and BT, while leaving his Heldrake on one wound remaining. At this point, he was left with only his two CSM HQ's, 2 dreadclaws and a full unit of Bloodcrushers that deep struck and managed to charge a Trukk and explode it and charge again with a strat into my deffkoptas and MA Warboss, but was only able to kill the deffkoptas and left my MA Warboss with 3 wounds remaining (what a tanky boy!). At that point I had full board control and he knew I was going to countercharge him so he conceded. Definitely a fun alternative to Traffic Jam: The Army List.

This message was edited 2 times. Last update was at 2021/11/14 03:44:03


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Mythic Miniatures wrote:
It doesn't say one of the following.

It says verbatum; (UK Dex)
For every 10 models this unit contains, 1 kommando's slugga and choppa can be replaced with 1 X.

It repeats that for every option available.

So by its wording, for every 10 models I can take 1 of each of those weapons, as the limitation is only on how many kommandos can take the weapon.

To paraphrase the entire section would read;
For every 10 models this unit contains, you can take 1; BS, BR... Etc...

In fact even the option for bomb squig and distract grot are for every 10 models, this unit can take. Which would mean then those are an either or choice?

I am ofc assuming it is the way you say, but it would have been easy to put those as a single option instead of fanning it out into ambiguity.


This kind of wording is a bit confusing if you aren't used to reading codified text, but essentially it tells you that when you have at least 10 models, you are free to pick up to one of every special weapon.

Another way to look a it would be that every one of the 10 models in the box can be built either as slugga/choppa or with its special weapon.

The reason why they started wording it this way is because in previous editions there have always been arguments about commas, duplicate options, what "one" actually meant and whatnot. Now you get to make a decision for every bullet point on the datasheet.
It's more difficult to understand like that in the first place, but there is no more room for interpretation.

This message was edited 1 time. Last update was at 2021/11/14 07:58:34


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. 
   
Made in gb
Grovelin' Grot




Gobbo's Grotty Garage

Ok yep I can see that. I just wanted to make sure, because damn straight am I go a run some crazy mixed kommandos units! I checked against the wording of other units like lootas who have weapon choices; but my god, it's almost uniquely worded for every unit!

I must say the new style where you don't have to spend ages costing out wargear is pretty cool. Loving the simplicity of the costing. Where you just pick a boss and it's not a complex deep dive and analysis of weapon picks per price.

Also big shout out to all the regulars. Funny how even after like 5 years of not reading these Ork threads.... I still recognise most of y'all names


 
   
Made in au
Battlewagon Driver with Charged Engine





So, managed to get 2 games using the new speedwaagh. One against a cron list with a varity of stuff but with a heavy focus on destroyers. The other against a chaos knight and belakor list.

Stomped the crons, was stomped by the knights which matches what I was expecting honestly.

What are peeps building? I kinda lean heavily into the warbikers, just because it's so much fun to be able to run them. While a pair of wazbombs punch big holes in anything chunky.

Mate suggested perhaps running two detachments, but after you have a trike with Speedking what other worthwhile buffs are there to hand out to the army?
   
Made in us
Rampagin' Boarboy





United Kingdom

cody.d. wrote:
So, managed to get 2 games using the new speedwaagh. One against a cron list with a varity of stuff but with a heavy focus on destroyers. The other against a chaos knight and belakor list.

Stomped the crons, was stomped by the knights which matches what I was expecting honestly.

What are peeps building? I kinda lean heavily into the warbikers, just because it's so much fun to be able to run them. While a pair of wazbombs punch big holes in anything chunky.

Mate suggested perhaps running two detachments, but after you have a trike with Speedking what other worthwhile buffs are there to hand out to the army?


I run a hybrid buggy alpha strike list that's double Outrider. 6x buggies (2 Rukkatrukks, 2 Scrapjets, 2 Snazzwagons), 3x minimum bikers, 2x minimum deffkoptas, 2x minimum stormboys, 2x trukkboys and 2x 10 man kommando blobs.

Defftrike is the warlord for speedwaaagh, and a BBK bikerboss is a missile to crack whatever really really needs to die.

It's generally a good amount of shooting and a good amount of melee punch, with the melee units dealing with what the shooting units can't/don't want to deal with and vice versa. The alpha strike hits really hard and moves really fast, but if I whiff the list is very fragile and doesn't like taking one on the chin back.
   
Made in dk
Longtime Dakkanaut




Danmark

cody.d. wrote:
So, managed to get 2 games using the new speedwaagh. One against a cron list with a varity of stuff but with a heavy focus on destroyers. The other against a chaos knight and belakor list.

Stomped the crons, was stomped by the knights which matches what I was expecting honestly.

What are peeps building? I kinda lean heavily into the warbikers, just because it's so much fun to be able to run them. While a pair of wazbombs punch big holes in anything chunky.

Mate suggested perhaps running two detachments, but after you have a trike with Speedking what other worthwhile buffs are there to hand out to the army?


i would have 2 squads of 9 warbikers at least, so i can use evil sunz, declare them to be able to advance and charge, so i would advance and move 20 inches, shoot, and then charge. I am a little unsure if one is allowed to do that though, as they dont get culture. but i would assume they still have evil sunz keyword, so it should work?

If it does work, that one group of 9 warbikers is gonna go to fething town. Shooting a million shots, use CP to get +1 str and -1ap extra will also really help out. Depending on how much CP you wanna burn you could also use that other mortal wounds charge thing.

Automatically Appended Next Post:
 Afrodactyl wrote:
cody.d. wrote:
So, managed to get 2 games using the new speedwaagh. One against a cron list with a varity of stuff but with a heavy focus on destroyers. The other against a chaos knight and belakor list.

Stomped the crons, was stomped by the knights which matches what I was expecting honestly.

What are peeps building? I kinda lean heavily into the warbikers, just because it's so much fun to be able to run them. While a pair of wazbombs punch big holes in anything chunky.

Mate suggested perhaps running two detachments, but after you have a trike with Speedking what other worthwhile buffs are there to hand out to the army?


I run a hybrid buggy alpha strike list that's double Outrider. 6x buggies (2 Rukkatrukks, 2 Scrapjets, 2 Snazzwagons), 3x minimum bikers, 2x minimum deffkoptas, 2x minimum stormboys, 2x trukkboys and 2x 10 man kommando blobs.

Defftrike is the warlord for speedwaaagh, and a BBK bikerboss is a missile to crack whatever really really needs to die.

It's generally a good amount of shooting and a good amount of melee punch, with the melee units dealing with what the shooting units can't/don't want to deal with and vice versa. The alpha strike hits really hard and moves really fast, but if I whiff the list is very fragile and doesn't like taking one on the chin back.


I think he's talking about the army of renown. you cant use trukkboys and kommandos there. only speed freeks, aircrafts and wagons.

This message was edited 3 times. Last update was at 2021/11/14 11:17:32


 
   
 
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