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2022/06/18 19:08:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
deathskulls and beastsnaggas are not mutually exclusive… did you mean goff?
I mean the mortal wound save isn’t a reason to build deathskull list. Deathskulls are best with lots of small MSU infantry lists to take advantage of reroll and obj secured… but they really took a hit with changes to multi klan lists. There are just better klans overall now. Goff is just strong overall. Bloodaxe is good. Freebooter is tough to get off now. deathskull and evil sun have a very niche build. Everything else is just in a bad place.
This message was edited 2 times. Last update was at 2022/06/18 19:14:35
2022/06/18 19:35:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
Having reviewed the points reductions I can say with some certainty we are well and truly FETHED.
Multi-Detachment armies are dead, multi Warlord trait/relic armies are going to be rare. and guess where Orkz liked to spend most of their CP? In pre-game things like extra relics and warlord traits
Bringing down all our troops choices by 1ppm is good but does nothing to address the fundamental problem of them still sucking. Add in AoC and Boyz should reasonably be back to 7ppm to even be remotely considered ok. Grots at 4 just means we save 10pts on a troop tax which we can't spend very well anywhere else since we are now stuck to a single battalion thanks to this new stupid CP rule.
Orkz are the de-facto MSU army right now. We take units of 5-10 of lots of stuff in order to dilute firepower and cause more headaches for our opponents, a tiny price drop is nice except that we no longer have the space for MSU thanks to GW. Stormboyz dropping 1ppm does nothing since we now have to choose between taking MSU stormboyz or a good unit like warbikes/squig riders/Koptas or buggies and we are now limited to likely 3 choices total.
LeRufus wrote: No I meant deathskull and Beastsnagga I might have mixed up the "You arent allowed to soup anymore" thing with clans...
What do you think? Does this list even stand a chance? And if so, What clan?
1500p.
Spearhead Detach
---------------------------
Warboss in Mega Armour (BBK, Da Krushin Armor, Trukk boy)
Deaf Dread (4 Killa Claws)
2x Killrig (Frazzle, Squigly Curse)
1x Mek Gunz (KMB)
1x Mek Gunz (KMB)
1x Trukk
Vanguard Detach
-------------------------
Beastboss on Squig (ard as, Killchioppa, Warlord)
8x burna + 2 Spanna KMB
10x Kommandos
3x Meganobz mit Double Killsaw
Nob on Smasha (Big Killa Boss)
1x Mek Gun (KMB)
1x Trukk
With the upcoming rules this list would be illegal, it soaks up too many CPs pre-game. You have like 4 or 5 CPs to spare just to start with 0 CPs + 1/turn. Try to re-design it with a single warboss and a patrol + spearhead at least.
2022/06/18 20:03:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
In the brave new world I'm looking at a single battalion of Blood Axes.
Beastboss on Squigosaur
Snikkrot
Weirdboy with Extra Kunnin & the Finkin Cap for CP generation and discount.
The only remaining question is whether to Supreme command Ghaz or not for the extra combat power.
Probably looking at 3 units of Grots to fill out the troops and complete Get da good bitz.
Will take some squighogs, probably 30 x Kommando's, a unit of meganob trukk boyz to crack open power armour, some tankhunta's for mortal wounds And then if there is anything left over some stormboyz.
I have one question about the extra Kunnin Warlord trait, can it reduce strategic ploy stratagems to cost 0 CP's? Doesn't say it can't but its probably hidden away somewhere in a FAQ.
This message was edited 2 times. Last update was at 2022/06/18 21:10:24
2022/06/18 21:31:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
LeRufus wrote: No I meant deathskull and Beastsnagga I might have mixed up the "You arent allowed to soup anymore" thing with clans...
What do you think? Does this list even stand a chance? And if so, What clan?
1500p.
Spearhead Detach
---------------------------
Warboss in Mega Armour (BBK, Da Krushin Armor, Trukk boy)
Deaf Dread (4 Killa Claws)
2x Killrig (Frazzle, Squigly Curse)
1x Mek Gunz (KMB)
1x Mek Gunz (KMB)
1x Trukk
Vanguard Detach
-------------------------
Beastboss on Squig (ard as, Killchioppa, Warlord)
8x burna + 2 Spanna KMB
10x Kommandos
3x Meganobz mit Double Killsaw
Nob on Smasha (Big Killa Boss)
1x Mek Gun (KMB)
1x Trukk
With the upcoming rules this list would be illegal, it soaks up too many CPs pre-game. You have like 4 or 5 CPs to spare just to start with 0 CPs + 1/turn. Try to re-design it with a single warboss and a patrol + spearhead at least.
the game is the last we play with old rules
2022/06/18 23:47:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
Pickled_egg wrote: In the brave new world I'm looking at a single battalion of Blood Axes.
Beastboss on Squigosaur
Snikkrot
Weirdboy with Extra Kunnin & the Finkin Cap for CP generation and discount.
The only remaining question is whether to Supreme command Ghaz or not for the extra combat power.
Probably looking at 3 units of Grots to fill out the troops and complete Get da good bitz.
Will take some squighogs, probably 30 x Kommando's, a unit of meganob trukk boyz to crack open power armour, some tankhunta's for mortal wounds And then if there is anything left over some stormboyz.
I have one question about the extra Kunnin Warlord trait, can it reduce strategic ploy stratagems to cost 0 CP's? Doesn't say it can't but its probably hidden away somewhere in a FAQ.
in the current cp rules I would normally be all over the bloodaxe cp granting build… my issue is our Strats still mostly suck… I mean outside of army of renown and atk out da sun/drive by Dakka/ramming speed/crashing through/cloud of smoke deffkopta shenanigans I really don’t need massive amount of cp each turn. It’s that early game where you put units in reserve and relics and warlord traits and multi detachments where most of my cp went…
This message was edited 2 times. Last update was at 2022/06/18 23:50:18
2022/06/19 00:02:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
tulun wrote: I think you just have to be choosey with what relics / wlts you buy.
I'm almost certainly going to finagle any list I have to include over 3 FA slots because it's simply too important for playing the game.
I'm not sold by this Marshal Peterson Blood Axe MW bomb list, and I think we need to fall back on our fast units. So that means 5+ FA units for me.
I'm running Patrol+Outrider, and taking one each of traits and relics. I'm also going full herohammer, but with the expectation that I'm realistically giving up full points for Assassinate. They either die or they do enough to secure a win.
Squigboss, Bikerboss, Zagstruk, Dakka Mek and two Smasha Squigs; all being used as aggressive little missiles.
I'm also running a full 6 FA choices and 25 Kommandos to be as aggressive as I can, with a load of bomb Squigs and other MW output. It's a proper ride or die kind of list.
I start with a single CP, but after a Command Phase I have enough CP for Ramming Speed/Tankbusta Bombs/Unstoppable Momentum.
2022/06/19 06:41:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
With grots going down to 40 points, maybe a brigade kann be viable. 120 points tax in comparison to a battallion, but we save 2-3 CP and get all the slots we need.
2022/06/19 07:06:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
Like a week ago or something i asked, if the squig buggy was better than the snazzwagon at its price of 110 points. It was ruled the snazzy boy was Better.
Now i ask the same question, based on the new squig buggy price of 95. How does the squig buggy square up against the snazzwagon, as a mid field combat unit?
Had my first speed mob match versus White scars and I won 93-73. So that was a pleasant experience. We were both using our respective armies and lists for the first time so a fun learning game. I intended to use 2 squig buggies for 2 the last but the fact they are now 95 points instead of 100 feths me up now
Now my 2 scrapjets would be 2 the last unless i put 3 squig buggies in the unit. That or i could use a gunwagon with forktress and a kill kannon.
This message was edited 2 times. Last update was at 2022/06/19 07:12:13
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/06/19 08:45:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
Nephilin rules pack and it' s impact on WAAAAAGHH!!!
1. We know just the fragments yet. It ' s impossible to make a final conclusions. Be careful. But there is already something to think about.
The whole Nephilim pack consist of 3 parts:
- new rules for secondaries, missions etc - we have a leaks
- new point costs - we have some leaks
- new Balance Dataslate - we know nothing! And there are always the game changing paragrafs, like crippling the indirect, flyiers, multi-clan armies etc…
2. Point changes
- it seems we go generali down. Which is fine. Different rummors are here around, you can easily find them. The winners are the infantry units.
Less CP, different distribution etc. No more herohammer, no more multi-detachement armies (or you start at 0 CP). Everything discussed before already
There is however also one small tweak - all Dedicated Transports have to start with the units in them. Empty Dedicated transport on the start of the battle is dead. This has small impact on orks, but is a big warning for us - GW makes major changes in basic game mechanics again and we shall expect them in dataslate!
Generic secondaries as I take it from various sources:
- Assasinate, Bring them down, Grind them down, Behind enemy line, Data and No prisoners are the same
- Engage 6” from another quater + no AIRCRAFT, Banners sligtly different, small changes in psychic secondaries
- TTL, Stranglehold, Teleport Homers, Investigate signal, Pierce de Veil - gone
Purge The Enemy – Da Biggest And Da Best
Now scores 2 VP at the end of each Battle Round (to a max of 5) for the following criteria met by your WARLORD–
Cause a MONSTER, VEHICLE or CHARACTER to lose any Wounds by Melee Attacks
Destroy 5+ models with Attacks
Destroy an enemy unit
Be in range of an Objective you control not in your Deployment Zone
Despite being overall easier to score and stack, still being tied to your WARLORD makes this a tricky one to get max on, as they can’t be everywhere or feasibly do multiple criteria a turn, and with a hard counter of just being killed makes it a risky one if you need them to be in the thick of it.
Battlefield Supremacy – Green Tide
Now just grants 1 VP for each quarter that has 10+ models in total within it, ignoring those within 6” of another table quarter. A pseudo Engage On All Fronts, though requiring hordes, as your non-INFANTRY still only count as 1 model, making them less suited for this. Engage is generally better, depending on your army build.
Shadow Operations – Get Da Good Bitz
The Action can now be done on any Objective in No Man’s Land (no more pre game selecting), you just need to control it, and if a LOOTAS or GRETCHIN unit does the Action, they complete it that same turn. You also get the “end of the battle” caveat for when you go second. You are capped at 5 VP per round now, but it generally is a bit easier and you have some extra flexibility for scoring it, and where.
3. Dataslate - ??
4. Conclusions?
Because of the missing dataslate, it' s impossible to make some complex conclusion. But right now, it seems like Speed Mob - the best and coolest and most funny to play ork list of all the time is burned to dust. Why?
- changes in CP generaly hits it hard
- no more To The Last and no more Stranglehold + Flyiers do not counted for Engage + no suitable faction specific secondaries except Bitz = there are honestly no secondaries Speed Mob can even take!!!
If the opponent do not offer me the the Vehicles for Bring it down, Speed Mob can play only
- No Prisoners
- Assasination
- Grind them down
- Behind enemy lines
- new Engage
- Good Bitz
First three depend very much on the opponents army. Behind is almost impossible to play and new Engage is very hard too. So de facto Speed Mob has just a single bloody secondary able to play…..
It seems I ' m switching my engines off….
5. Conclusion 2
Seeing the reddit comments, most of the people feel like sky is falling for their armies. Everybody are hit. Hard to predict the results of this wild party…
This message was edited 5 times. Last update was at 2022/06/19 10:11:40
SemperMortis wrote: Having reviewed the points reductions I can say with some certainty we are well and truly FETHED.
Multi-Detachment armies are dead,
Mine isn't. It just was:1 Spearhead, 1 Outrider, & a Patrol. Now it'd be 3 Patrols + WL trait & Relic.
Our stratagems are pretty bad overall but the few that are good are generally needed to make certain units/combos work. Starting with 0 CP means you are opening yourself up to some problems to start the game. The possibility of a turn 1 Ramming speed tends to keep opponents honest or at least scared of getting bum rushed by orkz. Not having the CP to pull it off (unless you go second) gives them a bit more leeway.
Bossdoc wrote: With grots going down to 40 points, maybe a brigade kann be viable. 120 points tax in comparison to a battallion, but we save 2-3 CP and get all the slots we need.
I hate to say it but I think you might be right Bossdoc. 120pts for Grots and 240pts or so on boyz (more if you go beast boyz) still leaves you with most of your army to choose from, not to mention only taking 1 warboss means you don't have to pay the 100ish points for another warboss on warbike or whatever you choose.
There is also the added bonus of taking more grots now with da good bitz which means you can have a cheap (Crappy) unit performing this action every turn while the rest of your army goes off and murders things.
Personally with the change to Relic/warlord traits teamed with the CP shortage if you take a 2nd detachment, Zagstruk just became an even better option as a 2nd quasi-warboss. Snikrot to a lesser extent.
I was also thinking about a footslogging brigade, which I'd actually consider it very fun to play.
I never liked post 3rd edition one dimensional greentides with 120+ boyz but I played a lot of greentides in 3rd with tons of specialists, different tactics and synergies (Tankbustas and Burnaboyz were troops back then, the latter could take a KFF, and you could max out special weapons regardless of units' sizes so something like 10-15 Shoota Boyz with 3 rokkits were good and cheap) and loved it.
Only concern could be about the HQs but Warboss, Zagstruk, Weirdboy/Big Mek seems ok.
2022/06/19 12:10:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
Bossdoc wrote: With grots going down to 40 points, maybe a brigade kann be viable. 120 points tax in comparison to a battallion, but we save 2-3 CP and get all the slots we need.
Definitely worthwhile if you already take 3-4 troops units and a number of HQs.
2022/06/19 12:47:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Da biggest and da best might be decent with the changes in a speed mob. I mean if one struggles to find secondaries with the speed mob, you can park your warlord on an objective, for 10 points if he sit there for 5 turns. Then maybe you can finish off someone Who arrives for extra points.
Also maybe go for 2x3 nob bikers with choppas for 30 points for extra units for good Bits.
Why warbikers arent troop choices in a speed mob is beyond me. They should be so you have more action monkeys.
This message was edited 1 time. Last update was at 2022/06/19 12:49:37
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/06/19 13:39:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Nephilin rules pack and it' s impact on WAAAAAGHH!!!
/.../
5. Conclusion 2
Seeing the reddit comments, most of the people feel like sky is falling for their armies. Everybody are hit. Hard to predict the results of this wild party…
This actually tells me that GW made a good job
Thanks for the sum up. My thoughts go Biggest and Best with a Beastasaurboss, Psychic Interrogation and Banners. Might even go so crazy as to bring a Painboy to keep WL up. This gives alot of tactical leeway to just control 2 objects on the midline and grind down whatever comes to kick us off.
2022/06/19 15:45:01
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: Da biggest and da best might be decent with the changes in a speed mob. I mean if one struggles to find secondaries with the speed mob, you can park your warlord on an objective, for 10 points if he sit there for 5 turns. Then maybe you can finish off someone Who arrives for extra points.
Also maybe go for 2x3 nob bikers with choppas for 30 points for extra units for good Bits.
Why warbikers arent troop choices in a speed mob is beyond me. They should be so you have more action monkeys.
Not great, not terrible. Tricky. It cannot be home objective. Kill the warlord and problem solved. Risky.
@tomsung I believe the speedmob can still do the Nephilin equivalent of RnD. They lost Deploy scramblers.
The change to engage benefits the barebones
3x nob bikerz squad.
The biggest and the da best is a safe 10 points if you hide your boss on a no man's land objective and attack any vehicle that comes close.
I'm actually really excited about "get the good bits" and "green tide" in a grot heavy foot slogging force. You could max out get the good bits by the start of t3 with a mix of grots and units that don't complete the action until the next command phase.
Green tide could be completed by the end of t4 if sufficient number of models survive.
The biggest and the best can get 10 minimum if you display sufficient self control and hold the warboas back. That's 40 points from secondaries with no interaction with the opponent.
2022/06/19 16:56:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
I ´ve projected this scenario to my recent games and - honestly - it ´s not so easy with the warboss. But we ´ll see.
Reagrding the Bitz, Data etc - I haven ´t seen the exact wording yet. Are Bitz still locked to CORE units? Are there any changes in what units are core? No idea.
I skipp it in my mind, play the last tourney next week with the old rules and start analysing with all 3 documents in hands - points, dataslate and new secondaries after.
This message was edited 1 time. Last update was at 2022/06/19 16:57:16
I made up a list that would play into the new secondaries. I went with deathskulls because the single obsec infantry character beside a large squad of grots counters the grots lack of obsec.
The list is based on the leaked points drop and admittedly gives up prisoners easily and with 9 characters will tempt people to take assassinate but all the list has to do is survive. I'm not looking for a list review I just wanted to illustrate how with the new secondaries we can create a list that can wrack up serious secondary points unopposed early and can contest primaries reasonably early as well due to sheer numbers.
This army will literally disintegrate over the game but if you can hide your characters (behind grots, terrain, in vehicles) you stop your opponent scoring and if you can keep 10 models in any quarter you'll be getting points to the end.
As a whole I'm super excited about the changes.
2022/06/19 17:08:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
I think orks will be better overall in relation to most armies but still a very B tier army with a single competitive type that relies on mostly goff pressure. Put it this way every army was nerfed in some way (except maybe sisters which might be a problem) but orks goff pressure got stronger… unless of other armies has a ton of points drops.
2022/06/19 17:26:04
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Nephilin rules pack and it' s impact on WAAAAAGHH!!!
/.../
5. Conclusion 2
Seeing the reddit comments, most of the people feel like sky is falling for their armies. Everybody are hit. Hard to predict the results of this wild party…
This actually tells me that GW made a good job
Thanks for the sum up. My thoughts go Biggest and Best with a Beastasaurboss, Psychic Interrogation and Banners. Might even go so crazy as to bring a Painboy to keep WL up. This gives alot of tactical leeway to just control 2 objects on the midline and grind down whatever comes to kick us off.
gungo wrote: I think orks will be better overall in relation to most armies but still a very B tier army with a single competitive type that relies on mostly goff pressure. Put it this way every army was nerfed in some way (except maybe sisters which might be a problem) but orks goff pressure got stronger… unless of other armies has a ton of points drops.
I have to disagree with the conclusions here. Yeah I think everyone is going "the sky is falling" right now but realistically very few factions were running 3 detachments. And if you look at it in the light of what some factions CAN do its not much better. Most Power Armored factions can just take a single detachment and that be it. Few if any of those factions NEED more then 3 slots per battlefield role, and if they really want to go nuts they can likewise get the brigade, for them though its a lot more expensive since MSU Tacs are 90pts for each.
Compared to that though, Orkz were really leaning heavily on Warboss key word units to do some melee beat sticking for us and the AoR was using a 3CP detachment to fill in the required slots. In my opinion the AoR army is basically DoA since they lose out on all but 1CP just to take a detachment and a warlord with trait/relic.
The Goff pressure build is likewise in a bit of trouble since it relied on those character beatsticks and some sneaky tricks to get into assault turn 1. So if you go that route you can still pull it off with 2 warbosses with 2 warlord traits/relics but you will start the game with 0 CP and will not have the ability to use ramming speed or anything else for that matter.
It will be interesting to see how the meta gets shaken up by this change but realistically I don't see many factions doing worse then us with these changes do to the necessity of traits/relics and detachments. The good (kind of) news is that we can't really sink too much further down the power scale, I think last week we were pushing along at a 40% win rate or thereabouts and the best finishes we had was Marshall Petersen finishing 5th at Wargames for warriors and another gentleman named Damien Owen finishing 7th.
With all of that said, I am more and more convinced the Mortal wound spam list is going to be our top list for a bit.
gungo wrote: I think orks will be better overall in relation to most armies but still a very B tier army with a single competitive type that relies on mostly goff pressure. Put it this way every army was nerfed in some way (except maybe sisters which might be a problem) but orks goff pressure got stronger… unless of other armies has a ton of points drops.
Nid's definitely got a hefty kick in the egg sacs from the most recent (confirmed) leaks.
I'm fine with orks being a B tier army to be honest, that just means you are not able to fight GW's most recent feth-up of the month, but are on equal footing with everyone else.
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.
2022/06/19 18:01:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Bossdoc wrote: With grots going down to 40 points, maybe a brigade kann be viable. 120 points tax in comparison to a battallion, but we save 2-3 CP and get all the slots we need.
Ordinarily i would argue the mandatory 3x FA/Elite/Heavy would get in the way, but actually...we kinda want those units now that fill those slots
3x5 Kommandoz for sneaky objective stealing = 165pts naked 3x1 Mek Gunz w/ KMK = 135pts 3 of any FA isnt an issue, literally any ork list wants FA slots right now so BYOWaaagh Safe to assume nobody is running 0 boyz, so 4x10 grots = 160pts 2x10 Boyz = 180pts naked Beastboss on Squig = 160pts w/o thump gun OR Wartrike for 120pts BigMek MA w/ KFF = ~120pts (personally i still love slapping Dead Shiny Shoota on him and think its worth a CP even now) Weirdboy = 70pts (this is probably the biggest problem as either you run multiple Bigmeks or take a weirdboy for the mandatory 3rd HQ)
Thats only ~1000pts before adding the FA, which realistically we'd probably field all 6 slots as the rest of the army.
Nothing there feels like dead weight to fill requirements except perhaps the weirdboy, but even he can just dajump grots across the board to block paths and hold objectives. Better even that none of it feels forced into a particular klan either, as the FA choices seem to dictate that these days (or heavy choices)
This message was edited 2 times. Last update was at 2022/06/19 18:03:08
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/06/19 18:45:22
Subject: Might makes Right! - Codex Orks 2021 Tactics
Bossdoc wrote: With grots going down to 40 points, maybe a brigade kann be viable. 120 points tax in comparison to a battallion, but we save 2-3 CP and get all the slots we need.
Ordinarily i would argue the mandatory 3x FA/Elite/Heavy would get in the way, but actually...we kinda want those units now that fill those slots
3x5 Kommandoz for sneaky objective stealing = 165pts naked
3x1 Mek Gunz w/ KMK = 135pts
3 of any FA isnt an issue, literally any ork list wants FA slots right now so BYOWaaagh
Safe to assume nobody is running 0 boyz, so 4x10 grots = 160pts 2x10 Boyz = 180pts naked
Beastboss on Squig = 160pts w/o thump gun OR Wartrike for 120pts
BigMek MA w/ KFF = ~120pts (personally i still love slapping Dead Shiny Shoota on him and think its worth a CP even now)
Weirdboy = 70pts (this is probably the biggest problem as either you run multiple Bigmeks or take a weirdboy for the mandatory 3rd HQ)
Thats only ~1000pts before adding the FA, which realistically we'd probably field all 6 slots as the rest of the army.
Nothing there feels like dead weight to fill requirements except perhaps the weirdboy, but even he can just dajump grots across the board to block paths and hold objectives.
Better even that none of it feels forced into a particular klan either, as the FA choices seem to dictate that these days (or heavy choices)
I am considering on the same lines, the wierdboy also opens up for the secondary of psychic interrogation.
I also would say Gazz is a contender, a choice between extra CP or 300pts in supreme command
The good bitz is probably our best secondary fully maxing out with 2 actions over 3 turns making it a safe and very difficult to interrupt with grots.
I am still on the fence with the new warboss secondary, but i would do it with mega armored warboss with krusher armour and hard as nails trait, sitting on a point that's 10vp if your opponent ignores, more if he tries to interrupt him
The stomp them good is not bad, just depends on your opponent
I am trying to think how i would fit meganobz/wazboom/warbikers/tankbusters
I am not sure Lootas are worth it but i will still look into it.
I am not sold on the discount's though, Kommandos are back in the menu, and the secondary + point cost just made grots very appealing, rest is just reverting most of the nerfs.
Tabletop Titans have a battle report with the new rules and MW inspired list
2022/06/19 20:40:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
Bossdoc wrote: With grots going down to 40 points, maybe a brigade kann be viable. 120 points tax in comparison to a battallion, but we save 2-3 CP and get all the slots we need.
Ordinarily i would argue the mandatory 3x FA/Elite/Heavy would get in the way, but actually...we kinda want those units now that fill those slots
3x5 Kommandoz for sneaky objective stealing = 165pts naked
3x1 Mek Gunz w/ KMK = 135pts
3 of any FA isnt an issue, literally any ork list wants FA slots right now so BYOWaaagh
Safe to assume nobody is running 0 boyz, so 4x10 grots = 160pts 2x10 Boyz = 180pts naked
Beastboss on Squig = 160pts w/o thump gun OR Wartrike for 120pts
BigMek MA w/ KFF = ~120pts (personally i still love slapping Dead Shiny Shoota on him and think its worth a CP even now)
Weirdboy = 70pts (this is probably the biggest problem as either you run multiple Bigmeks or take a weirdboy for the mandatory 3rd HQ)
Thats only ~1000pts before adding the FA, which realistically we'd probably field all 6 slots as the rest of the army.
Nothing there feels like dead weight to fill requirements except perhaps the weirdboy, but even he can just dajump grots across the board to block paths and hold objectives.
Better even that none of it feels forced into a particular klan either, as the FA choices seem to dictate that these days (or heavy choices)
I'd consider meganobz (especially with a weirdboy that can jump stuff around) and min squads of tankbustas for elites and even lootas for heavy support in lists that have 100+ infantry dudes. Kommandos can be run in 10 man squads to spam bomb squigs, and even min squads of burnaboyz might be useful for the objective game if there are 50-100 points and 1-2 elite slots spared. Snikrot and Zagstruck are also good HQs, although klan locked. But both Goffs and Blood Axes are currently quite popular so they're legit options I think. I'd run the megarmoured warboss with all the tanky synergies or the biker boss with all the killy ones as my warlord, both much cheaper than the squig rider one.