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![[Post New]](/s/i/i.gif) 2022/06/09 14:45:44
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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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? 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… IF i used it at my previous GT i wouldnt do well, because NONE of the ruins had large enough footprints for me to be able to use "Surprise! stratagem on the kommandos. They would just be charged and destroyed. The list is entirely map dependant, if there are no large ruins to hide kommandos in, your effectiveness is lowered a lot.
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This message was edited 1 time. Last update was at 2022/06/09 14:48:24
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/09 15:41:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Fresh-Faced New User
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IF i used it at my previous GT i wouldnt do well, because NONE of the ruins had large enough footprints for me to be able to use "Surprise! stratagem on the kommandos. They would just be charged and destroyed. The list is entirely map dependant, if there are no large ruins to hide kommandos in, your effectiveness is lowered a lot.
I've tried the list a few times. my shop uses NOVA style foam terrain - decent size foot prints, but still very difficult to leverage surprise outside of the two big L shaped terrain pieces that are 11x8 - the walls on these things are exactly an inch thick, so no fighting through them. if the stratagem was within 1" of a terrain feature instead of wholly within it would have utility on a larger variety of boards.
GW terrain doesnt have this problem because the 4 big pieces are something like 11x11, the two smaller ones are 5.5x11 with space enough to drive a land raider through the terrain itself on some of the boards.
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![[Post New]](/s/i/i.gif) 2022/06/10 06:36:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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Beardedragon wrote: 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?
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…
IF i used it at my previous GT i wouldnt do well, because NONE of the ruins had large enough footprints for me to be able to use "Surprise! stratagem on the kommandos. They would just be charged and destroyed. The list is entirely map dependant, if there are no large ruins to hide kommandos in, your effectiveness is lowered a lot.
Yeah, also not everyone plays with ruins or such. In my group for example we mostly play on "natural" scenarios, aka planets with rock formations, forests, some buildings, etc... but typically not ruined cities.
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![[Post New]](/s/i/i.gif) 2022/06/10 07:34:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Indeed. When i read the "surprise!" i stratagem i thought, GREAT! oh wait... never mind! Because i knew i would never make a blood axe army because i would never... well, almost never, get to play on maps i could use the stratagem on. Its mostly 10 man groups you run as kommandos for blood axes, so you need a large ruin. Its absolutely stupid that you have to be wholly within. Due to how integrate that stratagem is for a blood axes army, i cant make a list that will suck on 75% of the maps i end up playing on, while being great on the last 25. Blood axes also have another stratagem or something, i believe, the one that allows a unit to not be shot unless the enemy is 12 inches within. That too is stupid because they also have to be wholly within. If i remember correctly. If it says Wholly within terrain piece, its just a big no go for me. Its bad writing. It shouldnt be wholly within, it should just be that all models in the units must get benefits of cover. that way all your men just have to touch the terrain piece. THAT i can work with.
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This message was edited 5 times. Last update was at 2022/06/10 11:35:23
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/10 13:51:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Fresh-Faced New User
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So with the new GT rules, is the Teleporta basically dead? If so, it's very frustrating that these rules are so limiting. Limitations are important, obviously, but cutting off included functions of a faction is bad design.
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![[Post New]](/s/i/i.gif) 2022/06/10 14:23:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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MyDoppelganger wrote:So with the new GT rules, is the Teleporta basically dead? If so, it's very frustrating that these rules are so limiting. Limitations are important, obviously, but cutting off included functions of a faction is bad design.
what?
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/10 15:11:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Beardedragon wrote: MyDoppelganger wrote:So with the new GT rules, is the Teleporta basically dead? If so, it's very frustrating that these rules are so limiting. Limitations are important, obviously, but cutting off included functions of a faction is bad design.
what?
I'm guessing he means in terms of the 2CP cost being prohibitive because it's pre-game?
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![[Post New]](/s/i/i.gif) 2022/06/10 15:28:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Grimskul wrote:Beardedragon wrote: MyDoppelganger wrote:So with the new GT rules, is the Teleporta basically dead? If so, it's very frustrating that these rules are so limiting. Limitations are important, obviously, but cutting off included functions of a faction is bad design. what? I'm guessing he means in terms of the 2CP cost being prohibitive because it's pre-game? oh.. well i wont talk too much about it nor think about it. Theres too much info we dont have yet. Everything could be garbage, or everything could turn out fine.
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This message was edited 1 time. Last update was at 2022/06/10 15:28:58
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/10 15:55:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Ya lists will change… and this appears to be a major scoring shakeup… for all we know orks get drastic point reductions and named characters become better then non named warlords since you don’t need to use CP to make names better and ork secondary objectives become super easy to score…
I mean I don’t think that will happen but this is a major scoring change for a lot of books plus point adjustments..
Personally I think mozgrod and ghaz are going to be better leaders in goff style lists…
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![[Post New]](/s/i/i.gif) 2022/06/10 16:14:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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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.
Absolutely they belong on goff pressure lists. Kommandos are one of the best units in the entire codex. You can forward deploy them as an alpha strike threat or you can leave them as a beta strike/defensive threat.
They also tie in pretty well with the mindset of spamming Mortal wounds as much as possible and even with the AoC stupidity they still do work thanks to their +1 to wound which effectively makes Goff Kommandos wound T4 and below on 2s.
I'm currently in the process of getting my Squig Beta strike list together, I have 15 Squig Riders (going to get 3 more soon) and the mindset is to bring them along with a host of Deffkoptas to just flood the board in threats, is it going to be competitive? I mean..no, we are pretty well hosed atm  but it should be fun.
Atm its 15 Squig Riders, 3 (actually 5 but GW is stupid so I can't use them all) Nobs on Smasha Squigs, a Warboss on Squigosaur, a Single Kill Rig and a Host of 20 Beastboyz. Next purchase is going to be the last 3 squig riders and a 6th Nob on Smash squig which I can't use either, and after that maybe another kill rig. When all of that is said and done my Beastsnagga army should be basically complete
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![[Post New]](/s/i/i.gif) 2022/06/10 17:01:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Named characters essentially getting "free relics" and a decent statline just for points will definitely become more important.
Just take Ghaz, Zagstruck, and a regular warboss, and you have 3 boss like characters that only net you down 2 CP -- Ghaz doesn't need proper killy anyway.
That would give you room for porta.
The major blow imo though is it'll be incredibly difficult to do multiple detachments. 3 FA slots is simply not enough.
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![[Post New]](/s/i/i.gif) 2022/06/10 17:56:20
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Flashy Flashgitz
North Carolina
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tulun wrote:Named characters essentially getting "free relics" and a decent statline just for points will definitely become more important.
Just take Ghaz, Zagstruck, and a regular warboss, and you have 3 boss like characters that only net you down 2 CP -- Ghaz doesn't need proper killy anyway.
That would give you room for porta.
The major blow imo though is it'll be incredibly difficult to do multiple detachments. 3 FA slots is simply not enough.
Yeah I'm way more concerned about fast attack slots than warbosses. I usually just run Ghaz and a biker boss, maybe Zagstruk too.
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![[Post New]](/s/i/i.gif) 2022/06/10 20:11:36
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Dendarien wrote:tulun wrote:Named characters essentially getting "free relics" and a decent statline just for points will definitely become more important.
Just take Ghaz, Zagstruck, and a regular warboss, and you have 3 boss like characters that only net you down 2 CP -- Ghaz doesn't need proper killy anyway.
That would give you room for porta.
The major blow imo though is it'll be incredibly difficult to do multiple detachments. 3 FA slots is simply not enough.
Yeah I'm way more concerned about fast attack slots than warbosses. I usually just run Ghaz and a biker boss, maybe Zagstruk too.
Our fast attack slots are just so good compared to everything else.
I'm still not entirely sold on Ghaz, mostly because if you're running him you're kind of forced to run rigs or wagons to draw some fire away from him.
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![[Post New]](/s/i/i.gif) 2022/06/10 21:14:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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The problem isn’t that he needs soemthing to draw fire.. he’s made to draw fire… the issue is he’s to slow AND GW thought it was great to provide several armies special rules to circumvent his defensive buff that limits damage per phase.. he was already somewhat limited by armies that had good psychic, shooting and assault
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![[Post New]](/s/i/i.gif) 2022/06/10 22:36:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Flashy Flashgitz
North Carolina
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Ghaz being a monster is also kind of hilarious for once since he move blocks the big knights.
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![[Post New]](/s/i/i.gif) 2022/06/10 23:25:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Fresh-Faced New User
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Grimskul wrote:Beardedragon wrote: MyDoppelganger wrote:So with the new GT rules, is the Teleporta basically dead? If so, it's very frustrating that these rules are so limiting. Limitations are important, obviously, but cutting off included functions of a faction is bad design.
what?
I'm guessing he means in terms of the 2CP cost being prohibitive because it's pre-game?
Yes, I apologise for my vagueness. That's what I was referring to.
tulun wrote:Named characters essentially getting "free relics" and a decent statline just for points will definitely become more important.
Just take Ghaz, Zagstruck, and a regular warboss, and you have 3 boss like characters that only net you down 2 CP -- Ghaz doesn't need proper killy anyway.
That would give you room for porta.
The major blow imo though is it'll be incredibly difficult to do multiple detachments. 3 FA slots is simply not enough.
It's unfortunate that other klans are likely going to be hampered due to lack of heroes. I really love playing Deathskulls, but my lists will suffer from only being able to take one kitted out character. This is why I am hoping for a points drop on the Big Mek with SAG!
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This message was edited 2 times. Last update was at 2022/06/10 23:30:18
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![[Post New]](/s/i/i.gif) 2022/06/11 04:46:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Dendarien wrote:Ghaz being a monster is also kind of hilarious for once since he move blocks the big knights.
I'm just imagining him punching them in the shins and holding onto them like a toddler now.
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![[Post New]](/s/i/i.gif) 2022/06/11 05:45:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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SemperMortis wrote:
I'm currently in the process of getting my Squig Beta strike list together, I have 15 Squig Riders (going to get 3 more soon) and the mindset is to bring them along with a host of Deffkoptas to just flood the board in threats, is it going to be competitive? I mean..no, we are pretty well hosed atm  but it should be fun.
Atm its 15 Squig Riders, 3 (actually 5 but GW is stupid so I can't use them all) Nobs on Smasha Squigs, a Warboss on Squigosaur, a Single Kill Rig and a Host of 20 Beastboyz. Next purchase is going to be the last 3 squig riders and a 6th Nob on Smash squig which I can't use either, and after that maybe another kill rig. When all of that is said and done my Beastsnagga army should be basically complete
That' s the way to go. My plan for the second half of this year (and part of the next one I guess  ) You aim to the future!
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![[Post New]](/s/i/i.gif) 2022/06/11 11:04:29
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Locked in the Tower of Amareo
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Grimskul wrote: Dendarien wrote:Ghaz being a monster is also kind of hilarious for once since he move blocks the big knights.
I'm just imagining him punching them in the shins and holding onto them like a toddler now.
Well ghaz is about 1/3 of knight height. How easily you step over about 60cm step? And are knights even that agile.
If ghaz is heavy enough he doesn"t fly from kick doesn't actually feel that unreasonable.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2022/06/11 12:50:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Tomsug wrote:SemperMortis wrote: I'm currently in the process of getting my Squig Beta strike list together, I have 15 Squig Riders (going to get 3 more soon) and the mindset is to bring them along with a host of Deffkoptas to just flood the board in threats, is it going to be competitive? I mean..no, we are pretty well hosed atm  but it should be fun. Atm its 15 Squig Riders, 3 (actually 5 but GW is stupid so I can't use them all) Nobs on Smasha Squigs, a Warboss on Squigosaur, a Single Kill Rig and a Host of 20 Beastboyz. Next purchase is going to be the last 3 squig riders and a 6th Nob on Smash squig which I can't use either, and after that maybe another kill rig. When all of that is said and done my Beastsnagga army should be basically complete That' s the way to go. My plan for the second half of this year (and part of the next one I guess  ) You aim to the future! Ive decided to put my goff close combat army on hold for now and have decided to put my lot with a speed mob. Hopefully they will remain good. Squig armies.. eeh.. i mean ill have to try that out some time later. My initial attempts were flawed because i attempted kill games so that was my fault. But for now ill just go for a speed mob. Blood axes for more stratagems and reducing 1 stratagem by 1 per round as well. A few warbikers for good bitz, and a blasta jet, 2 squigbuggies holding the backline and 5 deffkoptas being to the last targets. the blood axes traits/relics will help me being able to get on the table with the deffkoptas, do the charge through em strat and still have CP to bounce off the map afterwards for maybe a turn or 2. Then the reduction of 1 stratagem by 1CP will help me keep getting the deffkoptas off the table each turn since i also get 1 CP per turn. So thats my plan. Then snazzwagons, scrapjets and other things filling out the remaining rooster. Squig buggies sucks but they are the only ones that seem to make sense holding the backline if you plan to use while we stand we fight. Otherwise sure, one could use 3 warbikers for 75 points. But they seem better than a gunwagon at least, as they can actually shoot. getting worse BS and enemy +1 save but still. i have never tried the actual speed mob but that would be my plan, and thats what im painting towards doing. That or something along those lines.
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This message was edited 2 times. Last update was at 2022/06/11 12:56:49
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/11 13:21:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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Beardedragon wrote: Tomsug wrote:SemperMortis wrote:
I'm currently in the process of getting my Squig Beta strike list together, I have 15 Squig Riders (going to get 3 more soon) and the mindset is to bring them along with a host of Deffkoptas to just flood the board in threats, is it going to be competitive? I mean..no, we are pretty well hosed atm  but it should be fun.
Atm its 15 Squig Riders, 3 (actually 5 but GW is stupid so I can't use them all) Nobs on Smasha Squigs, a Warboss on Squigosaur, a Single Kill Rig and a Host of 20 Beastboyz. Next purchase is going to be the last 3 squig riders and a 6th Nob on Smash squig which I can't use either, and after that maybe another kill rig. When all of that is said and done my Beastsnagga army should be basically complete
That' s the way to go. My plan for the second half of this year (and part of the next one I guess  ) You aim to the future!
Ive decided to put my goff close combat army on hold for now and have decided to put my lot with a speed mob. Hopefully they will remain good. Squig armies.. eeh.. i mean ill have to try that out some time later. My initial attempts were flawed because i attempted kill games so that was my fault. But for now ill just go for a speed mob. Blood axes for more stratagems and reducing 1 stratagem by 1 per round as well.
A few warbikers for good bitz, and a blasta jet, 2 squigbuggies holding the backline and 5 deffkoptas being to the last targets. the blood axes traits/relics will help me being able to get on the table with the deffkoptas, do the charge through em strat and still have CP to bounce off the map afterwards for maybe a turn or 2.
Then the reduction of 1 stratagem by 1CP will help me keep getting the deffkoptas off the table each turn since i also get 1 CP per turn. So thats my plan. Then snazzwagons, scrapjets and other things filling out the remaining rooster.
Squig buggies sucks but they are the only ones that seem to make sense holding the backline if you plan to use while we stand we fight. Otherwise sure, one could use 3 warbikers for 75 points. But they seem better than a gunwagon at least, as they can actually shoot. getting worse BS and enemy +1 save but still.
i have never tried the actual speed mob but that would be my plan, and thats what im painting towards doing. That or something along those lines.
Fairly reasonable until you realize that any marine army ignores your speedwaagh and while in cover basically save at their save. Koptas are good but expensive and CP hungry.
Squigbuggies hold the back, but just as they kill cero with the new rules of indirect fire.
Also, a propa table will give you headaches just for moving around.
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![[Post New]](/s/i/i.gif) 2022/06/11 16:11:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Orkimedez_Atalaya wrote:Beardedragon wrote: Tomsug wrote:SemperMortis wrote: I'm currently in the process of getting my Squig Beta strike list together, I have 15 Squig Riders (going to get 3 more soon) and the mindset is to bring them along with a host of Deffkoptas to just flood the board in threats, is it going to be competitive? I mean..no, we are pretty well hosed atm  but it should be fun. Atm its 15 Squig Riders, 3 (actually 5 but GW is stupid so I can't use them all) Nobs on Smasha Squigs, a Warboss on Squigosaur, a Single Kill Rig and a Host of 20 Beastboyz. Next purchase is going to be the last 3 squig riders and a 6th Nob on Smash squig which I can't use either, and after that maybe another kill rig. When all of that is said and done my Beastsnagga army should be basically complete That' s the way to go. My plan for the second half of this year (and part of the next one I guess  ) You aim to the future! Ive decided to put my goff close combat army on hold for now and have decided to put my lot with a speed mob. Hopefully they will remain good. Squig armies.. eeh.. i mean ill have to try that out some time later. My initial attempts were flawed because i attempted kill games so that was my fault. But for now ill just go for a speed mob. Blood axes for more stratagems and reducing 1 stratagem by 1 per round as well. A few warbikers for good bitz, and a blasta jet, 2 squigbuggies holding the backline and 5 deffkoptas being to the last targets. the blood axes traits/relics will help me being able to get on the table with the deffkoptas, do the charge through em strat and still have CP to bounce off the map afterwards for maybe a turn or 2. Then the reduction of 1 stratagem by 1CP will help me keep getting the deffkoptas off the table each turn since i also get 1 CP per turn. So thats my plan. Then snazzwagons, scrapjets and other things filling out the remaining rooster. Squig buggies sucks but they are the only ones that seem to make sense holding the backline if you plan to use while we stand we fight. Otherwise sure, one could use 3 warbikers for 75 points. But they seem better than a gunwagon at least, as they can actually shoot. getting worse BS and enemy +1 save but still. i have never tried the actual speed mob but that would be my plan, and thats what im painting towards doing. That or something along those lines. Fairly reasonable until you realize that any marine army ignores your speedwaagh and while in cover basically save at their save. Koptas are good but expensive and CP hungry. Squigbuggies hold the back, but just as they kill cero with the new rules of indirect fire. Also, a propa table will give you headaches just for moving around. that is correct. but i play in a decent amount of Team GTs so i have the opportunity to avoid space marine armies depending on pairings. Also both my Deffkoptas and my blasta jet has Boomboyz on them for the extra AP. On a speed waaagh, even a snazzwagon would have 3 AP, making space marines save on 4+ in cover, which isnt great but its okay. And when i think about the fact that i can play conservatively rather than aggressively with good bitz and to the last, it opens up for a few things. its not that i can play aggressively, i just dont have to. The fact i have that option is already more than what can be said about Goff pressure lists that dont really have a choice but to move forward, and your enemy knows this. I AM worried about armor of contempt and forests being everywhere these days, but i will play it out and see what happens. Because a goff pressure list with maybe mega nobz, squig riders and 2 kill rigs i just dont see how wins either. You have so few units on the table. Clearly people make it work but i fail to see why it works. Also neither kill rigs nor squig riders can move through ruins so its easy for these units to be completely blocked off from going where you want them to on many WTC maps. there are a lot of L walls. I kind of hope to get around that problem with a speed waaagh by having a lot of speed to move from one side to the other, and no reason to get in to CC in general by being a predominantly shooting army with some CC elements if i have to. If someone blocks me off from moving a specific place it doesnt stop me from shooting. blocking someone with only CC off from moving forward is a much bigger counter than someone who wants to shoot. But again, mind you, im saying this from a theoretic point as ive never tried a speed mob before. I have tried Freebootas with grot mega tanks and buggies before AoC and that was really good. I hope this will also be good. To be fair i have also made a freebootas army (non speed mob version) with 2 hunta rigs as distraction carnifexes that im still waiting to see if is decent or not. like a real, old school freebootas speed waaagh, where you can still run 2x6 stormboyz for RND. While i feel like 160 points is a lot for a full rokkit grot mega tank (the damage is not bad for 160, but the defense is terrible), 125 points for 7 scorchas on a grot mega tank isnt bad at all. Ive had a lot of great success with that unit, but if it still works on AoC armies, we will have to see.
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This message was edited 7 times. Last update was at 2022/06/11 16:26:32
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/11 17:37:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Honestly I'd just wait for the new mission book to drop before making any decisions.
Who knows, maybe G-dubs will net Orks 200+ points in our lists and our secondary pool won't suck balls in Nephilim.
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This message was edited 1 time. Last update was at 2022/06/11 17:37:31
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![[Post New]](/s/i/i.gif) 2022/06/11 18:32:07
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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True. but i have to start painting something, so im not talking about buying models, i already have them.
Its just a question of priority in terms of painting for me.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2022/06/11 20:03:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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Yes, my note about Squig army was based on prediction that in some time soon these models will be great, because they are new.
I was on a small local tournament with my FB Speed Mob today and finished 4th from 12 with 2 wins and one lose.
Game 1 - Nuns with Guns 15:5 for orks. What ' s the problem with Armor of Compensation? Just shoot them down and screen them from charging your valuable units.
Game 2 - Tau + much better opponent + few stupid ork fails (like forget to cover the Warboss before declaring Speedwaaaagh..) on the beginning = 0:20 for Tau. I now how to make the game 15:5 for Tau but no better. Have to think about it.
Game 3 - Necrons with double C' Tan list. C 'Tans vomit their mortal wounds around, but Koptas + Ramming Speed + Crashing thru = nice way to go around “max 3 wounds lost per phase”. 12:8 for orks. Could be better, but the second C' Tan saved everything for 2 turns. Pure nightmare.
Lessons learned and notes:
- the longer I play Badskull Banner Warboss on Warbike - aka Obsec - Antiobsec missile - the more I like it. Usually let them covering home objective with anti obsec aura protecting the base againts some crazy charges in first few turns. Than he goes forward and turns the objectives. The key is do not send him forward too early, he dies easily. First clean the table a bit.
- I played very defensively and it is very effective. Better wait for a turn to have the right constelation to finish stuff. We die fast, most of the trades do not worth the points.
- SJD do not inflict any damage. Again. I don' t remember this buggy did some damage last time. And if you want it to teleport itself, it never goes. Pffff
- BSW - I like this buggy more and more. Perfect utility buggy to sit somewhere or block somewhere and do some damage for nice price.
- wazbooms are the key. Give them perfect 3+hit one turn of shooting and keep them safe for any costs! Crucial!!!
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This message was edited 1 time. Last update was at 2022/06/11 20:05:41
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![[Post New]](/s/i/i.gif) 2022/06/11 20:11:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Regular Dakkanaut
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Beardedragon wrote:Orkimedez_Atalaya wrote:Beardedragon wrote: Tomsug wrote:SemperMortis wrote:
I'm currently in the process of getting my Squig Beta strike list together, I have 15 Squig Riders (going to get 3 more soon) and the mindset is to bring them along with a host of Deffkoptas to just flood the board in threats, is it going to be competitive? I mean..no, we are pretty well hosed atm  but it should be fun.
Atm its 15 Squig Riders, 3 (actually 5 but GW is stupid so I can't use them all) Nobs on Smasha Squigs, a Warboss on Squigosaur, a Single Kill Rig and a Host of 20 Beastboyz. Next purchase is going to be the last 3 squig riders and a 6th Nob on Smash squig which I can't use either, and after that maybe another kill rig. When all of that is said and done my Beastsnagga army should be basically complete
That' s the way to go. My plan for the second half of this year (and part of the next one I guess  ) You aim to the future!
Ive decided to put my goff close combat army on hold for now and have decided to put my lot with a speed mob. Hopefully they will remain good. Squig armies.. eeh.. i mean ill have to try that out some time later. My initial attempts were flawed because i attempted kill games so that was my fault. But for now ill just go for a speed mob. Blood axes for more stratagems and reducing 1 stratagem by 1 per round as well.
A few warbikers for good bitz, and a blasta jet, 2 squigbuggies holding the backline and 5 deffkoptas being to the last targets. the blood axes traits/relics will help me being able to get on the table with the deffkoptas, do the charge through em strat and still have CP to bounce off the map afterwards for maybe a turn or 2.
Then the reduction of 1 stratagem by 1CP will help me keep getting the deffkoptas off the table each turn since i also get 1 CP per turn. So thats my plan. Then snazzwagons, scrapjets and other things filling out the remaining rooster.
Squig buggies sucks but they are the only ones that seem to make sense holding the backline if you plan to use while we stand we fight. Otherwise sure, one could use 3 warbikers for 75 points. But they seem better than a gunwagon at least, as they can actually shoot. getting worse BS and enemy +1 save but still.
i have never tried the actual speed mob but that would be my plan, and thats what im painting towards doing. That or something along those lines.
Fairly reasonable until you realize that any marine army ignores your speedwaagh and while in cover basically save at their save. Koptas are good but expensive and CP hungry.
Squigbuggies hold the back, but just as they kill cero with the new rules of indirect fire.
Also, a propa table will give you headaches just for moving around.
that is correct. but i play in a decent amount of Team GTs so i have the opportunity to avoid space marine armies depending on pairings.
Also both my Deffkoptas and my blasta jet has Boomboyz on them for the extra AP.
On a speed waaagh, even a snazzwagon would have 3 AP, making space marines save on 4+ in cover, which isnt great but its okay. And when i think about the fact that i can play conservatively rather than aggressively with good bitz and to the last, it opens up for a few things. its not that i can play aggressively, i just dont have to. The fact i have that option is already more than what can be said about Goff pressure lists that dont really have a choice but to move forward, and your enemy knows this.
I AM worried about armor of contempt and forests being everywhere these days, but i will play it out and see what happens. Because a goff pressure list with maybe mega nobz, squig riders and 2 kill rigs i just dont see how wins either. You have so few units on the table. Clearly people make it work but i fail to see why it works. Also neither kill rigs nor squig riders can move through ruins so its easy for these units to be completely blocked off from going where you want them to on many WTC maps. there are a lot of L walls.
I kind of hope to get around that problem with a speed waaagh by having a lot of speed to move from one side to the other, and no reason to get in to CC in general by being a predominantly shooting army with some CC elements if i have to. If someone blocks me off from moving a specific place it doesnt stop me from shooting. blocking someone with only CC off from moving forward is a much bigger counter than someone who wants to shoot.
But again, mind you, im saying this from a theoretic point as ive never tried a speed mob before. I have tried Freebootas with grot mega tanks and buggies before AoC and that was really good. I hope this will also be good. To be fair i have also made a freebootas army (non speed mob version) with 2 hunta rigs as distraction carnifexes that im still waiting to see if is decent or not. like a real, old school freebootas speed waaagh, where you can still run 2x6 stormboyz for RND. While i feel like 160 points is a lot for a full rokkit grot mega tank (the damage is not bad for 160, but the defense is terrible), 125 points for 7 scorchas on a grot mega tank isnt bad at all. Ive had a lot of great success with that unit, but if it still works on AoC armies, we will have to see.
My experience in the last 2-3 months with AoR was pretty nice until AoC. Then I faced a 1k sons that basically was killing himself on perils more than I could with all my shooting.
My list was the typical AoR with freebootas
Bikerboss BBK and killklaw
Bikerboss with banner andd -1 to wound
3*5bikers
3*scrapjets
2*squig
2* KBB
2*snazz
5boomboys koptas
1boomboy wazboom
1dakkajet
Or something of the like. On paper not a bad list, albeit sort on bikers for obsec. It could maybe trade 2snazzs for 2*3 nob bikers.
Only unit I managed to kill were some chaos spawns.
After that I tried against a similar list with a Goff pressure (other friend's) and at least I managed to kill a blob of termis and a couple of units. Also lost the match but at least it only felt like hard mode, not ironman mode.
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![[Post New]](/s/i/i.gif) 2022/06/12 16:37:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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When shall these new Missions atc drops? The fact it, I have no reason to change or experiment with my list for oong time already…. Some fresh wind could be fine..
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![[Post New]](/s/i/i.gif) 2022/06/12 19:00:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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It's in the Sunday preview, so I guess pre-orders on Saturday.
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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. |
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![[Post New]](/s/i/i.gif) 2022/06/13 06:54:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Been Around the Block
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Tactic / Army List Question:
Hey everyone, I have a 1500 points game tomorrow against imperial knights. Now this is the first game against them and I have absolutely no idea what to play against them. Snakebites? Freebootaz? Goff? Massive Anti tank, swarm them, try to outmaneuver?
Thank you very much I appreciate it!!
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![[Post New]](/s/i/i.gif) 2022/06/13 07:03:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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I'd avoid Freebooterz just for the fact that triggering the trait would be pretty hard against knights, I'd choose Bad Moons for a pure shooting force at that point.
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