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2021/12/24 21:38:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
1. SPEED KING trait - gives you reroll of 1 on wound. Well, honestly - let' s say you possition well and affect 3 Scrapjets, 3 Squigbuggies and 4 Koptas.
In average, this is 21 rokkits on MSJ, 21 Squigbuggies heavy launcha shots and 16 Kopta rokkits in average = 12 hits with the rokkits and about 10 squigs = 22 important wound rolls.
There will about - be optimistic - 4 rolls of 1. Let' s say we' re wounding on 4+, 2 another wounds.
= > the whole SPEEDKING warlord trait gives you about 2 another wounds from the whole army. One of them will be saved so total effect per turn is about DMG 3
+ the bigshootas, of course.
Well… my point is, that this trait seems to be pretty useless. Does it really worth it to spent a CP for it?
Because on the other hand, a lot of the units will have an issue with the moral. So the KILLA REPUTATION seems to be much better option. This can save you a buggy/biker/kopta per turn! We can call it maybe 50p per turn! That seems to be better ROI.
But everybody play the SPEEDKING. So what do I miss?
2. ATTAK OUT O DA SUN moral issue - well, do you take this strategem as it is and drop and fade in the same turn and give enemy zero chance to kill your koptas? It seems to be really broken to me….
3. Warbikers - I' m not so impressed by them. 5 Bikers is not able to kill 5 Eliminators or similar in charge. Neither with 10 Guardsman. Which is pretty standard task I expected from such unit and make my second detachement the Evil Sunz to allow them charge.
Simply, the do not go “over the margin”
Now I downgrade them to squads 3x3 just to do the Good Bitz and survive in cover.
Or again - do I miss something?
4. On the other side, 4 Koptas thanks the +1 attack by Speedmob get over the margin to kill comfortly the 10 GEQs in CC. Which is nice.
5. Most of I wrote above is againts what appears in top lists from GTs. Am I genius or shall think better?
This message was edited 3 times. Last update was at 2021/12/25 21:38:41
1) speed king is a 16% boost in damage… it’s not better then BBK on a strong melee platform but it’s the next best damage boost…
I think that’s the reason people take it especially in a unit like the wartrike which isn’t really strong in combat. But you are right speed king isn’t a must take.
Atk out of the sun can be busted if you never allowed your opponent to hit it but it requires so many cp it’s not going to be a problem. In fact It might be better of using drive by Dakka sometimes.
5x warbikers are incredible you are talking about 125pts and it’s not just about thier offense but thier defense and speed which is great. 9x warbikers using the evil sun faster then yoos for a turn 1 charge is strong especially if that you it has a strat used in them to maximize damage.. but honestly the 2 other unit’s should probably be 3-4 models .
Koptas are great!
2021/12/26 07:30:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: 1) speed king is a 16% boost in damage… it’s not better then BBK on a strong melee platform but it’s the next best damage boost…
I think that’s the reason people take it especially in a unit like the wartrike which isn’t really strong in combat. But you are right speed king isn’t a must take.
Atk out of the sun can be busted if you never allowed your opponent to hit it but it requires so many cp it’s not going to be a problem. In fact It might be better of using drive by Dakka sometimes.
5x warbikers are incredible you are talking about 125pts and it’s not just about thier offense but thier defense and speed which is great. 9x warbikers using the evil sun faster then yoos for a turn 1 charge is strong especially if that you it has a strat used in them to maximize damage.. but honestly the 2 other unit’s should probably be 3-4 models .
Koptas are great!
Speedking - 16% boost - from where does this number comes from? Written like this it seems to be more interesting…
Atak out of the sun - so many CP? It is Strategic ploy strategem = my Extra Kunnyn trait reduce the price to 1 CP….
But you are right, tha Driven by Dakka can me sometimes more interesting
Warbikers - even if you alphacharge 9 warbikers, their damage output is something like 10 GEQs plus shooting - 15 GEQ in total? No more. Well it is great to charge IG defence line and consolidate into their tanks to criple their shooting. But single unit like this is not a threat. If you can do it with 3 squads like this… and 3 killrigs and 3 kommandos and 3 trukkboyz - than it is interesting. But that is a different kind of the list.
Squads of 3-5 doing roadbloks and actions seems to be more usefull. Thier durability is nice.
Automatically Appended Next Post: Btw in Speed Mob list we have a very simple question with the secondaries
- Good bitz, because it is the only bikers can do and has a chance to pass
- to the last on squigbuggies and max unit of scrapjets (both are the slowest so stucked behind…) and one jet (hard job to keep him alive)
- one from the Stranglehold/Engage/Behind enemy lines - special mention to Behind enemy lines, because you can get there super fast with the koptas and score high in few turns
This message was edited 2 times. Last update was at 2021/12/26 08:05:55
Nothing serious. They sold it out. Comes back sooner or later. It ' s a new model, no reason to discontinued it. And FB is full of people who loves this model as a terrain piece
Yeah, it's gone. Probably just bug in the store, even if it the mold broke or something, it's not popular enough to go out of stock globally.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2021/12/26 16:07:20
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Speedking - 16% boost - from where does this number comes from? Written like this it seems to be more interesting…
If you reroll 1s, you reroll 1/6 dice rolls. And every die you reroll was a failure, of course. Then, on your reroll, you have the normal chance of success.
The math shakes out to being a 7/6 improvement in success rate, or about 16-17 percent.
Clocks for the clockmaker! Cogs for the cog throne!
2021/12/26 19:24:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
Had a test 1500 game today where I ran a completely different list from what I usually run and had a chance to test the units i've never used in 9th such as:
Ghazghkull, killa Kanz with rokkits and skorchas,
3 trukkmeganobz with skorchaz. Also ran some buggiez and all the regular stuff like kommandoez, bikerboss, grots... All goffs.
Played vs mellee deathwing with some melta support ravenwing.
Overall, it helped that orks managed to go first to occupy objectives and score some supremacy and octarius points early on but the shooting was underwhelming.
Kanz went on the flanks and Flamer ones were out of range of anything most of the game and rokkit Kanz missed all game long. I guess, if I rolled better, they'd be ok-ish. However, I feel that koptas are simply better for flanking. Kanz were too slow. I guess, they're supposed to move up front but it's not what you generally want to do vs mellee deathwing. So, my first try of Kanz was not satisfactory. Need to test them in another game where their klawz would matter. 5 attacks per kan (if there are still 3+ left) during waagh seems nice on paper.
Ghaz - also a bit too slow. And was not the best matchup to test him once again. His double waagh was helpful, tho. We ran a couple tests after the game ended what would have happened if he charged 5 primaris shield termies (swordbrethren or smth like this - the ones with shields and swords with 1+ armor and 6 move), than got charged by the/ss termies. He usually kills around 3 such models despite their transhuman and 4++. And has decent chances of surviving for at least 2 turns in such scenario. The problem is that ghaz is usually down to either 8 or 4 wounds by the time he reaches combat, so, I don't know if the test was of any use.
3 meganobz - trukkboyz with skorchas - were surprisingly decent. They moved in 1st turn, burnt down a bike, than unfortunately, completely wiffed in combat due to transhuman enemy, than overwatched azrael down to a single wound, completely wiffed in mellee again but fell back and scored an objective. I think I'll run more of those. Skorchas make a huge difference. I ran regular ones and they didn't do much at all. Running trukkboyz or goffs is not an obvious choice. Sometimes it's better to have a much longer threat range, sometimes it's better to have more hits on 6s.
... Squigbuggy crushed a chaplain cause it was a Goff squigbuggy. +1 attack from ghaz waagh and extra hits made all the difference. It's nice to have some versatility. Also, s8 squigbuggies and s9 skrapjets. Whereas freebootas would just have no good targets to trigger +1 to hit after t1.
All in all, orks were victorious and had much easier time zooming around l, grabbing objectives and smashing killable targets while avoiding deathwing for the first part of the game where it mattered the most.
Some idea for future tests:
Makari + Ghaz = 6+++ buggies, trukks and kanz. So that if someone wants to meta-burn through your goff skrapjets early on ever again, you could greet them with -1 to hit, 5++ and 6+++.
This message was edited 1 time. Last update was at 2021/12/26 19:28:15
2021/12/26 20:06:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
I' ve spend last few days playing the Speed Mob a lot and this are the results:
1. I love it. Because…
2. Finally Speed Freaks army! It moves like a hell! 20” movement for half of the army. Nothing moves under aprox 13”. Hell!! Not a fkny Freeboota buggy Castle!
3. It is reliable - no sheneningas with killing some soft unit to get +1 to hit.
4. It is simple. Few types of units. No complicated kombos. Just drive and shoot and crash (and deal MW in crash)!
5. It shoots like a hell - speed mob lost the +1 to hit, but because you
- don' t waste the points for the fkn grots and kommandos, you have more dakka
- don' t waste the shooting on some junk units to get +1 to hit
= you shoot like a hell. 6 squads of Grey Knights + one 13W dreadnought = 50% pf the army down in T1? Hold my beer!
6. If you don' t shoot and thinks get rough, you crash! You can Ramming Speed 3xMSJs and deal 5MW in average and another 4-5 by Koptas = 10MW per turn. And you can do it every turn. First 2 turns at least. And koptas can disappear in the sun after this charge and finishing their 36 CC attacks. Simply, take everything that has a Spiked Ram.
7. You need to run! It' s “catch me if you can”
It is very simply, easy to play and fun because of a lot of maneuvering.
8. Ok, Speedking is fine. Definitely more effective then Killa Reputation. I take my doubts back.
9. I really do not have any use for bigger biker squads than 3x3. Neither for ES advance+charge. However, Driven by dakka is usefull.
10. blood Axe for duty free CP return is must!
11. Overwatch is your next shooting phase. You hit on 5+ or 6+ anyway, so what is the difference….
12. -1 to hit and good invu hurts you a lot. Thanks Gork for the MW in charge. Bloody Harlequins. But you table them!
Warboss on Warbike [6 PL, 115pts, -1CP]: 1. Extra Kunnin' (Blood Axes), Morgog's Finkin' Cap (Blood Axes), Power Klaw, Stratagem: Extra Gubbinz, Warlord
Tomsug wrote: Nothing serious. They sold it out. Comes back sooner or later.
Something selling out means it's still on the store. The Bunka is completely gone. You can't even search for it, and attempting to get there via Google just leads to a page with nothing.
Jid's probably right in that it's a website error, but this isn't your typical "No longer available online" or "Temporary Out of Stock" issue that some things get.
gungo wrote: 1) speed king is a 16% boost in damage… it’s not better then BBK on a strong melee platform but it’s the next best damage boost…
I think that’s the reason people take it especially in a unit like the wartrike which isn’t really strong in combat. But you are right speed king isn’t a must take.
Atk out of the sun can be busted if you never allowed your opponent to hit it but it requires so many cp it’s not going to be a problem. In fact It might be better of using drive by Dakka sometimes.
5x warbikers are incredible you are talking about 125pts and it’s not just about thier offense but thier defense and speed which is great. 9x warbikers using the evil sun faster then yoos for a turn 1 charge is strong especially if that you it has a strat used in them to maximize damage.. but honestly the 2 other unit’s should probably be 3-4 models .
Koptas are great!
Speedking - 16% boost - from where does this number comes from? Written like this it seems to be more interesting…
Atak out of the sun - so many CP? It is Strategic ploy strategem = my Extra Kunnyn trait reduce the price to 1 CP….
But you are right, tha Driven by Dakka can me sometimes more interesting
Warbikers - even if you alphacharge 9 warbikers, their damage output is something like 10 GEQs plus shooting - 15 GEQ in total? No more. Well it is great to charge IG defence line and consolidate into their tanks to criple their shooting. But single unit like this is not a threat. If you can do it with 3 squads like this… and 3 killrigs and 3 kommandos and 3 trukkboyz - than it is interesting. But that is a different kind of the list.
Squads of 3-5 doing roadbloks and actions seems to be more usefull. Thier durability is nice.
Automatically Appended Next Post: Btw in Speed Mob list we have a very simple question with the secondaries
- Good bitz, because it is the only bikers can do and has a chance to pass
- to the last on squigbuggies and max unit of scrapjets (both are the slowest so stucked behind…) and one jet (hard job to keep him alive)
- one from the Stranglehold/Engage/Behind enemy lines - special mention to Behind enemy lines, because you can get there super fast with the koptas and score high in few turns
Atk out of the sun means you will never have 5++ becuase you can’t advance during your movement phase if you are entering from reserves. It cost 2 cp even if you use the ability to reduce 1 strat by 1 cp you are technically using that 1 cp reduction. I agree atk out of the sun is broken as written but if they nerf it so you can’t go into reserves on same turn you enter from reserves then it’s an overpriced strat compared to other armies who can do the same for 1cp. But the main reason I say atk out of the sun is alot of cp is Speed mob is cp intensive and I want those command points for crashing through, ramming speed, blitza Dakka, drive by Dakka, more gitz over here, and chaaarge!!
Speaking of charge!! That’s the main reason 9 warbikers are decent… because you can turn 9 warbikers w Bc/pk nob into a much bigger threat with +1str and -1ap each. Str5 ap-2 are significantly better at killing ‘meq and geq plus you have another unit you can use crashing through strat on! But you are correct smaller units of warbikers seem to be the more popular competitive list.
You also forgot deploy homers for your secondaries… speed mob allows you to advance up to 20in and still deploy homers.. but honestly all these secondaries look like they are changing in chapter approved in some way.
My main issue with speed mob other than heavy CP usage, and current lack of secondary options is that nob bikers are significantly weaker without red button, cloud of smoke and the extra wound… if they had those missing abilities then speed mob would have a unit that was at least a semi decent melee threat… however nob bikers was somehow overlooked. If nob bikers were fixed speed mob would be awesome! 3x3 nob bikers with pks would wreck some melee units on the charge.
Regarding your speeedmob list it’s fun because it makes orks post different but you do know you can trigger freebooter for the aircraft? I see you have freebooter as one of your clans but you were stating no more +1 to hit?
This message was edited 5 times. Last update was at 2021/12/27 01:38:28
2021/12/27 01:29:26
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Nob loves pk or bc
Probably best when in unit size 10 to give it some durability.
Bomb squigs are popular as are distraction grots depending on your playstyle
The ram is used as well but not really great as your just adding more points to a cheap unit.
Could not agree more. Bomb squigs are mandatory, distraction grot is....situational. With how heavy cover on the tabletop has become, and a players natural instinct to place units in or near cover, its a rare fight where my Kommandos aren't at least toeing cover. For the most part, I don't buy the grot anymore.
As far as the ram...its another situational upgrade, and if you have the points go for it, but I like to keep my units as cheap as possible so my opponents feels the worst possible when he has to designate heavy weapons to kill a 10pt model Nothing brings me joy like a Space Marine player targeting my Kommandos with a Multi-melta unit because hes scared of what will happen if those Kommandos get into his lines, and he knows that Bolters don't do very well against Kommandos in cover (Takes 13.5 bolter shots to kill 1 Kommando in cover)
Tomsug wrote: Speedking - 16% boost - from where does this number comes from? Written like this it seems to be more interesting…
If you reroll 1s, you reroll 1/6 dice rolls. And every die you reroll was a failure, of course. Then, on your reroll, you have the normal chance of success.
The math shakes out to being a 7/6 improvement in success rate, or about 16-17 percent.
Here is the math.
60 Ork hits wounding on 4s becomes 30 wounds, against a 4+ armor save thats 15dmg
Now, if you get re-rolling 1s to wound thats 10 re-rolls and 5 will wound and 2.5 will become dmg. 2.5 is 1/6th of 15, So you are increasing your dmg by 1/6th or 16.66%
GW has confirmed to axe the old ork boyz kit soon. For anyone who still has projects with ork bodies planned (kommadoz, for example), I suggest you get your boxes soon.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2021/12/27 09:13:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: GW has confirmed to axe the old ork boyz kit soon. For anyone who still has projects with ork bodies planned (kommadoz, for example), I suggest you get your boxes soon.
Atk out of the sun means you will never have 5++ becuase you can’t advance during your movement phase if you are entering from reserves. It cost 2 cp even if you use the ability to reduce 1 strat by 1 cp you are technically using that 1 cp reduction. I agree atk out of the sun is broken as written but if they nerf it so you can’t go into reserves on same turn you enter from reserves then it’s an overpriced strat compared to other armies who can do the same for 1cp. But the main reason I say atk out of the sun is alot of cp is Speed mob is cp intensive and I want those command points for crashing through, ramming speed, blitza Dakka, drive by Dakka, more gitz over here, and chaaarge!!
Speaking of charge!! That’s the main reason 9 warbikers are decent… because you can turn 9 warbikers w Bc/pk nob into a much bigger threat with +1str and -1ap each. Str5 ap-2 are significantly better at killing ‘meq and geq plus you have another unit you can use crashing through strat on! But you are correct smaller units of warbikers seem to be the more popular competitive list.
You also forgot deploy homers for your secondaries… speed mob allows you to advance up to 20in and still deploy homers.. but honestly all these secondaries look like they are changing in chapter approved in some way.
My main issue with speed mob other than heavy CP usage, and current lack of secondary options is that nob bikers are significantly weaker without red button, cloud of smoke and the extra wound… if they had those missing abilities then speed mob would have a unit that was at least a semi decent melee threat… however nob bikers was somehow overlooked. If nob bikers were fixed speed mob would be awesome! 3x3 nob bikers with pks would wreck some melee units on the charge.
Regarding your speeedmob list it’s fun because it makes orks post different but you do know you can trigger freebooter for the aircraft? I see you have freebooter as one of your clans but you were stating no more +1 to hit?
Yeah, 5++/6++ is an issue with Atk out of the sun. But still - the tactical flexiblity is huge. I put the koptas on the flank and deploy more or less symetricaly. In T1, one koptas march forward and then Atk and drop on the other side of the table and Hammer and Envil…
Charge - well, this has the few points
- moral issue. Until this is solved, we cannot mass this type of the unit.
- Nobz on Bikes lack all what you said + CORE keyword. Which is critical. This limits the waaagh, strategems etc…
- If the above issue solved, than I can see a wonderfull list with 3 squads of warbikers, 3 squads of Nob bikers and Ghazzy for the Great Waaagh
+1 to hit - you are right, I wrote it wrong. Wazbooms benefit from +1 to hit triggered by the rest of the detachement. What I wanted to say is that the context of the rule is totaly different. No more desperate hunt to trigger it asap. No. On the contrary! You shoot all your army and let the wazbooms on the end. Well, after about 50 rokket shots, 15 autocannon shots, 28 flamer shots and possibly over 100 big shoota shots, there is definitely something dead on the table. So you get +1 pretty sure.
But it is even better! If you go agains Harlequins/Druhkari, they spam small units and trigger -1 to hit to defend themselfs pretty easily. So you kill not one, but couple of units before shooting with wazbooms = you negate their -1 to hit by your 2x-3x +1 to hit on their big targets. Which is sweet.
Speed Mob is definitely not a variation of the freeboota buggy spam. It is a totaly different type of the army. And it is fun.
This message was edited 1 time. Last update was at 2021/12/27 09:33:29
I saw in passing a post in an ork Group on facebook where they mentioned Early CA 2022 leaks which included the Wazbom going up 10-20pts, has anyone seen these and have a link?
SemperMortis wrote: I saw in passing a post in an ork Group on facebook where they mentioned Early CA 2022 leaks which included the Wazbom going up 10-20pts, has anyone seen these and have a link?
Wait, really? I hope that's not the case. The flyer changes seem like enough of a deterrent from "spamming" it already since it was really the mass flyer/squigbuggy spamming that made it really effective in a Freebooterz detachment.
2021/12/27 21:26:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Speedking - 16% boost - from where does this number comes from? Written like this it seems to be more interesting…
If you reroll 1s, you reroll 1/6 dice rolls. And every die you reroll was a failure, of course. Then, on your reroll, you have the normal chance of success.
The math shakes out to being a 7/6 improvement in success rate, or about 16-17 percent.
Here is the math.
60 Ork hits wounding on 4s becomes 30 wounds, against a 4+ armor save thats 15dmg
Now, if you get re-rolling 1s to wound thats 10 re-rolls and 5 will wound and 2.5 will become dmg. 2.5 is 1/6th of 15, So you are increasing your dmg by 1/6th or 16.66%
Be careful, you get different results depending on where do you apply the modifier. See the table below modeling this on +1. Different context makes difference on the end in the range from about 12 % to 100%
Automatically Appended Next Post:
SemperMortis wrote: I saw in passing a post in an ork Group on facebook where they mentioned Early CA 2022 leaks which included the Wazbom going up 10-20pts, has anyone seen these and have a link?
Oh no gak sake… I hope they make the Raiders and Talons and other Drukhari stuff cheaper to balance it.
This message was edited 1 time. Last update was at 2021/12/27 21:28:03
SemperMortis wrote: I saw in passing a post in an ork Group on facebook where they mentioned Early CA 2022 leaks which included the Wazbom going up 10-20pts, has anyone seen these and have a link?
The only CA 2022 leaks I've seen (which also included Hive Guard increasing in cost by 55%) were debunked and deleted, so hopefully this is what you saw too
2021/12/27 21:47:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
Incognito15 wrote: Just got orks new codex is there any mission books/ whatever that are beneficial if i want to play at a tournament for them?
Thanks!
well i guess the Warzone Octarius Critical mass is beneficial for orks if you intend to run anything as blood axes or the new army of renown with speed freeks.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2021/12/28 08:13:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
The Wazbom going up 19% might be "no change". The pictures show a DG Fleshmower going up 19% (no change), VolCons going up 53% (nerfed), LasCons 11% (buffed). Only odd one I looked at is Necron Wraiths going up 29% rather than 11% or 19%.
If they change the missions, the secondaries and the points all in one book, this is could be 40k 9.5.
2021/12/28 13:01:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Speedking - 16% boost - from where does this number comes from? Written like this it seems to be more interesting…
If you reroll 1s, you reroll 1/6 dice rolls. And every die you reroll was a failure, of course. Then, on your reroll, you have the normal chance of success.
The math shakes out to being a 7/6 improvement in success rate, or about 16-17 percent.
Here is the math.
60 Ork hits wounding on 4s becomes 30 wounds, against a 4+ armor save thats 15dmg
Now, if you get re-rolling 1s to wound thats 10 re-rolls and 5 will wound and 2.5 will become dmg. 2.5 is 1/6th of 15, So you are increasing your dmg by 1/6th or 16.66%
Be careful, you get different results depending on where do you apply the modifier. See the table below modeling this on +1. Different context makes difference on the end in the range from about 12 % to 100%
If all modifiers are multiplicative, the order doesn't matter. Basic math
Re-rolls and re-roll ones are multiplicative, +1 to hit or wound are not.
Automatically Appended Next Post:
Incognito15 wrote: Just got orks new codex is there any mission books/ whatever that are beneficial if i want to play at a tournament for them?
Thanks!
Just the codex is fine. You can get Warzone Octarius if you want to play one of those two armies in it, but it's not required by any means. If you are running pressure or buggy builds lists, you don't need it at all.
This message was edited 1 time. Last update was at 2021/12/28 13:03:08
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2021/12/28 14:25:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
koooaei wrote: There's nothing to write home about in the blood axe supplement. Maybe cancelling cover saves is situationally useful.
I would say the blood axe supplement is well worth it if youre running blood axes already. So far Ive gotten good use out of the warlord trait Extra Kunnin, and the strategems "Surprize" and "spotted em" are good buffs for kommandos that you were gonna run anyways. "Got em trapped" and "tactical awareness" are niche but when you need them theyre very handy.
I could see arguments for the warlord trait dukk n cova as well as the straight shoota, but I feel like WLT's and Relics are better on punchy characters for the most part and having a mek with Extra Kunnin/Finkin cap already means Im down one punchy character.
Its not a huge buff overall, but it has some good abilities. I wouldnt buy the book personally unless I was playing a lot of events, thats a lot of cash for a few pages of rules.
'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
2021/12/28 14:42:10
Subject: Might makes Right! - Codex Orks 2021 Tactics
If all modifiers are multiplicative, the order doesn't matter. Basic math
Re-rolls and re-roll ones are multiplicative, +1 to hit or wound are not.
That is different very interesting. Are you able to explain it deeper?
Because that is the truth in the word of rational numbers. But D6 world is not the world of rational numbers. It is the world of integer numbers. In every step you round the numbers. And the round up or down in hit roll is that multiplied in wound, save and FNP roll. That is the root of my assumption that the moment the reroll is applied can change the result.
But maybe I ' m wrong.
Automatically Appended Next Post: Well, this looks like new CA every 6months
GW really need to get their priorities straight. Release all the codices first, THEN focus on the campaign stuff. This drip feed release is only made dumber that they've tied digital codices to physical purchases, which is completely bonkers and backwards.
2021/12/28 18:25:16
Subject: Might makes Right! - Codex Orks 2021 Tactics