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2022/02/10 15:48:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: I find his insight on secondaries very interesting - there is way too little talk about these thoughts.
QFT
I had another BA game last night with my wip flexible build. WL on Da Plan, Lootas in Bossbunka, Boyz digging for Good Bitz in my backline and Weirdboy Interrogating. That´s the important parts. Won comfortably vs IF (worst marines I know)
The take home is that you tick 6 VP/turn for doing nothing essentially and doesn´t need to sac units in far away no mans land for Engage or Retrieves. Opponent otoh needs to do this and thus bleeds points and is drawn apart. Tactical win for Orks imo.
2022/02/10 16:03:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: Especially as an ork player, you should know that beating a list and beating a player are two different things
That said, I don't think orks have the same toolkit available as ad mech does, the closest to a high utility, high adaptivity list we currently have is the goff tempo archetype as both types of buggies are kind of locked into their game plan from the moment you deploy.
I'm 100% in agreement with Jidmah here. Siegler played a great list and beat a lot of really good players and should be proud of his accomplishment. He was helped by Ad-Mech being able to have an incredible tool kit of units available for use. lasChickens are ridiculously good even after 2 successive nerfs. They can kill vehicles with relative ease and are both fast and durable for their points. His Ranger blobs are veterans which makes them (believe it or not) relatively fighty, but more so they shoot A LOT! so lots of anti-infantry firepower here. The sneaky part of his list is the rust stalker type units (I think he had 3 CC units like this). He had ranged firepower capable of 1 shotting light-medium vehicles, he had anti-infantry firepower for days and he had a lot of Alpha strike CC units which compare favorably to a lot of the best CC options in the game right now.
Compare that to orkz and its night and day. We don't have anti-vehicle weapons that hit like a Las chicken, we don't have troops which can shred other factions infantry at range and our best CC units compare negatively to those Rust stalkers in most categories. Put it all together, we don't have the tools like Ad-Mech to do this kind of list. I'm still very much of the opinion that orkz need to pick 1 thing they are going to be good at and absolutely overload the board with that playstyle. For me its the ALphork strike meaning I'm in your deployment zone heavily turn 1.
XC18 wrote: I am a bit lost here. What is the 'goff tempo archetype' ? Is that the alpha-ork style list ?
In my opinion you can sub-divide Goff Tempo lists into 2 categories. Alpha and Bravo.
Alpha Strike is a list built with the mindset of setting the tempo turn 1. Your opponent will get at most 1 full turn to shoot the piss out of you before you are in his face and you are dictating the game's tempo. 50% of the time you should go 1st so they don't get ANY turns to shoot you to hell. This list is filled with units that can reach the enemy turn 1 and either kill them or at the minimum, tie them up in CC so that they can't escape or shoot you at full ballistic skill. Trukk Boyz, Deff Koptas, Warbikes, Kommandos and if you are lucky, Squig Riders fall into this category (Few other outliers like Stormboyz and even some buggies) The key element is you need to cross No Mans land Turn 1 and be in assault range. Deffkoptas/warbikes have that crazy 14' movement so they can do it well, Kommandos start the game 9' from the enemy lines so they can do it as well, Trukkboyz, while not being very good at killing things are INSANELY FAST! 12+3+5+3.5+2D6 for an average threat range of 30-31 inches turn 1!
Bravo Strike is literally the exact same mindset except change it from being a first turn assault to a 2nd turn assault. So regular boyz in trukkz or meganobz in trukkz not necessarily trukk boyz, Units brought in trukkz, Squig riders, Beastboss on Squigy, Basically all of our vehicles, walkers etc. infantry will still struggle in this list unless they have a transport.
Regardless of hwich one you choose, I always recommend 3 units of 1 mek gunz (KMK) to sit backfield and hold objectives, distract the enemy and hopefully inflict some dmg.
A thought ocurred to me and i dont really have the large core rule book on me atm so i cant really verify it. But we once said that paying 5 points for the attack squig on the warboss is good, if you run brutal but kunning because failing said attacks would be given to the warboss then. Same could be said for brutal but kunning on a beastboss on a squig. Failed jaw hits/wounds/damage is given to the warboss to redo.
But isnt that wrong? Because the squig jaws attacks are additional attacks, and as far as i recall, you have to roll for those after the warboss has made his attacks, not before. Additional attacks are always made afterwards and would thus not be able to net you anything from brutal but kunning.
Thats how i remember it at least but without my core rules book i cant really verify it or not.
This message was edited 3 times. Last update was at 2022/02/11 10:12:25
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/02/11 09:47:31
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
I think you are referring to the rare rule about additional hits?
The squig and the squigosaur attacks are additional attacks, not hits. (The rule references attacks that trigger multiple hits.)
Even so, FAQ has stated that even hits triggered by Goff kultur count in Brutal but kunnin.
Q: When a Goff model with the Brutal but Kunnin Warlord Trait
attacks, are any additional hits generated by the No Mukkin’ About
clan kulture that don’t reach the Inflict Damage step counted when
determining how many additional attacks can be made?
A: Yes. Note though, that when making additional attacks as
a result of this Warlord Trait, no additional hits can then be
generated due to the No Mukkin’ About kultur.
2022/02/11 10:11:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
When i said additional hits i meant additional attacks.
And its not about the FAQ its about when you have to do your additional attacks. I just have a faint memory of reading that additional attacks, be it squig jaws, Kill rigs or whom ever, has to be done afterwards, not before. And if we do them afterwards, then you have already done your warboss attacks including his redo attacks from BBK.
in the case of the Kill rig one would have to do the main attacks first, then the trampler squig and the boyz. Not that kill Rigs can have BBK but still.
This message was edited 3 times. Last update was at 2022/02/11 10:14:57
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/02/11 16:10:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
Jidmah wrote: I find his insight on secondaries very interesting - there is way too little talk about these thoughts.
QFT
I had another BA game last night with my wip flexible build. WL on Da Plan, Lootas in Bossbunka, Boyz digging for Good Bitz in my backline and Weirdboy Interrogating. That´s the important parts. Won comfortably vs IF (worst marines I know)
The take home is that you tick 6 VP/turn for doing nothing essentially and doesn´t need to sac units in far away no mans land for Engage or Retrieves. Opponent otoh needs to do this and thus bleeds points and is drawn apart. Tactical win for Orks imo.
How are you doing get the good Bitz in your back line outside of mission 33? It has to be on objectives in no man's land.
And its not about the FAQ its about when you have to do your additional attacks. I just have a faint memory of reading that additional attacks, be it squig jaws, Kill rigs or whom ever, has to be done afterwards, not before. And if we do them afterwards, then you have already done your warboss attacks including his redo attacks from BBK.
in the case of the Kill rig one would have to do the main attacks first, then the trampler squig and the boyz. Not that kill Rigs can have BBK but still.
I've got the core rule book here and can't see an "order of attacks" anywhere.
This message was edited 1 time. Last update was at 2022/02/11 16:26:31
2022/02/11 16:43:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
My buddy is clearly disappointed with how his ultramarines are performing against my Orks so is switching to Drukhari My list is kind of tuned towards the tanky aspect of marines and heavily fast/melee focussed. I’m guessing this may not perform as well against Drukhari so any tips in tuning my list against this new foe is much appreciated.
He seems very overconfident of steamrollering me.
Sorry should say, my recent lists have been based around goff beta strike pressure lists, heavy on the squigs (squighogs, squigboss, killrg) but I have a few koptas, a few bikes and other things like a dread, Kommandos, snaggas, boys, and other stuff I can use. I could supplement with more coptas, or a few buggies If that’s the best way to tailor the list.
This message was edited 1 time. Last update was at 2022/02/11 20:59:42
2022/02/11 23:37:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
Recently nerfed drukhari shouldn't steamroll you. Get them out of their raiders and be conscious of their charge ranges. You don't want their cc monsters getting the drop on you.
It'll come down to a trade war for the centre in the first two turns and then the first person to get a killer blow will win. Ork and drukhari are Both glass cannons for different reasons.
Deffkoptas are now ideal for taking out Talos. Sam with wazbomms. Rely on 1 damage stuff against their troops.
2022/02/12 11:26:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: Thanks, I only have 3 koptas right now. Should I get more do you think or get a Wazbom?
Both. 2 wazbooms and at least 10 koptas. In Evil Sunz Speed Mob. Than it works like murdering machine.
But it' s totaly different list than you have. Wait for the advice from someone playing goff presure list.
But I think, switch to goff alpha strike is the key. Drukhari has advance and charge since T2 and tend to preasure you back since T2 to stop you from scoring. It' s a good idea to block them in their half of the table ASAP before they start.
Or at least my experience is, the most stupid plan againts Drukhari is to wait and hesitate. They bacame stronger and because they are fast, they will be everywhere.
Check the ork lists from LVO and from Goonhammer Tactical innovations from last month or two for the inspiration. Now there is new CA and new point costs, but the basic idea of such list is still valid.
This message was edited 5 times. Last update was at 2022/02/12 12:26:23
Jidmah wrote: I find his insight on secondaries very interesting - there is way too little talk about these thoughts.
QFT
I had another BA game last night with my wip flexible build. WL on Da Plan, Lootas in Bossbunka, Boyz digging for Good Bitz in my backline and Weirdboy Interrogating. That´s the important parts. Won comfortably vs IF (worst marines I know)
The take home is that you tick 6 VP/turn for doing nothing essentially and doesn´t need to sac units in far away no mans land for Engage or Retrieves. Opponent otoh needs to do this and thus bleeds points and is drawn apart. Tactical win for Orks imo.
How are you doing get the good Bitz in your back line outside of mission 33? It has to be on objectives in no man's land.
Aplogies for the sloppy wording. I only meant the Objective in my half of the table. Nothing else. It’s easily accessible and hard for the opponent to prioritize in face of the number of additional threats on the board.
2022/02/12 14:25:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: Thanks, I only have 3 koptas right now. Should I get more do you think or get a Wazbom?
Both. 2 wazbooms and at least 10 koptas. In Evil Sunz Speed Mob. Than it works like murdering machine.
But it' s totaly different list than you have. Wait for the advice from someone playing goff presure list.
But I think, switch to goff alpha strike is the key. Drukhari has advance and charge since T2 and tend to preasure you back since T2 to stop you from scoring. It' s a good idea to block them in their half of the table ASAP before they start.
Or at least my experience is, the most stupid plan againts Drukhari is to wait and hesitate. They bacame stronger and because they are fast, they will be everywhere.
Check the ork lists from LVO and from Goonhammer Tactical innovations from last month or two for the inspiration. Now there is new CA and new point costs, but the basic idea of such list is still valid.
Well that’s me off to the store tomorrow then I could switch to ES list but don’t have a Speedboss, if someone could let me know how to make this work with goff pressure then I would appreciate it. My current list isn’t fast or Killy enough to do the needed damage in turn one I suspect.
2022/02/12 14:31:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: My buddy is clearly disappointed with how his ultramarines are performing against my Orks so is switching to Drukhari My list is kind of tuned towards the tanky aspect of marines and heavily fast/melee focussed. I’m guessing this may not perform as well against Drukhari so any tips in tuning my list against this new foe is much appreciated.
He seems very overconfident of steamrollering me.
Sorry should say, my recent lists have been based around goff beta strike pressure lists, heavy on the squigs (squighogs, squigboss, killrg) but I have a few koptas, a few bikes and other things like a dread, Kommandos, snaggas, boys, and other stuff I can use. I could supplement with more coptas, or a few buggies If that’s the best way to tailor the list.
Don't change the list based on 1 opponent. At least try to win with what you're running ATM. It might not be the best thing out there but it only makes you a better general. In my experience, the weaker your list - the better your skill gets (if you try, ofc). You can not afford to make as many mistakes as you could have otherwise. And you start to notice more tactical possibilities when you're forced to use your brain and not just get the best possible net list and steamroll the enemy.
This message was edited 1 time. Last update was at 2022/02/12 18:45:40
2022/02/12 19:23:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Be careful, Goff pressure list the same good option as Speed Mob. Build on what you have.
Koptas and wazbooms are a great model in any case.
I just prefer AOBR deffkoptas over the new ones. Better design imho…
The new deffkopta design isn’t bad. It very close to the old plastic ones.. the orks are definitely more dynamic too… but I don’t like the new pushfit models as it’s not always easy to get a clean fit without gaps and I don’t like the fact the new box forces 1 deffkopta to have a bomm. But neither deffkopta are good to customize.
This message was edited 2 times. Last update was at 2022/02/12 19:24:39
2022/02/12 19:54:50
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: My buddy is clearly disappointed with how his ultramarines are performing against my Orks so is switching to Drukhari My list is kind of tuned towards the tanky aspect of marines and heavily fast/melee focussed. I’m guessing this may not perform as well against Drukhari so any tips in tuning my list against this new foe is much appreciated.
He seems very overconfident of steamrollering me.
Sorry should say, my recent lists have been based around goff beta strike pressure lists, heavy on the squigs (squighogs, squigboss, killrg) but I have a few koptas, a few bikes and other things like a dread, Kommandos, snaggas, boys, and other stuff I can use. I could supplement with more coptas, or a few buggies If that’s the best way to tailor the list.
Don't change the list based on 1 opponent. At least try to win with what you're running ATM. It might not be the best thing out there but it only makes you a better general. In my experience, the weaker your list - the better your skill gets (if you try, ofc). You can not afford to make as many mistakes as you could have otherwise. And you start to notice more tactical possibilities when you're forced to use your brain and not just get the best possible net list and steamroll the enemy.
I was having similar thoughts today.
I mean I play for fun so losing isn’t a biggie, the last game we played was very even.
I would like to improve my list a bit so maybe I’ll play my list but am tempted to try it with a Wazbom.
Also I’ll need to adjust it a bit as the last time I played was before the points increase
2022/02/13 01:09:45
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Bike Captain
Termi Captain
Trajann
-1 to hit banner
2 x 4 Bikes
3 Wardens
4 Allarus
2 x 3 Guardians
5 Prosecutors
2 Wazboms in Reserve, he went first and killed a few Warbikers. 1 squad Preators held back, one boosted forward to shoot stuff, but everything but 3 Guardians in Banner range.
My first turn my whole army killed 1 Guardian and did 1 wound to 1 bike, that banner really hurt and he saved all of my quality shots with lots of 4++s.
The Koptas failed their charge and flew away.
His second turn he killed more bikers and 1 Scrapjet. His whole pulk moved forward towards the center objective.
Turn 2 eveything came in. His Bike Captain and 4 Bikes were out of banner range. About 1800 points of orks with full buffs, strats and charge MW`s did about 3 wounds to the shield captain and killed 2 Bikes. Yikes.
Because i did 0 MW`s with the 5 Koptas ramming Speed and Crashing through his Termi Captain was able to telleport into cc with the squigbuggies. That was by far my worst turn the whole day and did cost me the game.
At this point it was just about scoring as much as possible and hoping for better turns 3 and 4 but it didn`t work out.
I killed his Shield Captain on Bike, the Termi Captain survived luckily with two wounds. 4 Bikers, the Allarus, 3 Guardians and the Prosecutors died as well, but in the end i was tabled turn 5. 81:49 loss.
My personal highlight was the Warboss, who scored for Engage 4 turns, killed the Prosecutors and stole his home objective and must have moved over 70" over the course of the game. The custodes player ended up winning the event, and at least the loss gave me good matchups later.
Game 2 vs. BT
Spoiler:
Grimaldus
Helbrecht
Bike Chaplain
Apo
6 Eradicators
5 Bladeguard
2 Impulsors
about 30 choppy Marines
Yeah, it was the worst list of the event and BT already are a good Matchup for Speed Mob, so this was a no brainer.
Nothing in reserve this time as i could stay out of range from the Eradicators.
He went first and all his stuff was hiding behind obscuring.
My first turn the 2 Wazboms sneaked behind Grimaldus, killed his 3 buddies, the 6 Eradicators and a few Marines.
They survived his second turn, and in my second turn i killed most of his infantry.
At that point the game was over, it was just about maxing out or not.
I had taken Assassinate, Get da Good Bitz (maxed that one out turn 3^^) and engage.
His Apo revived one of Grimaldus Bros 4 turns in a row, but the man himself survived every time. So even with the 7 Character kills on Grimaldus`unit alone i ended up with 12 VP for Assassinate because 1 Wazbom oneshot Helbrecht but the Apo suvived with 1 wound and his Chaplain (with dmg becomes 1 + FNP) tanked good as well.
That was a bit of a mistake by my side, as it was a local event and i know the guy, so i initiated a few unnecessary close combats and didn`t fokus a 100% on maxing out.
But that way there was some melee fun as well and it ended up 97:23 i think.
The Wazboms were brutal, the Dragsta did a fair amount of damage as well. This game was the perfect example how good good bitz can be in the right match and with "tear down their icons" it was the perfect mission for that as well.
Game 3 vs. DG
Spoiler:
Prince
Arch Contaminator Lord
Tollkeeper Tallyman
3 Crawler
3 x 3 Deathshroud
2 Volkite Bots
3 x 11 Poxwalkers
Also a friend of mine and a very chilled dude to play against, great game to finish off the event!
Could`t hide my Koptas so i put them in reserve with the 2 Wazboms.
He went first and oh boy, his Crawlers sucked. They already have the tendency to spike or fail hard, but this might be the worst performance of 3 Crawlers i`ve ever witnessed.
5 Bikers died, and thats all that happened turn 1. I held back the Speedwaaagh and killed about 15 Poxwalkers and did 2 wounds to 1 Crawler, so everything still undecided turn 2. One camping Poxwalker survived wit a few FNP`s holding his 3rd objective.
After that 2 telleporting Deathshrouds tried to charge my screening 2 Biker Mobs, he made 1 of them and i used auto pass on the 1 remaining dude with 1 wound left - nice.
He killed the Warboss i had boosted on an objective for engage and to minimise his Primaries and shot the other Bikers. But they had screened and scored good, so their work was done.
I lost 1 Scrapjet and the Snazzwagon to the Crawlers and Volkites, at that point his Poxwalkers had spread the Sickness on 2 objectived and managed to screen his important stuff.
So it was Speedwaagh time! Wazboms and Koptas killed 8/9 Deathshroud + 1 Volkite. Meanwhile i was actually holding 5 of the objectives (for now) and tried to keep his scoring down.
I had also taken Bring it Down but was fokusing first on killing his Poxwalkers and Deathshroud to keep the table clean (hehe) and spread my units as good as possible.
Overall this was a fantastic game with lots of meaningfull movement phases, limited shooting angles and a lot of kills and objective switching.
Turn 3 he took down 1 flyer to 5 wounds, killed another buggy and again i had just 1 Biker with 1 wound left there. He tried to kill him with his Crawler in melee, but that heroic Boy survived and held the objective surrounded by 3 Crawlers and a Volkite Bot. What a champ.
We both had lost most of our small stuff but lots of heavy hitters were still on the table. And even with a small head start on Primaries, since i had taken No Prisoners i would cap out at 7 VP there,i needed better Primaries and staying on par on Bring it down (both had it) to win that one.
His prince killed 3 Koptas and his MVP squad of Poxwalkers had grown back, held 2 objectives and survived my 3rd turn as well.
The Lord and his Crawlers finished of the last 2 Bikers, failed hard on the Wazboms and he began to slowly take over the objectives.
I countered and took down his Prince, the last Poxwalkers, the last Deathshroud and shot his Lord down to 3 wounds.
At this point he had left his 3 Crawlers (almost untouched), 1 Volkite and his Lord.
On my side were the 2 Wazboms, the Dragsta, 3 Squigbuggies and the Wartrike, but he was slowly but steadily dominating the objectives.
His Lord killed the Dragsta but was shot by a Wazbom. He killed the Wartrike turn 5 but yet again his Crawlers were not able to shoot down my planes.
In my last turn i got greedy and his other Volkite survived with 2 wounds. His Crawlers might have sucked at shooting, but their saves were blessed by Nurgle himself. Must have been about 5-6 wounds i had taken from them, so the game ended with me having left the Squigbuggies and 2 Wazboms & 3 Crawlers + 1 Bot standing.
It got really close in the end, but i managed to sneak of with a 45:40 win.
Overall i am happy with 2 wins and loosing against the event winning list and had 3 nice games ending up 5th.
Unit review:
Warbikes: Man i love them! Have been running 2-3 x 3 before, but when you go for 13+ models you begin to realise how tough they are! 6++ / 5++, -1 to hit, T5 and a good amount of wounds really begins to sum up, especially when you consider how much antitank they draw away from your juice targets. Only downside is, that you really need them to screen or boost on objectives, so they end up not doing much damage a lot. Their shooting is nice, but without Dakka range, the Speedwaaagh AP or if you get -1 to hit it becomes bad really fast. Today a really missed the big choppas for a little bit of extra dmg. Sadly i never had enough CP left for their cc strat.
I will definitly use them more in other lists as well and try to squeze in more than the minimum amount.
Wazboms: Yeah, what can i say. Most of my damage comes from them and i`m even more convinced about the combo with "I`ve got a plan lads".
Unless you really really need the points, take the Supa Shootas and the forcefield. Tank the 2 Melta wounds your opponent gets in and ruin his day. The flexibility to get some extra chipping on tougher stuff or simply shoot MSU and stuff the rest of the army can`t see is good value. Good backup plan if your Squigbuggies fail as well.
Koptas: Work Horses. Really hurts to run into dense or other hit modifiers, but they still rock. Might try a mob of 6 to get a bit more damage in.
Ramming Speed + crashing through is insanely strong, i really hope they don`t nerf it on Koptas...
Squigbuggies: Hands down, the nerf has changed nothing. They have chipped down so much stuff my other units failed to kill and the ability to shut down MSU scoring is just fantastic. It is a huge price tag but i can`t remember a game i regret taking them.
Scrapjets: 2 is nice for freeing them from TTL duty, but damn it i missed having 3. Gonna free up a few points and switch back to running max unit size.
Hands down, it`s just too good. Might be harder to hide them, but there are still options to put them in reserve with the Wazboms in reaaally bad scenarios or utilise Cloud of smoke and / or Drive by dakka if you run ES.
Wartrike & Warboss: Well, It`s mandatory to run them, so not much to say. Didn`t miss the klaw at all.
Snazzwagon: Not much damage, but a good unit to camp or screen and not bad with its natural -1 to hit. It`lacks the indirect fire of the Squigbuggies and the sheer output of the Scrapjets and Dragstas though. Otherwise i would be really tempted to use more of them. Good to work on its own. The custom job was just a way to use the last 10 points. It`s rival is the Boosta Blasta that sacrifices the -1 to hit for a spiked ram. Good tool to have in the endgame if you need to finish off multiple weakened units with good saves. Would also free up 10 more points in that list so i could pimp the Trike with Drag chains or Shokka Hull.
Dragsta: Skipped that poor boy a lot but have come back to love him! 2 quality shots, saw blades and the flexibility with jump and Squighide tyres is simply a good package.
Has been great for engaging and getting in good firing positions. I`d love to have more of them for reliable shooting but i`m afraid it might be bad for his ability to jump to a small sweet spot. I`m tempted to tellyport a squad of 3 and blow something up. It`s honestly still my most favourite buggy model.
Might try a 0-deploy list for fun tellyporting 3 Dragstas, deepstriking 5 Koptas and put Wazboms and Scrapjets in reserve wile the Wartrike and Squigbuggies and a few Bikes wait in hiding.
2022/02/13 02:13:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
I played my first game of 9th edition today!
I won't do a full battle report or anything, but highlights:
1600pt game
I played Goff Orks with a transport-heavy list. Everything except ten ork boyz were in a trukk. I had Ghazzy, a Megaboss, two units of Boys in Trukks, five Meganobz, a Weirdboy, and some Lootas with leftover points. My opponent played Space Marines, (Specifically Blood Angels,) with a lot of Intercessors, some Melee guys, a dreadnought, a Chaplain, a Primaris land speeder thingey?, and a Primaris tank with some Lascannon-ey weapons?? (I don't know the names of anything!), plus a couple other characters. (I think a Lieutenant and an Apothecary.)
Orks performed very well for me, though some of that was luck and some of that was that my opponent didn't handle target priority as well as he could have.
He got first turn and seized the center of the board (to get points from a Secondary objective he had,) and my Warboss and Meganobz were able to make quick work of them - Flat 2 Damage on the power claws was murder against his Primaris marines. Over on the right side of the board, I charged some Assault Intercessors with some Boyz and with a Battlewagon and, hilariously, killed an intercessor with the Battlewagon. (It didn't have any weapons, I just rolled absurdly well.) The Boyz didn't do a ton of damage, but managed to tie up the objective.
Ghazzy was a powerhouse. He absolutely wrecked whatever it was he got into combat with - First the gun tank, then the Chaplain. My Warboss wasn't *quite* as killy but with Brutal but Kunnin he still did a hefty amount of damage.
His army struggled a bit, partly because his first turn much of his shooting was out of range, and the stuff that was in range he didn't do target prioritization well - he shot up my boyz sitting on a back rank objective and chipped down my vehicles, but didn't destroy any of my transports on turn one. By turn two, when he'd cracked open one of my Battlewagons, I'd already crossed the board and started breaking heads, and though many of his units were decent in Melee, nothing had the sheer power to really crack my Mega Armor.
The scariest thing he had, his Dreadnought, did manage to kill three of my Meganobz in one round of combat close to the end of the game, but by then I'd already done a lot of damage. A lucky save kept my last Meganob alive, who came in clutch and finished off his Dreadnought.
The speeder didn't do much - I was surprised to learn that in 9e, Fly units can't automatically shoot after falling back. I managed to lock it down in close combat early and do chip damage with psychic powers and middling melee attacks.
Lootas didn't do anything to write home about, chipping the speeder a bit, killing some intercessors, and generally performing about how I would expect a half dozen lootas to perform.
2022/02/13 08:38:56
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: ]Don't change the list based on 1 opponent. At least try to win with what you're running ATM. It might not be the best thing out there but it only makes you a better general. In my experience, the weaker your list - the better your skill gets (if you try, ofc). You can not afford to make as many mistakes as you could have otherwise. And you start to notice more tactical possibilities when you're forced to use your brain and not just get the best possible net list and steamroll the enemy.
I was having similar thoughts today.
I mean I play for fun so losing isn’t a biggie, the last game we played was very even.
I would like to improve my list a bit so maybe I’ll play my list but am tempted to try it with a Wazbom.
Also I’ll need to adjust it a bit as the last time I played was before the points increase
Yeah, very good point. It will be boring for your buddy soon to loose all the time. Keep it balanced and make the experiments to know your option for more serious games on tournaments. I play againts the IG on a beerhammer evening and man have to be careful. It should be fun.
This message was edited 1 time. Last update was at 2022/02/13 08:39:24
DoktaRoksta wrote: My buddy is clearly disappointed with how his ultramarines are performing against my Orks so is switching to Drukhari My list is kind of tuned towards the tanky aspect of marines and heavily fast/melee focussed. I’m guessing this may not perform as well against Drukhari so any tips in tuning my list against this new foe is much appreciated.
He seems very overconfident of steamrollering me.
Sorry should say, my recent lists have been based around goff beta strike pressure lists, heavy on the squigs (squighogs, squigboss, killrg) but I have a few koptas, a few bikes and other things like a dread, Kommandos, snaggas, boys, and other stuff I can use. I could supplement with more coptas, or a few buggies If that’s the best way to tailor the list.
so kill rigs and Cavalry units, squigosaurs squighogs smash squigs etc, struggle with the terrain and often fail to get in early then die to eradicator or dreadnaught fire.
I am currently trying to run a goff pressure list
2022/02/13 12:40:20
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
DoktaRoksta wrote: My buddy is clearly disappointed with how his ultramarines are performing against my Orks so is switching to Drukhari My list is kind of tuned towards the tanky aspect of marines and heavily fast/melee focussed. I’m guessing this may not perform as well against Drukhari so any tips in tuning my list against this new foe is much appreciated.
He seems very overconfident of steamrollering me.
Sorry should say, my recent lists have been based around goff beta strike pressure lists, heavy on the squigs (squighogs, squigboss, killrg) but I have a few koptas, a few bikes and other things like a dread, Kommandos, snaggas, boys, and other stuff I can use. I could supplement with more coptas, or a few buggies If that’s the best way to tailor the list.
so kill rigs and Cavalry units, squigosaurs squighogs smash squigs etc, struggle with the terrain and often fail to get in early then die to eradicator or dreadnaught fire.
I am currently trying to run a goff pressure list
I wouldn’t read too much into my games because firstly I play fluffy friendly games, secondly I rarely play a 2000pt game because it takes too long.
A few things I have learned though:-
1) Eradicators need to die fast, they are the main target of my koptas.
2) You will want redemptors to die fast but it’s almost impossible with what I run. Mek guns are too swingy, squigs won’t do it, boss on squigasaur will if you’re lucky but if you don’t it will die fast. The only time I took it was nob on smasha, charging with a good MW roll, bomb squig, squighog jaws, 4 claw deffdread teleporting in, and some very lucky invulnerable save rolls. Best to tie them up and avoid.
The one time I did though it won me the game as it exploded and wiped all the servitors he was using to hold his his home objective laving just my Dredd. 3) Timing of declaring the waaagh is very important, you need to be sure you can get the max number of units in charge range.
4) Killrig is ok but mainly was used as a blocking piece/bullet sponge.
5) Squigboss hits hard but dies fast.
6) Kommandos are good for clearing objectives, taking objectives..
7) You have got to keep moving, terrain is a problem as manoeuvring round it delays you getting into CC.
This message was edited 2 times. Last update was at 2022/02/13 20:40:00
2022/02/13 22:41:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
Game 1 vs Custodes (and the guy who was the 2nd on the end).
Pretty close game but I lost. Custodes are bloody hard!
Game 2 vs Necrons - after T1 it appeared I will finish opponent off T3. Than I did some epic fails followed by necrons epic fails and my another epic fails. On the end, we agreed that this game never happen and we' ll never speak about it publicly.
Game 3 vs Drukhary - On the end, there was exactly one wrack and one character on the table + about 900p Orks. My mighty victory.
Lessons learned:
- my list is glasscannon. It' s like driving Corvete on cocain. Drive like a blast. But one bad move is bad, two cost you the game. Two detachements could be maybe more appropiete. Low unit count means, bad move = you lost the unit = you lost one of the few units. Dead squad of Koptas is a calamity… etc.
- 330p for squigbuggies… sitting in the back, with the exact weapon profile that suffers on -1dmg reduction, or don' t even hurt (the custodes) or is to strong for GEQs. Does it really worth it? I' m not sure anymore. I have a serious doubt about their ROI. The only reason that paid the point s somehow back is that they are great 3rd TTL - nobody cares about them…
/ yes, I understand now the Tyler Russo list /
- speedfreaks without ES are no-go for me. I need Driven by Dakka and advance and charge. Double disappearing squad of Koptas are too good. And play Attack out of da Sun on one squad again and again is not my way…
- I need some Shockjump Dragstas because of rise of Custodes. 100 shots from dakkaguns had average impact = 1 Dmg. Meeeh
- And because of the rise of Custodes, we need Wazbooms. A lot. Only that works.
Honestly, Speed Mob is a list I like definitely the most from all my lists in last 3 years or how long. You can finaly do something. Great fun.
This message was edited 5 times. Last update was at 2022/02/13 23:03:07
Nothing to congratulate! My games was not so great (localy terrible, localy briliant ) But it was a proof - my maybe 10th game with SpeedMob? Still list and gameplan “under construction”.
Oh yes, I won the painting part and that' s honestly my true target. So yes, thanks for congrat
Drukhari was 2x3 talos, 2x2 Cronos and usual soup of characters, grotesques, wracks etc. No transports. The guy seems to be pretty surprised what Speedmob do and deployed very bad. But despite the my systematic decimation of his army, he was able to score max on primaries, so it was interesting.
Beardedragon wrote: So.. When you guys do field groups of 10 Kommandos, do you go for the squig bomb upgrade or not?
I've started to skip it, as I find them dying with squig still unused or using it inefficiently just to not waste it too often. If I need to waste points and have nothing but kommandoz to spend it on, I rather get a breacher ram.
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.