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2022/06/06 21:00:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
I've played some quick pick up games with my list from a few posts back, made some changes. The games weren't anything spectacular or intense, just some pick up games against a semi-competitive Drukhari list, an Ultramarines one, and a Tyranid one. The Tyranid one absolutely stomped me the first time round, but I did better after making some changes and for knowing the capabilities of the Nids. I'm still getting to grips with the slower speed, having gone from bikes to Squigs, so take my comments with a hefty pinch of salt.
I changed my 2 units of 5 Squighogs for 3 units of 3, and dropped a Snazzwagon. With the adjustments I've lost a little bit of shooting potential, but I'm suffering less traffic jams and I have an extra Bomb Squig. I've now got a total of 9 sources of mortal wound output, 4 of which are reusable (Squigboss, MSJs and Smasha Squigs).
I've also managed to squeeze in Boss Zagstruk with the adjusted points, leaning fully into CP-less herohammer. Zagstruk, a Killa Klaw Bikerboss and a BBK Squigboss make for a very fast, very punchy and surprisingly durable hammer.
The overall damage output can be pretty obnoxious if I get things in the right place, and the list is still pretty darn quick. The main downside is that I essentially surrender a buttload of VP to Assassinate, but thats a trade off I'm kind of willing to make to get more MWs on the board.
List is in spoilers for anyone interested, but if anyone has any comments can they please go in the thread on the Army List page to keep this thread free of clutter.
Afrodactyl wrote: I've played some quick pick up games with my list from a few posts back, made some changes. The games weren't anything spectacular or intense, just some pick up games against a semi-competitive Drukhari list, an Ultramarines one, and a Tyranid one. The Tyranid one absolutely stomped me the first time round, but I did better after making some changes and for knowing the capabilities of the Nids. I'm still getting to grips with the slower speed, having gone from bikes to Squigs, so take my comments with a hefty pinch of salt.
I changed my 2 units of 5 Squighogs for 3 units of 3, and dropped a Snazzwagon. With the adjustments I've lost a little bit of shooting potential, but I'm suffering less traffic jams and I have an extra Bomb Squig. I've now got a total of 9 sources of mortal wound output, 4 of which are reusable (Squigboss, MSJs and Smasha Squigs).
I've also managed to squeeze in Boss Zagstruk with the adjusted points, leaning fully into CP-less herohammer. Zagstruk, a Killa Klaw Bikerboss and a BBK Squigboss make for a very fast, very punchy and surprisingly durable hammer.
The overall damage output can be pretty obnoxious if I get things in the right place, and the list is still pretty darn quick. The main downside is that I essentially surrender a buttload of VP to Assassinate, but thats a trade off I'm kind of willing to make to get more MWs on the board.
List is in spoilers for anyone interested, but if anyone has any comments can they please go in the thread on the Army List page to keep this thread free of clutter.
Is it on purpose or merely a mistake, that the warlord, beastboss on squig with BBK has no relic? And the warboss on warbike with Da killa klaw with no warlord trait. It would seem that the BBK should be on the warboss on warbike? And maybe ard as nails/beasthide mantle on the warlord? your list seems very interesting and different. I like that. I myself toyed with the idea of having ghaz and deepstriking in 3 scrapjets as a sort of hammer. I only tried it once against custodians and i lost there. But thats a pretty bad match up for me anyway so maybe i should whip out that army again for a new try.
I ' m not the master of goff press list, but to make a press, you need a power.
Manz in trukks are not enough..
I think you need more hard hitters. Look at the goff lists placed well. Thay always have the KMK, kill rigs, beastboss on saurs or even Killa Kans.
Keep the stromboyz in minimum units. With their morale and low damage output, why take more than 5? Die anyway.
The same with squigriders. Why 4 with their morale?
More cheaper units to trade and more heavy hitters.
Zagstruk? One nice warboss for free?
Yea.. i just feel like kill rigs and squig riders die off too quickly. I feel like the damage is great on squig riders (as per my tournament i just played) but the morale of 6 is also really damaging. I had a lot of infantry so it was hard to hide them, but maybe in a kill rig list it would be easier to hide my squiggies. Good damage though.
The kill rig being a singular model with only an invul of 6 makes it easy to slay. And its on a knights base so i fear that i cant really hide the model that well. But i agree though, that kill rigs might be the way to go. I wonder if it would be better to use them as hunta rigs simply because they are cheaper? In any case, i will have to experiment with the hunta/kill rigs. luckily i picked up a second kill rig for half price that had only been primed.
I have used killa kanz once but they just make me angry on a principal level, so i almost dont want to use them. They dont have ere' we go despite grot mega tanks having it, forcing me to pay CP to reroll my deepstrike Ramming speed, and they have toughness 5 despite all orks went up 1 toughness. They are clearly meant to be toughness 6 but remain at toughness 5. i have NOT experimented with deff dreads though. Maybe just deepstriking in 3 of them with all saws would be good?
The over all problem with my list was that being goffs, i had a focus on kill games, and my enemy, whether they had a decent focus on CC or not, still had plenty of shooting to force me to come to him. that tended to give him around 2 rounds of shooting which my list just cant take.
I am fully open for suggestions to making a better Goff pressure list because i seem to be a bit out of ideas. WHAT exactly encompasses a good goff pressure list? Whats the best one currently meta wise? Because i feel like im leaning towards the speed freeks kind of play style here.
I don't think there's much to do until we get some of AoC like buff (whatever that is), or massive points drops.
We just don't have enough stuff to fight good armies, and our shooting is too gimpable unless you go 2000 points of it. But it's very hard to win some matchups without a good shooting phase.
This will just get worse in the Nephilim pack. Herohammer for Orks is done, and good luck bringing multiple detachments to get those sweet, sweet FA slots.
Just have fun. C tier army isn't going to win many games.
To the defense of AOC i didnt fight any AOC armies as the only guy i was against that had it, the DG player, didnt show up. yet i still lost against Drukhari, tyranids and genstealers. Though as i said i think i could win versus the genestealers if i knew what i was doing. Same for the drukhari player maybe. But i still feel like everything i have doesnt do what its meant to at its cost. its expensive.
It would be great if orks, like tyranids synapse stuff, just auto pass morale near warbosses. Then suddenly i think we would see a lot of 20-30 man blobs that would make using our stratagems efficient. but apparently only tyranids and some others are allowed to auto pass morale.
I still feel like our shooting army of renown or even a normal vehicle heavy freebootas speed waaagh works though.
Ive been put back to the drawing board for the time being, to contemplate what set up to use for my future games. If my focus should be on a speedwaaagh/army of renown, or goff pressure lists. Sadly i need to paint things so i cant prepare both at once
This message was edited 10 times. Last update was at 2022/06/07 11:52:58
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/06/07 15:10:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
@Beardedragon the relic/trait situation is deliberate. I want the Squigboss as the Warlord for regular Waaagh, and the Killa Klaw let's the Bikerboss/Zagstruk combo be a really fast and effective missile. (assuming it's correct that it doesn't get the -1 to hit, as it replaces the power klaw and doesn't feature the -1 to hit in its own profile). BBK lets the Squigboss be a big threat outside of its MW output.
Skimping on the traits and relics lets me start with a single CP, going up to 2 on the start of turn 1. This lets me keep things like Tankbusta Bomb, Ramming Speed, etc, in my back pocket on turn one.
It isn't ideal, as I would love to put the Killchoppa or the Beasthide Mantle on the Squigboss, but the extra MW output turn 1 is great.
This message was edited 1 time. Last update was at 2022/06/07 15:12:04
2022/06/07 18:50:25
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
To the defense of AOC i didnt fight any AOC armies as the only guy i was against that had it, the DG player, didnt show up. yet i still lost against Drukhari, tyranids and genstealers. Though as i said i think i could win versus the genestealers if i knew what i was doing. Same for the drukhari player maybe. But i still feel like everything i have doesnt do what its meant to at its cost. its expensive.
It would be great if orks, like tyranids synapse stuff, just auto pass morale near warbosses. Then suddenly i think we would see a lot of 20-30 man blobs that would make using our stratagems efficient. but apparently only tyranids and some others are allowed to auto pass morale.
I still feel like our shooting army of renown or even a normal vehicle heavy freebootas speed waaagh works though.
Ive been put back to the drawing board for the time being, to contemplate what set up to use for my future games. If my focus should be on a speedwaaagh/army of renown, or goff pressure lists. Sadly i need to paint things so i cant prepare both at once
I'm actually pro Armour of Contempt -- Marines durability was such a joke they needed *something*. It just unfortunately left certain armies in the lurch as they didn't address their issues (Orks have an AP problem, and not getting 1 rend from choppas makes 9 point boys even worse than they were).
IMO the biggest fix for Orks would be making unmodified 5s always hit. Dense cover would still be effective vs a lot of our good shooting, but it would mean that our expensive platforms aren't losing 50% efficiency in a lot of common situations. I don't think it'll happen, though.
The Ork codex at its core is just riddled with issues. Poor and overcosted strat support, two weak to middling psychic trees, very little ways of throtting units. And our buff of T5 was completely mitigated by points increases, morale issues, and the weaker KFF. Durability is down from 8th.
And the general fixes to the game (IE: reducing subfaction mixing) seem to hurt a codex which was sort of built with that in mind.
I think picking between AoR and a melee pressure list is just deciding your bad matchup. The AoR bleeds a kill secondary but gives you buckets of fast shooting that might hit on 6s. The pressure list gives you a better secondary game but leaves you vulnerable to fast shooting lists (CWE, Tau), or much faster combat armies (DE, Harlies). Sometimes you might need first turn to even have a snowball's chance of winning.
Overall I don't think your general direction is wrong that's just the book we have. It's a bottom of B to C tier codex. Unless we get some massive points cuts the book just sort of sucks until we get the next one.
I know they are trying to speed up the game a bit, but Ork lists are designed with redundancy in mind -- which is fine. But it does mean our stuff needs to be cheap *if* we have bad saves, are slow, and are weak to morale.
2022/06/07 18:56:26
Subject: Might makes Right! - Codex Orks 2021 Tactics
With how we've plummeted in the tables, I would hope we get some points drops on underperforming units, and maybe some of our nerfs being revised and considered for review.
I love the idea of Ork shooting always hitting on a 5+. Just a bunch of Orks not caring about cover or holofields or whatever and drowning it in Dakka instead.
Being able to use a Warboss' unmodified LD value while within 6" would be amazing for us as well.
2022/06/07 19:53:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
Given the latest WTC table i just played, it had a literal amount of 6 areas that gave -1 to hit when shot through. 4 of them actual forests, 2 of them, in the middle, just have +1 save and -1 to hit.
I have no clue how i should actually play a speedwaaagh on that stage without doing pure overwatch shooting.
In that regard, as you said Tulun, i feel like NO ork unit should EVER hit on anything worse than a 5 (6s during overwatch still ofc).
I feel like it would be a completely fair thing to get. and sure, it still makes freebootas a thing if you have proper positioning. But we shouldnt hit on 6s... who else even has a chance to hit on 6s normally? no one does, because no faction deserves to hit on 6s...
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/06/08 06:21:19
Subject: Might makes Right! - Codex Orks 2021 Tactics
Afrodactyl wrote: With how we've plummeted in the tables, I would hope we get some points drops on underperforming units, and maybe some of our nerfs being revised and considered for review.
I love the idea of Ork shooting always hitting on a 5+. Just a bunch of Orks not caring about cover or holofields or whatever and drowning it in Dakka instead.
I prefer making enemy stuff more expensive. At 2000 points we can already swarm the table with models, including toys. Just the superheavies need to be much cheaper (like 100 points cheaper) or completely re-written. Always hitting on 5s never gonna happen, it would flat out ignore any -1 to hit modifyer in the game which is massive; it's more realistic to hope for something like: 6s to hit always hit and score double hits.
About our lists' archetypes, what about Blood Axes? They seem quite popular for tournaments but I have never see someone playing them. Can they be an effective alternative to Goffs?
2022/06/08 07:30:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
Blackie wrote: About our lists' archetypes, what about Blood Axes? They seem quite popular for tournaments but I have never see someone playing them. Can they be an effective alternative to Goffs?
BA lists are an archetype playing the VP game by Kommandos and mw spam. Mw come from various Squig Bombs delivery units like Kommandos hiding in non-los area terrain utilizing Surprize!, Squighogs, Tankbustas etc.
A couple of games into the mw strategy I´ve noticed that the Squig Bomb character sniping is scary for the opponent as many armies have a support character plan. This creates a comedic experience of us being better at killing their supposedly toughest units (=characters) than their troops as we suffer from AP deficiencies.
Another finding is that I like Tankbustas once I started using them. A minimum mob is cheap, easily hidden between other more threatening stuff, yet projects multiple threats. The Tankhammer in particular is silly.
2022/06/08 13:39:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
Do Kommando units of 10 with a bomb squig have much of a place in Goffs or DS lists? They seem quite worthwhile to me at the moment, especially considering Boyz are terrible.
2022/06/08 15:38:24
Subject: Might makes Right! - Codex Orks 2021 Tactics
MyDoppelganger wrote:Do Kommando units of 10 with a bomb squig have much of a place in Goffs or DS lists? They seem quite worthwhile to me at the moment, especially considering Boyz are terrible.
I'm really liking my Goff kommandos. They're decently durable when in cover and they hit surprisingly hard. They tend to force enough saves that some of its getting through.
I can see them being good in a DS list for trying to bully things off of objectives, but they would be a supporting act to a MANz blob in that kind of list I would imagine.
I would say if you're taking kommandos in a unit of ten, you take a bomb squig every single time. Way, way more valuable than any other option for the squad in my opinion.
Dendarien wrote:
What really feels bad is the loss of FA slots going to a single battalion.
I like the list. What's going in the wagons?
2022/06/08 18:26:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
Any thoughts on what your guesses might be for our points changes in the upcoming CA?
I'm hoping they drop the points for squigbuggies at the very least given how dead as a unit they are now. I hope they address how bad boyz are and drop them to at least 6-7 points, likewise with Beast Snaggas to 9 points or something. Not sure how they'll bother touching units like Nobz, Lootas or Flash Gitz given how badly they fare in a post AoC world, but I assume they're going to leave them as is.
2022/06/08 19:07:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
They don't want 150+ boy spam lists -- that's clear with the uptick in points and general pushing of more elite units. Also given morale changes, weaker KFF, lack of strat support for big boy blobs.
Expect maybe a couple points here and there and nothing else. I suspect GW is perfectly fine with the state of Orks, and I imagine it's a faction still sells well in spite of being a complete loser competitively.
2022/06/08 19:15:12
Subject: Might makes Right! - Codex Orks 2021 Tactics
Grimskul wrote: Any thoughts on what your guesses might be for our points changes in the upcoming CA?
I'm hoping they drop the points for squigbuggies at the very least given how dead as a unit they are now. I hope they address how bad boyz are and drop them to at least 6-7 points, likewise with Beast Snaggas to 9 points or something. Not sure how they'll bother touching units like Nobz, Lootas or Flash Gitz given how badly they fare in a post AoC world, but I assume they're going to leave them as is.
well. asking what i hope is one thing, asking what i expect is another. i expect nerfs to squig bombs honestly. because sure why not.
I hope for a clean up of things that dont make sense first and formost.
What i want changed: Squiggoths/gargantuan squiggoths not having squig keyword, as well as Hunta/Kill rigs. The beast snagga models were marketed as being great with snakebites, yet the two rig variants gets no buffs at all from being in snakebites. So at the very least both rigs should have Squig keyword as well. Movement 5 for big meks in mega armor (why do they even only move 4? seems like an oversight from 8th edition codex) Snakebites, permanent transhuman, not just below str 8 During the shooting phase, all ork units make successful hits on unmodified hit rolls of 5 Ere we go! given to Killa Kanz Kannon wagons actually getting "Wagon" keyword A way to mitigate morale and leadership tests across the board, like a type of synapse, that allows orks with Mob rule to pass leadership when near a warboss. In return, maybe all mob rule units could get -1LD for 1 turn on the turn a warboss dies? Reduction of CP cost for some stratagems, and update them to cost 1CP for 10 and fewer models, and 2CP for 11+, to avoid Unbridled carnage" costing 2CP despite you using it on 10 boyz. But also reduce the KFF stratagem to 1CP since you already pay the hefty price of it being destroyed afterwards. Breaking eads' stratagem being made a warboss type ability once again Grots getting Obsec and being reduced in price (maybe 2 grots for 5 points?) The Nob with Waaagh! banner actually doing something useful The big Choppa getting -2AP Nobz getting an overhaul because all their ranged weapons are gak and outdone by specialist infantry like Burna boyz or Tankbustas. Nobz, boyz, snagga boyz, squig riders, everything basically getting reduced in price, which hopefully actually makes me able to flood the board more. And if thats not a thing they want, then more efficient infantry in general. If ALL i can do is hit things in melee, then i bloody want to win when i do it. It cant be correct that im paying the same amount of points for 10 boyz as 5 space marines, and when i finally get in to CC, then i lose. Boyz are neither cheap, killy, fast nor duable. It needs to do one of those things right. squig riders and Deffkoptas getting LD 7. taking LD tests when you are under no leadership modifiers after losing a single model should be a crime against humanity. Potentially specialist detatchments like trukkboyz, retaining their klan kulture? Dakka weapons being allowed to be fired on an advance!!!! Klan kulture updates to things like snakebites (mentioned above, and evil sunz!!!!) Mega Nobz overhaul. Our Mega Nobz are terrible compared to what everyone else seem to get for their terminator esque type units. Im not saying they are terrible in general, but they are bad compared to Scarab occult terminators, Blightlord terminators and what you can get out of those terminator ish genestealers with their 5++, 5+++ and -1 damage taken. Gorkanauts, morkanauts and STOMPAS being radically reduced in price to match what the new Knights can do for their cost. a Stompa is 700 points but would lose 10 out of 10 times against a much cheaper knight at 24 wounds.
What we will probably get: Reductions across the board on some units we dont touch, and them not getting any fundamental changes that makes sense. GW arent known for changing a lot of things except when its against our favor. So things like lootas and what not that are fundamentally flawed, will just be cheaper maybe. But, i do hope for: Boyz to go to 7 points (will probably be 8 though), and snagga boyz to 9.
And many other things but i really dont expect anything. If anything im sure GW will find it in their hearts to nerf us again. Probably with the squig bombs.
This message was edited 6 times. Last update was at 2022/06/08 19:25:16
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/06/08 19:20:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
GW puts too much value in raw toughness, they wont drop our points for squat because of that alone.
Other than toughness, theres 0 reason for ork boyz to cost so much compared to literally any other basic infantry. Yeah ork boyz melee is fairly strong compared to other basic infantry, but thats melee....which should be considerably cheaper than shooting pound for pound.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/06/08 19:50:27
Subject: Might makes Right! - Codex Orks 2021 Tactics
Dear Gork and Mork,
I was a very nice ork boy so I wish for this summer Orkmass:
- bikers count as two to steal objectives from Armingers by my 3biker squads
- buggies became independent units after deploy
- Kannonwagon gets the Wagon keyword
- Nob on Warbikers fixed to be in line with regular warbikers
- kustom Jobs valid for the whole squad for the same price
- secondaries that makes sence
- more dakka!
Let the Squigs be with you!
This message was edited 1 time. Last update was at 2022/06/08 19:51:19
Tomsug wrote: Dear Gork and Mork, I was a very nice ork boy so I wish for this summer Orkmass:
- bikers count as two to steal objectives from Armingers by my 3biker squads - buggies became independent units after deploy - Kannonwagon gets the Wagon keyword - Nob on Warbikers fixed to be in line with regular warbikers - kustom Jobs valid for the whole squad for the same price - secondaries that makes sence - more dakka!
Let the Squigs be with you!
to be fair, im not sure i see how buggies can split atm after we got all these stratagems for the speed mob list. Most wouldnt be useful on a single buggy. I really want my buggies to split, but all the stratagems would have to be reworded and redone in order to accompany this.
This message was edited 1 time. Last update was at 2022/06/08 20:19:38
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/06/08 21:07:36
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Dear Gork and Mork,
I was a very nice ork boy so I wish for this summer Orkmass:
- bikers count as two to steal objectives from Armingers by my 3biker squads
- buggies became independent units after deploy
- Kannonwagon gets the Wagon keyword
- Nob on Warbikers fixed to be in line with regular warbikers
- kustom Jobs valid for the whole squad for the same price
- secondaries that makes sence
- more dakka!
Let the Squigs be with you!
to be fair, im not sure i see how buggies can split atm after we got all these stratagems for the speed mob list. Most wouldnt be useful on a single buggy. I really want my buggies to split, but all the stratagems would have to be reworded and redone in order to accompany this.
Make the split optional. IE I can take one unit of 3 Boosta-blastas, and when I deploy them I decide if they will be a unit of 3, a unit of 2 and a unit of 1, or 3 units of 1.
2022/06/08 22:56:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
MyDoppelganger wrote:Do Kommando units of 10 with a bomb squig have much of a place in Goffs or DS lists? They seem quite worthwhile to me at the moment, especially considering Boyz are terrible.
I'm really liking my Goff kommandos. They're decently durable when in cover and they hit surprisingly hard. They tend to force enough saves that some of its getting through.
I can see them being good in a DS list for trying to bully things off of objectives, but they would be a supporting act to a MANz blob in that kind of list I would imagine.
I would say if you're taking kommandos in a unit of ten, you take a bomb squig every single time. Way, way more valuable than any other option for the squad in my opinion.
Dendarien wrote:
What really feels bad is the loss of FA slots going to a single battalion.
I like the list. What's going in the wagons?
Depends on the list. General idea is (assuming player placed terrain) I'm going to hunker down behind a forest with the wagons full of MANz/boyz/potentially one with the stormboyz to layer defenses with Makari and the KFF.
I've had some success putting Stormboyz in a wagon to move them 21" turn 1 and then cycle MANz into the wagon to go forward.
This message was edited 1 time. Last update was at 2022/06/08 22:57:02
2022/06/08 23:53:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
dorath wrote: I expect Bomb Squig costs will double.
I hope more Troops units will get free upgrades.
I can see them leaving bomb Squigs alone. Yes, they're "cheap" and can snipe characters, but they're short ranged, single use and can fail.
The bomb squig for a unit of Kommandos costs 65 points. You either run a barebones unit for 60-65 points, or you spend the extra 60 points effectively purchasing the entire unit again, which then allows you to then buy the bomb squig.
Likewise for the Squighogs. Yes, you only pay 5 points for the first one, but you have to buy the entire unit over again to get another.
That's 65/80 points to maybe do 1d3 mortal wounds. Once. It's not exactly setting the world alight.
The only time they might cause concern is if you took a 45 Tankbusta, 30 Kommando, 18 Squighog list to max them out. But at that point you're basically spending 1710 points on bomb Squigs, without spending any points on mandatory troops or hq slots.
2022/06/09 06:00:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
One important point is, that well - Marshall Peterson performed well few times with this list. Well = was 4th…. And than what? Do you see a spam of these across the BCP? I don' t .
How many of you performed well with this list?
How many of you actually plays it?
So why should GW care at all… Meta hunters our out of our pool, just (some of the) ork players plays orks right now. Nobody cares…
dorath wrote: I expect Bomb Squig costs will double.
I hope more Troops units will get free upgrades.
I can see them leaving bomb Squigs alone. Yes, they're "cheap" and can snipe characters, but they're short ranged, single use and can fail.
The bomb squig for a unit of Kommandos costs 65 points. You either run a barebones unit for 60-65 points, or you spend the extra 60 points effectively purchasing the entire unit again, which then allows you to then buy the bomb squig.
Likewise for the Squighogs. Yes, you only pay 5 points for the first one, but you have to buy the entire unit over again to get another.
That's 65/80 points to maybe do 1d3 mortal wounds. Once. It's not exactly setting the world alight.
The only time they might cause concern is if you took a 45 Tankbusta, 30 Kommando, 18 Squighog list to max them out. But at that point you're basically spending 1710 points on bomb Squigs, without spending any points on mandatory troops or hq slots.
I actually don't mind bomb squigs going up, even if that means doubling their points cost to 10ppm. The reason is squads of squig riders and kommandos don't really care if they cost 5 points more. Tankbustas on the other hand could get a points drop so even with 10ppm bomb squigs they'd be exactly the same or even better than now.
This is just a rough first draft but something to the effect of:
Ghaz
Makari
KFF Mek
Bike boss
2x10 Snagga boyz
10 Grots
3x5 MANz 5 Kommandos
2x3 Squigs
10 Stormboyz
3 Wagons w/ rollas and ard cases
At tha point, with 3x BWs, I'd drop the snaggas which are forced to go on foot and go full gretchins. Three squads of grots to join the manz in the BWs, maybe tankbustas although I wouldn't give up the T8 on the wagons: they'd be just 16W slower trukks then. Or you can drop a BW for a mek gun and increase the kommandos. Koptas, bikes or more squigs instead of stormboyz are also legit options.
This message was edited 1 time. Last update was at 2022/06/09 06:30:46
2022/06/09 06:53:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: One important point is, that well - Marshall Peterson performed well few times with this list. Well = was 4th…. And than what? Do you see a spam of these across the BCP? I don' t .
How many of you performed well with this list?
How many of you actually plays it?
Put bluntly, it´s isn´t played because it´s harder to do correctly than an alpha strike list like 40k has been played since RT. Performance isn´t high as you allude to.
I´m playing that strategy exclusively since I read about it and it´s not easy imho. Yet it does surprisingly good stuff. Yesterday a unit of Tankbustas had waited patiently behind a wall for three turns when the Marines passed the midline with their Land Raider. 'bustas charged out, released a Squig, Tankhammered and Tankbusta bommed it into oblivion. Most opponents barely perceives the threat in the general scrum that´s Orks and it pays off.
2022/06/09 07:07:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
Afrodactyl wrote: I'm really liking my Goff kommandos. They're decently durable when in cover and they hit surprisingly hard. They tend to force enough saves that some of its getting through.
Just for lolz here's my experience facing kommandos. First time faced them. Had to deal with them, tried deep strike 8 sanguinary guard. One died to overwatch, 7 killed 7 kommando, remaining kommandos(3) killed 6 sanguinary guard and remaining ran away :lol:
Okay probably case of bad luck but damn that was a headscratcher.