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2022/04/16 18:01:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
They might as well put the entire ork collection on last chance to buy, the army sucks so hard right now.
Yesterday evening I lost 4 models against an ork tournament player (though a bit below me in terms of skill, just a bit though). 4 models… And I wasn’t even playing a super comp army list, 25% of my list was « for fun » stuff.
He was playing the regular speedwaagh army. It was painful to watch honestly.
Time to drop orks for now when considering tournaments, seriously.
Tomsug perhaps you are the siegler of greenskins, I don’t know, but for people like me who need at least a decent army to get a high placing in a serious tournament (which isn’t easy to do), Orks are relegated to fun games, armour Of contempt (contempt for orks) was the final straw.
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2022/04/16 18:45:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
To many playtesters and competitive players don’t have major ork armies in thier usual army rotations and this is why get attrocious Balance changes based on the fact these players view orks as an npc army and flip out when an ork unit is even slightly competitive. I say this as the vast majority of popular codex reviewers and known playtesters go on and on about how powerful and strong certain ork units are (like deffkoptas) and then most state they don’t play orks or don’t have many models available to play these theoretical broken lists. It’s annoying how heavy handed ork changes tend to be with very little done to fix the parts that are bad. Meanwhile harlequins dark saedeth are still just as broken, tau is still S tier and eldar craftworld weren’t touched at all… the bias is real.
Back on topic I never bought badrukk model kinda want him but dont like the model.
This message was edited 3 times. Last update was at 2022/04/16 22:01:56
2022/04/16 21:06:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
There are like a million third party pirate orks out there, so just get yourself one of those printed.
As for the GW model, as usual I suggest hunting down the metal version because finecast is gak.
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.
2022/04/16 21:13:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
So in the brave new Armour of contempt world what tools do we have at our disposal for combating that?
My wheelhouse is Goff pressure so I think anything with at least -2 AP D2 is what we want, which means.
Ghaz
Boss Zagstruk
Warboss on Bike with Killa Klaw
Deff Dread
Squighog Riders
Meganobz
Bonebreaka Deff Rolla
So I'm going to try a list with all of the above into marines and see how it goes.
I think we have to move away from the Ap-1 stuff and I don't think we can take Boyz at 9 ppm. They are absolutely terrible. We can only hope GW has a clue and they get cut down to 6-7 in the next points patch.
It does leave us a problem with Obsec, if opponents put durable Obsec say terminators on objectives I'm not sure how we shift them and play primary.
2022/04/16 21:59:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
Flash gitz
Meganobs
Killakans
Deffkoptas (boomboys if speedmob)
Squighog riders
Scrapjets (during a speedwaaagh)
Out of the 3 finecrap characters badrukk is awful,, zagstrukk is a great character but the model is badly dated; even the ork aesthetic is off now… snikrot though is still decent model… I doubt any of these characters are going to be remade soon but snikrot could be made awesome if they tried.
This message was edited 1 time. Last update was at 2022/04/16 22:05:40
2022/04/16 22:08:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug perhaps you are the siegler of greenskins, I don’t know, but for people like me who need at least a decent army to get a high placing in a serious tournament (which isn’t easy to do), Orks are relegated to fun games, armour Of contempt (contempt for orks) was the final straw.
My confidence for orks is not based on my siegler-level skills but the oposite. I know I' m pretty bad. Which is approved regularly on TTS and on local tournaments in Prague. Wait for May. There will be the GT, I' m in and it will be a wild commedy I guess.
And because I know I 'm pretty bad and I see my results and do a debrief on my games after each I see what could happen iF I would had been Richard Siegler
Anyway, my point of view is definitely screwed by the fact that I play SpeedMob and I have a tons of models for this army. Which is a pure coincidence based on sequence on thinks:
“Screw it, I just painted 90 boyz and 120 grots! I never want to do it again! Let' s start something totaly different! What about new buggies? /we are in 2020 or something like this - the buggies just arrived / Well, the new buggies suck and are brand new models. So if I start to paint them, it will be fun to convert and sometime in the future they will be cool on the table, because GW will want to support their sales”
That put me in the place I have a garage full of the right buggies and koptas right now…
Same sequence push me right now to hoarding the walkers…
Automatically Appended Next Post: What is important to say is that I' m really good in makeing the confident statements supported by logical arguments full of gramatical errors, that appears to be wrong soon see my statements about new Eldars just a while ago…. “It seems they will not broke the meta”… very clever…
We' ll see what comes in few weeks. In my experience, I' m not the only one, who is usually totaly wrong
What makes me sad however are following thinks:
- moaning, that orks are weak. Well, obviously they are not (or were not before the dataslate). Just the meta and meta chasers are super agresive and keep himslef in the game againts boosted armies is really hard. Which is the fact. The truth is, we never lost. If we fight, we win - moaning the boyz are now bad. They are bad since the summer. GW crippled them to oblivion in the new codex. Nothing can makes them more useless. And I say it as a player that used a trukk Boyz for a couple of months! So any zero is still a zero. No stress. Just wait for the right moment.
- last few years my buddy thinks to burn his marvelous IG army. I 'm trying to help,him to make it works. Hey guys! You think orks sucks? Try to build a competitive IG list! And it takes a real years already!!!
Orks are not a competitive meta chaser faction. It is a fun faction. That is why all of us loves the orks. We can glue whatever we want, we can paínt whatever we want and we can make a mess. That is the fun.
If someone wants to keep his speed with the meta, do it like Jidmah or others. Have another armies and focus on one that is actualy a bigger dog. That is a warhammer 40k. Look at me - I have one AdMech tshirt!
This message was edited 8 times. Last update was at 2022/04/16 22:31:45
Went to a tourney last weekend, took a speed waaagh and yeah, things are a little rough, we really feel like we're missing something. Or well a lotta things.
Our options feel fairly limited, i'm sad GW didn't give us anything in the dataslate, added core to wagons and dreads even. But there you have it. Armour of contempt really hurts a lot of our meta lists who tend to rely on volume of ap1 to overwhelm durability. But at least harlies, custodes and tau could feel a little less oppressive for a while.
Will the meta shift into something we can exploit? Movement away from volume of low ap shots letting hordes stay around a little longer?
2022/04/17 03:47:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
I feel really lucky that barring one player that play SoB, my meta is almost exclusively xenos players. Despite that, it does definitely make a lot of our army wide stuff like Speedwaaagh feel like it was neutered and stuff like boomboyz on deffkoptas will become absolutely mandatory. I'm not sure how much this will push SM to back to the top of the meta, but I think between DG and TS for Chaos, SoB and SM for loyalists, there's going to be many rough match-ups for Orks now that Tau, Custodes and Harlies got taken down a peg. It's really going to be a roll of the dice who you get matched with more than the list you're running IMO. Speed Mob still sadly seems like the top list despite all the changes, since at least for them they have mortal wounds to play with to get around AoC, while Goff Pressure/Alphork's reliance on hitting hard and weight of attacks lost a lot more from losing AP-1.
2022/04/17 07:59:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
Marines are sv 3+. They can get +1 cover and +1 AOC = there are two types of weapons that wins
AP 0 weapons, because there couldn ' t be a save better than 2+. So marine in cover is 2+ anyway.
AP -3 and better do sv4+. That is the area where invu starts to appear.
So let' s call the best weapons AP 0 in mass and AP -3 or -4
So I see two obvious winners:
MANs with Kustom Shootas and PKs = this is athe AP0 and AP-3 combination. And they works as we can see in last week CI - both lists had mass of MANs. One with Kustom Shootas and second one with kombi skorchas.
And the second winner is…. MEGA DREADS! My favourite! CC weapons are AP-3 or -4 and their autohitting gatling is 5/0/1.
Or deffdread with KMB or kustom shootas and his ap-3 klaws.
Interesting stuff appeared in Speed Mob garage too. The long time hated Snazzwagon seems to be good buggy right now. 14 dakkarange shots with ap-3 in speedwaagh DMG 2 = almost 2 dead marines a turn for 90p
And Boomboyz deffkoptas of course with ap -4 and dmg 3 for all this dmg reductions and FNP = 4 dead marines a turn for 250p. Snazzwagon seems to be better.
Automatically Appended Next Post: But generaly nothing hot. AoC is bloody strong…
Automatically Appended Next Post: But generaly nothing hot. AoC is bloody strong…
This message was edited 3 times. Last update was at 2022/04/17 09:01:24
I really do think AoC shuld have been written so as to not stack with light cover - justify it like they did in the Space Marine video game, power armored SM types (and apparently sisters) barely care about cover, it provides no better protection that what they already wear. I haven't played against it with Orks yet, but AP-1 guns against AoC units in cover just feels unfun.
2022/04/18 13:03:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
after some small games and seeing what works it seems our new best options are now... mostly the new stuff. Was this intentional or just incompetence lining up with making people buy newest models? welcome to mortal wounds are the best we can do edition orks
Its the stronges tlist I cna make that can actually stand a chance against power armor. 2x 2k point games in for validation (more needed obviously) feels like you are in an uphill battle but you can outplay codex space marine with it.
10000 points 7000 6000 5000 5000 2000
2022/04/18 13:21:34
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
If AoC gave rise to Deff Dreads i would be one happy Ork cause i love those evil things, but dreads have same old issue, they lack delivery, so one or 2 in deep strike is as best as i would go i think.
I think we are going to see rise of MANZ with combi skorchas
I also think burna boyz in a truck might be worth a while now? Just a guess i can't play i moved to a new country can't find people that play + i don't have the models too.
Warbiker's shooting is also decent, it's about volume of shoots not the AP.
Kannonwagon or Gunwagon for +1 to hit and decent AP
Most buggies bar the squigbuggie seem ok, but you can tell me otherwise, they seem to have decent stats. Squigbugguie competes with mech guns i think.
Mech guns with kustom mega kannon are also nice, i would go pairs.
Defkoptas and wazboom but that's already known ahaha.
Battlewagon with rolas are also nice, not over the top but you will se them a lot more with MANZ, I know many are saying that Nobz suck but for a cheap elite you can put inside Battlewagon safely and in good number. If you manage to deliver they probably do as much as MANZ and live just as long, please some one correct me on that.
I am not entirely sold on the Kill Rigg, if it could transport anything, i would be ok with it too, since it would give a nice option to the battlewagon with psychic powers, specially with the new secondary
I think Kans are also more interesting considering now...
Squig Boyz are also very interesting at 75points for 3 riders with nice stats. But more importantly a 10inch move to follow those wagons.
That's my take. But it is sad to see, with the new AoC, Boyz are basicly dead and squigbuggies barely deserve a spot being doubly hit.
This message was edited 1 time. Last update was at 2022/04/18 13:22:17
2022/04/18 14:09:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
Being honest it had been around a year since I lost to speesh marines so the AoC should bring them up the competitive ladder.
We were high B low A tier before this. Worse armies than us have been brought up and better armies brought down.
I think we now have good play into custodes and tau and even quins. I played dark eldar before the last nerf and remember thinking that it was tough but not impossible. After their nerfs they still remained challenging but became definitely easier to beat.
Tldr; we'll be fine.
2022/04/18 15:36:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
CaptainO wrote: Being honest it had been around a year since I lost to speesh marines so the AoC should bring them up the competitive ladder.
We were high B low A tier before this. Worse armies than us have been brought up and better armies brought down.
I think we now have good play into custodes and tau and even quins. I played dark eldar before the last nerf and remember thinking that it was tough but not impossible. After their nerfs they still remained challenging but became definitely easier to beat.
Tldr; we'll be fine.
Speed mob has a clear path -- it's worse than before, but Boom Boy Copters will help offset this new AoC BS.
Regular Waaagh is a dumpster fire, though. The # of losing or unfavoured matchups Orks have is crippling. Heck, even post nerf, Custodes, Tau, and Harlies probably will beat us cleanly or are favoured to beat us.
I don't think you can build a regular Waaaagh TAC that can comfortably tech into beating power armour *and* Elves.
2022/04/18 16:34:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
Ya boomboyz is now even more important. It means neither of my wazbomms can take flyboy which in turn makes freebootas more appealing (I wouldn't want to take flyboyz instead of get a +1 to hit)
You may be right about speed waagh v regular waagh but it's probably best to see that as a glass half full situation. My warbikes were not great into MEQs before but are even worse now although the additional +1 ap from the chaaarge means they can be still used in a pinch.
My deffkopta heavy speed mob has plenty of ap-2/-3 d3 so it'll probably be fine
2022/04/18 17:22:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: So, who played already with the new dataslate? Reports!
I played into Ultramarine successors on Sunday. We played Tide of Conviction and I went second.
My list was:
Spoiler:
DS Battalion/Vanguard
MAWB - Ard, Krushin
Weirdboy - Cybork
Foot boss - Killa Klaw, Brutal But Kunnin
8x10 Beast Snagga Boyz
Pain boy - Big Gob
6 Kommandos
2x5 Kommandos
2x5 Burna Boyz
2x5 MANz 2x6 Stormboyz
My opponent had a bunch of heavy intercessors, plasma redemptor, 2x5 hellblasters, eradicators, some characters and other infantry.
I took banners, strangle, and warp ritual. My opponent took no prisoners, warp ritual, oath. He conceded top of 4 after I gave him a 4 on primary T2 and a 0 on primary T3 and RND was not going to happen beyond two quarters. The output of the army into that much gravis felt absolutely horrible but the plan was to just push obsec bodies on to every objective and win on primary.
Going forward I think I'm going to try something like this:
Spoiler:
MAWB - Ard, Krushin
Weirdboy - Cybork
Bike boss - Killa Klaw, Brutal But Kunnin
KFF Mek
3x5 MANz 3x6 Stormboyz
2x10 Nobz w/ klaws
3 Wagons w/ rollas and ard cases
10 Grots
Need more testing with orks but it's definitely much harder into marines these days.
2022/04/19 05:57:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: If you run a speed mob, then a snazzwagon can only use its "MORE GITZ OVER DERE!"
stratagem if he makes a fall back?
Yes.
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.
2022/04/19 12:02:43
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Yeah, infantry without transports strugle like a hell. Wagons are definitely a way to go.
The problem is, all our infantry is over costed garbage.
I can't justify spending 70 points to house a 100 point ork boyz unit that apart from being obsec and having a single P/Klaw does absolutely nothing and dies as soon as it disembarks.
I run 2 units of trukkboyz because I am forced too if I want to have any obsec in the list, but its painful.
I suppose meganobz are the best infantry we have into the armour of contempt meta, and it does make double kill saw viable again.
But its still meh
2022/04/19 16:29:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
I had a game againts new Tyranids (without any extensions) with my Speed Mob yesterday.
It was like a mirror match. Just better. His main tricks? For 1 CP one bug can go out of the table on the end of the turn and second bug - hive tyrand - can move after CC and move himself back for free (spell). Move himself back behind tyrand bodyguards in 6” aura from some another bugs giving -1 to hit and -1 to wound. So you cannot shoot him before you shoot down bodyguards with -1 to hit and -1 to wound too.
Oh yes and as an support he had 2 Harpys - jetbugs that have a very strong antitank shooting.
Looked like game designers used one concept twice…. Just make it more dangerous.
I lost and need to think about it. Harpys must die ASAP. That is obvious. But what next? Try to broke his -1 to anything castle? Chmmm…..
Maybe I try it another way. Just keep him eating single buggy a turn and kill all of his other stuff around to stop him scoring… Hive Tyrands was able to move 17” + charge, man can avoid it…. But it' s not so easy….
This message was edited 2 times. Last update was at 2022/04/19 16:35:06
New nids are in a different ball park altogether than most of the armies, including ours, right now due to the unclear nature of whether or not they can still use crusher stampede. Even without it, they have very cost efficient units like Harpies for crazy strong anti-tank that can really chew through speed mob units while having crazy mortal wound output with Maleceptor/Neurothrope combo. It's kind of hard on what to suggest since they can pop the 5++/4++ imperative when needed so it's hard to alpha strike them and most of their synapse units can be pretty well protected between Tyrant Guard and other screening units. Attack of the Sun Deffkoptas and maybe some units using Drive-By-Dakka seem to be the only ways we can kind of bumrush them with dakka without overly committing our units to die by return fire.
2022/04/19 18:56:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
I really do wish they would just bring back 5th ed core rules at this point. They still seem to have no concept of how a -1 modifier affects a low versus a high roll check.
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2022/04/19 21:38:13
Subject: Might makes Right! - Codex Orks 2021 Tactics
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.
Awesome post Tomsug. Ork Flight Skool kunnin' at it´s best
2022/04/20 11:51:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
I have been caught out. I was one of those people who made conversions and cool models for the glory of my shelf and now someone has seen their new Tyranids codex and wants to challenge me to a 1000 point game. I have never played, so I am terrified I will embarrass the boyz and bring great shame to Gork and Mork.
What I have: 2 dragsters, 1 kustom boosta blaster, 1 wartrike, 6 warbikes, 1 trukk, 1 big trakk, 1 big mek with KFF, 10 kommandos, 1 dakkajet, 30 boyz, 6 manz, 1 warboss, 10 gretchin. I have a reasonable proxy for a warboss on squigosaur, and might be able to rush a second trukk.
He is not a serious competitive player, but he has lots of models. What are my options?
2022/04/20 15:38:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
soupnun wrote: I have been caught out. I was one of those people who made conversions and cool models for the glory of my shelf and now someone has seen their new Tyranids codex and wants to challenge me to a 1000 point game. I have never played, so I am terrified I will embarrass the boyz and bring great shame to Gork and Mork.
What I have: 2 dragsters, 1 kustom boosta blaster, 1 wartrike, 6 warbikes, 1 trukk, 1 big trakk, 1 big mek with KFF, 10 kommandos, 1 dakkajet, 30 boyz, 6 manz, 1 warboss, 10 gretchin. I have a reasonable proxy for a warboss on squigosaur, and might be able to rush a second trukk.
He is not a serious competitive player, but he has lots of models. What are my options?
If you can proxy a weirdboy and play the normal boyz as beast snaggas I'd try something like this Goff battalion: