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2022/03/15 14:22:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
I bring to attention because of the hive guard rules, they now require a spotter to shoot. I fully expect we receive the same treatment.
Why would we receive the same treatment? We dont have units that shoot without line of sight that are spammable. You can buy 18 hive guards. We can buy 3 squigbuggies...
It's not that they are spam able, but they shoot without line of sight, it's the same type of weapon profile. And looking at GW track record they will probably import to every weapon profile of similar type, that's my reasoning. Still we are talking of conjecture and I am not advocating that it should apply to us, I am waiting for the data slate that should drop today I think. Hopefully if they do follow that route they would lift the ban on more then single squad of buggies.
The squig buggies were oppressive when you could have 9, now you can have 3, for an increased cost even, so they arent oppressive at all anymore.
The hive guards can remain oppressive by being in such large groups.
If they nerf ork squigbuggies with the same manner they would also nerf Plagueburst crawlers in the same idea. Or even kill/hunta rigs Mortars.
I dont think this spotter rule will become a thing, i think its just a thing for units that shoots without line of sight that can be spammed to this degree.
considering tau broadsides.. I won't hold my breath. let's wait and see.
2022/03/15 14:42:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
I'm still waiting for someone to reasonably explain how Squigbuggies were oppressive?
Assuming you were in 18' range, assuming you were freeboota, assuming you proc'd your kulture, it was 10.5 shots, 5.25 hits, 3.5 wounds (against T4) and on average 4.6dmg a turn vs Marines.
Vs T6+ vehicles it was 1.75 wounds and 2.3dmg
You have to get a lot of things going or you to get that 2nd gun into range AND have freeboota proc. And then you are 18' from the enemy which is relatively easy charge range for most factions these days.
SemperMortis wrote: I'm still waiting for someone to reasonably explain how Squigbuggies were oppressive?
Assuming you were in 18' range, assuming you were freeboota, assuming you proc'd your kulture, it was 10.5 shots, 5.25 hits, 3.5 wounds (against T4) and on average 4.6dmg a turn vs Marines.
Vs T6+ vehicles it was 1.75 wounds and 2.3dmg
You have to get a lot of things going or you to get that 2nd gun into range AND have freeboota proc. And then you are 18' from the enemy which is relatively easy charge range for most factions these days.
Orks can't have good things I guess.. even looking at the profile 9 for their cost and output is nothing close with the recent codex's, oh and we haven't even seen the new eldar being played.
Art of war has already made a small vid where several pro players give their thoughts on the current meta state, on eldar craftworld they almost said the thing was broken, they discuss it at 1:15:52
2022/03/15 14:52:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
Grabbed a couple and am working on building/ painting. the Mega-Dreads have a mega charge ability built in for roll an extra D6 for charge and discard to lowest. Movement is 8 but degrades to 6 at 8 wounds and 4 at 4 wounds which is not great
gun seems nice heavy D6 str8 ap-2 damage 2 blast
melee hitting at str 16 ap-3 damage D3+3
Meka-Dread has same main weapons but instead of 2 str5 flamers they can repair vehicles and are 165 points vs 175 for the MegaDreads
Mega Dreads are nice to tellyport and have reliable charges with the mega charge, meaning you don't have to blow the 2CP on ramming speed if you have a unit like deffkoptas coming on the same turn as them and still having a high chance of them making into combat.
The Killkannon is a waste of time for both Meka and Mega Dreads, its shooting is anemic and you're better off with a second klaw for the extra attack. Right now I would say Mega Dreads are better simply because Meka Dreads have a BS4+ that is underutilized with the weapons options he has, while the repair function doesn't work on itself and is very unlikely to be in range of other vehicle units to make it worthwhile, so you may as well go all in on offense with the Mega Dread.
2022/03/15 15:45:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I'm still waiting for someone to reasonably explain how Squigbuggies were oppressive?
Assuming you were in 18' range, assuming you were freeboota, assuming you proc'd your kulture, it was 10.5 shots, 5.25 hits, 3.5 wounds (against T4) and on average 4.6dmg a turn vs Marines.
Vs T6+ vehicles it was 1.75 wounds and 2.3dmg
You have to get a lot of things going or you to get that 2nd gun into range AND have freeboota proc. And then you are 18' from the enemy which is relatively easy charge range for most factions these days.
Because 36” range x 9 buggies = about 3x5man squads of objective holding and mission doing stuff dead without any chance for protection, propably turn 1 = totaly cripled army for scoring.
They say….
I don 't care, old story for me…
This message was edited 1 time. Last update was at 2022/03/15 15:46:34
SemperMortis wrote: I'm still waiting for someone to reasonably explain how Squigbuggies were oppressive?
Assuming you were in 18' range, assuming you were freeboota, assuming you proc'd your kulture, it was 10.5 shots, 5.25 hits, 3.5 wounds (against T4) and on average 4.6dmg a turn vs Marines.
Vs T6+ vehicles it was 1.75 wounds and 2.3dmg
You have to get a lot of things going or you to get that 2nd gun into range AND have freeboota proc. And then you are 18' from the enemy which is relatively easy charge range for most factions these days.
My understanding is that it's fairly good at splatting a little chaff unit sitting out of sight on an objective, or finishing off crippled units, and then kicking off Freebootas for the rest of the list. Think a unit of grots/stormboys in a ruin, or a unit of intercessors that has been thinned out.
The Dakkajet is another pretty good example of the Squigbuggy's niche, but the Squigbuggy shoots from out of LOS rather than just being able to be wherever it wants.
It's not busted on its own, but helps set other things in motion. Squigbuggies and Dakkajets were more of a by-product of Freebootas being "problematic" at the time compared to other kultures.
2022/03/15 18:38:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
Because 36” range x 9 buggies = about 3x5man squads of objective holding and mission doing stuff dead without any chance for protection, propably turn 1 = totaly cripled army for scoring.
They say….
I don 't care, old story for me…
True, but at 36' range you are only getting 7 shots on average instead of 10.5, so its 3.5 hits, 2.2ish wounds and 1.4 wounds, or 2.8dmg to a Marine unit. So 3 of them shooting the same target would end up with 4 dead Marines on average. Pre-nerf thats 270pts of Buggies killing 80ish points of Marine. if that was game breaking for elite armies...well they suck.
Afrodactyl wrote: My understanding is that it's fairly good at splatting a little chaff unit sitting out of sight on an objective, or finishing off crippled units, and then kicking off Freebootas for the rest of the list. Think a unit of grots/stormboys in a ruin, or a unit of intercessors that has been thinned out.
The Dakkajet is another pretty good example of the Squigbuggy's niche, but the Squigbuggy shoots from out of LOS rather than just being able to be wherever it wants.
It's not busted on its own, but helps set other things in motion. Squigbuggies and Dakkajets were more of a by-product of Freebootas being "problematic" at the time compared to other kultures.
So it synergized slightly well with freeboota and therefore had to be killed because nothing is allowed to synergize in the ork codex :(
So it synergized slightly well with freeboota and therefore had to be killed because nothing is allowed to synergize in the ork codex :(
Pretty much
Like we've mentioned before, for whatever reason, success in Ork lists placing in tourneys leads to an immediate hate boner wave in the community and demands for nerfs are almost immediately both asked for and given at a speed that surpasses other factions. It's like subconsciously GW has succeeded in implanting that we're an NPC faction that absolutely cannot be anything besides "that wacky xenos race".
2022/03/15 19:20:01
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
So every other army has a hate train for us, old news, let them cry in a corner!
I was under an impression the dataslates would be available today, guess I am wrong.
I think your alpha ork will benefit from battlewagons Semper, good amount wounds and you can carry MANZ which with goff deliver a harder punch specially versus custodes and with the goff stratagem. Just keep them cheap and with a rolla.
2022/03/15 21:43:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
I was under an impression the dataslates would be available today, guess I am wrong.
What dataslates? We expect something? Why should be there some extra changes to orks now? GW has their new schedule, I don' t expect any changes in orks before summer. Last dataslate was 4.2. and it should be quaterly. So next one no sooner that 4.5. Just Erratas for the new codexes maybe (which our is not anymore).
Beside that, everything drops on Saturday or Sunday anyway…
This message was edited 2 times. Last update was at 2022/03/16 06:38:14
Elves I can't really say. Gonna have my second game against them today. They have a lot of different tools and good but expensive units. I think we will know more in a few weeks when / if there are popular builds.
Custodes are tough and can still hurt our shooting with their banner.
They can somewhat ignore their bad primary matchup against as with a few good secondaries like psychic interrogation with an Inquisitor or stuff like grind / stranglehold.
The bikes are nasty and a nightmare to shift.
Those 4++ saves and T6 5 wounds are tough to chew through. Also they have a lot of utility strats like transhuman or tanglefood granades that can ruin our day. Also everything besides Bikes has ObSec, so they are surprisingly good in holding objectives.
Try to kill the Bikes fast and you can decide where the fight is and establish board control.
And pray his 4++ Bikes don't roll hot.
Tau have lots of Crisis in their popular builds, which are fantastic in killing our stuff. Airburst and SMS puts out a lot of indirect fire while Cyclic Ion Blasters S8 D2 3 shots and Plasma S8 D3 is o real pain for our vehicles.
They mostly have BS4+ but markerlights give them +1 to hit with commanders handing out rr 1s and Shadow Sun working like a chapter master.
They have multiple sources of wound rerolls and +1 to wound. Normally they will go for Montka instead of Kauyon, which boosts their mobility and dmg output turn 1-3 (advance and shoot + reroll 1 to wound in a certain distance)
Breachers in Devilfish have seen some play (up to 3 can disembark after moving and have a horrendous output), but they have a short range. So if you see a Devilfish with breachers inside kill it ASAP.
All units can take multiple Drones. They work a bit different, right now they are basically part of the unit with Shielddrones having 2 wounds and a 4++. That's enough to tank the first damage, so you either need to chip away as many Drones as possible turn 1 to get the damage where it needs to be.
Big shootas are great for that, as are Dakkajets. (Who are not bad against Crisis in General as all the Suits are T5.)
You'll mainly see Borkan (+4" range & a strat to make 1 gun ignore invulns & ranged attacks under S8 get -1S) or Farsight Enclave Allied world (basically Farsight but can take Ethereals for extra CP and a 5+++ buff. Trait with +1 to hit under 12" and a full reroll / hit strat)
Tau Sept has 3 redeploys, combined with stuff like infiltrating Stealth Suits or shadow sun and pulling them back after deploying can disturb your Kommandos.
A few other things:
If he has a homing beacon (probably with Stealth Suits) he can deepstrike turn 1 near them.
Kroot have a 7" Pregame move and are the Tau solution to board control. Kill them fast to prevent the Tau from scoring.
Let's of indirect fire and a move shoot move strat makes it hard to get a grip on those nasty Battlesuits.
He will probably try to cripple your army turn 1-3 and score afterwards.
Try to keep some stuff back and move block his stuff. They can shoot and do actions, so keep that in mind.
Tau really like Nachmund data but need to max it out turn 3-5.
If they have Vespids try to screen out your 2 quarters until turn 3 to make it harder.
Tau will Out damage you most of the time put score later. Anything that steals them VP is good. Sneak a squad of boys on their Objectives as often as possible. Commanders with 2 Drones can do engage, if he takes it try to kill one with a few Pistol shots or boy attacks, even if you don't kill the commander. Tag stuff as often as possible. Only one unit can fallback and shoot. He can shoot in close combat but that prevents your other units of getting shot at. He can only shoot in engagement range, so if its possible Tag only 1 suit or a Drone and he basically has no shooting if he forgets to pile in.
It's quite probable you get tabled but still win the game.
This is brilliant. Awesome post Grotrebel
Automatically Appended Next Post:
Tomsug wrote: Typical lists - the concept of their Secondaries is crucial. The good list is built around the plan how to score. So list without a secondaries is just the half of the story.
QFT. I find most lists borderline useless to read without the full info.
This message was edited 1 time. Last update was at 2022/03/16 08:50:21
2022/03/16 09:40:13
Subject: Might makes Right! - Codex Orks 2021 Tactics
What dataslates? We expect something? Why should be there some extra changes to orks now? GW has their new schedule, I don' t expect any changes in orks before summer. Last dataslate was 4.2. and it should be quaterly. So next one no sooner that 4.5. Just Erratas for the new codexes maybe (which our is not anymore).
Beside that, everything drops on Saturday or Sunday anyway…
I was under the wrong impression. I heard somewhere that it was in previous day, rest is story... fact check in the future...
Scactha wrote: QFT. I find most lists borderline useless to read without the full info.
Yeah I agree, i would like to mention good bitz and psychic interrogation, real easy secondaries with our current armies, engage on all fronts is also easy for us
This message was edited 3 times. Last update was at 2022/03/16 09:41:57
2022/03/16 09:42:53
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: The squig buggies were oppressive when you could have 9, now you can have 3, for an increased cost even, so they arent oppressive at all anymore.
The hive guards can remain oppressive by being in such large groups.
If they nerf ork squigbuggies with the same manner they would also nerf Plagueburst crawlers in the same idea. Or even kill/hunta rigs Mortars.
I dont think this spotter rule will become a thing, i think its just a thing for units that shoots without line of sight that can be spammed to this degree.
I agree, it's highly unlikely that they go back and change old codices. I'm fairly sure that this is how they will hand IG artillery which is bound to break the game in half (or be worthless) when their codex drops. Having spotters for artillery is a very good and flavorful fix IMO.
This message was edited 1 time. Last update was at 2022/03/16 09:43:03
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.
2022/03/16 11:38:22
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
I agree, it's highly unlikely that they go back and change old codices. I'm fairly sure that this is how they will hand IG artillery which is bound to break the game in half (or be worthless) when their codex drops. Having spotters for artillery is a very good and flavorful fix IMO.
They could make vox casters tie in with spotting as well. That would be nice and fluffy.
Orks don't need spotters because our accuracy is garbage anyway, so it doesn't matter whether we can see our target or not
2022/03/16 12:02:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote:Mega dread is nice. Combine his charge ability with ramming speed to get super nasty charge range.
Appeared in competitive builds in autumn. Some goff preasure lists with ghazzy. But really not so common.
cool, have 3 mega dreads and 2 mekas. will try both, plan is currently like stompy robots take a flank of the board, will def be using ramming speed at times too for the long bomb charges
Grabbed a couple and am working on building/ painting. the Mega-Dreads have a mega charge ability built in for roll an extra D6 for charge and discard to lowest. Movement is 8 but degrades to 6 at 8 wounds and 4 at 4 wounds which is not great
gun seems nice heavy D6 str8 ap-2 damage 2 blast
melee hitting at str 16 ap-3 damage D3+3
Meka-Dread has same main weapons but instead of 2 str5 flamers they can repair vehicles and are 165 points vs 175 for the MegaDreads
Mega Dreads are nice to tellyport and have reliable charges with the mega charge, meaning you don't have to blow the 2CP on ramming speed if you have a unit like deffkoptas coming on the same turn as them and still having a high chance of them making into combat.
The Killkannon is a waste of time for both Meka and Mega Dreads, its shooting is anemic and you're better off with a second klaw for the extra attack. Right now I would say Mega Dreads are better simply because Meka Dreads have a BS4+ that is underutilized with the weapons options he has, while the repair function doesn't work on itself and is very unlikely to be in range of other vehicle units to make it worthwhile, so you may as well go all in on offense with the Mega Dread.
The plan is fielding 3 mega dreads and 2 mekas for supporting them doing with restoring 1d3 wounds to 2 of the 5 meks. I would agree though that megas are better if choosing one or the other as a solo model. its 855 points and i think the profiles make them pretty good and with buggy, dakka jet, and wartrike lists can negate most of the antiinfantry shooting in a list
on the fence on guns vs 5 extra attacks across them. its 5 attacks str 14 AP-3 D D3+3 hitting on 3's, 4's or 5's depending on wound status vs. across 5 cannons 17.5 str 8 ap-2 damage 2 shots more so if the blast applies, so we average 5.77 hits or about 1 per model at that profile (blast could be good vs eldar, harlies, tyranids with the upcoming codex, and other orks, but less useful against our boogieman of custodes). Plan is to magnatize for klaws so will try as both but I do think the klaws are likely to win out vs more matchups.
10000 points 7000 6000 5000 5000 2000
2022/03/16 12:36:12
Subject: Might makes Right! - Codex Orks 2021 Tactics
Does this mean 4 units of deffkoptas (1 boomboys) are allowed in speedmob… considering things like buggies warlords and aircraft are hadcapped and troops and Transports uncapped anyway… deffkoptas and mega nobs having another unit isn’t bad.
“ Page 4 – Muster Armies
Add the following bullet point to the exceptions listed in the right-hand column:
‘• Specialist Mob units”
They also confirmed named characters like mozgrod can be added to detachments without breaking the single clan rule.
Also another faq update is and they have now completely skipped over “critical mass” campaign book and are past nachmund campaign now… deffkoptas attack out da sun is NEVER going to be faq’d.
This message was edited 2 times. Last update was at 2022/03/16 12:55:39
2022/03/16 16:20:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Does this mean 4 units of deffkoptas (1 boomboys) are allowed in speedmob… considering things like buggies warlords and aircraft are hadcapped and troops and Transports uncapped anyway… deffkoptas and mega nobs having another unit isn’t bad.
“ Page 4 – Muster Armies
Add the following bullet point to the exceptions listed in the right-hand column:
‘• Specialist Mob units”
They also confirmed named characters like mozgrod can be added to detachments without breaking the single clan rule.
Also another faq update is and they have now completely skipped over “critical mass” campaign book and are past nachmund campaign now… deffkoptas attack out da sun is NEVER going to be faq’d.
No offense but I think you got it all wrong ;(.
1/ They clarified that the specialist mob is an exception to the "same keyword" rule. It is not related to the "3 identical datasheets" max.
2/ Named characters are exampt from the "SELECTABLE keyword" rule. Because on named character you cannot 'select' it, as it is predetermined.
2022/03/16 17:06:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Does this mean 4 units of deffkoptas (1 boomboys) are allowed in speedmob… considering things like buggies warlords and aircraft are hadcapped and troops and Transports uncapped anyway… deffkoptas and mega nobs having another unit isn’t bad.
“ Page 4 – Muster Armies
Add the following bullet point to the exceptions listed in the right-hand column:
‘• Specialist Mob units”
They also confirmed named characters like mozgrod can be added to detachments without breaking the single clan rule.
Also another faq update is and they have now completely skipped over “critical mass” campaign book and are past nachmund campaign now… deffkoptas attack out da sun is NEVER going to be faq’d.
No offense but I think you got it all wrong ;(.
1/ They clarified that the specialist mob is an exception to the "same keyword" rule. It is not related to the "3 identical datasheets" max.
2/ Named characters are exampt from the "SELECTABLE keyword" rule. Because on named character you cannot 'select' it, as it is predetermined.
1) yea you are right there are 2 exemption lists in that column.. to bad they didn’t clarify which exemption list on page 4 second column they meant.
2) um what you wrote means the same thing I said mozgrod is exempt from the selectable keyword rule….
This message was edited 2 times. Last update was at 2022/03/16 17:09:09
2022/03/16 17:11:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
Warlord doesnt force the detachment for the Goff
Even if it did, big whoop because Ghaz has his own free detachment that you have literally all the reasons to use and none to NOT use (because it allows another warboss to be picked since Ghaz is not in that detachment, hes in supreme commander)
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/03/16 20:18:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: Warlord doesnt force the detachment for the Goff
Even if it did, big whoop because Ghaz has his own free detachment that you have literally all the reasons to use and none to NOT use (because it allows another warboss to be picked since Ghaz is not in that detachment, hes in supreme commander)
Ah yes, thats true. Well i do play a list with Ghaz that happens to be goffs in which hes not in a supreme detatchment, in order to save points on HQ slots though.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/03/16 20:57:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
Lock out of what relic? Unless youre running Evil Sunz (which why the crap would you want ghaz with an ES list) the clan relics are kinda crap. i pretty much only use killchoppa/dedshinyshoota for relics.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/03/16 21:22:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: Lock out of what relic? Unless youre running Evil Sunz (which why the crap would you want ghaz with an ES list) the clan relics are kinda crap. i pretty much only use killchoppa/dedshinyshoota for relics.
Booter relic is good. ES relic is good.
ES strat is good, as is Booter strat.
Blood axe relic AND strat are good.
Snakebites? Lol snakebites, well it's all bad.
Deathskulls? Kind of a wash.
Bad Moons? well, lol bad moons. They're in the penalty box for 8th.
Goffs strat is good (albeit expensive), relic is ok.
This message was edited 1 time. Last update was at 2022/03/16 21:23:11
2022/03/17 02:43:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Does this mean 4 units of deffkoptas (1 boomboys) are allowed in speedmob… considering things like buggies warlords and aircraft are hadcapped and troops and Transports uncapped anyway… deffkoptas and mega nobs having another unit isn’t bad.
“ Page 4 – Muster Armies
Add the following bullet point to the exceptions listed in the right-hand column:
‘• Specialist Mob units”
They also confirmed named characters like mozgrod can be added to detachments without breaking the single clan rule.
Also another faq update is and they have now completely skipped over “critical mass” campaign book and are past nachmund campaign now… deffkoptas attack out da sun is NEVER going to be faq’d.
I think at this stage it looks like GW meant attack out of the sun to be used as is (can pop a unit back into reserve the same turn as it arrives) I've not seen any tournaments say otherwise and as annoying as it maybe it gives the speedmob a unique tool.
Maybe of it became oppressive (which would require orks to once again win a tournament) it would force gw to take a look at all our rules (substandard nob bikers and weird vehicle squadron rules I'm looking at you) until then it's fair game.