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2022/06/13 07:50:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!
Agree with avoiding freebootas, but outside of that pretty much just use the clan that synergizes best with your army. As usual, wazbomms and mek guns are decent answer to anything trying to be durable.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2022/06/13 08:04:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!!
Another notes .. or more a manual how I play AoR Speed Mob with the list in spoiler.
I. You want everything on the table. Unless your opponent is able to kill one both of your wazbooms going first T1. Than both wazbooms and Koptas in DS. This protect them and give the scrapjets and other buggies chance to hide.
II. Secondaries
1. 12VP on some killy secondary? Take it. Unless Assasinate on eldars. They hide like a hell. Or I shall practice more 2. 12VP on No Prisoners? Necrons usually? Take them. Otherwise take To The Last on 2 Koptas and 1 Scrapjets
3. Mighty 3rd secondary. You choose from Stranglehold, Engage and Bitz
- good situation for Bitz ? = Bitz objective far from the opponent with good cover and opponent is slow and unable to get there quickly? Take bitz and protect these bikers for any costs. Win you a game.
- 5 objective mission and opponent is short on obsec? Take Stranglehold
- non of above? Take Engage.
- bikers. They just screen and score. Rush them forward immediateli. Do not charge. Just drive 20”, some dakka and screen/block
- single buggies - this is just supporting body of the army. One of them is always useless depending the opponent. This keep home to hold objective and screen deploy. The rest move gently around the board to screen perfectly, block the movement, hold objectives in the second wave and kill something sometimes. You can trade them.
- scrapjets, koptas and wazbooms - this is your army. This is your dakka. T1 to T2 is about carefoul positioning and protecting them and looking for the right moment to attack. Sometimes it is turn 1, sometimes you need to wait until T3. And then come the Mighty Turns of Speedwaagh. The turns, when these units go and kill most of the units that threaten you. Priorities:
—- units that can kill vehicles
—- units that fly / now you ' ve protected wazbooms
—- units that are fast / now you ' re faster then him and deny him big part of the field
—- units that score
- 2 warbosses - protect them first. Than call the speedwaagh and the Mighty Turns come. First turns keep them around home objective to protect it againts some wild charges that pretty often go againts you. Kill warboss kills. Anti Obsec biker behind the wall holds the objective.
After enemy charges are stopped, push the, forward to control the midfield objectives and deny the points to your opponent.
III. Command Points management
- spare all points on Kopta trick. It doesn 't win you a game, but if you don' t do it right, you gonna lose.
- no rerolls of anything
- no strategems except - attack out of the sun, ramming speed, crashing thru
- exception are - in critical situations or later part of the game “More gitz over there”, overwatch on 3 scrapjets or flamer buggy etc - the condition is, that the overwatch has a real chance to KILL or totaly criple the attacker, reroll of the number of shots from Wazbooms TMB - but have a plan with CPs to have the right number left for another turn for kopta tricks!
You have 8 + 5 = 13 CP' s
Full Kopta trick cost you 2x2 for AOOTS, 2 for RS and 1 for CT = 7 CP. so you can do it once. This should be a valuable target for their MW charge. Not just some screening.
You have another 3 CP to do the RS and CT missile again after drop, but then you are mostly out of CPs. Maybe you have 2 left for evacuation of this Koptas, but this should be T4… But it is mostly T3. The rest of the CPs will be used slowly during the rest of the game for “exceptions”. Be carefoul! You have a plan for another turn with your Koptas. You need a CPs for this!
This message was edited 1 time. Last update was at 2022/06/13 08:05:51
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!!
I'll parrot everyone else and say to avoid freebooters. I'd either say Goffs or Bad Moons, but ultimately it depends on your list.
Without seeing your list, I'd say you're probably not going to outshoot them or kill them all. Kill what you can without putting too many units on offer, but ultimately feed them units they're not going to wipe in a single turn of combat and dance around them to win the VP game.
Knights are a gatekeeper list, and we have the quick, cheap, but surprisingly durable units to outplay them.
2022/06/13 09:39:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!
No idea what list you have. But I can tell you how to fight with them.
1. All contemporary knight armies have 2-3 big knights. Mostly 3. The rest of their army all small knights, about 5-7 pieces.
2. His plan is go to the 3 objectives and stand and score there.
3. You need to kill the small ones first. And ASAP. Why?
- they have much more dangerous damage per point ration than the big ones. This is the only way how to reduce his shooting fast. They are faster and more dangerous. And OBSEC and count as 5 models.
4. This mean, if you want to steal them objective, you need obsec + 6 models. So typycal 5 model squads of kommandos, stormboyz, etc do not work. Warbikers in squads of 3 even less. This mean btw. that obsec + antiobsec FB warboss on warbike in speed mob is pretty useful there.
5. Remember - big knights = TITANIC = cannot hide behind obscuring, but you can! + they can walk over models + they can fallback and shoot and charge. So you can screen their movement well, but not by line of small models in front of him, but by a cloud of models denying him to put his base there.
6. SMALL KNIGHTS ARE NOT TITANIC so you can block their move normaly.
7. Some of the big knights can heroicly interven! Screen in distance!
8. Plan is to blovk thier move asap and shoot down the small knights asap. This criple his shooting and scoring abilities. I guess our army has no chance to kill them all, but kill all small ones + one big knights is pretty doable.
9. You win on VPs, not on killpoints. So score, deny his scoring and you win.
And I use Freebootas againts them and works with my speedmob pretty well. Two squads of deffkoptas + some buggy postively kills one small knight at least. This trigger the bonus and wazbooms kills anothers. Plus the antiobsec banner is pretty good.
Automatically Appended Next Post:
Afrodactyl wrote: ….Kill what you can without putting too many units on offer, but ultimately feed them units they're not going to wipe in a single turn of combat and dance around them to win the VP game.
This message was edited 3 times. Last update was at 2022/06/13 09:43:32
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!!
Grot tanks (with many, but not all, KMB), Mek Gunz, Wazbombs, and if you're allowed Legends then add Grot Kannon, Grot Zap Gunz & Grot Bomb Launchers.
My Grots LOVE fighting Knights.
2022/06/13 15:42:57
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!!
Another notes .. or more a manual how I play AoR Speed Mob with the list in spoiler.
I. You want everything on the table. Unless your opponent is able to kill one both of your wazbooms going first T1. Than both wazbooms and Koptas in DS. This protect them and give the scrapjets and other buggies chance to hide.
II. Secondaries
1. 12VP on some killy secondary? Take it. Unless Assasinate on eldars. They hide like a hell. Or I shall practice more 2. 12VP on No Prisoners? Necrons usually? Take them. Otherwise take To The Last on 2 Koptas and 1 Scrapjets
3. Mighty 3rd secondary. You choose from Stranglehold, Engage and Bitz
- good situation for Bitz ? = Bitz objective far from the opponent with good cover and opponent is slow and unable to get there quickly? Take bitz and protect these bikers for any costs. Win you a game.
- 5 objective mission and opponent is short on obsec? Take Stranglehold
- non of above? Take Engage.
- bikers. They just screen and score. Rush them forward immediateli. Do not charge. Just drive 20”, some dakka and screen/block
- single buggies - this is just supporting body of the army. One of them is always useless depending the opponent. This keep home to hold objective and screen deploy. The rest move gently around the board to screen perfectly, block the movement, hold objectives in the second wave and kill something sometimes. You can trade them.
- scrapjets, koptas and wazbooms - this is your army. This is your dakka. T1 to T2 is about carefoul positioning and protecting them and looking for the right moment to attack. Sometimes it is turn 1, sometimes you need to wait until T3. And then come the Mighty Turns of Speedwaagh. The turns, when these units go and kill most of the units that threaten you. Priorities:
—- units that can kill vehicles
—- units that fly / now you ' ve protected wazbooms
—- units that are fast / now you ' re faster then him and deny him big part of the field
—- units that score
- 2 warbosses - protect them first. Than call the speedwaagh and the Mighty Turns come. First turns keep them around home objective to protect it againts some wild charges that pretty often go againts you. Kill warboss kills. Anti Obsec biker behind the wall holds the objective.
After enemy charges are stopped, push the, forward to control the midfield objectives and deny the points to your opponent.
III. Command Points management
- spare all points on Kopta trick. It doesn 't win you a game, but if you don' t do it right, you gonna lose.
- no rerolls of anything
- no strategems except - attack out of the sun, ramming speed, crashing thru
- exception are - in critical situations or later part of the game “More gitz over there”, overwatch on 3 scrapjets or flamer buggy etc - the condition is, that the overwatch has a real chance to KILL or totaly criple the attacker, reroll of the number of shots from Wazbooms TMB - but have a plan with CPs to have the right number left for another turn for kopta tricks!
You have 8 + 5 = 13 CP' s
Full Kopta trick cost you 2x2 for AOOTS, 2 for RS and 1 for CT = 7 CP. so you can do it once. This should be a valuable target for their MW charge. Not just some screening.
You have another 3 CP to do the RS and CT missile again after drop, but then you are mostly out of CPs. Maybe you have 2 left for evacuation of this Koptas, but this should be T4… But it is mostly T3. The rest of the CPs will be used slowly during the rest of the game for “exceptions”. Be carefoul! You have a plan for another turn with your Koptas. You need a CPs for this!
Interesting points as always Tomsung.
After the positive showing from multiple nob bike squads a few weeks ago I created a list that is somewhere in between that list and yours
I find boomboy deffkoptas are pretty good against AoC. The Nobs on bikes while bizarre are great for holding backfield objectives and getting engage and even if they'r down to one model can cause problems if you just throw them onto objectives (sometimes with drive by dakka).
The major problem is that I'm starting with 9Cp. I always want to put my wazbomm (for safety) and one squad of bikes into reserve to "guarantee" that I can drop them in for RnD in t2/3. This cost 2CP. Assuming the new changes to warlord and relics costing points are true I'm down to to 0Cp if we start with 7cp or even -1 CP if we only start with 6CP.
I actually am interested to play this list with 0 CP as it will really mix up strategy but I'm hoping we don't go down as low as 6cp starting as it will cause real sophies choice situations involving BBK or killa klaw...
2022/06/13 16:49:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
yeah....im not looking forward to that cp change. I'm all for blocking people from spamming stratagems in the first turn to maximize the alpha strike (still say thats one of the biggest issues in 40k is alphastrike potential the entire-army-goes-at-once system allows), but THAT low a cp cuts into typical list building costs too. Unless they make detachments/reserves/relics/certain unit upgrades cheaper, people are gonna be extremely tight on cp if not flatout out of them at the start.
This message was edited 1 time. Last update was at 2022/06/13 17:20:59
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/06/13 19:37:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
'Cause Orks are really incentivized to take a single battalion. I get these changes aren't targeting Orks per se but carte blanche changes like this really fundamentally misunderstand the diversity of GWs codexes.
Like this seems tuned to armies that have a desirable elite slot and not much else.
2022/06/13 21:13:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
Considering you cant get more than 3 FA/Heavy w/o multiple detachments or one that doesnt refund, yeah, definitely.
And we orks dont really care about our elites. Go figure.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/06/13 21:26:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
Yeah, having that confirmed for no detachment CP cost changes seems rough. At that point, the 1 Warboss per detachment limitation seems overly harsh, since you'll be lucky to have 2 max in most cases, unless you run them completely barebones which doesn't tap into the relics making them actually useful. We'll really have to bank on our secondaries being relevant somehow to transition through this change somewhat intact, cause it's looking even rougher for us greenskins.
2022/06/14 06:49:44
Subject: Might makes Right! - Codex Orks 2021 Tactics
I actually am interested to play this list with 0 CP as it will really mix up strategy but I'm hoping we don't go down as low as 6cp starting as it will cause real sophies choice situations involving BBK or killa klaw...
Speedmobz need to find a way to play with a single outrider detachment to survive, aka revamping wagons and/or playing with fewer but larger FA units. Two outriders means 0 CPs already with no CPs to invest pre game, no defensive stratagem in turn 1 if you start second, or any 2CPs stratagem in turn 1.
2022/06/14 11:32:06
Subject: Might makes Right! - Codex Orks 2021 Tactics
At the FLGS last night somebody had a "leaked" copy of points changes, not sure if it was legitimate or not, but if so keep them expectations low. boys down... 1 point, gretchin stay the same, beast boys same a few buggies down 5 points. wazboom up another 10, hqs got a 5-10 point cut across the board and nobz down a point per model. cannot validate as it was a white backed pdf so take it with a shovel of salt and hope its better.
10000 points 7000 6000 5000 5000 2000
2022/06/14 13:00:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
G00fySmiley wrote: At the FLGS last night somebody had a "leaked" copy of points changes, not sure if it was legitimate or not, but if so keep them expectations low. boys down... 1 point, gretchin stay the same, beast boys same a few buggies down 5 points. wazboom up another 10, hqs got a 5-10 point cut across the board and nobz down a point per model. cannot validate as it was a white backed pdf so take it with a shovel of salt and hope its better.
These kinds of changes are what I fear for orks. A point here or there isn’t going to help.
2022/06/14 14:01:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
G00fySmiley wrote: At the FLGS last night somebody had a "leaked" copy of points changes, not sure if it was legitimate or not, but if so keep them expectations low. boys down... 1 point, gretchin stay the same, beast boys same a few buggies down 5 points. wazboom up another 10, hqs got a 5-10 point cut across the board and nobz down a point per model. cannot validate as it was a white backed pdf so take it with a shovel of salt and hope its better.
These kinds of changes are what I fear for orks. A point here or there isn’t going to help.
I am hoping its somebody having a laugh "leaking" a pdf. space marines got some significant points cuts if its real mostly in the vehicle department which to be fair is needed there. might actually see predators on the field for them again
10000 points 7000 6000 5000 5000 2000
2022/06/14 14:33:08
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
However, you can now take a Super-Heavy Auxiliary Detachment at no CP cost if it matches your WARLORD’s faction – great news for Knight players in Incursion games.
2022/06/14 16:17:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
G00fySmiley wrote: At the FLGS last night somebody had a "leaked" copy of points changes, not sure if it was legitimate or not, but if so keep them expectations low. boys down... 1 point, gretchin stay the same, beast boys same a few buggies down 5 points. wazboom up another 10, hqs got a 5-10 point cut across the board and nobz down a point per model. cannot validate as it was a white backed pdf so take it with a shovel of salt and hope its better.
If true, unless Ork secondaries are a joke to obtain 45 with, boy howdy, you think our win rate is bad now.
This season will be a disaster.
2022/06/14 17:28:44
Subject: Might makes Right! - Codex Orks 2021 Tactics
On top of all this, the book features nine missions each for Incursion and Strike Force games, tweaked and revised where necessary from last season’s Grand Tournament mission pack. It also includes the Warhammer 40,000 core rules – paired with your faction’s codex, you’ll have everything you’ll need to play your way through a tournament.
Long-time competitive players will notice that the Munitorum Field Manual is absent – fear not! This season brings with it our first free points update. The entire points update document will be available to download in a digital format from this very website, so players who want the latest points changes for their matched play games will have free and easy access.
I 'm very interested in secondafy changes.
In any case the rise of the named characters with built in traits and relic is here. It is a pitty, there is no such for speedmob…
Automatically Appended Next Post: Aaargh at least the WAGON keyword for Kanonwagon please! Otherwise there is really a hard way to make a working Speedmob!
This message was edited 3 times. Last update was at 2022/06/14 17:40:44
Hard to say how these changes will impact Orks, on the face of it its going to hurt our ability to take multiple detachments meaning we can't take multiple warbosses and/or specialist mobs.
This is probably going to mean you end up taking a Supreme Command with Ghaz & a battalion. Which isn't great given how weak our troop options are, obviously will also hinge on the points situation.
Ork boyz as it stands need to come down at least 2 points to make anyone want to take them.
It's also going to hinge a lot on the secondaries we end up getting, my biggest concern is going to the balance between these faction specific secondaries. I hope they tested them very vigorously, if your faction has bad ones its going to bad times for the next 6 months.
Having said all of that, we are a dataslate codex, we don't rely on synergies and stratagems in the same way other codexes do, so It might not be as doom and gloom as it seems.
Other factions have warlord traits and relics they need to take, think about things like having to pay CP for forgeworld units now, this change probably terminates those units to the dustbin for 6 months.
Other factions also heavily rely on burning through CP in the first couple of turns, something that doesn't really effect us. Unless you are talking Speed Waagh which was killed the day AoC dropped.
I'll be interested to see what they do, filled with a curious mixture of excitement and dread.
2022/06/14 22:46:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
Odd limit of 1 relic and 1 warlord trait is super bad….
Who knows maybe we can take a free relic with a detachment… in the detachment rules….
Also the point leaks sound like a prior rumor I read however any points leak has nothing to do with this book… it’s likely just a playtester version that is unlikely finalized… still though wtf are you increasing points on ANY ork unit. We are bad making semi decent units cost more is messed up…. The wazbom doesn’t need to be screwed it’s already pricey and fragile… the dakkajet is cheap for its profile but the reason we take the wazbom is because it’s one of the few units we have that can do anything in this meta… it’s not because it’s underpriced!!!!
Ffs none of the playtesters or GW rules team have any idea how to play orks or what to do with them!
This message was edited 1 time. Last update was at 2022/06/15 00:14:28
2022/06/15 04:13:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
Can someone explain how you benefit from selecting a clan while in AOR speedmob?
Like do you just gain access to the strategems?
Basically you get access to strats, warlord traits and relics.
And for instance, wagons and fliers do not get adrenaline junkies, so they get to keep their culture.
An example, I usually run freebootas AoR for the skull banner on a bikerboss and for my planes to shoot with +1 if the rest kills anything.
Or blood axes to redeploy 3 units so my planes can start for free on reserves and my wagon can retreat and charge afterwards.
2022/06/15 07:37:24
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Interesting times indeed as we really needed a Secondary overhaul. Yet it´s fiendishly complicated to balance this between all factions!
The step forward isn´t the secondaries as is, but the fact that GW has realized how pivotal they are to the game and moving them into the seasonal updating is helping to fix the issue faster. Good thinking there. Basically it´s the same thing as the points update and erratas, but recognized as a pain point.
2022/06/15 08:01:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
The new missions give players 2CPs per turn though (one is gained in the opponent's turn), so it's just like drastically reducing the pre-game investment rather than the overall pool. Single battallion, one trait and one relic could be ok. With two traits and two relics we'd still start with 3CPs in turn 1.
More than competitiveness I'm a bit worried about several units that would be almost removed from the game. With very limited FA and HS a lot of units from those sections that were ok and cheap won't see the tables now. For example with just 3 HS I don't see how I can fit units like Kanz, Dreads, Stormboyz, multiple squads of bikes and multiple kinds of buggies. And that's a shame, internal balance is IMHO the best thing orks have in this edition.
This assuming that Extra Gubbinz and/or Big Boss still work. If not, aka armies are limited with just one trait and relic, going patrol + outrider/spearhead could still be fine. With a CP gained in the opponent's command phase we'd still have 2CPs to pop a defensive stratagem in turn 1 if we go second or 2CPs to invest in offensive stratagems if we go first.