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2022/01/05 20:48:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
GeneralDisarray wrote: Speed Mob advocates: How do you handle secondaries? ROD isn't something I want to be doing with bikes.
What secondaries would you take vs hard targets like custodes and knights?
well. You dont really take secondaries that requires you to perform an action usually. So no ROD or Banners.
Stranglehold is my go to usually because i always play pressure armies. Not sure against custodians whats great because i havent faced them in a long while.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/01/05 21:26:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
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.
Yeah, that is what I say.
This strategem moved from “useless trash” to “back pocket trick of emergency” because it gets “over the margin” - and the margin is the 5 GEQ squad dead - pretty common situation that one squad of such models hold the objective. It needs litle bit more to be “sure” but it is almost there.
1 dead marine is useless gain. But squad of 3-5 eldar/marine/etc. Infantry down could a gain of 5-10VP. And that can break the game. And that justify the 2CP..
GeneralDisarray wrote: Speed Mob advocates: How do you handle secondaries? ROD isn't something I want to be doing with bikes.
What secondaries would you take vs hard targets like custodes and knights?
Engage on all fronts and deploy teleport homers
I mean speedmob allows you to move advance and then deploy homers with your bikers since advance counts as a normal move for actions in your movement and shooting phase.
But honestly it’s limited if you don’t have an easy assassinate, abhor the witch or bring it down list.. knights can be doable with Titan slayer too. To the last is rough as your opponent can control your secondary points and get the good bits is good w bikers and still benefits from speed mob like deposit homers.
Reportedly the new chapter approved has more actions doable by bikers which would help tremendously.
This message was edited 1 time. Last update was at 2022/01/06 17:55:06
2022/01/06 07:50:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
I play Good Bitz a lot. They are ok, because there is no limit how many per turn can you do. So you are able to make 12+VP in last 3 turns and ignore it for firsts… Just save the bikers!
Second comes from Battlefield Supremacy of course - depends on the mission, but Engage are mostly not my selection. It is an Elite list with expensive units. No units to waste. I need them to kill on the right place. So I prefer Strangelhold mostly or Behind Enemy Lines.
Spetial mention to Behind - you can score up to 4VP per turn, so just 3 turns are enough to get 12. Teleporting Koptas from the sun can easily get there and work well. If you play on long deploy againts deathwing terminator castle or similar slow melee elite low number of units army, that is great. Or any armies that needs to march forward… and suddenly there are two squads of koptas and their marching castle need to choose, which way to go..
Third secondary is a problem. Half of the good opponents do not offer you a Target specific. And most of the mission specific is also unsuitable. So I have as secondary of last hope To The Last on my Squigbuggies, Scrapjets and one Koptas. Squigbuggies mostly survive. It is 5VP. The rest is pure gamble….
This message was edited 2 times. Last update was at 2022/01/06 08:58:50
Tomsug wrote: Speed Mob army of renown cannot have any MSU..
Of course, army of renown wasn't mentioned in the post I responded to. For "Speed Mob" I intended any army that relies on Speedwaaagh rather than Waaagh.
Get Da Good Bitz sounds pretty solid.
This message was edited 1 time. Last update was at 2022/01/06 11:39:35
2022/01/06 12:59:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Speed Mob army of renown cannot have any MSU..
I play Good Bitz a lot. They are ok, because there is no limit how many per turn can you do. So you are able to make 12+VP in last 3 turns and ignore it for firsts… Just save the bikers!
Second comes from Battlefield Supremacy of course - depends on the mission, but Engage are mostly not my selection. It is an Elite list with expensive units. No units to waste. I need them to kill on the right place. So I prefer Strangelhold mostly or Behind Enemy Lines.
Spetial mention to Behind - you can score up to 4VP per turn, so just 3 turns are enough to get 12. Teleporting Koptas from the sun can easily get there and work well. If you play on long deploy againts deathwing terminator castle or similar slow melee elite low number of units army, that is great. Or any armies that needs to march forward… and suddenly there are two squads of koptas and their marching castle need to choose, which way to go..
Third secondary is a problem. Half of the good opponents do not offer you a Target specific. And most of the mission specific is also unsuitable. So I have as secondary of last hope To The Last on my Squigbuggies, Scrapjets and one Koptas. Squigbuggies mostly survive. It is 5VP. The rest is pure gamble….
Thanks dude very helpful. My first round this Saturday is against leviathan good stuff. He's got 4 characters (3 of which are hive tyrants) all of whom are psychic so two of my secondaries are safe as assassinate and abhor the witch. I'm pretty torn as to the 3 secondary but your point about having a low unit count army disencourages taking engage even though the speed mob is super fast.
Good bits looks to be a sleeper but the first three missions only have two in the centre...
2022/01/06 13:46:44
Subject: Might makes Right! - Codex Orks 2021 Tactics
Good bitz have one more important aspect - one objective = 3VP per turn so if you turn the table 90 degrees you are prety safe 3x5=15VP or something.
Speed Mob army is pretty fragile. You need to keep the head down and creating local concentrations of the power. Be forced to send some unit in 4th quater can be a serious complication…. And waste of the unit. Speed Mob is still the army of “kill them all and count the VPs on the end” gameplan.
From his comments in FB Ork group, you can see the answers for some questions discussed here before:
- He houserule the Attak out o da Sun - no drop and fade in the same turn. One or another!!! Respect and support for this! - secondaries - he plays mision&target specific + good bitz + strangelhold of course, but!! He has a valid gameplan for To The Last in every game! He has 1 full squad of Squigbuggies sitting in the back and 2 squads of koptas (5 koptas). One squad dissappear to the sun and second move after shooting via ES strategem.
Mission 12 vs. Custodes - TTL, Strangelhold, Bitz
Mission 13 vs. TS - TTL, Data Intercept, Abhorn
Mission 33 vs. Drukhari/Craftword - TTL, Priority Target, Strangelhold
- pretty big squads of bikers..
- he sees the ES shoot and fade strategem too good to be sacrificed for the Blood Axe CPs refund.
- no Boomboyz because Boomboyz Freebootas are not FB and do not trigger the +1 and Boomboyz ES are not ES so you can' t shoot and fade
This message was edited 6 times. Last update was at 2022/01/10 06:26:20
I finished 2-3 playing my bike heavy speed mob. It was great fun and I learned a lot.
Game 1: leviathan good stuff. I won in a super close game. The fact he gave up 12 for abhor and bring it down was handy. Grind was only ok.
Game 2: was against triple lord of skulls. It was my first time playing them and The table was pretty sparse so once he went first and buffed the 3 LoS I was screwed. In hindsight I should have just paid the 3 CP to hide the two wazbomms. Behind enemy lines and deploy teleport homer combo was actually really good. If I'd gone first I would probably have won and if I'd reserved the planes it could have been anyone's game.
Game 3: Thicc city against the eventual winner of the event. The only game where I went first in the tournament and ironically the only game where I wanted to go second. It was my first time playing 9th ed drukhari and while I got schooled (and made some mistakes) I genuinely think speed mob might have some play into them.
Game 4: Astra miliitarum, lamden lions. I won comfortably. His lambden lions extra ap was wasted on my 5++ advancing army. First time I've scored 100 in a game. Get the good Bitz is great on sweep and clear
Game 5: death guard. I lost but predominantly because I screwed up my objective repositioning for priority targets. You can easily get 30 vps with one squad of bikes usong the mission secondary combined with get the good Bitz if you correctly move the objective that originally starts just out from the "top" of your triangular deployment.
Overall the army was super enjoyable and with practise it can definitely be competitive. Any questions welcome.
Also does anyone know any 40k players in Lima Peru? I'm moving there next week.
2022/01/10 16:37:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
Was able to get into a smaller 14 player FLGS Tournament. Long Story short, Orkz won. I played 3 non-competitive lists with the alphork strike list. The hardest one I had was against a fellow Ork player who brought a lot of buggies to the table, deployment was short table edges which meant he had a lot more room to hide in, but it also meant that most of his stuff was out of range or LOS turn 1. Game finally ended at the end of my part of Turn 3 after I finally tagged his last squadron of buggies which meant he had no chance of doing anything to stop me scoring every objective for the next 2 turns.
I'm officially at the point where If a GT or RTT is happening close enough to me in New England I want to go just to try this list out against really good players.
SemperMortis wrote: Was able to get into a smaller 14 player FLGS Tournament. Long Story short, Orkz won. I played 3 non-competitive lists with the alphork strike list. The hardest one I had was against a fellow Ork player who brought a lot of buggies to the table, deployment was short table edges which meant he had a lot more room to hide in, but it also meant that most of his stuff was out of range or LOS turn 1. Game finally ended at the end of my part of Turn 3 after I finally tagged his last squadron of buggies which meant he had no chance of doing anything to stop me scoring every objective for the next 2 turns.
I'm officially at the point where If a GT or RTT is happening close enough to me in New England I want to go just to try this list out against really good players.
I play a variation of the alphork life and have had great success against most armies. The match-up I really struggle with is Grey Knights, especially if I go second. I'm 0-2 in RTTs when I face them, partially because I have gone second both times. Their pre-game moves mean the can deploy conservatively and then move forward when they know they go first, to touch mid-board terrain and shoot me on their turn. Have you had success against the 5 dreadknight list and if so, what did you do?
We're da best. Think diffrent do ya? Come and have a go then, ya runty little wimp!
- Gasgrakh, Goff Nob
2022/01/10 20:28:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
Ive entered the second round of my league with an alpha strike ork list as well. I posted the list on page 74 at the very bottom.
Mine utilizes 30 kommandos, 30 stormboyz, 20 trukkboys, 10 beastsnagga boys in a kill rig, 9 squig hogs (for a total of 6 bomb squigs), 10 grots for backline holding. Warboss with da killa klaw and BBK, a nob on smasha squig (beastgob/kill choppa) and beastboss on squig with ard as nails and beasthide mantle.
I have yet to try the list so we will see how it goes.
Ill have to fight grey knights and sisters of battle. I cant wait to try it out.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/01/11 16:38:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
Do you think if there is a viable 500pt build for goffs? Sadly my first 2k comp will be at the end of Feb, and I'm planning to try out my custodes there, and the only event until then is 500 points.
Been thinking about 2 lists.
List 1
Squigboss
Trukk boyz + Invuln Trukk
Deffkoptas
Mek for backfield obj
List 2
Warboss
Trukk boyz + Invuln Trukk
6 Squighog boyz
Stormboyz
Mek for backfield obj
2022/01/11 18:21:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
For competitive events you need to keep in mind that people cram redemptors or death shroud terminators into their lists and you need some sort of solution for such things.
Which means that list 1 is probably the best option.
IMO trukk boyz aren't good enough to warrant being such a big chunk of your army, I'd drop the trukk for some kommadoz.
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.
2022/01/11 21:44:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: For competitive events you need to keep in mind that people cram redemptors or death shroud terminators into their lists and you need some sort of solution for such things.
Which means that list 1 is probably the best option.
IMO trukk boyz aren't good enough to warrant being such a big chunk of your army, I'd drop the trukk for some kommadoz.
I did a small 10 person tourney and ended up going 1-2 with a kind of janky ork pressure list due to not enough time painting. Basically 30 kommandos, some trukkboy mebanobs w/megaboss, a few koptas, some warbikers, and some fire support in the form of squigbuggies and a kannonwagon. Bosses were a squigboss with the beast snagga wlt/relic, bikerboss with bbk/killa klaw, a trukkboy megaboss, and the extra kunnin finkin kap mek.
For the alphork players I would start reading up on disciples of Belakor with slaneesh support and getting ready for them. Threw 5 meganobs at him and by the time all the debuffs were done I had -1 to hit and -2 attacks on most of my nobs. A lot of the smaller daemons had some nasty abilities that meant my units were typically bouncing off of hard targets all over the place, not able to retreat, or even not beong able to fight in one instance. They also apparently shut down rerolls from what I understand. Im sure theres a way for orks to beat it but with the models I had I didnt stand much of a chance. I managed to kill a lot of daemons but the sheer amount of debuffs meant all my key units had an awful time. Not to mention some major mistakes on attack order on my part. Both players were good guys but man did I hate facing their armies. No matter what you did you were facing penalties or having to lose your charge bonus because of slaneesh abilities.
One of the biggest weaknesses Im seeing with the alphork playstyle is that no matter what you do, against an elite army, something will interrupt and it will often absolutely wreck any of your units that charged it. The only thing I can think of is to have several units charge one target assuming some will die without being able to swing and a really tough one like meganobs to stomp your first target. This especially goes for squishier units like trukkbkyz, kommandos, and stormboyz. If a unit is interrupted even something as tame as some intercessors can really mess these units up.
That said trukkboy meganobs worked very well. I think my trukk missile contents from here will be 5 meganobs with saws, and a trukk with mega armored boss plus 10 trukkboys. Nice little package you can throw at an objective to clear it. Im just finding that for this kind of pressure yoy desperately need one or two big hitters to deal with a key target. Between the bbk/killklaw bikeboss and some meganobs with hit em harder and the trukkboss ws bonus, you should be able to cripple a couple of targets in a pinch, especially if you save 2 cp for the bikerboss to fight even if he dies.
This message was edited 1 time. Last update was at 2022/01/11 22:03:15
'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
2022/01/11 23:10:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
MrMoustaffa wrote: I did a small 10 person tourney and ended up going 1-2 with a kind of janky ork pressure list due to not enough time painting. Basically 30 kommandos, some trukkboy mebanobs w/megaboss, a few koptas, some warbikers, and some fire support in the form of squigbuggies and a kannonwagon. Bosses were a squigboss with the beast snagga wlt/relic, bikerboss with bbk/killa klaw, a trukkboy megaboss, and the extra kunnin finkin kap mek.
For the alphork players I would start reading up on disciples of Belakor with slaneesh support and getting ready for them. Threw 5 meganobs at him and by the time all the debuffs were done I had -1 to hit and -2 attacks on most of my nobs. A lot of the smaller daemons had some nasty abilities that meant my units were typically bouncing off of hard targets all over the place, not able to retreat, or even not beong able to fight in one instance. They also apparently shut down rerolls from what I understand. Im sure theres a way for orks to beat it but with the models I had I didnt stand much of a chance. I managed to kill a lot of daemons but the sheer amount of debuffs meant all my key units had an awful time. Not to mention some major mistakes on attack order on my part. Both players were good guys but man did I hate facing their armies. No matter what you did you were facing penalties or having to lose your charge bonus because of slaneesh abilities.
One of the biggest weaknesses Im seeing with the alphork playstyle is that no matter what you do, against an elite army, something will interrupt and it will often absolutely wreck any of your units that charged it. The only thing I can think of is to have several units charge one target assuming some will die without being able to swing and a really tough one like meganobs to stomp your first target. This especially goes for squishier units like trukkbkyz, kommandos, and stormboyz. If a unit is interrupted even something as tame as some intercessors can really mess these units up.
That said trukkboy meganobs worked very well. I think my trukk missile contents from here will be 5 meganobs with saws, and a trukk with mega armored boss plus 10 trukkboys. Nice little package you can throw at an objective to clear it. Im just finding that for this kind of pressure yoy desperately need one or two big hitters to deal with a key target. Between the bbk/killklaw bikeboss and some meganobs with hit em harder and the trukkboss ws bonus, you should be able to cripple a couple of targets in a pinch, especially if you save 2 cp for the bikerboss to fight even if he dies.
Yeah, I think that's a keypoint for Alphork lists because more and more armies are getting very brutal counter hit units (i.e. new Custodes can have a Shield Host that all have always strike first) and instead of spreading the entirety of an enemy army, it might be better sometimes to cluster on certain key units because otherwise they'll be able to break out of the army wrap you set up because of them making a better trade on a certain flank.
Also, I was planning to use the Squiggoth on TTS later this week and I noticed that it wasn't updated to transport specialist mob units, does that mean it's currently illegal to transport guys like Boom Boyz Tankbustas on it?
Also, is the Krushin Armour worth it compared to the Cybork Body on a Mega Armoured Warboss? Not sure if the +1 to saving rolls is that relevant when it gives a 4+ invulnerable save as well compared to halving damage.
This message was edited 2 times. Last update was at 2022/01/12 01:28:47
2022/01/13 00:36:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
Krushin Armor provides more protection against small/medium powered weapon, while cybork body is best versus high AP multi-damage weapons.
Plus the MW on a charge, I guess it balances out.
2022/01/13 07:30:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
Rumor has it that you will soon no longer be able to mix sub-factions in one army.
Thoughts on this? I don't think the impact on orks will be huge, especially since it hits our armies to beat harder than us.
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.
2022/01/13 10:29:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
You know what - SpeedMob AOR seems to me like an example and test. Test of the new “more simple” warhammer accesible to more people. Because it is really fkn simple.I had a feeling from GW survey the questions tend to give them an ammuniton to make the game more simple.
No mixing of the sub-faction is another step.
This message was edited 1 time. Last update was at 2022/01/13 10:30:05
I mean i would understand it if one cant soup factions for what ever reason, but being unable to mix klans sounds stupid. If others can still soup but we cant mix sub clans thats silly.
But fine, it doesnt really impact me a lot. It just makes some klans completely redundant.
At least right now some people do run small detatchments of blood axes for relics and such, or death skulls for obsec bodies. But if that becomes a reality i dont see that happening as often.
This message was edited 1 time. Last update was at 2022/01/13 10:55:38
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/01/13 11:15:24
Subject: Might makes Right! - Codex Orks 2021 Tactics
Soup in general causes you to lose detachment rules like miracles, doctrines, contagions and so on. There is a heavy downside to souping for every updated codex, which eventually will be all of them.
Unless you are Necrons or Space Marines, currently there is no real downside for mixing clans, cabals, bortherhoods or similar.
This message was edited 2 times. Last update was at 2022/01/13 11:18:55
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.
2022/01/13 11:39:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
On the other side, this official article is definitely a promoting of soups. So it seems, this rumour is either just a rumour, or little bit more complicated….
Weird question here, but when you have to measure how many points of orks you have total, how do you do that? Do you take the cheapest option you could have or the most expensive?
Like if you had 3 deff dreads. do you count them with klaws or something more expensive?
Like if you have magnetized some of your miniatures.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/01/13 11:49:11
Subject: Might makes Right! - Codex Orks 2021 Tactics
This type of rules changes are generally meant for edition changes not random chapter approved that mostly point updates and new missions. They also sometimes test any major rules changes with the unofficial rules in chapter approved. So that might be a case.
Overall I don’t think that Rumor is true.
The speedmob AoR is pretty much standard evilsun/freebooter right now…
The speedwaaagh is pretty standard freebooter
And goff pressure is mostly just goff
So limiting clans per army will basically just remove anyone from playing outside the box and put more focus on nerfing the few decent clans.
Automatically Appended Next Post:
Beardedragon wrote: Weird question here, but when you have to measure how many points of orks you have total, how do you do that? Do you take the cheapest option you could have or the most expensive?
Like if you had 3 deff dreads. do you count them with klaws or something more expensive?
Like if you have magnetized some of your miniatures.
its not an exact science I just click units on battle scribe until I list all my models if a model is magnetized I choose the option I play the most or the most expensive option if all options are used. Regarding weapons options if I take the time to do it it’s the same most used option or most expensive of all the used options.
This message was edited 1 time. Last update was at 2022/01/13 12:07:26
2022/01/13 12:14:33
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: Rumor has it that you will soon no longer be able to mix sub-factions in one army.
Thoughts on this? I don't think the impact on orks will be huge, especially since it hits our armies to beat harder than us.
I sometimes mix up Freebooterz and Goffs as I don't really love one dimensional armies. If I have to go full Freebooterz I might just bring a couple of Big Krumpaz units if I want some choppy stuff, which is what I'm usually already fielding anyway. I could actually see something like that as a good thing, mixing up klans and their equivalents is kinda gamey.
The possibility of losing slots is much more worrying instead: being able to field just 2 HS/Elites instead of 4 (by taking a patrol and an outrider which is what I always do) means that some of the average units I like to field anyway are going to be shelved for good. That being said I could just cut a couple of HS and replace them with a 2nd flyer or a 3rd HQ, for an even more competitive list than what I currently like to play. Or I'd just lose 3CPs and replace the patrol for a spearhead without changing anything. No big deal.
Automatically Appended Next Post:
Beardedragon wrote: Weird question here, but when you have to measure how many points of orks you have total, how do you do that? Do you take the cheapest option you could have or the most expensive?
Like if you had 3 deff dreads. do you count them with klaws or something more expensive?
Like if you have magnetized some of your miniatures.
I count the points cost by considering what I typically use if I have magnetized the unit or have other ways to switch options. Most of the times yes, it's the cheapest loadout. Not a strict rule though. For something like a full magnetized flyer I'd count the full kitted Wazbom for example.
This message was edited 1 time. Last update was at 2022/01/13 12:19:12
2022/01/13 12:28:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: Weird question here, but when you have to measure how many points of orks you have total, how do you do that? Do you take the cheapest option you could have or the most expensive?
Like if you had 3 deff dreads. do you count them with klaws or something more expensive?
Like if you have magnetized some of your miniatures.
Hah not that weird I gave up on 40k side for that due to this. AOS it somewhat works but magnetization still screws things up(my ogres vary by about 1000 pts...).
I would aim for middle ground on what I use most of the time.
2024 painted/bought: 109/109
2022/01/13 12:41:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: Weird question here, but when you have to measure how many points of orks you have total, how do you do that? Do you take the cheapest option you could have or the most expensive?
Like if you had 3 deff dreads. do you count them with klaws or something more expensive?
Like if you have magnetized some of your miniatures.
I just use basic configuration, it's too much work to count every big shoota and weapon option. At some point it doesn't matter anymore, I couldn't really tell you how many points I have - for some model like boyz or nobz, I couldn't even tell you the exact number of models I have.
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.