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2022/03/25 15:29:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Goff list and orks would have been fine in this meta without the point hikes to Killrig, kommandos, squigboss… they really weren’t that over priced and it made a more varied ork list.. the buggy points hike would have been fine even without the 1 unit limit to buggies or at worst a 3 model limit…
I'll just politely point out that The squigbuggy is now 110pts because it averaged 3dmg a turn to Space Marines or 4dmg at half range (regular launcha range).
The Harlies have 90pt voidweavers which have a Heavy 2 S12 AP-4 2D3dmg gun AND a secondary firing mode of 3D3 shots at S5 -3 1dmg AND they also get 2 more guns which are Heavy 3 S6 -1 2dmg. Its T5 but its also -1 to hit, no re-rolls to hit and a 4+ invuln Oh! and its movement 16 so it can very easily just drive around LOS blocking terrain with its 36 and 24' guns.
My honest opinion is that too many meta players get butt hurt when Orkz do well and therefore cry about how there once easy matchups are now hard and therefore GW listens to them and nerfs our competitive options.
This message was edited 1 time. Last update was at 2022/03/25 19:06:36
Oh I agree the freak out at socal for that 1 ork major win was a completely overblown response by the competitive 40K community.
The funny part is killrigs all but disappeared on the competitive tables, squigboss is rare and kommandos are usually a min squad or 2. All the chapter approved did for orks was reduce variety of units on the competitive scene for orks (except meganobs which are a little more prevalent). Orks got crushed though we quickly dropped from S tier to B tier…with the multiple back to back nerfs. Not saying orks are bad but it’s a far cry from the measure and obviously much weaker response the playtesting community gave drukari.
This message was edited 1 time. Last update was at 2022/03/25 22:21:04
2022/03/25 22:48:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
Got my first game coming up next week against the new tau, any advice would be welcome, still quite new to Orks. It’s borkan sept, but no stormsurge for definite.
I’ve got a kill rig, bone breaker, two wazboms, some Trukks and half a dozen buggies as well as a handful of war bikes and koptas. Plenty of infantry too.
2022/03/27 23:21:34
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Alright Boyz, finished the GT this evening and WOOHOOO Boy did I get my butt spanked!
Game 1: Orkz Vs Custodes (META)
Surprisingly close. Lost 61 to 91 (he finished 3rd Overall)
Game started with him winning the toss and gutting just an insane amount of my army. However, my Warbosses staged a daring come back and were able to force him back for a bit, killing trajann and his other 2 characters. Game ended with me literally only having 2 trukkz left on the board.
Game 2: Orkz Vs Imperial Guard
Unsurprisingly one sided. The Alphork strike list worked like it was supposed to...didn't hurt that this was also the only game I got 1st turn. At the top of turn 1 the game was functionally over. I slow played it to turn 5 to get as many secondaries as I could. WIN: 100 to 39.
Game 3: Orkz Vs Blood Angels
Surprisingly fun game! long deployment so it started incredibly slow for what amounts to 2 CC armies. He overplayed his death company when taking out a unit of bikers and my warboss on bike was able to teach him why that was a bad decision. It went back and forth a bit but in the end the Orkz just about tabled him at the end of turn 4.
WIN: 97 to 53.
Game 4: Orkz Vs Crusher Stampede (Meta)
A great example of how underpowered Orkz are. This matchup was relatively close for the most part, at the very end of our game i was almost entirely tabled while he still had a unit of warriors, 1 big gribbly beast and a swarm of venomthropes or whatever those things are alive. Crusher Stampede giving -1dmg to all its big beasts is just too much for my Alphork strike list to handle, not to mention all the additional psychic powers which hand out durability buffs like a 4+ invuln or 5+ FNP which we have to take a relic for or literally don't have access to The only heavy hitter for me was the warboss on warbike who managed to down 1 big beast before dying spectacularly. 3D weapons are a MUST against these guys, and shooting doesn't help much since almost their entire list is -1 to hit. LOSS: 46 to 60.
Game 5: Orkz Vs Custodes (Meta)
Another wonderful example of orkz needing some more dmg output. This was a ridiculously fun game and it was a LOT closer than the scoresheet makes it look, but that might also be because Orkz also suck at scoring points against these top tier lists. Turn 1 he overplayed his jet bikes while wiping out most of a kommando squad, a pair of mek gunz, and a unit of warbikes. On my turn I counter attacked and killed 5 out of 6 of them, I also completely neutered his telemon, bringing him down to his lowest bracket. In the end, he had his banner bearer a unit of axes and a mauled unit of swords and that was it, I was down to a mek gun. Massive LOSS: 17 to 97
Overall the biggest takeaways I got from this event was that Alphork strike gives up too many secondaries to Bring it down, we struggle to get secondaries, we have no staying power and that overall our dmg output is far to little to make an impression against the top lists.
Top 8 to really show how stupid the meta is right now
1: Tau
2: Eldar
3: Custards
4: Harlies
5: Drukhari
6: Eldar
7: Harlies
8: Slaanesh (Surprising)
Ohh and this is the next 8
9: Custards
10: Custards
11: Tau
12: Eldar
13: Custards
14: Crusher Stampede
15: Tau
16: Eldar
Automatically Appended Next Post: As a side note to all competitive players, if you are taking shooting orkz to competitive tournaments...you are screwed.
Every single Custards player was running the banner bearer which gives a bubble of -1 to hit because of how OP tau are, this effectively neuters your ranged dmg output to 50%, and since the units are both tiny and ridiculously durable, you are going to struggle to proc Freeboota until its almost useless.
This message was edited 1 time. Last update was at 2022/03/27 23:24:17
This is the main issue with alpha ork.. you benefit most from going first and even then you may not have enough damage to win but s are at least you get to dictate engagement and lock units in combat..
Speed mob is our strongest list currently after all the nerfs but it’s still not durable enough. The meta will shift shortly after adepticon as Gw is going to make another major quarterly update based on the results from adepticon. Custodes and harlies seems easier to fix then tau and eldar, both of which thier codexs are loaded with strong cia me options.
2022/03/28 04:47:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
Yeah, there's a lot of calls to roll back some of the nerfs implemented on the earlier codices in light of the new army dominating the meta. I would agree with maybe some of them (i.e. the buggy limitation) and I assume we'll be getting some points adjustments alongside that. Given that we're a datasheet army atm, we really do live or die on point changes unfortunately. Ideally, GW would actually give a look at army rules that effectively don't do anything at the moment (i.e. Mob Rule) and update datasheets like Nob Bikerz to be line with Warbikers and Kannonwagons to have the Wagon rule.
Right now, I feel like the only things that consistently hit hard enough against the current hot meta units are our HQ's. While I'm not entirely against hero-hammer, it does suck when most of our army hit like wet noodles after you start throwing in negative modifiers and transhuman style abilities and can't contribute nearly as much.
2022/03/28 10:59:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
I really don’t like the buggy limit. It’s a very heavy handed and poor balance mechanic. It’s was directly tied to the massive freak out at socal. And my biggest concern is it ruins kustom jobs not just efficiency or ease of use.
The points hike alone was enough to deter squigbuggy spam and to a degree scrapjet spam. But regardless I don’t expect any ork changes til 10th edition now. Like we all.. we are in the relatively dumpster fire of B tier not good enough to win a major or grand tournament and not bad enough to get a boost like guard need.
2022/03/28 12:01:28
Subject: Might makes Right! - Codex Orks 2021 Tactics
The Nerf was aimed not only to buggies, but also to the planes. And that was much more crucial imho. Buggies were OK - scroll back and check the Sempers Squigbuggy damage output stat. Nothing to write home about.
What sucked - also on socal - was the plane issue. First because you was able to screen the buggies againts charge by the bases of the planes and second, you could easily field 6 jets and go to the opponents deploy and shoot him off T1 without any chance for protection. Not only orks did this - admech too - but this was the most effective part of the nerf. And pretty good part imho.
Limit the buggies to one unit per army was not necessary and is pretty stupid imho.
This message was edited 1 time. Last update was at 2022/03/28 12:01:55
Tomsug wrote: The Nerf was aimed not only to buggies, but also to the planes. And that was much more crucial imho. Buggies were OK - scroll back and check the Sempers Squigbuggy damage output stat. Nothing to write home about.
What sucked - also on socal - was the plane issue. First because you was able to screen the buggies againts charge by the bases of the planes and second, you could easily field 6 jets and go to the opponents deploy and shoot him off T1 without any chance for protection. Not only orks did this - admech too - but this was the most effective part of the nerf. And pretty good part imho.
Limit the buggies to one unit per army was not necessary and is pretty stupid imho.
Yeah, the flyer spam was really the more egregious part of the army that made it dumb to play against, since you couldn't hide against them either T1 even behind obscuring. Sadly, GW rarely uses nuance when it comes to rules and balancing changes, specially for us greenie ladz :(
I'm about to go into a semi-competitive game with a friend where we're both trying non-conventional type lists that don't usually see play. I've already done Dred Mob with him, so I'm going to try out how bad an attempt at Green Tide might look like. I'm assuming that Goffs will probably be the best klan to go for? I'm going to likely take Ghazzy in that case, alongside a Warboss on Warbike (maybe with Zagstruk) with Da Killa Klaw for HQ's, a Weirdboy with Da Jump and Warpath, as well as a KFF Mega Mek. I'm debating if a Painboy is even worth taking in this case. I'm also presuming KMK support in the backfield. I presume besides Kommandos and Stormboyz, is there anything else that would go well with a Green Tide themed list?
2022/03/28 18:42:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: This is the main issue with alpha ork.. you benefit most from going first and even then you may not have enough damage to win but s are at least you get to dictate engagement and lock units in combat..
Speed mob is our strongest list currently after all the nerfs but it’s still not durable enough. The meta will shift shortly after adepticon as Gw is going to make another major quarterly update based on the results from adepticon. Custodes and harlies seems easier to fix then tau and eldar, both of which thier codexs are loaded with strong cia me options.
To be completely blunt, against those top tier lists, a Speed mob would do even worse. Every custodes list I ran into was running a -1 to hit banner, the Harlies all have native -1 to hit with light, Nidz have the same thing. I didn't get a chance to play against Tau but I can only imagine how bad that matchup would be. Point being that I really just don't think the Ork codex has the arsenal anymore to compete at the top tables against net lists. And that isn't even touching on the transhuman spam nor the -1dmg and -1 to wound that seems incredibly prevalent now.
I disagree. At least against Tau Speedmob is the better take for sure.
Custodes are still ok, i have two regulars that play them a lot and their low unit count helps a lot with scoring.
While Custodes themselves are reasonable good in scoring our Speedmob shooting can still waste them in combination with the mortal wounds.
Especially in the new Harlies meta where we will see a lot more Shadowkeepers that Emperors Chosen which is the better matchup for us.
Speedmob can easily wipe 1-2 squads bikes a turn even with the banner and after that drive around the infantry and score around them.
Not sure about Harlies themselves, have only played against the new CWE so far.
I think Alphork and Speedmob have similar chances against them. (So, pretty bad like all other armies rn. )
But i think Orks might have a chance through sheer volume, after all it`s just a few T3 dudes with a 4+ plus some paperplanes if you start to get hits in.
Might be the right time to get those burnas and Skorchas back in business.
2022/03/28 20:22:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: This is the main issue with alpha ork.. you benefit most from going first and even then you may not have enough damage to win but s are at least you get to dictate engagement and lock units in combat..
Speed mob is our strongest list currently after all the nerfs but it’s still not durable enough. The meta will shift shortly after adepticon as Gw is going to make another major quarterly update based on the results from adepticon. Custodes and harlies seems easier to fix then tau and eldar, both of which thier codexs are loaded with strong cia me options.
To be completely blunt, against those top tier lists, a Speed mob would do even worse. Every custodes list I ran into was running a -1 to hit banner, the Harlies all have native -1 to hit with light, Nidz have the same thing. I didn't get a chance to play against Tau but I can only imagine how bad that matchup would be. Point being that I really just don't think the Ork codex has the arsenal anymore to compete at the top tables against net lists. And that isn't even touching on the transhuman spam nor the -1dmg and -1 to wound that seems incredibly prevalent now.
Yeah, about the only thing a speed mob has over an Alphork list is mortal wound spam from Crashing Through and other vehicles having it baseline like Scrapjets and KBB, and some deffkopta shenanigans with Attack Outta Da Sun, but most of the top lists are maneuvrable enough that you wouldn't have the chance to get more than one charge off through ramming speed, after which you're exposed in the open and wiped out with extreme prejudice.
2022/03/28 21:53:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: Point being that I really just don't think the Ork codex has the arsenal anymore to compete at the top tables against net lists.
1. Not absolute true, see the results around, but…
2. …on the standard level you are absolutely right. But it' s not about ork codex, but about meta codexes. See the tournaments around the world. 5 armies on top. Like top 15 on every tournament is the same exactly like on your tournament? Rarely something else? I ' ve never seen anything like thag. How many armies is in w40? 30? How many of them can really score? 5 in top tier, 5 in B-team (incl orks) and the rest is in the trash tier except IG, they are in their own hell.
I mean speedmob is doing better then most ork lists competitively… I’m not saying it’s going to win you a tournament anymore. But it still plays well into crushing stampede and custodes… you are correct crashing through is a big reason speedmob does well but buggies are still are one if not the strongest units and tacking on 5+ invul to them helped… you are right though speed mob is still losing and orks have a 44-46% win rate right now. We will see what Gw does during the next quarterly update this month to tau and eldar…
This message was edited 1 time. Last update was at 2022/03/28 23:00:44
2022/03/29 05:07:26
Subject: Might makes Right! - Codex Orks 2021 Tactics
Everybody has a win rate under 50%. The Custodes and Tau are screwed.
Speed Mob won a GT 3 weeks ago, scroll back my posts.
-1 to hit an mass is definitely very bad for speedmob. That is the reason why people call back to servis so many KBBs and started using Freebota again for the wazbooms.
Because if you start ignoring Custodes as a broken meta short-life affair, than you need to deal with all kind of T3-T4 models and some latge bugs. Plus you can have a plan to score secondaries. That works. You have to be significantly better player than the opponent to do it however. Definitely not balanced.
Custodes generally run 4+ FNP against Mortal wounds, Crusher stampede has native -1dmg on all its big bugs. The shooting from a buggy list is mostly going to bounce off, and crashing through, while good, at best yields a 50/50 for mortals against Custodes and against the bugs, they routinely put a bug forward who has to be dealt with and who is buffed to all hell with durability buffs like 4+ invuln, 5+ FNP and -1dmg.
The power creep went up a notch for sure. It will be interesting to see how GW addressees that in regards to ork prices. Honestly, I just don't see a fix without changing rules because our durability is so low that just bringing a few more models won't do much.
So ill be attending a GT this weekend with a list that can be either alpha or beta strike. I guess it depends on whether i get turn 1 or turn 2 and what i face.
The list runs: Goffs, 7CP 1 Ghaz 1 warboss on warbike with da killa klaw and BBK 2x10 trukkboyz 2x10 Kommandos 3x10 stormboyz 3x3 deffkoptas 2x trukks 2x10 grots 3x1 Mek Gunz
This list isnt the pinnacle of ork competitiveness, yet it still has good elements in it. I have not run this list with ghaz before, and i had to sacrifice 10 kommandos to get him which im a bit annoyed with but it is what it is. I dont know if it will end up being a good or bad result because of it, but i missed using ghaz so i wanted to have him with me, and i hope he can do me some kind of good against custodians and Tau which i fear ill see a decent amount of.
This message was edited 1 time. Last update was at 2022/03/29 11:13:49
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/03/29 12:34:28
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: So ill be attending a GT this weekend with a list that can be either alpha or beta strike. I guess it depends on whether i get turn 1 or turn 2 and what i face.
The list runs:
Goffs, 7CP
1 Ghaz
1 warboss on warbike with da killa klaw and BBK 2x10 trukkboyz
2x10 Kommandos
3x10 stormboyz
3x3 deffkoptas
2x trukks
2x10 grots
3x1 Mek Gunz
This list isnt the pinnacle of ork competitiveness, yet it still has good elements in it. I have not run this list with ghaz before, and i had to sacrifice 10 kommandos to get him which im a bit annoyed with but it is what it is. I dont know if it will end up being a good or bad result because of it, but i missed using ghaz so i wanted to have him with me, and i hope he can do me some kind of good against custodians and Tau which i fear ill see a decent amount of.
Out of curiosity, any reason why you dont just drop the grots for the kommandos you had to drop for Ghaz? Looks like you have the mandatory troops covered already with trukkboyz, and mek Gunz already cover the backfield well enough as is.
2022/03/29 13:43:48
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: So ill be attending a GT this weekend with a list that can be either alpha or beta strike. I guess it depends on whether i get turn 1 or turn 2 and what i face.
The list runs: Goffs, 7CP 1 Ghaz 1 warboss on warbike with da killa klaw and BBK 2x10 trukkboyz 2x10 Kommandos 3x10 stormboyz 3x3 deffkoptas 2x trukks 2x10 grots 3x1 Mek Gunz
This list isnt the pinnacle of ork competitiveness, yet it still has good elements in it. I have not run this list with ghaz before, and i had to sacrifice 10 kommandos to get him which im a bit annoyed with but it is what it is. I dont know if it will end up being a good or bad result because of it, but i missed using ghaz so i wanted to have him with me, and i hope he can do me some kind of good against custodians and Tau which i fear ill see a decent amount of.
Out of curiosity, any reason why you dont just drop the grots for the kommandos you had to drop for Ghaz? Looks like you have the mandatory troops covered already with trukkboyz, and mek Gunz already cover the backfield well enough as is.
because grots are 100 points and i needed 125 points total (10 barebone kommandos and a powerklaw nob). I dont have any where else i can drop points except starting to remove stormboyz. To be fair i would rather remove 10 stormboyz than 10 kommandos, but even that would leave a difference of 15 points i would have to get somewhere else. Either from turning all 3 mek gunz to Smasha gunz instead of Kustom mega kannons, or remove 2 models from kommandos or stormboyz.
The reason i like my grots is that they can hold the backline while hiding so that i can shoot freely from the backline with my Mek Gunz. I dont need to hide my Mek Gunz then if the grots are hiding and holding the objective. Thus i can focus more on positioning.
If Mek gunz were the only thing holding the backline then it would be too easy for the enemy to remove my backline. Also grots help screen out any potential deepstrikes. Because the moment my army pushes forward im basically leaving behind the backline, and through clever positioning i can maybe push his deepstrikes all the way up to his own deployment zone. Im not a fan of keeping 3 mek gunz as the only thing behind. Also grots can do actions in case i have to do that. whether its secondary actions or primary ones.
Edit: Im trying to make a new kind of alpha strike/beta strike esque army like what i have right now (with or without ghaz) but also without Kommandos. Because Kommandos are pretty fething useless in that one battle map where you cant forward deploy. I dont know why GW thought making such a stage was a good idea but what ever. Because of it, and it turns up at GTs rather often, then it would just be 30 kommandos i have that are useless. So I think it would be wise to maybe make a different type of army that doesnt have kommandos in them. currently im unsure what that looks like, but yea.
This message was edited 7 times. Last update was at 2022/03/29 14:13:48
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/03/29 15:13:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
To be completely blunt, against those top tier lists, a Speed mob would do even worse. Every custodes list I ran into was running a -1 to hit banner, the Harlies all have native -1 to hit with light, Nidz have the same thing. I didn't get a chance to play against Tau but I can only imagine how bad that matchup would be. Point being that I really just don't think the Ork codex has the arsenal anymore to compete at the top tables against net lists. And that isn't even touching on the transhuman spam nor the -1dmg and -1 to wound that seems incredibly prevalent now.
Just wondering, how the nids also have the army wide -1 to hit ?
There is a warlord trait for that, but only in melee and around the warlord. Is there something else ?!
2022/03/29 15:43:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
To be completely blunt, against those top tier lists, a Speed mob would do even worse. Every custodes list I ran into was running a -1 to hit banner, the Harlies all have native -1 to hit with light, Nidz have the same thing. I didn't get a chance to play against Tau but I can only imagine how bad that matchup would be. Point being that I really just don't think the Ork codex has the arsenal anymore to compete at the top tables against net lists. And that isn't even touching on the transhuman spam nor the -1dmg and -1 to wound that seems incredibly prevalent now.
Just wondering, how the nids also have the army wide -1 to hit ?
There is a warlord trait for that, but only in melee and around the warlord. Is there something else ?!
Venomthropes, though they're not very common in crusher lists.
2022/03/29 16:31:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: Custodes generally run 4+ FNP against Mortal wounds, Crusher stampede has native -1dmg on all its big bugs. The shooting from a buggy list is mostly going to bounce off, and crashing through, while good, at best yields a 50/50 for mortals against Custodes and against the bugs, they routinely put a bug forward who has to be dealt with and who is buffed to all hell with durability buffs like 4+ invuln, 5+ FNP and -1dmg.
The power creep went up a notch for sure. It will be interesting to see how GW addressees that in regards to ork prices. Honestly, I just don't see a fix without changing rules because our durability is so low that just bringing a few more models won't do much.
I think that from the game design point of view it is ok to have some army - like custodes for example - that is simply bloody hard to kill and they are slow and masacre anyone in CC. And it' s ok if such a army has some speedy guys or some good shooting.
It makes you to be ready to more types of the game. If you just repeat one sequence of moves to win, it is wrong. Such army makes the opponent to have a more battle plans in the pocket regarding the opponent. You simply find the way how to score around and try to avoidem to fight them. The oposite are the drukhari now. You can kill them easily, but they have so many cheap units to score around. It is much more complex task to win than just kill them all. You have to kill them all in the right sequence the right way. Or they die but score higher.
But have hard and cc deadly army is in the same time a bloody fast and has such bloody shooting… it is a lot. Just pimp the price of vertus jetbikes like to 100+ points and game will be fine. I 've beated 2x3 vertus lists with the speed mob. It was hard, but it could work. Exactly the way described above - play a tie on primaries and do engage, bitz, ttl, data etc. around. But 3 squads of jetbikes + shooting and melee dreadnoughts that can HI 6” ? Pffffff
Automatically Appended Next Post: And yes - as you write in your nice report from your GT - the problem is also the scoring. If some armies have an easy ways ro score secondaries and some simply don' t… and in the same time these in any list have to give the opponent another easy secondary. That it' s pretty bad.
I 'm pretty disappointed by the ork codex secondaries. They are simply unplayable. It is the waste of the paper to print them. This cripple the balance a lot.
And generaly - it is ok for me, if it' s hard to kill someone. What is worst - like tau now or our flyer or smashgun spam before - if you simply can' t protect and if the opponent goes his first turn, he simply deletes half of your army.
It' s like in 8th - I faced some dude with 3-4 Landrides that shoot a lot and were hard to kill and do the scrwen and huge batery of thunderfire cannons and whirlwinds with some crazy buffs in the backfield shooting anywhere on the field like a hell. On the open field of the 8th edition.
This message was edited 3 times. Last update was at 2022/03/30 15:19:31
New Competitive Innovations are out and there are just 2 notes important regarding the Waaagh!
“…Our own Falcon has put together the stats from this weekend, and they make for grim reading. Excluding mirror matches, Harlequins hit a 77.9% win rate, “Aeldari” 65.1%, Craftworlds 61.7%. That’s high anyway, but they’ve also pushed down T’au Empire and Adeptus Custodes, who sit at 58.7% and 57.2% respectively – both factions were sitting comfortably around 60-65% before, and spiking up to as high as the 70% range on good weekends. The only other factions with positive win rates from this weekend are Chaos and Chaos Daemons (both with a small number of games), and Crusher Stampede Tyranids, plus GSC and Ad Mech sitting on 50% exactly – everything else is sub-50%, and even Drukhari have slipped into a negative win rate for the first time since their codex last year. Even worse, Adepta Sororitas (28.6%) and Astra Militarum (20.4%) have slipped down to the 20-29% bracket, as have a number of Space Marine Chapters…
…. What this means is that we’re looking at a meta even more oppressive than last year’s. Drukhari hit some stunning heights, but at the point that we had Ad Mech and Orks in there as well all three factions hovered between 55% and 65% – too high, but not this high.
….”
This message was edited 3 times. Last update was at 2022/03/30 17:02:04
I was thinking of putting together a Dread skew list (and likely proxy to start) as my first Ork list. Definitely not meta, but I was thinking:
Deathskulls Spearhead 2k
One of the Speedwah HQs (Warboss on Warbike?)
Kommandos 10x(Distraction Grot, Breacha, specialist sneaky gitz?)
Meganobs 4x (kombis? killsaws? no idea)
3 units of 5-ork Killa Kanz (no upgrades?)
2 units of 3-ork Def Dreads (Klaw and 3x Kustom Mega Blaster)
1 unit of 3-ork Def Dreads (4x Rokkits)
I am not terribly familiar with the Ork meta and new codex, but kustom jobs changed I think since Battlescribe isn't letting me take it on the 3-ork squads of Dreads anymore. So I've got a few points but I really don't have space to add much without losing something.
Obviously skewed toward 'heavy' armor, but I am not sure if 2 units of objective secured is enough. Maybe 2 MSU of Stormboys instead of Kommandos? That might leave enough points/force org for a Mek... I'd like to keep the Meganobs for the decent save...
Deathskulls seems really good for the Deff Dreads, since they each get a reroll (dread mob) on hit or wound, and have a 5+++ for the mortals on the KMBs. And real good for a Spearhead since any infantry get Ob Sec.
2022/03/31 06:45:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
Kaied wrote: I was thinking of putting together a Dread skew list (and likely proxy to start) as my first Ork list. Definitely not meta, but I was thinking:
Deathskulls Spearhead 2k
One of the Speedwah HQs (Warboss on Warbike?)
Kommandos 10x(Distraction Grot, Breacha, specialist sneaky gitz?)
Meganobs 4x (kombis? killsaws? no idea)
3 units of 5-ork Killa Kanz (no upgrades?)
2 units of 3-ork Def Dreads (Klaw and 3x Kustom Mega Blaster)
1 unit of 3-ork Def Dreads (4x Rokkits)
I am not terribly familiar with the Ork meta and new codex, but kustom jobs changed I think since Battlescribe isn't letting me take it on the 3-ork squads of Dreads anymore. So I've got a few points but I really don't have space to add much without losing something.
Obviously skewed toward 'heavy' armor, but I am not sure if 2 units of objective secured is enough. Maybe 2 MSU of Stormboys instead of Kommandos? That might leave enough points/force org for a Mek... I'd like to keep the Meganobs for the decent save...
Deathskulls seems really good for the Deff Dreads, since they each get a reroll (dread mob) on hit or wound, and have a 5+++ for the mortals on the KMBs. And real good for a Spearhead since any infantry get Ob Sec.
I hope the WALKERS will be new ork meta next time. Or next time next time… So it' s great time it start it now to be ready with painting in time. I 'm already hoarding the plastic
Good option are difinitely the Mega Dreads now. Their charging ability in combination with the Ramming speed gives you 4D6 charge, discard one lowest. 12” almost guaranteed. And than just bunch od D3+3 attacks and bunch of autohitting A12” and 5/0/1 Boombits. That is the combination that can do something.
Generaly walkers are slow. That is their main issue. They can do the dammage but they suffer to get there. But they have some staying power, which is cool.
Takeing Meganobz seems to me like a redundancy to the walkers. I can imagine take a large number of Killa Kans, Deff dreads and 2 Mega Dreads, support them with some Nob with Waaagh banner to get +1 to hit and as a fast moving support propably some Warbikers or Squighog boyz. Don' t bother with Kommandos or Stormboyz in such list. Oversaturate the enemy fire with one type of the target. Squigriders or warbikers do the job. You will have no obsec. That' s a pitty, but what? We' re building the future meta army
Or take Freebootas to get +1 to hit in any phase and give your warboss on warbike a Badskull banner to switch the enemy obsec on the right places.
If the Kans and Deff Dreads get the CORE keyword, they would be great with ghazzy. You can pimp the Kans to about 4 attacks hitting on 3 and 9/-3/3 and shoot 12” with the flamer 5/-2/-1 and Advance + Charge. It' s a pitty they cannot benfit from Goff culture. That would be SOME beta charge army.
And Yeah, Vehicle Kustom Job are only available for units of 1 model only.
A unit of 3 dreads can't have Kustom job.
Watch out the low LD on kans. You can take them in unit of 3 to mitigate the risk though you'll lose the +1attack bonus easily, or give the Trait +1Ld Aura on the banner nob behind them
This message was edited 1 time. Last update was at 2022/03/31 16:41:20
2022/03/31 10:10:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
Warboss on Warbike [6 PL, 115pts, -1CP]: Da Badskull Banner (Freebooterz), Killa Reputation (Freebooterz), Power Klaw, Stratagem: Extra Gubbinz, Warlord
+ Elites +
Nob with Waaagh! Banner [4 PL, 70pts, -1CP]: 1. Follow Me, Ladz!, Stratagem: Big Boss, Super Cybork Body
+ Fast Attack +
Warbikers [8 PL, 105pts] . Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun
Warbikers [8 PL, 105pts] . Boss Nob: Big Choppa
. 3x Warbiker w/ Choppa: 3x Choppa, 6x Dakkagun