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2022/01/02 15:24:19
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
An all bike army would be the dream alrite. The nob bikers are woeful. They need to be minus 1.
If anyone has suggestions for priority targets against drukhari thicc city it'd be helpful.
I've been toying with paying 3 CP to start the planes off the board trying to hide the rest but that only works if they opponent doesn't have indirect fire.
And 4W, and auto-6" advance...
2022/01/02 23:41:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
Do each of my deffkoptas get to fire their stikkbombs as well as their slugga and kopta rokkits because they are vehicles or does only one of them get to use it. 5d6 ap-1 for two turns isn't nothing ...
2022/01/03 13:53:11
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Any thoughts and suggestions welcome. I've submitted my list so that can't change but thoughts on secondaries and any issues with the terrain are appreciated.
By the way, please let me know how this list does in your tournament. I have a local salty necron player who insists that a maxed bike list would "sweep any tournament" because I beat his so badly every time I play against him with my list.
God is real!
2022/01/03 15:12:24
Subject: Might makes Right! - Codex Orks 2021 Tactics
Kaptin_Grubkrumpa wrote: Assuming there are no special rules at your store/tournament disallowing multiple detachments, then it is perfectly legal.
exactly this. A lot of friendly tournaments and even competitive ones, will set limits on # of detachments allowed. I played an escalation league recently where it started with 1 detachment, and went to 2 when we hit the 1k point mark and then finally we went up to 3 for 1,500+.
Always ask before building a list, i'm paranoid and bring extra models just in case but thats me.
Ok, I’ll ask my opponent.
I was more wondering about 750pt patrols because the core rule book says 0-500pts is a patrol but I guess that could be a guideline. My opponent is fine with it btw.
This message was edited 1 time. Last update was at 2022/01/03 20:39:31
2022/01/03 20:54:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
CaptainO wrote: Do each of my deffkoptas get to fire their stikkbombs as well as their slugga and kopta rokkits because they are vehicles or does only one of them get to use it. 5d6 ap-1 for two turns isn't nothing ...
No, unfortunately the way things are worded, vehicles aren't exempt from the rules of restricting what you fire for pistols/grenades unless you have explicit bespoke rules like KBB and Snazzwagons.
2022/01/04 00:58:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: Ok, I’ll ask my opponent.
I was more wondering about 750pt patrols because the core rule book says 0-500pts is a patrol but I guess that could be a guideline. My opponent is fine with it btw.
I think you are mixing up detachment names and game size names (they are similarly named just to be confusing). Combat patrol games are 0-500, patrol detachments are not linked in any way to that, you can take whatever you like (unless there are local event house rules so still a good idea to check).
2022/01/04 08:11:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: Ok, I’ll ask my opponent. I was more wondering about 750pt patrols because the core rule book says 0-500pts is a patrol but I guess that could be a guideline. My opponent is fine with it btw.
I think you are mixing up detachment names and game size names (they are similarly named just to be confusing). Combat patrol games are 0-500, patrol detachments are not linked in any way to that, you can take whatever you like (unless there are local event house rules so still a good idea to check).
That's wrong though. Unless you are playing knights, most game modes force you to use a single patrol detachment in combat patrol games. The only exception I'm aware of is the planet strike mission pack.
It's also worth noting that detachment limits are not a house or event rule, but a fixed part of detachment rules - if you go over the detachment limit, your army will no longer be battleforged. Not only does this make your army illegal for some mission packs (GT2021, for example), but also causes you to lose access to stratagems and CP.
This message was edited 3 times. Last update was at 2022/01/04 08:13:03
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.
2022/01/04 10:23:04
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: Ok, I’ll ask my opponent.
I was more wondering about 750pt patrols because the core rule book says 0-500pts is a patrol but I guess that could be a guideline. My opponent is fine with it btw.
I think you are mixing up detachment names and game size names (they are similarly named just to be confusing). Combat patrol games are 0-500, patrol detachments are not linked in any way to that, you can take whatever you like (unless there are local event house rules so still a good idea to check).
That's wrong though. Unless you are playing knights, most game modes force you to use a single patrol detachment in combat patrol games. The only exception I'm aware of is the planet strike mission pack.
It's also worth noting that detachment limits are not a house or event rule, but a fixed part of detachment rules - if you go over the detachment limit, your army will no longer be battleforged. Not only does this make your army illegal for some mission packs (GT2021, for example), but also causes you to lose access to stratagems and CP.
So if I want CP and stratagems I need to run 3 patrols at 1500pts or 2 patrols and say a vanguard?
2022/01/04 10:27:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
My experience - with not so great win rate honestly and valid just for Buggy army:
1. What I face?
- 3-6 raiders with various types of units with supporting characters
- 1-2 squads of Taloses (3 in each)
- some surfing guys
2. Surfing guys are the food for my squiglaunchas. That is fine.
3. Problem are the infatry + character squads in your face. So I tend to kill Raiders first to slow them down and try to shoot the infantry down.
4. The worst are Grotesques - you really don' t want to fight with them.
5. And the far worsest are the Talons. Incredible hard to kill and can easily kill my vehicles. So I try to avoid them. They have short range. But are pretty fast, so not easy. Telyporting Koptas help a lot to make them move the right way.
So if I want CP and stratagems I need to run 3 patrols at 1500pts or 2 patrols and say a vanguard?
Not necessarily. It's 3 detachments at most, for a 1500 points game (1001-2000), not minimum. You can field a single one if you want. For most armies a single patrol is enough for a game that size, even orks can do it. Not 4 detachments or more though, that's illegal for a battleforged army.
2022/01/04 11:17:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: So if I want CP and stratagems I need to run 3 patrols at 1500pts or 2 patrols and say a vanguard?
At 1500 points, you are playing an incursion game where you can have maximum of 3 detachments. You are allowed to run any type of detachment and you are allowed run less than 3.
So, 3 patrols would be fine, as would be 2 patrols plus a vanguard.
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.
2022/01/04 13:22:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
My experience - with not so great win rate honestly and valid just for Buggy army:
1. What I face?
- 3-6 raiders with various types of units with supporting characters
- 1-2 squads of Taloses (3 in each)
- some surfing guys
2. Surfing guys are the food for my squiglaunchas. That is fine.
3. Problem are the infatry + character squads in your face. So I tend to kill Raiders first to slow them down and try to shoot the infantry down.
4. The worst are Grotesques - you really don' t want to fight with them.
5. And the far worsest are the Talons. Incredible hard to kill and can easily kill my vehicles. So I try to avoid them. They have short range. But are pretty fast, so not easy. Telyporting Koptas help a lot to make them move the right way.
What next?
I honestly think the best way to deal with drukari is still the old way of trying to alpha strike them before power from pain becomes unbearable to deal with. So freebooter speedwaagh…. Although I dont have any experience trying a goff pressure list… even with first turn charges I don’t know if that’s enough to seriously dent drukari thicc city with an alpha strike…to be fair drukari is everyone’s worst matchup right now and I don’t see the meta changing until drukari is addressed at which point barring any excessive ork point changes in chapter approved I think orks are postitioned well once drukari becomes more reasonable.
2022/01/04 13:49:36
Subject: Might makes Right! - Codex Orks 2021 Tactics
One of my few learnings against drukhari is that castling up has value to be able to decide which buggies get to live for later. Scrapjets are good meatshields as they have an extra wound and give some non-trivial overwatch fire. Leave enough space to fall back so you can shoot what needs to be shot.
Warbosses need to be hidden away to be able to use them for counter-charges, otherwise they are toast before they fight.
Use kommadoz with terrain to deny good spots for the boats to land.
That said, I haven't played them after the last nerf - the only drukhari player in our group was removed for various reasons.
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.
2022/01/04 21:05:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
Hey guys, I'm planning to have a relatively fun game soon with a friend that plays Craftworld Eldar and I didn't want to hit him with something too competitive but I also don't want to bring a joke list, so I was debating using a Blood Axe based list since they have the new supplement stuff that I'm interested in trying out. We're playing about 1500 points. Any suggestions as to what works best with Blood Axes at this point? I was considering taking 3 Scrapjets that I could redeploy as needed into Strategic Reserves with the WL trait and probably 3x10 man squads of Kommandos. Maybe a MA Big Mek with the Blood Axe relic shoota and then a Warboss on Warbike to use the Killa Klaw. I do also want the Finkin' Kap, so I might use it on a Weirdboy or a regular Warboss. I'm also debating trying out one squad of 30 shoota boyz to just try out the Speshul Ammo strat. I know that won't be optimal, but if it'll be semi-useful against anybody, it'll be against T3 squishy elves. Thinking of rounding off the army with a kannonwagon or something. Anyone else have any advice with what works best with the new BA strats and rules?
2022/01/05 05:57:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
The short version is that the player was a WAACTFG. People would rather not attend our regular game days at all than risk a chance of playing against them. Despite multiple talks and last chances they continued their behavior, so we got rid of them.
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.
2022/01/05 07:18:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
It seems Battlescribe does not currently support the new War Zone Octarius book 2, at least I can't seem to find a way to bring up the new detachment rules.
Are they planning on supporting this in the future?
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2022/01/05 07:34:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
Maybe, maybe not. The data people aren't the same as the guy who developed battlescribe. The developer has gone AWOL and BS is no longer being developed, so the data teams might see people disappearing as well.
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.
2022/01/05 09:49:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
TedNugent wrote: It seems Battlescribe does not currently support the new War Zone Octarius book 2, at least I can't seem to find a way to bring up the new detachment rules.
Are they planning on supporting this in the future?
It does. I use it for my Speed Mob for couple of weeks already.
1. What kind of Orks do you use? Orks v37 (the lower number) is right. Orks v117 are old codex.
2. In first detachement in Configuration select Army of Renown and that it is.
This message was edited 1 time. Last update was at 2022/01/05 09:55:30
Grimskul wrote: Hey guys, I'm planning to have a relatively fun game soon with a friend that plays Craftworld Eldar and I didn't want to hit him with something too competitive but I also don't want to bring a joke list, so I was debating using a Blood Axe based list since they have the new supplement stuff that I'm interested in trying out. We're playing about 1500 points. Any suggestions as to what works best with Blood Axes at this point? I was considering taking 3 Scrapjets that I could redeploy as needed into Strategic Reserves with the WL trait and probably 3x10 man squads of Kommandos. Maybe a MA Big Mek with the Blood Axe relic shoota and then a Warboss on Warbike to use the Killa Klaw. I do also want the Finkin' Kap, so I might use it on a Weirdboy or a regular Warboss. I'm also debating trying out one squad of 30 shoota boyz to just try out the Speshul Ammo strat. I know that won't be optimal, but if it'll be semi-useful against anybody, it'll be against T3 squishy elves. Thinking of rounding off the army with a kannonwagon or something. Anyone else have any advice with what works best with the new BA strats and rules?
Blood axes lean hard into kommandos. If you want a fun list could run a bunch of stormboyz since they get some specific strats as well. Anything that has melee and shooting works well with blood axes, like buggies and koptas. Gives you lots of flexibility. Kannonwagons are also fun since they can fall back and shoot with blood axes very reliably, lets you not have to babysit them much.
'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
2022/01/05 15:55:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
Hmm interesting shift… Because of various reasons, we' re on full squads of buggies now. Thay have Dakka weapons. And there is a More Dakka strategem that was for me totaly under the radar. Until now.
Shift Twin Big Shootas on 3x Scrapjet from 36 to 60 shots for 2CP is not a must, but can make a significant difference betwen killed or just damaged. Call it about 10 more hits, which is about 5 dead GEQs. That could be a 5VP on primaries…
On KBB it is 18 -> 27 shots = 3 more hits…. Not so great.
Tomsug wrote: Hmm interesting shift… Because of various reasons, we' re on full squads of buggies now. Thay have Dakka weapons. And there is a More Dakka strategem that was for me totaly under the radar. Until now.
Shift Twin Big Shootas on 3x Scrapjet from 36 to 60 shots for 2CP is not a must, but can make a significant difference betwen killed or just damaged. Call it about 10 more hits, which is about 5 dead GEQs. That could be a 5VP on primaries…
On KBB it is 18 -> 27 shots = 3 more hits…. Not so great.
This should be for 1 CP definitely…
Problem is they are Ranged 36 one a relatively small board, the chances of needing that extra range or....minimal? but yeah, definitely something to keep in your back pocket if the absolute need arises. But lets put it this way.
36 Big shoota shots = 15 hits
60 Big shoota shots = 25 hits. so you are spot on when you say 10 more hits.
Against GEQ that is 6.66 more wounds and no AP so 4.44 dead GEQ. Against Marines its 1 extra dead Marine. So 4-5 GEQ or 1 Marine. Either way it works out to right around 20-30pts for 2CP. Or 10-15pts per CP. Would you spend 1CP to save 1-2 boyz a turn? No, then this isn't really worth it, its a waste unless you ABSOLUTELY need those last few wounds for whatever reason.
When the codex first dropped I ranked the Strats, this one would be in the lower of the tiers for sure.
Grimskul wrote: Hey guys, I'm planning to have a relatively fun game soon with a friend that plays Craftworld Eldar and I didn't want to hit him with something too competitive but I also don't want to bring a joke list, so I was debating using a Blood Axe based list since they have the new supplement stuff that I'm interested in trying out. We're playing about 1500 points. Any suggestions as to what works best with Blood Axes at this point? I was considering taking 3 Scrapjets that I could redeploy as needed into Strategic Reserves with the WL trait and probably 3x10 man squads of Kommandos. Maybe a MA Big Mek with the Blood Axe relic shoota and then a Warboss on Warbike to use the Killa Klaw. I do also want the Finkin' Kap, so I might use it on a Weirdboy or a regular Warboss. I'm also debating trying out one squad of 30 shoota boyz to just try out the Speshul Ammo strat. I know that won't be optimal, but if it'll be semi-useful against anybody, it'll be against T3 squishy elves. Thinking of rounding off the army with a kannonwagon or something. Anyone else have any advice with what works best with the new BA strats and rules?
Blood axes lean hard into kommandos. If you want a fun list could run a bunch of stormboyz since they get some specific strats as well. Anything that has melee and shooting works well with blood axes, like buggies and koptas. Gives you lots of flexibility. Kannonwagons are also fun since they can fall back and shoot with blood axes very reliably, lets you not have to babysit them much.
Thanks for the feedback and good call about the stormboyz! I was debating throwing a few min squads in to take advantage of the stratagem that lets you perform actions even after advancing. Not sure if it's worth taking them in 10 man squads. I don't want to edge too far into buggies since I feel like my friend might think I'm edging too far into a competitive list, though deffkoptas should be fine. Hopefully I'll finalize my list soon so I can have a more concrete list for people to review.
2022/01/05 20:42:52
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
My local gaming area (or local before i moved, but regardless) is hosting warhammer 40k league which have been going on for 2 months now. The idea is that we have 2 games against two different people which which we have 2 months to complete. Each round we are allowed to change lists and even armies. I only have orks so ill stick to that. In the end, like half a year will pass and we will have around 6 games total to find the best player.
Once 2 months are over, a new round starts and you either advance upwards or fall downwards. So far, we've had the first round and im sitting as number one. I squashed a death guard player and a sisters of battle player pretty hard. I went with a freebootas list with 3 planes as its almost 2 months ago since we had that match and the new rules hadnt been implemented.
For my second round which just started now, i have to face off against sisters of battle and grey knights.
Ill be running this list which ive send in and cannot be changed so far. I hope it will go well. Normally i had deffkoptas instead of the squighogs, and maybe that would be wiser, but i kind of wanted to try out my squiggies. So ive run a different variation of this army, but i still think this is a solid list. Whether ill be successful or not ill let you know. Hopefully i can remain the best in my local club
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Clan Kultur: Goffs
Detachment Command Cost [-3CP]
+ No Force Org Slot [4 PL, -2CP, 65pts] +
Nob on Smasha Squig [4 PL, -2CP, 65pts]: 2. BeastGob (Aura) (Beast Snagga), Big Choppa, Headwoppa's Killchoppa, Slugga, Smasha Squig Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
+ HQ [5 PL, -2CP, 105pts] +
Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig [5pts], Da Killa Klaw, Kombi-skorcha, Power Klaw [10pts], 2x Slugga, Stikkbombs, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]