Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2022/04/23 14:13:43
Subject: Might makes Right! - Codex Orks 2021 Tactics
Goff kullture as the inate 1+ S on charge which is easy to pull off, and the army is all about melee. I don't agree with your conclusion, ork armies are ok S wise.
We're definitely fine in terms of Strength. It's AP where we struggle if anywhere.
I've fallen back to the old ways of just drowning things in volume shots, and fortunately things that we were already running like koptas, snazzwagons and scrapjets put out a good amount of shots at a respectable power level.
I'm also running the Dragsta again. It's essentially another KMK that can be wherever it wants, and we all know KMKs are decent.
This message was edited 1 time. Last update was at 2022/04/23 15:52:46
2022/04/23 17:08:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
AP-1 ain't so how with Armor of Contempt, but S5 is a good value to have-just enough to wound most troops on 3s and nothing worse than 5s.
Edit: Actually, I think the named Keeper of Secrets take you to 6s to-wound. It's T7 with -1 to-wound in melee, if I recall correctly.
So outside that, nothing worse than 5s.
It’s a heavy bolter it’s not good… if it makes you feel better you can call it not high..str6 and str8 tend to be the break points..
I agree I do like str5 in mass melee especially if you have a way to gain the extra +1 str w a strat or on charge… but let’s not pretend a handful of str5 ap1 1 dam atks are good on the current meta. You either need greentide levels of atk spam on it or a lot of reroll to hit/wounds to get value out of that unit since they are going to melt the next turn.
Goff kullture as the inate 1+ S on charge which is easy to pull off, and the army is all about melee. I don't agree with your conclusion, ork armies are ok S wise.
As I stated I like str 5 when you get +1 str but a handful of str 5 ap-1 1 dam atks are not good in the current meta. I’m not sure how else to state this.. if this was good we wouldn’t have a problem killing most other armies troops on the charge. But our troops regularly charge and fail to wipe out other troops unless we severely out number them points wise. It’s not an even trade.. durability has skyrocketed the last 6 months..
This message was edited 1 time. Last update was at 2022/04/23 17:09:20
2022/04/23 17:12:23
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Beastsnaggas aren’t much better… ap-1 low strap-1 are mostly trash… beastsnaggas have a place in a vehicle/monster meta, but that’s not the current meta right now.
Says that Strength 5 is low.
It's not. There's nothing in the game, outside the named Keeper Of Secrets, that you wound only on 6s. You wound the majority of Infantry on a 3+.
Strength 5 is actually a GREAT Strength value, because it's just high enough to wound one point better on many models-notably, T4, T5, and T8 models.
It's everything else that's hurting Orks right now.
Clocks for the clockmaker! Cogs for the cog throne!
2022/04/23 17:52:10
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Beastsnaggas aren’t much better… ap-1 low strap-1 are mostly trash… beastsnaggas have a place in a vehicle/monster meta, but that’s not the current meta right now.
Says that Strength 5 is low.
It's not. There's nothing in the game, outside the named Keeper Of Secrets, that you wound only on 6s. You wound the majority of Infantry on a 3+.
Strength 5 is actually a GREAT Strength value, because it's just high enough to wound one point better on many models-notably, T4, T5, and T8 models.
It's everything else that's hurting Orks right now.
S5 isn't low strength, but its nowhere near as good as it was just 1 edition ago. Transhuman seems to be everywhere, -1 to wound is becoming more common, T5 is starting to become the norm for competitive builds..i mean, Custards are across the board T5, Gravis Marines are T5 etc. So again, its not low strength, but its sure as hell not as good as it was just a few years ago.
And beastsnaggas are pretty terrible atm. The fact you need a killrig is a bit annoying
It's not. There's nothing in the game, outside the named Keeper Of Secrets, that you wound only on 6s.
Any Warboss datasheet with 'Ard as Nails? They're all T6 minimum.
I would argue that most warbosses are generally taken out by what are for all intents and purposes anti-tank weapons, so the T6 is usually somewhat irrelevant.
Obviously any discussions about 'Ard as Nails, Transhuman and like abilities are very much valid though.
This message was edited 1 time. Last update was at 2022/04/23 18:13:42
2022/04/23 18:27:46
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
It's not. There's nothing in the game, outside the named Keeper Of Secrets, that you wound only on 6s.
Any Warboss datasheet with 'Ard as Nails? They're all T6 minimum.
Ah, okay. So one unique character and Warbosses with a certain Warlord Trait.
Edit: Also, I think a few Relics can get -1 to-wound on the Characters, but I don't think any of them are T6 or higher. Point is, T6-8 with -1 to-wound is rare as heck.
Still, S5 is a good spot to be in. I mean, if you're bringing up Transhuman, I'd like to point out that (against Primaris Transhuman, at least) S5 is equal to S16, but you pay less for it, so...
This message was edited 1 time. Last update was at 2022/04/23 18:28:27
Clocks for the clockmaker! Cogs for the cog throne!
2022/04/23 20:19:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
The issues Ork melee has is delivery and AP. Strength and # of attacks is fine.
But a slow melee army with a 6+ (or 6++) save has always been the issue and still remains. And even if we connect, we can be as low as AP0. Just not worth the effort.
This message was edited 1 time. Last update was at 2022/04/23 20:19:34
2022/04/23 23:58:25
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
It was a bit dissapointing that GW didn't give us any buffs in the dataslate. We've been hit pretty consistently with direct and indirect buffs of late. Our melee has lot a lot of it's lustre with some of the nonsense other factions can pull off now, the armour of contept ability and a steady increase in the amount of -1 damage hanging about.
Our best weapon profile at the moment is probably the rokkit. Even our Klaws feel a bit meh and killsaws are laughably meh for what you pay. We really should have a thunder hammer equivalent as a faction.
A dreadmob army of renown would also be nice.
2022/04/24 05:01:20
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
I am firmly in the camp that it's mostly delivery and AP that is our issue.
I honestly would trade for more survival across the board on all models. If they can live through the damage, our units can deliver.. but that's if they can survive, we have really good S lie mentioned and eventhough we have low AP we can flood with attcks and shots, but that's irrelevan't if the unit can't even survive.
Maybe i am wrong it's such a mess, but what AoC show's is that the current meta is too killy and maybe asking for more damage is not healthy for the overall game
2022/04/24 09:06:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
It is definitely about delivery and anything else than S5. It' s about AP, about mortal wounds, fight first or stuff like this and of course about scoring.
Automatically Appended Next Post: Mark Buckwalter 2nd on Berst Spring Assault. A LOT of meganobz
EDIT! There is some mess in BCP. Mark was 3rd and his army was EVIL SUNZ. Not DS.
Well I won my first game against Drukhari yesterday. I don’t remember all the details as I was drinking Took a bit of adjusting mentally as everything that did well agains marines got vaporised early (my opponent got first turn).
I thought I had lost but then unloaded my transports ( pretty much all I had left) and they held the objectives after I wiped most of his infantry.
This message was edited 2 times. Last update was at 2022/04/24 09:59:47
2022/04/24 10:09:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
Automatically Appended Next Post: And footslogging!!!
Thats certainly an interesting list. Do we know what his match ups
and secondaries were?
I'm intrigued by the lack of a Megaboss for durability, and the lack of kombi-skorchas on at least some of the MANz.
I would love to see some BatReps/write ups.
Well I checked it and
- list in BCP is wrong. He played EVIL SUNZ
His comments from FB:
WHY EVIL SUNZ?
Yeah the move buffs and WL trait are huge. The army is to slow in any other faction. It has hard counters I just have to hope I don't run into. Most power armor marines it handles ok but DA terminator spam is a tough fight.
MATCH UPS
Played GK twice and Chaos. The changes with AOC hurt some but it was manageable. I lost to the chaos list that won. That list took advantage of all the crap that still existed in 8th while paring in some 9th rules too. It would have done ok against that list too but I failed all but one charge in a turn and that left me in a bad spot. Then I just started getting owned by double shooting oblits and soulburners. For the record AOC works on cultists too.
How did you deliver the meganobz?
ram them up
Automatically Appended Next Post: It was obviously a local tournament, so be careful…
This message was edited 1 time. Last update was at 2022/04/24 11:13:37
It was obviously a local tournament, so be careful…
Good on the guy for the RTT placement, but hoping to avoid bad matchups will not go so well if you go to a major.
But good to see someone applying the theory of just spamming Mega nobs and being done with it. We need AP, they got the best AP we can muster.
I still might prefer deathskulls in that style. Mega Nobs are still slows as balls even in ES, might as well have a ton of Obsec. Or Goffs, as exploding 5s or 6s really amps up the output. Mega Nobs don't really have the same weight of dice other units have, and that'll bounce into like DA.
This message was edited 2 times. Last update was at 2022/04/24 15:09:32
2022/04/24 15:09:42
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Forceride wrote: I am firmly in the camp that it's mostly delivery and AP that is our issue.
I honestly would trade for more survival across the board on all models. If they can live through the damage, our units can deliver.. but that's if they can survive, we have really good S lie mentioned and eventhough we have low AP we can flood with attcks and shots, but that's irrelevan't if the unit can't even survive.
Maybe i am wrong it's such a mess, but what AoC show's is that the current meta is too killy and maybe asking for more damage is not healthy for the overall game
The problem is that yes the game is absolutely far too killy atm, but that isn't likely to change anytime soon. I ran the numbers a bit ago, but the post 44.4% nerf to Voidweavers still leaves it with HIGHER average dmg output than the PRE NERF squigbuggy. So simply increasing dmg reduction to a slew of factions without addressing the glaring holes in the other 60% of the game isn't going to fix anything except increase their power level while hurting everyone elses.
And lets face the facts here. The biggest "buffs" the ork codex received were T5 and -1AP choppas. Morale for the most part cancels out the buff of T5 and this AoC buff for Power armor cancels out our -1AP to the tune of about 40-60%. So what did we get in our new codex now that the dust has mostly settled? buggies got a bit cheaper (some at least), Kommandos are neat though their power level is now severely limited, some wicked cool looking new models (beast snaggas) and that is about it.
As far as the meganob spam list that placed 3rd, props to the guy for pulling that one off, but a 24 person tourny isn't exactly going to tell us all that much about the meta, especially when the matchups were basically 3 relatively easy matchups. Still a nice accomplishment but unless there are 5 rounds and the army plays against the meta lists its not going to tell us much.
Dendarien wrote: Speed mob is probably dead competitively even with the supplement. Armor of contempt laughs at buggy and kopta shooting.
Woah, that's a bit excessive. Keep in mind that quins, custodes and tau have categorically gotten worse since last week and its only really the MEQs and guard (who were pretty trash last week) who have gotten better.
Armies above are down, armies below are up that's what happens when you sit as a high B tier low A tier army. Don't get me wrong beating MEQs will be harder but it's not impossible. Previously custodes were hard to beat but again not impossible, they've become a lot more beatable now.
Regarding deffkoptas being underpowered, ap-3 for two turns (with ap-4 for the boomboyz) and access to mortal wounds for a 1cp strat means they can still cause MEQs major issues.
I'm running a RTT on Saturday so I may eat my words but from the game I played last week we're ok.
Soooo I may be eating my words a little bit...
Played iron hands as part of the RTT on Saturday. -1to armour piercing is particularly good on tanks... Especially since I got overly enthusiastic with my warboss in an effort to get Deploy teleport Homer, lost him bottom of 2 so I couldn't declare the speed waagh for extra -1ap. Stupid mistake cost me the game. I really question how one would run a non speedwaagh unless you just had a load of meganobz for the higher ap.
I'm rejigging my list to two detachments so I can have two boom Boyz.
Teleport Homer and Behind enemy lines are suicide into a gun line but are good calls against knight as their current secondary rewards moving away from their deployment zone.
2022/04/26 14:15:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Some Boyz (in mobs of 15!) krumped well
The Warhamarchy GT - Orks - Goff Pressure - 3-2 - Paul Martin - 5th
He came in 5th out of 23 players, He lost to Tau and Imperial Knights, he beat up on 2 Nidz players and a Cult Mechanicus player. I don't subscribe to BCP so I can't see their lists but that looks like he had some really good matchups against the nidz thanks to his Beast snagga heavy list.
This looks more like an objectives list rather than a Goff Pressure list.
Tomsug wrote: Some Boyz (in mobs of 15!) krumped well
The Warhamarchy GT - Orks - Goff Pressure - 3-2 - Paul Martin - 5th
He came in 5th out of 23 players, He lost to Tau and Imperial Knights, he beat up on 2 Nidz players and a Cult Mechanicus player. I don't subscribe to BCP so I can't see their lists but that looks like he had some really good matchups against the nidz thanks to his Beast snagga heavy list.
This looks more like an objectives list rather than a Goff Pressure list.
“Goff pressure list” is a buzzword. Is it a goff list? This should be a goff preasure list! No matter how does it works
Yes, it seems to be a lot about scoring. Look at his VPs. Just Tau stopped him to have 95+VPs and even agints Tau, he' s on 74. But let' s use my BCP to check details:
So I see two mostly draws and 3 massive victories. Not bad.
I see 100, 97, 97 VP and once 95 VP so this list does not work on some easy choices like Nachmund Data. This seems to be Stranglehold, Banners or Bitz and some third - killy of ritual? Isn' t there some another trick? Because score 3 x 97+ seems like some solid gameplan.
Btw.
The 6th player is another goff list by Lewis Archer
Automatically Appended Next Post: Hell! Don' t tell me, this kunnin bastard played GREEN TIDE - 3VP on the end of the turn for units with 11+ models in 2 quaters! Do you see? Even Stormboyz are in 12 model unit!
This message was edited 4 times. Last update was at 2022/04/26 19:29:58
I ran 2 squads of 9 and one squad of 5 warbikers over the weekend and found it was the worst of both worlds. 9 bikes are very tough to hide and a squad of 5 means they can't reliably do RnD.
I ran freeboota instead of evil sunz which I also regreted. The mobility boost from the evil sunz warlord trait and the stat are huge. Getting the +1 to hit is nice but very tough especially against Armour of contempt.
2022/04/26 20:10:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
Green tide would explain the KFF protection for the Boyz too - KFF covers them, Snaggas have their natural 6++. He's just counting on weight of T5 6++ and the threat of his actual punchy units to force the opponent to make hard choices on stopping scoring or letting him ram a bunch of squigs and/or MANz into the softest available targets. Makes sense that Tau would have been able to deal with it the best.
2022/04/26 21:09:12
Subject: Might makes Right! - Codex Orks 2021 Tactics
Siegs: "I don't respect Orks whatsoever as an army"
:(
He's not wrong though is he?
An army predicated on 5+ shooting which can then be forced into 6+ shooting army wide in many many matchups or just by the terrain itself. Coupled with a general lack of durability, tricks, awful and overcosted stratagems, very few synergies and very little combat power is never going to cut it among the S tier armies.
I said when the codex first dropped that it was a bad codex and got shouted down, we were propped up for a while by squigbuggies, scrapjets and planes being OP and under costed when spammed.
Our Kill rigs and squigosaur bosses were also slightly under costed, no doubt to encourage the sale of kits.
The heavy handed nerfs have trampled us back into C tier with the armies that haven't had a codex yet.
None of the intrinsic issues with orks were fixed. Nobody at the studio plays or cares about orks unless they want to sell a kit.
It speaks volumes now that every ork list I build avoids running ork boyz or beastsnagga boyz as they are both over costed and do nothing whatsoever in this meta. If I have to pay a troop tax I take grots and try to go down the orrible gitz root depending on how many MANZ trukk boyz I'm running or If I'm running Boomboyz Deffkoptas.
Ork Boyz are supposed to be the beating heart of the codex, the choice in the past was always how many boyz vs. how many toys.
So many units in the codex have been neglected for far too long, Have Gorkanauts or Morkanauts EVER been good? Flash gitz, Loota's, burna boyz all awful from a competitive standpoint.
Why didn't the ork codex get any interesting tools or synergies so you can try to outplay an opponent? And as we are just a dataslate army as it stands then surely our dataslates should all actually do something meaningful.
This message was edited 1 time. Last update was at 2022/04/26 21:17:56
2022/04/26 21:47:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
And yeah, totally agree with you. Orks aren't my only army, but it's a toolkit issue.
Compare our strats, psychic powers, synergies (via Command phase buffs, auras, etc) to other A tier or S tier armies and we are just... lacking. The main book especially is a dumpster fire. The one list that really had synergy (Freebooters plane + buggy spam) was nerfed deservedly into the ground. Tabling opponents turn 1 with nothing they can do is rightfully BS but it was really the only killer list we had.
I compare this toolkit to other armies I play and like Armour of Contempt -- strong buff. Oh, but I have tools for high AP, re-rolls, ignore light cover (big deal with a 2+ save and AoC) -- manageable.
Orks? Natta. You hide in dense cover, or gain -1 to hit in other ways, half our shooting efficiency gone, little or nothing we can we can do. Bonus AP for boys so we actually get rend in combat? Literally impossible.
Speed mob is the only list we have right now that can hang a little bit *solely* because it still has the AP actually kill stuff.
2022/04/26 21:52:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Yes, it seems to be a lot about scoring. Look at his VPs. Just Tau stopped him to have 95+VPs and even agints Tau, he' s on 74. But let' s use my BCP to check details:
1. Game Nids 100:36 for orks
So I see two mostly draws and 3 massive victories. Not bad.
I see 100, 97, 97 VP and once 95 VP so this list does not work on some easy choices like Nachmund Data. This seems to be Stranglehold, Banners or Bitz and some third - killy of ritual? Isn' t there some another trick? Because score 3 x 97+ seems like some solid gameplan.
I just read these lists and wtfLOL. Honestly I am floored. For one thing, against the first nidz list...I just don't have words. that is the most ridiculous tyranid build i have ever seen, I am not surprised in the slightest that he beat the hell out of it. As far as the Knights list I am surprised he lost to this. His Beastsnagga units are purpose built to FETH this list over. He should have been able to remove whole squads of them with ease and than camp objectives while soaking up firepower against the last unit or 2. The Tau player also is a bit surprising, you usually want 2 big blobs of Tau suits so you can buff them more efficiently. Overall this looks like a somewhat friendly event, IE no hardcore Meta lists.
As far as the codex being terrible, I disagree still. I think this codex is better than we have had in a long time. The problem is that isn't a very high bar to clear, and once we stacked up against Ad-mech and drukhari it was clear we were a good army but not top tier. Then the nerfs started to pile on and new power factions got released. As it currently stands we are a C tier army like you said. We have nothing that can stand up to the new Tau, Nidz, Harlies, Eldar nor the old Drukhari or Ad-Mech in a true top match up.
But hey, its still better than 7th when you knew from the moment you went to a game you were playing with 30% less than everyone else.
Some things I think we badly need - some of this may be a bit like wish listing on my part but I feel we need some serious fixes.
* Shooting always hits on no worse than 5+ regardless of modifiers.
* Ork boyz are the biggest problem for me, they just don't do anything, have no durability, no mobility and on the rare occasion they do get into a fight they hit like a wet towel. Need; * an advance and charge stratagem.
* a stratagem to increase the AP on choppa's on a turn when they charge
* a points reduction in line with what they actually do on a battlefield 6-7 ppm seems more than reasonable.
* Re-instate the green tide stratagem or at least give Painboyz a strat where they can revive D3+3 boyz or something per turn.
An Ork codex where Ork boyz serve no useful purpose is just wrong on so many levels.
*Would like to see a "mob up" rule to allow you to attach units of tankbusta's, loota's, burna's or flash gitz onto Ork Boyz mobs. Pre-game once "mobbed" up they count as a single unit for all purposes and can't separate. Would give our shooting infantry some much needed ablative wounds.
* Dakka weapons should also count as Assault weapons and Rokkits should return to being Assault weapons.
*KFF should return to a 5+
The game is just so deadly now the army really needs a bit of durability, it was all well and good giving us ramshackle but since then you have been handing out unconditional -1 damage and S8 guns like candy to just about every faction.
*Some of the units have been badly neglected. Gorkanauts and Morkanauts need to actually do something beyond gather dust on my shelf. It's a cool model GW, let us actually use it please! Do a quick comparison to a Mork/Gork-anaut at circa 350 points compared to any of the big Tyranid beasties for example and its simply laughable.
2022/04/26 23:14:07
Subject: Might makes Right! - Codex Orks 2021 Tactics
Siegs: "I don't respect Orks whatsoever as an army"
:(
He's not wrong though is he?
An army predicated on 5+ shooting which can then be forced into 6+ shooting army wide in many many matchups or just by the terrain itself. Coupled with a general lack of durability, tricks, awful and overcosted stratagems, very few synergies and very little combat power is never going to cut it among the S tier armies.
I said when the codex first dropped that it was a bad codex and got shouted down, we were propped up for a while by squigbuggies, scrapjets and planes being OP and under costed when spammed.
Our Kill rigs and squigosaur bosses were also slightly under costed, no doubt to encourage the sale of kits.
The heavy handed nerfs have trampled us back into C tier with the armies that haven't had a codex yet.
None of the intrinsic issues with orks were fixed. Nobody at the studio plays or cares about orks unless they want to sell a kit.
It speaks volumes now that every ork list I build avoids running ork boyz or beastsnagga boyz as they are both over costed and do nothing whatsoever in this meta. If I have to pay a troop tax I take grots and try to go down the orrible gitz root depending on how many MANZ trukk boyz I'm running or If I'm running Boomboyz Deffkoptas.
Ork Boyz are supposed to be the beating heart of the codex, the choice in the past was always how many boyz vs. how many toys.
So many units in the codex have been neglected for far too long, Have Gorkanauts or Morkanauts EVER been good? Flash gitz, Loota's, burna boyz all awful from a competitive standpoint.
Why didn't the ork codex get any interesting tools or synergies so you can try to outplay an opponent? And as we are just a dataslate army as it stands then surely our dataslates should all actually do something meaningful.
This^
And kommandos were once good too…
Imho every point hike except the +10 to scrapjets should be reverted back
The buggy unit limit removed
And actual effort to fix the rest of the ork codex should be done..
We were completely and biasedly nerfed to crap based on the fact someone was successful in manipulating aircraft bases during socal… the amount of whining and over nerfs after that was insane.. and this was mainly done because the vast majority of competitive players do not even own enough orks to play competitively with the majority of those players flat out stating they don’t play orks… it’s a broken system with a bunch of biased playtesters..
And yeah, totally agree with you. Orks aren't my only army, but it's a toolkit issue.
Compare our strats, psychic powers, synergies (via Command phase buffs, auras, etc) to other A tier or S tier armies and we are just... lacking. The main book especially is a dumpster fire. The one list that really had synergy (Freebooters plane + buggy spam) was nerfed deservedly into the ground. Tabling opponents turn 1 with nothing they can do is rightfully BS but it was really the only killer list we had.
I compare this toolkit to other armies I play and like Armour of Contempt -- strong buff. Oh, but I have tools for high AP, re-rolls, ignore light cover (big deal with a 2+ save and AoC) -- manageable.
Orks? Natta. You hide in dense cover, or gain -1 to hit in other ways, half our shooting efficiency gone, little or nothing we can we can do. Bonus AP for boys so we actually get rend in combat? Literally impossible.
Speed mob is the only list we have right now that can hang a little bit *solely* because it still has the AP actually kill stuff.
tabling an opponent turn 1 was a single tournament where he abused aircraft bases and player placed terrain.. the issue was bad aircraft rules and to a degree indirect fire which is now completely irrelevant. The nerfs to orks buggies unit limits and massive point increases to large swaths of the ork books decent units was complete overkill.
Speedmob had the durability and firepower initially as well.. bikes as objective grabbers w invuls and higher stats were decent. Army wide ramshackle and 5++ was huge… the original ability to take freebooter aircraft x2 and a evilsun detachment was best of both worlds… and yet this list still wasn’t as good as the original unnerfed goff pressure list before point hikes on key units like beastboss, kommandos, killrigs. Once GW and thier playtesters took the hammer out on the ork codex they left us nothing but deffkoptas that really shouldn’t Be able to enter reserves the turn it arrive from reserves, but at that point orks we’re already done.
This message was edited 2 times. Last update was at 2022/04/26 23:26:03