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2022/01/28 02:08:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
Hiding behind cover requires Drive by Dakka right? On occasion I run my guys as Blood Axes since the disengage and charge is very valuable for the Warboss and Bonebreakas.
You are correct. Ignore the bit about shooting then jumping, that's an Evil Sunz thing. This is what happens when I post things when I should be sleeping.
Oh no worries, the other half of the time I run them as Evil Sunz so that's a stratagem I need to remember to use. I'm always tempted by Rezzmekka's redder paint but I usually end up going with Da Killa Klaw on the Warboss.
Glad to see Lootas going down in price. Putting them in a bossbunka sounds interesting, I like the model but I find it's a bit too pricey.
2022/01/28 03:59:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
Rezzmekkas redder paint is quality. I think with the coming of tau the ability to threaten them early will pay off. Especially since they've lost most of their overwatch shenanigans.
2022/01/28 08:58:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
Lootas always drive around in vehicles where you cant use this stratagem.
No they are not worth it to me because they go down to 15 points and you can use that stratagem. Because i would most likely not be in a situation where i can use it.
Jump out of a vehicle = They die instantly. And im not about to park a unit that cost 15ppm outside a transport.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/01/28 09:21:10
Subject: Might makes Right! - Codex Orks 2021 Tactics
lootas are still absolute garbage, and as someone who has 25 of them all painted and ready to play, I am very sad.
Same as Flash gitz, GW just doesn't get it.
Knock another 5 points off gits and another 2 points per lootas and then we can start talking (still would be quite far from autoinclude i think)
This message was edited 1 time. Last update was at 2022/01/28 09:21:27
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2022/01/28 09:29:24
Subject: Might makes Right! - Codex Orks 2021 Tactics
arn't they worth a serious look now? no one seems to be talking about them that much
lootas in boss bunka with the new terrain could be cool
We talked a little about that a few pages back. I think it ties well into some non-Alphork strategy.
E.g. I´ve tested it beside an area terrain piece containing DukkAnKuvva WL plus Boyz digging for Good Bitz. Parking the Nitro Buggy behind the whole "garrison" is quite annoying.
2022/01/28 09:38:19
Subject: Might makes Right! - Codex Orks 2021 Tactics
Flash Gitz should simply have a different weapon's type. S6 AP-2 D2 and range 24'' is fine, so is their 25ppm cost. They're basically primaris when taken under Freebooterz, with +1T and -1 save instead. But it's the heavy 3 profile on their weapon that kills them: make it dakka 5/3 instead. Now they'd be at least viable.
Lootas are more problematic, they're boyz carrying an autocannon, at least they got rid of the penalty for firing heavy weapons after moving and they have easy access to max shots.
They'could be a bit cheaper of course but I'd also like them to gain a 4+ save on top of that (fluffwise it comes from all the scrap they looted that they're wearing but also a consequence of their weapons being so massive that they hide behind them while firing ).
There's no point in fielding pure shooting infantries when shooting vehicles, including some that are also capable in melee, are much more killy, faster and tougher for the same point costs. At least they should be on par.
This message was edited 1 time. Last update was at 2022/01/28 09:40:08
2022/01/28 11:17:27
Subject: Might makes Right! - Codex Orks 2021 Tactics
Its an ability. Abilities dont have look out sir, only normal shooting attacks does.
you don't even need line of sight
Right ! and on second thought, a squigbomb can actually target a model that is in melee.
And kommandos have pistol, so They are also eligible to shoot while in melee and use the squigbomb. This is so good.
2022/01/28 13:15:59
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Went against Necrons with custom trait (pregame move & 1 wound rr per unit)
Spoiler:
Silent King
Void Dragon
Phareon with relic Orb
2 Chronomancers
1 Technomancer
2 x 3 heavy Destroyers with Dmg 3D3 weapon
20 Reaper Warriors
10 + 5 Immortals
I went for TTL, Engage and Assassinate and got second turn.
I had used the Warbosses WL trait to put the 2 Wazboms in reserve and managed to hide all my oher stuff besides the 2 Scrapjets of which lost 1.
The Necron player gave his shooting Destroyers in dense cover a 5++ as well as his 20 Warriors. The Orks did poorly, killed 1 1/2 destroyers and many Warriors. Made my biggest mistake with the Koptas and didn`t use ramming speed or crashing through as it probably would have been overkill on his warriors. Too bad my rolls were terrible and he had 4 Warriors left and i failed to fully score engage as well before flying towards the sun.
His 2nd turn the Dragon starting his 4 turn Rampage of spreading MW`s and killing my engaging Warbikes. Silent Kings Dakka Pylons & the Destroyers killed 2 more buggies.
Relic orb and Tecnomancer revived all my first turn kills besides 2 warriors. :(
My Wazboms and the Koptas swooped down for a deadly salvo of Dakka, but because good positioning of the Necs in dense terrain and an absurd amount of passed invulns i barely managed to kill the Pylons and failed on the warriors again.
Once more i was not able to kill the 5++ Destroyers but managed to kite the Silent King and the Dragon, which didn`t matter much because his Void Dragon did over 20 long range MW´s over the curse of 3 turns and besides my engage units i wash pushed back hard.
The Orks pulled up a good fight but it was an uphill race at that point. Warboss killed 1 Warrior and got smashed by them in return.
Wazboms did 0 wounds over the curse of their final 2 turns, must have been my worst shooting with them ever.
Squigbuggies and Koptas did a lot better but in the end there were too many important targets for them to handle them all.
1 heroic Chronamancer managed to survive two squig-heavy shooting phases and 1 close combat with the remaining 2 Squigbuggies and killed one of them. He better gets a neat upgrade back home in his Tomb world, because he survived the Wartrikes Shooting, charge MW`s and melee attacks in the final battle round as well. What a boss.
I tried to get most out of my secondaries but by the end of turn 5 all i had left was the Wartrike.
With 0 points on TTL and 20 primary VP`s less than those mean robots it was a clear win for the them.
Fazit for me:
Don`t get greedy on CP if you really need that 1 squad of Necrons to go away.
3 Scrapjets is just too good to pass on. Guess i`ll degrade one of the Wazboms then. I went for 2 so i would`t have to use them for TTL, thats the only downer for me if i want 3.
Warbikes did good. Some shooting, some boosting and cheap throwaway scoring.
Same for the KBB and Snazzwagon. Nothing overwhelming but did what i took them for.
Dragsta was good as usual for some quality shots and using his speed. Right now it`s my favourite buggy to add after the Scrapjets and Squigbuggies.
Squigbuggies are still an auto take for me. They are great for shooting MSU squads and help a lot if you need to finish something off your big bangers didn`t kill completely.
They had a bad day but were still helpful and offer a lot without taking up space.
Next game is on tuesday, so i got the weekend to tune my list a bit more.
If anyone of you manages to get a Speed Mob game against GSC or Tau, i`d be pretty interested to hear how it went.
Thanks for the report dude. TTL is tough with a speed mob as it means your spending a minimum of 3cp each turn to keep deffkoptas "safe" and it's still tough to do.
2022/01/28 14:03:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
I think lootas are only really viable as a bunkaboss riding freebooter speedwaagh unit.. not goff pressure…
The tall cheap bunka and the +1 to hit and -1ap of freebooter speedwaagh make them somewhat viable and the spanner can eventually help repair the bunka if needed. Wish he could use his ability embarked though.
2022/01/28 17:09:55
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
3 units can use them, tankbustas, kommandos and squig riders, and they have each their own rules for when and how to activate them due to how slowed the activation is. That is, the rules are the same, but given they dont have the same weapon types, it ends up being different.
1) Squig riders can fire them while advancing, but cant fire them in close combat because they have no pistols and thus cant activate the shooting phase in CC.
2) Kommandos CANT fire them while advancing, but CAN fire them in close combat due to having pistols, so they can activate shooting in CC. If one wants they pay to equip a flamethrower, so they can also fire them when they advance when doing so.
3) Tankbustas cant fire them while advancing, but can fire them in CC if they equip a rokkit pistol. Furthermore, if everyone but your tankbusta tankhammer is dead you cant fire the squig? Because he has no ranged attack. (tankhammer boy looks at squig, squig looks at him with a confused look, as the tank hammer says: what am i gonna do? i cant activate you" ).
So a normal loadout, squig boys can fire while advancing but not in CC, kommandos cant fire while advancing but can in CC, and tankbustas cant fire them while advancing and also not in CC (since no one buys rokkit pistols).
The fact that you cant fire a tankbusta bomb squig if you only have a tankhammer left (because you cant activate shooting for the unit), sounds immensely slowed, as well as you cant fire them while advancing without an assault weapon. Why are squig bombs related to the weapon the unit carries? I cant believe this is something that GW really thought about, even if thats how it works right now. Basically the exact same wargear type functions wildly different from each unit, and activates differently which makes no sense.
As a last note it just says you have to be within 12 inches of your unit, but from WHOM do you draw said distance? Since the squig bomb is just a token you dont even need to put down on the table, that isnt the model you draw distance from. If everyone has assault weapons like squig riders, im assuming you draw distance to what ever is closest. But if you advance with kommandos with a flamethrower, do you draw distance from the flamethrower guy? Technically that sounds wrong because it doesnt state anywhere hes the one firing it and distances are drawn to the unit. But he IS the reason its even possible to begin with. So hes the reason you can activate it when you advance, but he is NOT the one you draw distance to because its the "unit" as whole you draw distance to?
Im confused. and yet again, another reason why the squig bomb rule is fethed up.
Furthermore, im assuming when you fire it in Close combat, by it being an ability and not an actual attack, you can also target someone you yourself are NOT in close combat with, even if said person is in close combat himself.
This message was edited 10 times. Last update was at 2022/01/28 17:25:08
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/01/28 18:07:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
Another reason to switch to Dakkajets honestly… it seems the time of mass soft infantry is comming…
He likes admech but it’s an uphill fight for him.
To many overturned armies pre chapter approved.
Custodes, drukari, tyranid prenerf stampede, grey knight, and prenerf orks/sisters/genecult
I mean good luck ad mech is hurting..
Honestly I’d be very surprised if orks (even pre chapter approved nerfs! Place in the top 8 at all… they might sneak into top 16… but dude there is some way overtuned armies this lvo.
This message was edited 1 time. Last update was at 2022/01/28 21:20:58
2022/01/29 09:03:31
Subject: Might makes Right! - Codex Orks 2021 Tactics
Another reason to switch to Dakkajets honestly… it seems the time of mass soft infantry is comming…
Dakkajets have always been good in this edition, and considering how cheap they are I prefer them over wazboms. I typically just bring a single dakkajet and it never disappoints me. Speedwaaagh also gives more benefits to dakkajets than wazboms.
Maybe one wazbom to provide 5++ and a dakkajet would be the perfect combination? Without the 5++ both planes are equally tough and arguably equally killy, although they aim at different targets, but the dakkajet is much cheaper.
2022/01/29 11:51:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
CaptainO wrote: Rezzmekkas redder paint is quality. I think with the coming of tau the ability to threaten them early will pay off. Especially since they've lost most of their overwatch shenanigans.
while over watch nonsence is gone they have other abilties that are.... egregious.
I am not completley clued up yet, but for instance in certain armies there is a rule that allows them to make a normal move after being declared the target of a charge ....battle suits have movement 10" and fly..... so unless your charging with multiple units from 3 directions you an't gonna make it
This message was edited 3 times. Last update was at 2022/01/29 11:51:45
SMASH
2022/01/29 17:33:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
CaptainO wrote: Rezzmekkas redder paint is quality. I think with the coming of tau the ability to threaten them early will pay off. Especially since they've lost most of their overwatch shenanigans.
while over watch nonsence is gone they have other abilties that are.... egregious.
I am not completley clued up yet, but for instance in certain armies there is a rule that allows them to make a normal move after being declared the target of a charge ....battle suits have movement 10" and fly..... so unless your charging with multiple units from 3 directions you an't gonna make it
Interesting. Wish I'd gotten to stomp some tau before they got good again (PTSD from some overwatched overwatched Ork charges in 8th) . Now it's going to be a challenge.
I'm currently trying to weigh up which is better in my bike heavy ES speed mob, pyromaniacs on a squad of 3 KBBs or fly boys on one of my planes. A 3+ save would be nice even though volkites are going to be less plentiful now but a straight up increase of 14% to the number of hits for the KBB is excellent. I would lose the ability to push the KBBs up super forward T1 with drive by dakka though...
2022/01/29 18:40:11
Subject: Might makes Right! - Codex Orks 2021 Tactics
CaptainO wrote: Rezzmekkas redder paint is quality. I think with the coming of tau the ability to threaten them early will pay off. Especially since they've lost most of their overwatch shenanigans.
while over watch nonsence is gone they have other abilties that are.... egregious.
I am not completley clued up yet, but for instance in certain armies there is a rule that allows them to make a normal move after being declared the target of a charge ....battle suits have movement 10" and fly..... so unless your charging with multiple units from 3 directions you an't gonna make it
Interesting. Wish I'd gotten to stomp some tau before they got good again (PTSD from some overwatched overwatched Ork charges in 8th) . Now it's going to be a challenge.
I'm currently trying to weigh up which is better in my bike heavy ES speed mob, pyromaniacs on a squad of 3 KBBs or fly boys on one of my planes. A 3+ save would be nice even though volkites are going to be less plentiful now but a straight up increase of 14% to the number of hits for the KBB is excellent. I would lose the ability to push the KBBs up super forward T1 with drive by dakka though...
i actually found the rule, its a tau Signature System which i think functions like relics ? i don't know tau very well
Signature System (Vectored Maneuvering Thrusters): Add 2” to the bearer’s movement. Once per round, when the bearer is selected as a charge target, if it is not engaged, it can make a normal move. If it does, until the end of the phase it cannot fire overwatch or set to defend, and your opponent can select new targets for the charge.
other anti-charge rules/strats etc
Repulsor Impact Field [1CP] - Wargear
Use in your opponent’s charge phase, when a BATTLESUIT unit is selected as a charge target. Until the end of the phase, subtract 2 from all charge rolls against that unit.
Photon Grenades [1CP] - Wargear
Use in your opponent’s charge phase, when a PHOTON GRENADES unit from your army is selected as a charge target by a non-VEHICLE, non-MONSTER enemy unit. Until the end of the turn, that enemy unit subtracts 2 from its charge rolls and takes -1 to hit.
Relic
Multi-Sensory Discouragement Array: At the end of your movement phase, select an enemy unit within 12” and roll 3D6. If the result is greater than the target’s Ld, select one of the following: the unit loses obsec; halve the move stat and charge rolls of the target; the target’s ranged attacks can only target the closest eligible target. The effect lasts until the start of your next movement phase.
This message was edited 1 time. Last update was at 2022/01/29 18:43:39
SMASH
2022/01/29 18:42:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
Outrageous call by a judge at the LVO (my brother is there at the moment) saying dense isn't -1 if any part of the model isn't in the forrest. He managed to get it over rules but too late.
2022/01/29 19:25:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
Random fun fact - for the first time since 5th edition, my battle wagon bash list from back then is legal to play at 2k points again
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.
2022/01/29 20:00:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
I’m still of the opinion No ork is making top 8 I’m even doubtful on top 16… as he has to now make it through the gauntlet of only fighting tyranid crusher stampedes, drukari, greyknights, and custodes lists for the next 3 rounds. Because outside of mark perry those are the only lists in the top 25…..
This message was edited 4 times. Last update was at 2022/01/29 22:23:24
2022/01/29 21:41:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
I’m still of the opinion No ork is making top 8 I’m even doubtful on top 16… as he has to now make it through the gauntlet of only fighting tyranid crusher stampedes, drukari, greyknights, and custodes lists for the next 3 rounds. Because outside of mark perry those are the only lists in the top 25…..
meganobs with combi skorchas ....!!! don't know what to say about that but if it works, power to him
SMASH
2022/01/29 22:21:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
How did he pull seigler and his ad mech list.. out of all the crusher stampedes, drukari, greyknights and custodes at the top. The 2 guys with different armies are fighting each other.
Admech are hurting but siegler is the best player.
Automatically Appended Next Post: Last undefeated ork list - Lukas troller
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Clan Kultur: Goffs
Detachment Command Cost [-2CP]
+ HQ [8 PL, -2CP, 145pts] +
Beastboss on Squigosaur [8 PL, -2CP, 145pts]: 4. Brutal but Kunnin, Beastchoppa, Headwoppa's Killchoppa, Slugga, Squigosaur's Jaws, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
Warboss in Mega Armour [6 PL, -2CP, 115pts]: 'Uge Choppa, 3. 'Ard as Nails, Big Shoota, Da Krushin' Armour, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP], Trukk Boyz
List above... he just needs to drop the kombi skorchas, without touching anything else, and he's on the budget again! Alternatively he could replace the squigbosses with warbosses on bike. Not really a significant change, assuming the megarmored boss is the waaagh caller.
2022/01/30 09:16:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
Blackie wrote: List above... he just needs to drop the kombi skorchas, without touching anything else, and he's on the budget again! Alternatively he could replace the squigbosses with warbosses on bike. Not really a significant change, assuming the megarmored boss is the waaagh caller.
Troller has
2x squigboss, 2x Killrig and 2x 10 man kommando squads.
He’s 140pts over.
He has 10x meganobs and saves 50pts
Meaning he’s still 90pts over…
Even if he takes out the 5x skorchas he’s 40pts over.
and I agree he still needs to change a squigboss into a warboss on bike but it is a less durable a character. But that 60pt difference is massive.
I mean it’s significant enough to make those changes considering no ork placed and he’s the only ork player breaking the top 30 now.
Perry list ya just dropping skorchas can help. Still an uphill climb
This message was edited 6 times. Last update was at 2022/01/30 09:31:55
2022/01/30 09:24:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
Mark Perry's doesn't need to change anything, in fact I think it's a 1995 points list now!!
Lukas Troller's yeah, he's 90 points over. At first I thought all meganobz had kombi skorchas so removing those could have been enough. Still, replacing one squigboss with a biker boss and cutting some, not even all, kombi skorchas would already do. I think the biker boss is even better than the squigboss actually, less durable but more killy. He also has a 110 points footslogging squad of snaggas which might be redundant.
So one list actually benefits from the new points costs and the other one might not really be affected significantly.
This message was edited 3 times. Last update was at 2022/01/30 13:39:19
2022/01/30 13:04:22
Subject: Might makes Right! - Codex Orks 2021 Tactics