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Made in se
Ork Boy Hangin' off a Trukk





gungo wrote:
I kinda like the new bloodaxe supplement… for 1 of those 3 patrols.. if you aren’t maxing out warlord traits extra kunnin is an auto 5 extra command points.

Straight shooter is better then shiny shoota relic

Surprise strat is phenominal on keeping kommandos alive with removing charge buffs and -1 to hit.

And spotted them is useful to remove cover…

Not sure if that’s worth losing +1 str on charge and exploding 6s… if the kultur was 12in then yea… but 18in is rarely useful especially for kommandos which are usually deployed in light cover already.

Stormboys would have been great in a speedmob… if they get the speedfreak keyword… they would be awesome.
Me too. I my view it breathes life into the infantry as an enabler for various VP Actions.

I´m testing a backfield unit of Shoota Boyz escorted by a WL Big Mek with Straight Shoota and Duk'AnKuvva. Alongside Surprize! on Snikrot + Kommandos these are good at Get da Good Bitz for 6 VP/turn (Mission allowing). Kommandos are much harder to shift and the Boyz are simply a pain to target. Taktical Awarness and even Speshul Ammo has come into use thanks to BA´s jumping out of melee.

The rest of the army is a usual setup of fighty units running interference. I´m liking multiple Buggies due to the cover denial supplied by Kommandos and Spotted.

It all fits together neatly as an 180 on the alpha strike list which is refreshing. Not sure how good it is yet though.
   
Made in us
Tough-as-Nails Ork Boy





Maine

Good point with the no man's land being usually 18 inches. And with three Trukk bosses, at least one should be in range for sure.

Do you take the extra traits/relics on the bosses? I've found that in most of my games starting at low CP isn't that bad because there aren't that many Strats I want to use in game anyway.

God is real! 
   
Made in us
Longtime Dakkanaut




 Kaptin_Grubkrumpa wrote:
Good point with the no man's land being usually 18 inches. And with three Trukk bosses, at least one should be in range for sure.

Do you take the extra traits/relics on the bosses? I've found that in most of my games starting at low CP isn't that bad because there aren't that many Strats I want to use in game anyway.


Absolutely. I've changed some of them around. My Actual warlord has Cybork body and the -1 to wound warlord trait, point being to just be insanely hard to kill. The other regular warboss has BBK and Relic PK (too many -1dmg things out there, need that 3dmg) and finally the Mega warboss is running Krushin Armor and Might is Right, which pushes him to S11 on the charge. For my actual warlord, running around with a 4+ invuln, half incoming dmg and -1 to wound....its hilarious. More than once a dedicated CC character/unit has basically bounced off my warlord. The -1 to wound is really good at this since T6 means most people are wounding on 4s and 5s.


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






 Kaptin_Grubkrumpa wrote:
Good point with the no man's land being usually 18 inches. And with three Trukk bosses, at least one should be in range for sure.

Do you take the extra traits/relics on the bosses? I've found that in most of my games starting at low CP isn't that bad because there aren't that many Strats I want to use in game anyway.


In my experience of taking the alphork route that Semper has set up, I definitely use up CP for extra relics and traits. That's what pushes the bosses over, IMO, into "can't ignore" territory, since you it gives them either extra survivability or damage that makes it so your opponent has to either dedicate real resources to eliminate or has to avoid in terms of the damage it can do. Usually you give the one with Da Killa Klaw Brutal But Kunnin, and I give the Mega Armour Warboss variant 'Ard as Nails alongside either the Krushin Armour or Supa Cybork Body depending on the armies you face. The third warboss I usually give the Eadwompa's Killchoppa.
   
Made in us
Tough-as-Nails Ork Boy





Maine

Also to comment on the Deffkoptas vs bikers...

I do run them in freebooters but have also run them in badmoon (which works great for +6 to range, 6's are -1 and the 1cp Strat showin' off).

But I prefer them because of how survivable they are. For 150 pts you get 18 t5 wounds at an inbuilt -1 to hit vs 12 t5 without a -1 (and they have 3 wounds, which means that d2 weapons are ineffective against them, which is nice)

Also their shooting is more effective vs 2 wound infantry, because you aren't burning a wound on each death. Shooting on average Deffkoptas are killing 2 marines in the shooting phase, and so are bikes.

In CC Deffkoptas do 9 wounds to MEQ, killing 4.5

If you pay the 10 pts for a PK the bikes are doing 5 wounds plus the PK kills 1 marine a turn. Killing 3 on average.

So they're on average doing roughly the same damage in each phase.

All that just to say, I think we're using them in different applications. You're using Deffkoptas alpha strike and I'm using 9xbikes to score objectives, control the board, and not die. But you've put a bug in my ear about the defkoptas! I think I'll try a squad in my next game just to see how they fair.


God is real! 
   
Made in ca
Gargantuan Gargant






 Kaptin_Grubkrumpa wrote:
Also to comment on the Deffkoptas vs bikers...

I do run them in freebooters but have also run them in badmoon (which works great for +6 to range, 6's are -1 and the 1cp Strat showin' off).

But I prefer them because of how survivable they are. For 150 pts you get 18 t5 wounds at an inbuilt -1 to hit vs 12 t5 without a -1 (and they have 3 wounds, which means that d2 weapons are ineffective against them, which is nice)

Also their shooting is more effective vs 2 wound infantry, because you aren't burning a wound on each death. Shooting on average Deffkoptas are killing 2 marines in the shooting phase, and so are bikes.

In CC Deffkoptas do 9 wounds to MEQ, killing 4.5

If you pay the 10 pts for a PK the bikes are doing 5 wounds plus the PK kills 1 marine a turn. Killing 3 on average.

So they're on average doing roughly the same damage in each phase.

All that just to say, I think we're using them in different applications. You're using Deffkoptas alpha strike and I'm using 9xbikes to score objectives, control the board, and not die. But you've put a bug in my ear about the defkoptas! I think I'll try a squad in my next game just to see how they fair.



It's funny you mention the damage for deffkoptas, because I feel like more often than not, the flat 3 damage is never wasted. There's so much -1D abilities now that I feel like 3D is needed to even do anything to multi-wound models in 9th ed.
   
Made in us
Tough-as-Nails Ork Boy





Maine

SemperMortis wrote:
 Kaptin_Grubkrumpa wrote:
Good point with the no man's land being usually 18 inches. And with three Trukk bosses, at least one should be in range for sure.

Do you take the extra traits/relics on the bosses? I've found that in most of my games starting at low CP isn't that bad because there aren't that many Strats I want to use in game anyway.


Absolutely. I've changed some of them around. My Actual warlord has Cybork body and the -1 to wound warlord trait, point being to just be insanely hard to kill. The other regular warboss has BBK and Relic PK (too many -1dmg things out there, need that 3dmg) and finally the Mega warboss is running Krushin Armor and Might is Right, which pushes him to S11 on the charge. For my actual warlord, running around with a 4+ invuln, half incoming dmg and -1 to wound....its hilarious. More than once a dedicated CC character/unit has basically bounced off my warlord. The -1 to wound is really good at this since T6 means most people are wounding on 4s and 5s.



I actually ran a list *sort of* similar to yours recently. I had 2 patrols, 5 trucks, 2 maxed nobs squads all with big choppas and choppas, 1 unkillable warboss with the ard as nails and cybork, and a Killy warboss with killa Klaw and might makes right. Then two units of Trukk Boyz, and some other various stuff. My plan was to shoot up the Trukk Boyz to tie up shooting units and bring the nobs in for a t2 Waaaagh. I decided not to give nobz Trukk Boyz so they could keep the goff traits and use unbridled carnage.

I was fighting GK and ended up winning because my Killa Klaw warboss used the fight on death Strat to kill a unit of termies and prevented the other player from scoring 15 on primaries that turn.

I wasn't running it as a competitive list, but I think that if I were I would have brought min squads of Deffkoptas instead of min bikes and Stormboyz.


Automatically Appended Next Post:
 Grimskul wrote:
 Kaptin_Grubkrumpa wrote:
Also to comment on the Deffkoptas vs bikers...

I do run them in freebooters but have also run them in badmoon (which works great for +6 to range, 6's are -1 and the 1cp Strat showin' off).

But I prefer them because of how survivable they are. For 150 pts you get 18 t5 wounds at an inbuilt -1 to hit vs 12 t5 without a -1 (and they have 3 wounds, which means that d2 weapons are ineffective against them, which is nice)

Also their shooting is more effective vs 2 wound infantry, because you aren't burning a wound on each death. Shooting on average Deffkoptas are killing 2 marines in the shooting phase, and so are bikes.

In CC Deffkoptas do 9 wounds to MEQ, killing 4.5

If you pay the 10 pts for a PK the bikes are doing 5 wounds plus the PK kills 1 marine a turn. Killing 3 on average.

So they're on average doing roughly the same damage in each phase.

All that just to say, I think we're using them in different applications. You're using Deffkoptas alpha strike and I'm using 9xbikes to score objectives, control the board, and not die. But you've put a bug in my ear about the defkoptas! I think I'll try a squad in my next game just to see how they fair.



It's funny you mention the damage for deffkoptas, because I feel like more often than not, the flat 3 damage is never wasted. There's so much -1D abilities now that I feel like 3D is needed to even do anything to multi-wound models in 9th ed.


Well I was referring to MEQ who even if they popped a -1 wound would still only have 2 die a turn. I guess my point is ultimately that bikes will do the same damage regardless. But don't get me wrong, I think that Deffkoptas are certainly better anti-tank than bikes. I just already have anti-tank in my lists so I don't need another unit to fill that role.

This message was edited 1 time. Last update was at 2021/11/23 14:00:14


God is real! 
   
Made in us
Longtime Dakkanaut




The difference is that those koptas also don't worry about terrain since they can "fly". So they tend to be faster on the board since they don't have to go around cover. And the 150pts of Warbikes require another 10pts for a PK to deal less but similar dmg to the koptas. Also remember, that PK is -1 to hit so the Nob with PK only wounds 0.83 times, so there is a chance he whiffs that turn, where as the Koptas AVERAGE 6dmg a turn vs Marines. And against Softer targets they really shine. S5 naturally means they are wounding most targets on 3s, and if you are running goff, you can shred T3 units by wounding on 2s

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






So I have like 20 Flash Gitz that I relatively recently finished painting and I want to give some of them a whirl. While I won't bring 20 because that's an insane amount of points, do they work best in a Bad Moonz detachment or a Freeboota one? Bad Moonz gives them that extra range and AP for their guns on 6's to wound, but Freebootas as an army wide detachment is more likely to proc their +1 to hit. What do you guys think? Is Badrukk even worth considering when they're likely to be parked in a trukk?
   
Made in us
Been Around the Block




Semper, have you considered running Squighog Cav instead of Bikers at all? Their threat is vastly less on the Waaagh turn and the Dakka is non existent for screen removal, but boy do they krump.

If your enemy deploys at the line, it’s a very plausible t1 charge with the cav.

Second question: who exactly are your specialist mobs? Just the three Trukkboy Warbosses? Are the boyz in the trukks just kind of “there” since they aren’t Trukkboyz?

This message was edited 1 time. Last update was at 2021/11/23 15:30:20


 
   
Made in us
Tough-as-Nails Ork Boy





Maine

Yeah, but against soft targets bikes REALLY shine. >

And I agree, Deffkoptas are more mobile for sure. But even with terrain bikes can move 18 inches when they advance. I've rarely found a situation where I couldn't get them where I wanted them.

Like I said, I think we're talking about different applications for units that fill a similar role.

God is real! 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Rivener wrote:
Semper, have you considered running Squighog Cav instead of Bikers at all? Their threat is vastly less on the Waaagh turn and the Dakka is non existent for screen removal, but boy do they krump.

If your enemy deploys at the line, it’s a very plausible t1 charge with the cav.

Second question: who exactly are your specialist mobs? Just the three Trukkboy Warbosses? Are the boyz in the trukks just kind of “there” since they aren’t Trukkboyz?


Squighogs are a very good secondary hammer to support an Alphork Strike list. Tie the enemy units up or outright kill them, then clean up turn two with the hogs.
   
Made in us
Longtime Dakkanaut




Rivener wrote:
Semper, have you considered running Squighog Cav instead of Bikers at all? Their threat is vastly less on the Waaagh turn and the Dakka is non existent for screen removal, but boy do they krump.

If your enemy deploys at the line, it’s a very plausible t1 charge with the cav.

Second question: who exactly are your specialist mobs? Just the three Trukkboy Warbosses? Are the boyz in the trukks just kind of “there” since they aren’t Trukkboyz?


Afro mentioned it but he was basically spot on. Squig cav are a solid Beta strike force, not really Alphork. Koptas have a first turn threat range of 14+2D6 (3D6 with ramming speed) for a max threat range of 26 and an average of 24, their guns are also potent and can reach 38' turn 1. Warbikes are 14+6+2D6 threat range for a max of 32 and an average of 27. Trukk Boyz are 12+3+5+D6+2D6 for a max threat range of 38 and an average of 30.

Squig cav are 10+D6+2D6 max threat range of 28 but an average of only 20. So if your opponent doesn't deploy on the line they don't really have a chance to get stuck in. They also believe it or not, are not as durable as a warbike. To kill a Warbike with bolters takes 36 shots, 36 shots is 18 hits, 6 wounds and 3 failed for 1 dead Bike. To kill a Squighog takes 27 shots. 27 shots, 18 hits, 6 wounds 1 dead Squig. They are a bit more durable vs S5-6 weapons but against S7-9 they are back to being less durable Thanks almost exclusively to the warbikes built in -1 to hit.

That -1 To hit might not sound good, but believe it or not, it meshes really well with the alphork strike because about half the time my Kommandos are hiding in -1 to hit cover, meaning I have 6 units on the table that are -1 to hit with 4+ armor saves. Against units with bad BS (Orkz especially) this is a killer. Imagine a Freeboota list trying to kill a unit of Kommandos in cover to gain their +1 to hit....something that has literally happened to me very recently. My opponent ended up dumping 2 Speedwaaagh Dakkajetz into a unit of Kommandos in the hope of killing the unit. 84 shots, 14 hits and only 9ish wounds on average. At -2AP you still get a 6+ save so you save 1.5 of those so you just neutered his shooting alpha strike. Against warbikers its similar, 84 shots, 14 hits, 9ish wounds and 6+ save for 7ish dmg, not enough to finish of a single unit of 3 warbikes believe it or not. In the end he killed a Mek gun to proc his +1 but he had made a fatal mistake at that point and the game ended Turn 1 when I had tagged all his ranged threats and even downed his dakkajetz with some spectacular dmg from my Koptas/mek gunz and a bum rush charge from aforementioned koptas.

The bigger trade off for them is that when they do get into combat they are significantly better, 3 S6 AP-2 2dmg, 1 S3 -1AP attack and 2 S6 -1 2dmg attacks all hitting on 3s. They do have an inbuilt invuln save which is nice and they get a native +1 to hit vs Monsters/vehicles.

Long story short, yes I have absolutely considered them. I think they are very good for their price but sadly, they are just a bit too slow for me to take in my list. I have 6 of the little guys right now, and if I ever get that last unit of 3 I may run them as 3x3 just for the cheap CC threat (225pts for 36 S7 AP-2 2dmg attacks, 9 S3 -1AP attacks and 18 S6 -1 2dmg attacks) all of that as goff on a waaagh mind you




Automatically Appended Next Post:
Also, when you run into an Ad-Mech list featuring 60+ infantry, you will be very happy to have warbikers in your list. The ability to delete a huge swathe of overwatch from those units is really important.

This message was edited 1 time. Last update was at 2021/11/23 17:34:17


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in dk
Longtime Dakkanaut




Danmark

So.. its almost Christmas and the Kommandos cant be sold seperately yet. Furthermore, you cant even buy the old Kommandos. And im sitting here, itching to start my stormboyz/Kommandos alpha strike list so ive put stormboyz on my christmas whishing list, but i cant put no bloody kommandos on it, because they have been completely removed from the store.

Most my family will probably buy ork models on black friday, and i bet the models arent out there yet either.

Guess no kommandos for me this christmas. :(

Also i had my first turnement (ETC) this saturday and sunday. Ive never played with time limit before so it was kind of stressful. The terrain was also placed with like GW style tables which seemed radically different from what i play normally. It was quite the experience. I was a stand in reserve so i had to slap together a list within few days i had never really played. But i guess it went okay, i had 1 victory, 1 loss and 3 literal fething draws lol.

I could have won 2 of them though if i had not been a melon. The time really pressured me so i made dumb decisions by the end.


On the positive side, people commended me for using 2 Grot Mega tanks with Scorchas lol

This message was edited 2 times. Last update was at 2021/11/23 20:18:14


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in nl
Been Around the Block




I just got my gargantuan squiggoth. How would people build an army around it?
   
Made in dk
Longtime Dakkanaut




Danmark

ThePauliPrinciple wrote:
I just got my gargantuan squiggoth. How would people build an army around it?


id say its almost a MUST to use tankbustas or flash Gitz, to utilize its "stationary" effect when they are embarked. The model is already hideously over priced for what it does, so you need to get the most out of its abilities. You get that by using tankbustas or flash gitz which fires heavy weapons.

This message was edited 1 time. Last update was at 2021/11/23 20:19:59


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






ThePauliPrinciple wrote:
I just got my gargantuan squiggoth. How would people build an army around it?


Well, my garg squiggoth army is rather silly - I run it with Thrakka, Makari, squigosaur, squig hogs, ramming squigs a SJD, scrapjets, warbikers and a single piston deff dread and fill it up with tank bustas. Essentially I'm using it as a giant distraction for all the fast hard-hitters that showers everything around it in rokkits if they refuse to take the bait. All goff, of course.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 us
Heroic Senior Officer





Western Kentucky

Didnt someone place at a major tournament with a garantuan squiggoth not too long ago? Want to say he got something like 4th at a pretty large event right after the codex came out

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 MrMoustaffa wrote:
Didnt someone place at a major tournament with a garantuan squiggoth not too long ago? Want to say he got something like 4th at a pretty large event right after the codex came out


Are you sure this wasn't before the new FW book? The gargantuan squiggoth got hit pretty hard with the nerf bat in that book and I can't remember anyone doing well with it afterwards.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 cz
Growlin' Guntrukk Driver with Killacannon





Prague

Semper is right. If you go alphastrike, go alphastrike and don' t waste the time with beta strike units. And dynos are betastrike. It is the same with warbosses. 10” squigboss is strong but slow.

Big advantage of deffkoptas is their ability to DS and of course the Fly. They are better than wabikers. But cost twice as much. So it' s about power per point. And well, as was said, Koptas and Warbikers fill the little bit different role. Koptas do damage, Bikers hold the objective.

What is crucial to see and know is the how the average rolls are disintegrated from the shots to inflicting the damage regarding where you apply +/-1.

Let' s say you have 5+ BS and wound and save on 4+

From 36 shots, there are 3 actual inflicted damages.
If you apply bonus of 1 in the shooters favor on save or wound roll, you got 4 inflicted damages.
But if you apply it on the hit, you get 4,5 - that is 50% more!

Same shift between BS 6+ to 5+ is from 1,5 to 3 = 100%.
On the other side, % improvement with better BS goes down from 3+ to 2+ it' s 6 to 7,5 = 25% more

That is the reason, why GW put the max +/-1 to hit.
That is the reason, why bullets bouncing of the Bikers.
That is why the Freeboota trait is so absurdly strong (and tricky) that it is an accomplice of nerf so radical it affected the CORE RULES.

And that is the reason, why you want your one unit of 3 squigbuggis stretched in the long line to give -1 to hit to all your SF units in the different parts of the table.

Combination of our low BS and modifier on hit.
Interesting is that with better BS, modifier of 1 on wound becames better.


Automatically Appended Next Post:
 Jidmah wrote:
 MrMoustaffa wrote:
Didnt someone place at a major tournament with a garantuan squiggoth not too long ago? Want to say he got something like 4th at a pretty large event right after the codex came out


Are you sure this wasn't before the new FW book? The gargantuan squiggoth got hit pretty hard with the nerf bat in that book and I can't remember anyone doing well with it afterwards.

There is always someone clever enough to catch others off guard. I'm pretty sure there was some GS list in the “mentioned without the list” on goonhammer couple of weeks ago.
[Thumb - what_is_the_damage.jpg]

This message was edited 5 times. Last update was at 2021/11/24 07:44:50


9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in it
Waaagh! Ork Warboss




Italy

 Grimskul wrote:
So I have like 20 Flash Gitz that I relatively recently finished painting and I want to give some of them a whirl. While I won't bring 20 because that's an insane amount of points, do they work best in a Bad Moonz detachment or a Freeboota one? Bad Moonz gives them that extra range and AP for their guns on 6's to wound, but Freebootas as an army wide detachment is more likely to proc their +1 to hit. What do you guys think? Is Badrukk even worth considering when they're likely to be parked in a trukk?


I think they're good on their own, Badrukk doesn't really enhance them and he's quite expensive. Badrukk's not trash but a Big mek with KFF and Dead Shiny Shoota is much better at that point.

I'd definitely put them in a trukk though, for extra protection mostly but also for getting better LOS thanks to trukk's higher movement characteristic, if there aren't appropriate targets around.

About the klan, Freebooterz only if part of a large detachment, Bad Moons if part of a small one. As usual, if you don't have many units that can trigger or can get benefit from the Freebooterz trait don't bother with that klan.

 
   
Made in se
Ork Boy Hangin' off a Trukk





Beardedragon wrote:
So.. its almost Christmas and the Kommandos cant be sold seperately yet. Furthermore, you cant even buy the old Kommandos. And im sitting here, itching to start my stormboyz/Kommandos alpha strike list so ive put stormboyz on my christmas whishing list, but i cant put no bloody kommandos on it, because they have been completely removed from the store.
I just use Boyz with red painted faces. Red Skulls a la Snikrots lads.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Scactha wrote:
Beardedragon wrote:
So.. its almost Christmas and the Kommandos cant be sold seperately yet. Furthermore, you cant even buy the old Kommandos. And im sitting here, itching to start my stormboyz/Kommandos alpha strike list so ive put stormboyz on my christmas whishing list, but i cant put no bloody kommandos on it, because they have been completely removed from the store.
I just use Boyz with red painted faces. Red Skulls a la Snikrots lads.


Burna heads + big shoota backpacks + boyz + paintjob has been the way to build kommadoz for a long time. After all, kommadoz used to be a FW upgrade sprue for the boyz kit which just was gas masks heads and backpacks.
If you got the killteam box, you can also use bits and heads from there, luckily there are 20 heads on the sprue.

This message was edited 1 time. Last update was at 2021/11/24 08:23:02


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 au
Hissing Hybrid Metamorph






So, given Boyz are already not worth considering (I’m using them anyway though because screw the meta) heavy weapons are a joke on them?

This message was edited 1 time. Last update was at 2021/11/24 08:39:18


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Neither weapon works when advancing and both are too short-ranged to consider for objective camping.

If you are running death skulls, I guess rokkits still have some merit, but I'd always try to spend the points elsewhere first.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 fr
Mekboy Hammerin' Somethin'






I just finished 30 new kommandos (got them for 40 + 40 + 30 euros on ebay, last box was real cheap, not on ebay but trhough a shady retailer), and the models are just so great, it would be a shame to not get them. But I understand, I have 10 AOBR koptas, I won't be buying the new koptas even though they look really great.

On an other note, I won against ad mech (one of my tournament team mates) last saturday with this list:

Spoiler:

+ Player: Ghosar
+ CPs : 12 -1 -1 -1 -1 -3 = 5 CP
+ Total points : 2000
+ Reinforcements : 0 points
+++++++++++++++++++++++++++++++++++++++++++++++

== DETACHEMENT Bataillon Deathskulls : Orks (0 PC) ==

QG 1 : [WL] Beastboss on Squigosaur (145), Relic: Headwoppa’s Killchoppa, WLT: Big Gob [145 pts]
QG 2 : Big Mek in Maega Armour (85), Kustom Force Field (30), Extra relic (-1 PC), DA KRUSHIN’ ARMOUR [115 pts]

Troupes 1 : 10 Beast Snagga Boys (110), Beast Snagga Nob (0) [110 pts]
Troupes 2 : 10 Beast Snagga Boys (110), Beast Snagga Nob (0) [110 pts]
Troupes 3 : 10 Gretchins(50) [50 pts]

Elite 1 : Mek(25) [25 pts]

Attaque rapide 1 : 5 Stormboyz(55), Boss Nob(0) [55 pts]

Soutien 1 : Kill Rig (190), Psy FRAZZLE, Psy BITIN’ JAWS [190 pts]
Soutien 2 : Kill Rig (190), Psy SQUIGGLY CURSE, Psy BITIN’ JAWS [190 pts]
Soutien 3 : Kill Rig (190), Psy FRAZZLE, Psy BITIN’ JAWS [190 pts]

== DETACHEMENT Avant-garde BA : Orks (-3 PC) ==

QG 3 : Beastboss on Squigosaur (145), Extra Relic (-1 PC) Beasthide Mantle, Extra WLT (-1 PC) Ard' as Nails [145 pts]
QG 4 : Boss Snikrot(95), Trait Supplémentaire (-1 PC), Trait Brutal mais ruzé [95 pts]

Elite 2 : 10 Kommandos(50 + 5*10), Boss Nob(0), Power klaw (5) [105 pts]
Elite 3 : 10 Kommandos(50 + 5*10), Boss Nob(0), Power klaw (5) [105 pts]
Elite 4 : 10 Kommandos(50 + 5*10), Boss Nob(0) [100 pts]

Attaque rapide 2 : 3 Rukkatrukk Squigbuggy (90 + 2*90) [270 pts]


I went second, and he deleted one kill rig, and took half the points away from another. He also killed a few kommandos (like 3 total maybe) buit no moral test was failed. Brave dudes ! His two Fusilaves flew in to move block me, but I managed to roll good advance rolls for the two remaining kill rigs and went "under" them and on to the centre objective. I downed one of the planes, and the other was left on 1 wound. I also killed one of his two las chicken, and moved the rest of the army causiously (I healed three wounds on the wounded kill rig with my big mek which was so cool ! don't get to do that often hah hah. I raised banners, did the mission thing (mission with the moving objectives, you autotake the mission secondary on that one) and didn't do warp ritual. I wanted to try it out because of my 48 wounds of psyker characters, but never again. I didn't do it once that game, and didn't regret it as my kill rigs had other stuff to do, more important stuff.

My plan was to sacrifice the kill rigs, using them as distraction carnifexes and it worked ! He finished off the second kill rig on his turn 2 shooting phase, but left my last kill rig undamaged as he didn't have much anti tank left. He also moved conservatively with his large skitarii veteran units, and sent one unit of rustalkers in reserve, and kept his other unit safely in a transport, and the transport was behind a ruin wall so not much i could do about it.

On my turn 2, I still don't have a good reason to use my waaagh ! so I kepp moving kommandos from cover to cover, ans well as snikrot, and bunch my sguigosor bosses, the big mek and the remaining kill rig in the middle of the table to bait him into charging the bunched units with his two unit of rustalkers. I finished of the last las chick with my kill rig shots + 2 of the three sguig buggys.

On his turn 3, I was so pleased, he took the bait ! We rushed in with his rustalkers for the mid table, and I thought oh well, I will lose the kill rig for sure, but one of the two sguig bossed will fight on death, and he can't kill 2 bosses AND a kill rig. I had forgotten about the +1 to wound strat "BINHARIC OFFENSE " and his flamer dudes with wings, and his skitarii rangers, with the +1, to wound, kill my kill rig in his shooting phase.
OK, good, so my beastsnaggas disembark, and I made a wall to prevent both rustalker units charging my bosses and my obsec big mek (I was counting on my obsec big mek to hold the centre objective for the rest of the game, so i had to prevent my opponent from killing him ! At all costs !!).
So on his charge phase, my disembark shenanigans effectively prevented him form charging more than one boss on sguigosaur and the unit of beastsnaggas. Statisctically, the beast boss should have been brought from 8 wounds (he had lost one due to a kill rig explosion mortal wound) sown to 1 wound, so if he rolled just above average, that boss was dead ! He wiffed, leaving his on 4 wounds, and killed the beastnagga unit (we didn't even roll the wound rolls, he scored so many hits !!).

On ly third turn, I called the Waagh ! (I didn't shout because he was looking so grim, and was right to hah hah), and for once did ok with my advance rolls ! On my charge phase, I managed to charge into the rangers with my kommandos, charge snikrot into the Tech-Priest Manipulus, another kommando unit in the rustalkers (the ones who killed my beastsnaggas). My big mek went into them too, and was now happily sitting on the middle objective, ob sec and smug hah hah (a bit sad about the loss of the three kill rigs he had built, but there was a lot of scrap too loot after the battle !!).
Both bosses were set to murder the other rustalkers (who had already taken a hit from the big boss on sguigosaur with the 4 wounds remaining). The only charge I failed was with my 3rd kommando unit (a roll of 7 was needed for the charge, but that's life hah hah).
So i killed both units of rustalkers, most rangers (his bad attrition rolls helped me because I wiffed my kommando attacks, even with the +1 to hit from snikrot aura) and his manipulus (thanks to brutal but kunning), and the game was more or less over at this point.

I love that list, and made it worked even with a terrain layout which really prevented me from deploying/moving my kill rigs as I would have wanted. I am really unsure though about the kill rigs (they can get move blocked perhaps a bit too easily, if I had done bad advance rolls on my turn 1 it would have been tricky for me, to say the least), but will keep trying with them, as I now have 3 (one real model, two kusto built) all painted based and looking rather good I must say.

I think I played really well despite it being my first "non speedwaagh" game with the codex (well second really, but my first was against a casual player so that doesn't count much), there is not one move I would have made differently, except of course replacing warp ritual by Domination (hold more objectives at the end my turn). It really helps to play competitive 40k as often as I do these days (nearly two games a week on average).

Hope this post wasn't too long a post , and waagh to all of you who managed to get to the end of this without skipping too many parts

This message was edited 5 times. Last update was at 2021/11/24 10:26:03


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




Danmark

 Jidmah wrote:
 MrMoustaffa wrote:
Didnt someone place at a major tournament with a garantuan squiggoth not too long ago? Want to say he got something like 4th at a pretty large event right after the codex came out


Are you sure this wasn't before the new FW book? The gargantuan squiggoth got hit pretty hard with the nerf bat in that book and I can't remember anyone doing well with it afterwards.


true. ive used it once since 9th edition and i only barely won against T'au lol


Automatically Appended Next Post:
 Jidmah wrote:
 Scactha wrote:
Beardedragon wrote:
So.. its almost Christmas and the Kommandos cant be sold seperately yet. Furthermore, you cant even buy the old Kommandos. And im sitting here, itching to start my stormboyz/Kommandos alpha strike list so ive put stormboyz on my christmas whishing list, but i cant put no bloody kommandos on it, because they have been completely removed from the store.
I just use Boyz with red painted faces. Red Skulls a la Snikrots lads.


Burna heads + big shoota backpacks + boyz + paintjob has been the way to build kommadoz for a long time. After all, kommadoz used to be a FW upgrade sprue for the boyz kit which just was gas masks heads and backpacks.
If you got the killteam box, you can also use bits and heads from there, luckily there are 20 heads on the sprue.


Sounds like an actual idea.

Thanks. I kind of wanted the new sprue though, for the battering ram which at the very least, seem like an interesting CC weapon.

This message was edited 1 time. Last update was at 2021/11/24 11:25:48


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in nl
Been Around the Block




 Jidmah wrote:
 MrMoustaffa wrote:
Didnt someone place at a major tournament with a garantuan squiggoth not too long ago? Want to say he got something like 4th at a pretty large event right after the codex came out


Are you sure this wasn't before the new FW book? The gargantuan squiggoth got hit pretty hard with the nerf bat in that book and I can't remember anyone doing well with it afterwards.


Going through his rules some more, it seems like he's got almost no interactions (no clan rules if I understand correctly, almost no strategems nor abilities that target it). His CC look alright, but I guess getting him into combat will be the problem.

Oh well, he's a gargantugorgeous paperweight
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It doesn't get a culture, but it does get a clan - that's why I have run it with Makari, because his aura only cares for the goff keyword.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 us
Longtime Dakkanaut




Should of had beastsnagga keyword…. I mean they still have that strat waiting for him with that keyword no one can use.
   
 
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