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Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Beardedragon wrote:
 Tomsug wrote:
Waznoom is now a pure gold, but regarding the model - magnetize! It' s essential, because what flyier is the best change every 6 month.


Magnetizing a flyer isnt a small job though


I disagree. Fliers were the second model I ever tried to magnetize and it's fairly easy to do. The only thing that need drilling are the supa-shootas on the wings, everything else can just be solved by putting strong magnets inside wings, bombs or hull and stick smaller magnets with super-glue or greenstuff to whatever part you want to magnetize.

The only challenge is ordering the right size of magnets.


i feel like magnetizing a flyer so it can be both a dakkajet AND a wazbom sounds like a really large endavour. The two planes dont even look alike.
   
Made in us
Longtime Dakkanaut




As far as magnetizing goes the waxbom does use a few magnets but just follow an online tutorial.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Beardedragon wrote:
 Jidmah wrote:
Beardedragon wrote:
 Tomsug wrote:
Waznoom is now a pure gold, but regarding the model - magnetize! It' s essential, because what flyier is the best change every 6 month.


Magnetizing a flyer isnt a small job though


I disagree. Fliers were the second model I ever tried to magnetize and it's fairly easy to do. The only thing that need drilling are the supa-shootas on the wings, everything else can just be solved by putting strong magnets inside wings, bombs or hull and stick smaller magnets with super-glue or greenstuff to whatever part you want to magnetize.

The only challenge is ordering the right size of magnets.


i feel like magnetizing a flyer so it can be both a dakkajet AND a wazbom sounds like a really large endavour. The two planes dont even look alike.


Look at the picture I' ve posted and try it again. You don' t need to have the exact wings and tail. Just some ork plane with the right weapons. So you need to magnetize just the weapons.

There are following slots:

1. Bottom - SMG or just the landing sky
2. Nose sides - supashootas
3. Main weapons wings - TMB, KMK or supashootas
4. Turret - one or two shootas (big or supa) with the grot, or KFF, SBF or nothing (ventilation grid)
5. Could be on tail if you use the wazboom tail.
6. Bomb slots

Wanna wazboom? KFF / SBF slot 4., supa shootas slot 2, big weapons slots 1. and 3.
Dakkajet? 2 Supa shootas slot 2. and 3. and double shoota turret slot 4.

From all of this you can swap the plane to anything you want. Nothing hard, nothing complicated. You just need a drill, glue and bunch of magnets.

Plus my reccomendation:
7. Magnetize the wings. You will be able to transport the plane much easier.
8. Magnetize the tail. I didn' t do and it' s wrong. Magnetize it because of the transport.

This message was edited 1 time. Last update was at 2022/04/13 11:37:34


 
   
Made in us
Regular Dakkanaut




It's an Ork vehicle. I'd be disappointed if it looked like the box. Having the ability to change the weapons while still looking orky is a great way to have the options of both wazbomm and dakka jet.

I have Bitz from a knight and a stompa attached to mine to represent the kff.

I'd be interested to hear if people had any luck with dakkajets against quins or tau. The s6 could be useful
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Competitive Innovations arrived!

https://www.goonhammer.com/competitive-innovations-in-9th-why-so-serious/

It' s a Goff time! Meganobz are back. Not a single buggy this time. Actualy, not even a single mek gun! Pure infantry, cavalery and transports


The Warhound at Game Grid - 4th - Damien Owen - tripple trukkboyz (2x MANz + Warboss) and double Killrig (one with squigtyre) with Beastsnagaboyz, Beastboss on Saur etc. No stormboyz, just few kommandos. Heavy hitting alpha strike.
Spoiler:

++ Patrol Detachment -2CP (Orks) [42 PL, 780pts, 8CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Beastboss on Squigosaur [9 PL, 175pts, -2CP]: 4. Brutal but Kunnin, Headwoppa's Killchoppa, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Meganobz [12 PL, 200pts]: Trukk Boyz
. Boss Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw

+ Heavy Support +

Kill Rig [12 PL, 225pts]: 1. Roar of Mork, 2. Frazzle, Squig-hide Tyres

+ Dedicated Transport +

Trukk [4 PL, 70pts]

++ Patrol Detachment -2CP (Orks) [36 PL, 610pts, -4CP] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss on Warbike [6 PL, 115pts, -2CP]: 3. Junkboss (Speed Freeks), Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz

Weirdboy [4 PL, 70pts]: 2. Warpath, 4. Fists of Gork

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Kommandos [4 PL, 65pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [12 PL, 160pts]: Trukk Boyz
. Boss Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw
. Meganob: Kombi-skorcha, Power Klaw

+ Dedicated Transport +

Trukk [5 PL, 90pts]: Fortress on Wheels

++ Patrol Detachment 0CP (Orks) [32 PL, 610pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost

+ HQ +

Boss Zagstruk [6 PL, 110pts]

Warboss in Mega Armour [6 PL, 115pts]: 3. 'Ard as Nails, Da Krushin' Armour, Trukk Boyz, Warlord

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Kommandos [4 PL, 65pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Kill Rig [11 PL, 210pts]: 4. Spirit of Gork, 6. Squiggly Curse

++ Total: [110 PL, 2,000pts, 4CP] ++

Created with BattleScribe (https://battlescribe.net)


Tau Tipping 2022 - 6th – Lukas Troller - also Goff preasure, but this time more Beta strike list. No killrigs or trukkboyz for T1 charge. But Battlewagons and squighog boyz. And ghazzy with makari.

Spoiler:

++ Patrol Detachment 0CP (Orks) [64 PL, 12CP, 1,070pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost

+ No Force Org Slot +

Makari [3 PL, 55pts]: Makari's Stabba

+ HQ +

Big Mek w/ Kustom Force Field [5 PL, 85pts]: Choppa, Kustom Force Field, Slugga, Stikkbombs

Ghazghkull Thraka [15 PL, 300pts]: Gork's Klaw, Mork's Roar, Stikkbombs
. Warlord: Proper Killy (Goffs)

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

+ Elites +

Meganobz [12 PL, 180pts]
. Boss Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs

+ Fast Attack +

Squighog Boyz [8 PL, 100pts]
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

+ Heavy Support +

Battlewagon [8 PL, 120pts]: Deff Rolla

Battlewagon [8 PL, 120pts]: Deff Rolla

++ Patrol Detachment -2CP (Orks) [63 PL, -4CP, 930pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss

Weirdboy [4 PL, -1CP, 70pts]: 2. Warpath, 4. Fists of Gork, Stratagem: Extra Gubbinz, Super Cybork Body, Weirdboy Staff

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob: Power Snappa, Slugga

+ Elites +

Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs

Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs
. Meganob: Kustom Shoota, Power Klaw, Stikkbombs

+ Fast Attack +

Squighog Boyz [8 PL, 100pts]
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

Squighog Boyz [8 PL, 100pts]
. 4x Squighog Boy: 4x Saddlegit Weapons, 4x Squighog Jaws, 4x Stikka

+ Heavy Support +

Battlewagon [8 PL, 135pts]: 'ard Case, Deff Rolla

Created with BattleScribe (https://battlescribe.net)


Goonhammer have this two armies in the box “goff preasure list” but it' s very obvious on this example, how different these lists are. It' s more like “I dunno how does it work but there is written GOFF so call it this way…” The first one hits T1 like a hammer and hopes that it surprise the opponent so he won' t be able to score later. But Lukas Troller list seems to me more like a tide that slowly but surely controls the field.

I would appreciate deeper comments by someone who actualy play such lists.

This message was edited 5 times. Last update was at 2022/04/13 14:47:48


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Fixture of Dakka




NE Ohio, USA

CaptainO wrote:

I'd be interested to hear if people had any luck with dakkajets against quins or tau. The s6 could be useful


You know what's more useful? A Wazbomb @ BS4, enough high strength shots to wreck a target or two, + a pair a supa-shootas for incidental damage.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Except GEQs and some special combinations, if you do a math, you will find that Dakkajet do about 50-60% of the damage the Wazboom do. For 50-60% of the price. So it is not about what is better. It is about a game plan how many points do you want in the air and how many do you want on the ground.

In the speedmob, one wazboom at least is the minimum because you hardly find the units to spent the points.

In another types of the list it' s different. Because wazboom and dakkajet have the same ammount of W with the same T and similar Sv. So for the half of the points you have almost the same ammount of W to kill. Stronger army…


Automatically Appended Next Post:
So the decision makeing proces is aproximately like this:

If you take two wazbooms, you put 500p which is 25% of your army in the air. Your game plan have to be about getting to the opponent fast also with the rest of the army and kill as much asap. Because Wazbooms will be target n1 ASAP and all of the enemy fire will focus on wazbooms. And they propably gonna die. So you need to kill their anti-wazboom units first.

If you take two dakkajets, you have just abou 250p in the air but in the same chasi and the same ammount of wounds. But with the 50% killing potential. This sounds more like a gameplan with the focus on what is going on the ground and the dakkajets are there just for flexibility and power to clean objective holders behind the corner. And soak a lot of enemy firepower before thei die.

Look at their power - typical example are Duhkari Wracks. 5 of them sits back and you want them die. Dakkajet has 36 shots on 5+ = 12 hits. Wound on 3+ = 8 wounds. Wracks with 6++ and 5+++ reduce it to 6,66 and than 4,44 = you propably kill 5 Wracks a turn. That is nice but nothing to write home about.

And jets are always the targets n1. They are huge models and moving 60” around the table and shoot at anything. Everybody wants them dead.

So the 2 dakkajet option is better protection of your army than a KFF. In first and second turn at least. Kill two jets in a turn is a hard task even for the top meta armies and even such armies have to waste a huge ammount of their firepower to kill them.

Just don' t be stupid and do NOT fly directly to your opponent on both his flanks. Most of the warhammer shooting weapons has a limited range (on slow platform). Do not offer a target to all of the opponents shooting. Be clever. Deploy planes in the deepest corners of your deploy each on the other side. If they survive, one flyies directly to the opponents corner and the second like a proper jets turns and fly 60” to the same side of the table like the first one. Just not back in the deploy but next to the half of the table side. Do it like this and you focus the firepower on one side of the table and kill there a lot. On the other side, in opponents turn for most of the army the jets will be out of range. And in your next turn, if both of the jets are still alive, you should be able to move so, that the first jet goes to another quater of the table and the second stays in the same a you start The Great Rotation both jets scoring Engage.

The fact is that if you do it right and silent the opponents firepower anable to kill your jets and still have two wazbooms on the table after that, you propably win the game. Because the ammount of the dakka wazbooms in full load can do is really scary.

But aou cannot hide them and some armies simple kill them turn 1. Againts such armies you need to put the wazbooms in reserves to hide if go second. Because if you go second and lost both of your wazbooms before they shoot, you lost the game.


So back to the core of your question - what jet shall you assamble? Well, I love jets and play tham almost in every list last couple of years. There used to be times, it was a Dakkajet. And wazbooms sucks like a hell. Than they became fine. Than there was a very funny period of exploding Burna Bommers. The only that was not cool for a long time is a Blitza Bommer. So I guess Blitza Bommer will be cool in some of the next expansions.

So magnetize. Really. Trust me. Take a saw and cut your finished jet to magnetize him later is a really paintfull process. You don' t want to do it.



Automatically Appended Next Post:
And have them two. Jets needs to be in pair. Both or non.

This message was edited 5 times. Last update was at 2022/04/14 06:12:11


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

New Balance Dataslate. Squigbuggies nerfed heavily via game wide -1 to hit and +1 to save on indirect fire if target not visible…

https://www.warhammer-community.com/wp-content/uploads/2022/04/lBLlqvrttJVgyfhC.pdf

Gork! That makes them pretty useless…

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






And despite all the criticism, GW did not change the buggy nerf to 1 per unit...

Whelp, I guess I'm going to dust off my brand new obsec DG terminators with 1+ armor.

This message was edited 1 time. Last update was at 2022/04/14 11:26:22


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. 
   
Made in dk
Longtime Dakkanaut




Danmark

essentially lost 1 attack when above 20 models to be replaced with -1AP on choppas for boyz at least. at this point the "buff" to get -1AP on choppas are largely redundant with so many AP ignoring modifiers. It also stops big shootas from being useful in many match ups with a speedwaaagh.

And yes, squig buggies hitting on 5s and the enemy gets +1 to their save? Can you spell feth off? good bye squig buggies, it was fun while it lasted. but sadly you needed one more nail in the coffin. The mega nerfs werent enough.

This message was edited 2 times. Last update was at 2022/04/14 11:30:02


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Regular Dakkanaut




I'm so glad that our 9th edition codex didn't have a selling point of an army-wide ability that increases shooting AP for two turns, and also our generic melee weapons gaining an AP.

Also cool that they wanted to boost the survivability of power armor types while forgetting that armies that aren't predominantly power armored still have some units with it too... Actually, I've just thought of something about the wording of Armor of Contempt. It says to worsen the AP characteristic by 1, with no clause defining a minimum value for the modified AP characteristic. The core rules only protect characteristics with '-' (or '1' in the case of S,T,Ld, and A) from being modified to be worse than they are. AP characteristics are written as 0, however. Therefore does Armor of Contempt cause AP 0 weapons to become AP +1? Giving the target +1 to their save roll? This is obviously not their intent but they've gone and worded it badly enough that it's a possible reading, unless there's another part of the book dealing with modifying characteristics I missed.

This message was edited 1 time. Last update was at 2022/04/14 11:37:49


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

It seems that Snazzwagons will be used just because you need some more units in Speedmob and has nothing else to put in the list…

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in gb
Rampagin' Boarboy





United Kingdom

I think I'm giving up on the competitive game for the time being, at least until they stop nerfing Orks. Even when we're not getting targeted nerfs we're still taking a whack from the nerf bat.

I'm dusting off the ol' Kill Tank
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

I ´ m not so sceptical. Because what the datslate do the most is ceipling the harleis and custodes and taus.

That is good for us.

Cripling the RSBs is bad but wé ll find the way go around.

Buffing the marines? Who cares. They are weaker than orks and we can beat them. Or I don ´ t know how about you, I don ´ t remember the last time I was defeated by some marines or sisters…. Like a year ago?

10k p fullpaint orks ready to krump! …

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Made in it
Waaagh! Ork Warboss




Italy

Changes to squigbuggy was disappointing but I can always bring more buggies, bikes, koptas, wagons instead of that one even if I were fielding (and I don't) the army of renown. I was already fielding just the one squigbuggy, so I won't change that much thanks to that.

I'm much more annoyed by the buff to power armours which is massive. Also their vehicles get the buff and considering how already crappy were our APs this is someting that will have a significant impact on orks.

RAW AP+1 is very possible unless I miss something. And if it wasn't, Speedwaaagh would become completely useless.

This message was edited 2 times. Last update was at 2022/04/14 12:39:52


 
   
Made in us
Regular Dakkanaut




Vehicles are definitely where I'm worried. When SM armies have been strong it's been when they have had strong vehicles (mostly dreadnoughts).
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Oh, so this ap buff works on dreadnoughts too? Gork!


Automatically Appended Next Post:
Need more AP is new Need more dakka


Automatically Appended Next Post:
Snazzwagonn is now actually better than Squigbuggy. More shots. Fix number of shots. Cheaper.

Hell. So let´ s paint them…


Automatically Appended Next Post:
Aaa no. I discussed with my Booomboyz Kopta squads and they say they manage it

This message was edited 3 times. Last update was at 2022/04/14 13:05:25


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Mekboy on Kustom Deth Kopta






 Tomsug wrote:
I ´ m not so sceptical. Because what the datslate do the most is ceipling the harleis and custodes and taus.

That is good for us.

Cripling the RSBs is bad but wé ll find the way go around.

Buffing the marines? Who cares. They are weaker than orks and we can beat them. Or I don ´ t know how about you, I don ´ t remember the last time I was defeated by some marines or sisters…. Like a year ago?


with power armor ignoring most of our AP i think that changes now. my honest assesment on reading all the changes orks are now a bottom 1/4 army again. down from pre faq being a mid 3/4 army.

10000 points 7000
6000
5000
5000
2000
 
   
Made in gb
Regular Dakkanaut




Wow, we really are in the dirt again aren't we??

I was expecting them to recognise how bad ork boys are and bring them back by at least a point, preferably 2-3.

I was also convinced in my mind that they would realise that the multitude of -1 to hit in the game reduces our shooting builds output by 50%

Instead we will now bounce off Power Armour again and got an indirect nerf to the Rukkatrukk Squigbuggy which is already overcosted at 120 pts.

Also we are one of the few armies where the +1 armour save on indirect does practically nothing to help us.

Goofy Smiley said above he thinks we are bottom 1/4. I personally think we are now flat out the worst codex outside of those armies that haven't had a codex this edition.

The worrying thing is, they don't even seem to realise how bad our codex is right now.

Just because we post the odd semi decent result in some small 20 player tournament on occasion doesn't mean our codex isn't drowning in a sea of power creep.

What's even good now?

MANZ?
Speed mob?

I'm struggling our competitive builds are limited.
   
Made in fr
Mekboy Hammerin' Somethin'






This really proves the complete absence of any ork advocate on the GW team, for those who still had any doubt on the subject.

Meganobz look like total gak compared to sm termies now, don't they ?

This message was edited 1 time. Last update was at 2022/04/14 13:35:18


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Stabbin' Skarboy





Maybe if mega armor went back to its classic stats, 2+ save then a 4+ unmodifiable after.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in us
Regular Dakkanaut




 Tomsug wrote:
I ´ m not so sceptical. Because what the datslate do the most is ceipling the harleis and custodes and taus.

That is good for us.

Cripling the RSBs is bad but wé ll find the way go around.

Buffing the marines? Who cares. They are weaker than orks and we can beat them. Or I don ´ t know how about you, I don ´ t remember the last time I was defeated by some marines or sisters…. Like a year ago?


Here here!

We'll be fine. We had bad match ups into tau, quins and custodes and they all got nerfed.

Rukkatrukk is gone but I'd switched to more deffkoptas anyway.
Or is it hear hear.

This message was edited 1 time. Last update was at 2022/04/14 15:06:14


 
   
Made in us
Stabbin' Skarboy





“Hey orks, here’s ap on your choppas to deal with power armor”
Heh, definitely worth the price increase.

"Us Blood Axes hav lernt' a lot from da humies. How best ta kill 'em, fer example."
— Korporal Snagbrat of the Dreadblade Kommandos 
   
Made in it
Guarding Guardian



Italy

 Some_Call_Me_Tim wrote:
“Hey orks, here’s ap on your choppas to deal with power armor”
Heh, definitely worth the price increase.
And also another Nerf on squig buggy
   
Made in gb
Regular Dakkanaut




 Some_Call_Me_Tim wrote:
“Hey orks, here’s ap on your choppas to deal with power armor”
Heh, definitely worth the price increase.


I think there is a solid argument for boyz being around 6-7 points each in this meta.

9 is frankly ridiculous
   
Made in us
Regular Dakkanaut




Boomboyz is now a must.
   
Made in eu
Rampagin' Boarboy





United Kingdom

CaptainO wrote:
Boomboyz is now a must.


100% agree, Boomboyz koptas will be worth their weight in gold going forward.

I'm looking at the SJD again actually. I don't mind not having out of LOS fire if I can basically be wherever I want anyway.

This message was edited 1 time. Last update was at 2022/04/14 15:47:25


 
   
Made in ca
Gargantuan Gargant






Man, poor squigbuggy just gets ground into the dust, I guess I'm lucky that I never ended up getting the model. Must suck for people who went out and bought a trio of them at their peak. GW legitimately doesn't know what they're doing with all these blanket changes. We might get an early 10th ed clean up with the rate things are changing at such a rapid and volatile pace.

Also, very asinine that we still have the buggy restrictions given the points increases and enemy units that are heads and shoulders above our firepower.
   
Made in ca
Longtime Dakkanaut




People's memories are short.

Choppas and their ilk are now AP0 again into the most common matchup (SM). Klaws are AP2 now -- basically, marines have a 5++ vs our hammers.

Orks are going to struggle into Marines. Dark Angels Terminators got a -1 AP buff! Those things will be *so hard* to shift if you aren't going speed mob rocket spam.
   
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Gargantuan Gargant






tulun wrote:
People's memories are short.

Choppas and their ilk are now AP0 again into the most common matchup (SM). Klaws are AP2 now -- basically, marines have a 5++ vs our hammers.

Orks are going to struggle into Marines. Dark Angels Terminators got a -1 AP buff! Those things will be *so hard* to shift if you aren't going speed mob rocket spam.


Yeah, the fact that one of the "selling" points of the new codex, the -1AP for choppas, gets neutured so quickly in the face of these changes is a slap in the face given how much we pay for that and a T5 body. GW basically has to push the cost of boyz to 6 ppm to even have them compete, and even then a complete rewrite of the datasheet is kinda necessary at this point.
   
 
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