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![[Post New]](/s/i/i.gif) 2022/07/11 19:59:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Smokin' Skorcha Driver
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Vineheart01 wrote:what do burnaboyz and kill rigs have in common?
killrigs can only transport Snagga models, which burnas are not.
my b, missed that part. Just got back into 40k after a very long hiatus. Think I came back at the wrong time
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Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2022/07/11 21:36:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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flaming tadpole wrote:I'm surprised I haven't been seeing more lists with burna Boyz with the rise of kill rigs.
There's maybe a niche for a Burna Boyz and MANz combo in a BW, but it's just a means of killing off chat units which we already do pretty well.
If Kustom Jobs were free then Zzapkrumpas Burna Boyz are a decent way of putting out MWs, but that idea late all of about ten before it got changed back
Realistically Burna Boyz are best suited to being either action monkeys, or soaking up wounds for MANz in an exploding wagon.
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This message was edited 1 time. Last update was at 2022/07/11 21:38:24
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![[Post New]](/s/i/i.gif) 2022/07/11 23:39:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Krazed Killa Kan
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The thing is, since every shooting unit worth a crap took a hit on shooting, burnas actually don't look that bad on paper.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2022/07/12 01:47:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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they look pretty bad to me.
Its a bunch of S4 AP0 shooting at point blank range on tissuepaper models.
They wont kill anything orks dont really have a problem getting rid of anyway.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2022/07/12 05:45:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Vineheart01 wrote:they look pretty bad to me.
Its a bunch of S4 AP0 shooting at point blank range on tissuepaper models.
They wont kill anything orks dont really have a problem getting rid of anyway.
If their Cutting Flames strat was baked in like it used to be they'd be a pretty good take, but as it is they're mostly just better shoota boys, but still not great.
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![[Post New]](/s/i/i.gif) 2022/07/12 06:22:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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Burnaboyz are good for the fact that they can be fielded in min squads that only cost 50 points (they're actually the cheaper non gretchins min squad in the codex now) and eat up elite slots, which we have plenty to burn unlike HS or FA. They're not there to delete enemy stuff.
Min squads of boyz/snaggas cost much more, kommandos are autotake but mostly in 10 man squads, so they compete with stuff like stormboyz or gretchins.
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![[Post New]](/s/i/i.gif) 2022/07/12 07:19:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Vineheart01 wrote:they look pretty bad to me.
Its a bunch of S4 AP0 shooting at point blank range on tissuepaper models.
They wont kill anything orks dont really have a problem getting rid of anyway.
It's a ton of S4 shooting though - even after some losses getting 7d6 hits isn't that hard and that still amounts to two dead marines and neither AoC nor transhuman changes anything about that. There aren't many shooting units that can claim the same.
It doesn't really matter that they die quickly, at 10ppm they are allowed to do so.
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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) 2022/07/12 10:34:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!Goffik Rocker!!
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Afrodactyl wrote: flaming tadpole wrote:I'm surprised I haven't been seeing more lists with burna Boyz with the rise of kill rigs.
There's maybe a niche for a Burna Boyz and MANz combo in a BW, but it's just a means of killing off chat units which we already do pretty well.
If Kustom Jobs were free then Zzapkrumpas Burna Boyz are a decent way of putting out MWs, but that idea late all of about ten before it got changed back
Realistically Burna Boyz are best suited to being either action monkeys, or soaking up wounds for MANz in an exploding wagon.
I'd like to point out that upgraded burnas deal better damage than manz even vs tougher targets, don't really need any starts to function well enough and are probalby more durable in the current meta.
Not telling they're great, just not worse than manz at manz' job. Probably, better.
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This message was edited 1 time. Last update was at 2022/07/12 10:37:18
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![[Post New]](/s/i/i.gif) 2022/07/12 13:09:11
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Burnas also do have the advantage of side-stepping the dreaded minuses to hit from certain factions like Eldar and the new "trans-hit" abilities that some units do too, so they do have their niche given their cost.
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![[Post New]](/s/i/i.gif) 2022/07/12 14:39:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Burnaboyz are starting to get close to that sweet spot where they are able to put out enough dmg to justify their existence. You can take 7 Burnaboyz and a Spanner with KMB for 85pts, 5pts cheaper than 3 meganobz. Those 7 Burnaboyz as Jid mentioned average 2 dead Marines. 3 Meganobz average 0.5 dead Marines a turn at range.
In CC those Burnaboyz get 1.77 dead Marines
In CC Those Meganobz get 2.5 dead Marines
So dmg wise the Burnaboyz are noticeably better. The big disadvantage is that Burnaboyz are 6+ save where as Meganobz are 2+. Of course against multi-dmg weapons the burnaboyz win but i would still give the advantage to Meganobz.
BTW the shooting didn't factor in the spanner...who in my opinion is just as likely to hurt himself as the enemy.
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![[Post New]](/s/i/i.gif) 2022/07/12 15:24:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Why are we comparing burnaboys to mega nobs rather than burnaboyz to normal boyz? They dont serve the same function, mega nobz and burnaboys. I also wouldnt attempt to slam my 30ppm mega nobz in to regular space marines unless i had no other decent target to go for. Mega Nobz are can openers, not chaff clearers. So yea i expect burnaboyz to deal decently with regular space marines. Lets turn it the other way around, what deals best with a toughness 7 Rhino or centurions or something more beefy than space marines? I would hope that Mega nobz do, but i havent really done the math on any of it. Furthermore, you never get anywhere with 3 mega nobz in general, as that wont ever wipe any vehicles or units. You would need at least 5 mega nobz to do that. And 150 points of mega nobz stand a much better chance at destroying a rhino than 150 points of burnaboyz i would assume (at least i hope so). And if you want 150 points of burnaboyz that would mean you would need to go up to 15 burnaboyz where 3 or so of them are big shoota spanners. And its hardly efficient to run around with 15 burnaboyz id say. So when you start slamming more than maybe 4-5+ mega nobz down the efficiency start going more in favor of the mega nobz than burna boyz. Edit: Hell, for 85 points you could also get 5 nobz with double choppas for the same price. I feel like comparing burnaboyz to normal boyz or nobz with choppas seem like a better comparison than a Mega Nob serving a different function. I agree though, burnaboyz start to look really good, but ive always felt like Mega Nobz werent as good as they were meant to, compared to other factions terminators. What we get for 30 points isnt at all what others get for their 40 and around that. For a unit solely meant to open vehicles with powerklaws i fail to see why they MUST have a -1 to hit.
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This message was edited 8 times. Last update was at 2022/07/12 15:37:34
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) 2022/07/12 15:51:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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SemperMortis wrote:Burnaboyz are starting to get close to that sweet spot where they are able to put out enough dmg to justify their existence. You can take 7 Burnaboyz and a Spanner with KMB for 85pts, 5pts cheaper than 3 meganobz. Those 7 Burnaboyz as Jid mentioned average 2 dead Marines. 3 Meganobz average 0.5 dead Marines a turn at range.
Drop the KMB, it's not worth it on a 5+ model. The big shoota is free, the KMB is not.
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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) 2022/07/12 16:17:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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SemperMortis wrote:Burnaboyz are starting to get close to that sweet spot where they are able to put out enough dmg to justify their existence. You can take 7 Burnaboyz and a Spanner with KMB for 85pts, 5pts cheaper than 3 meganobz. Those 7 Burnaboyz as Jid mentioned average 2 dead Marines. 3 Meganobz average 0.5 dead Marines a turn at range.
In CC those Burnaboyz get 1.77 dead Marines
In CC Those Meganobz get 2.5 dead Marines
So dmg wise the Burnaboyz are noticeably better. The big disadvantage is that Burnaboyz are 6+ save where as Meganobz are 2+. Of course against multi- dmg weapons the burnaboyz win but i would still give the advantage to Meganobz.
BTW the shooting didn't factor in the spanner...who in my opinion is just as likely to hurt himself as the enemy.
I didn't actually realise they had okay damage output without Zzapkrumpas. I just assumed they were pretty meh.
Bearing this in mind I might test out replacing my Trukk Boys squad with an equal points cost of Burna Boys. Instead of being a turn one charge, they get to effectively be a short range buggy. With the Dakka Mek on board as well it might be a fairly decent little gunboat.
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![[Post New]](/s/i/i.gif) 2022/07/12 18:25:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Waaagh! Ork Warboss
Italy
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Jidmah wrote:SemperMortis wrote:Burnaboyz are starting to get close to that sweet spot where they are able to put out enough dmg to justify their existence. You can take 7 Burnaboyz and a Spanner with KMB for 85pts, 5pts cheaper than 3 meganobz. Those 7 Burnaboyz as Jid mentioned average 2 dead Marines. 3 Meganobz average 0.5 dead Marines a turn at range.
Drop the KMB, it's not worth it on a 5+ model. The big shoota is free, the KMB is not.
I agree, always the free gun for spannerz leading burnaboyz or lootas. Automatically Appended Next Post: Beardedragon wrote:Why are we comparing burnaboys to mega nobs rather than burnaboyz to normal boyz? They dont serve the same function, mega nobz and burnaboys.
Only because they're both elites I guess. Burnaboyz don't compete with boyz, because the only reason people might take boyz or snaggas is to fill up the tax troops slots. Burnaboyz are taken by choice instead, just like meganobz. But I agree, they do have different roles.
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This message was edited 1 time. Last update was at 2022/07/12 18:28:36
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![[Post New]](/s/i/i.gif) 2022/07/12 19:04:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Comparing any troop with a nontroop is pointless.
You have to take troops, or half your CP. You dont have to take elites unless you have a brigade
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2022/07/12 19:39:49
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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No but most people will have a battalion these days with the new rules which gives us 6 elite slots. So theres plenty of room for both mega nobz, burna boyz and kommandos. And i dont think comparing boyz to burnaboyz is useless because they both do the same thing, clear chaff. Sure on a primary role, boyz are obsec and a troop tax. But on a secondary role in terms of what they kill, they have the same strength and are good at killing the same targets. With burnaboyz getting -2AP if you pay for it with CP, for better AP against hardier targets. So i very much feel like they do cover, at least, some of the same roles. at least more so than mega nobz compared to burna boyz.
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This message was edited 4 times. Last update was at 2022/07/12 19:41:15
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) 2022/07/12 19:53:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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Vineheart01 wrote:Comparing any troop with a nontroop is pointless.
You have to take troops, or half your CP. You dont have to take elites unless you have a brigade
Some of us are running detachments outside of battalions. I'm running a Patrol alongside an Outrider, so I only need to take 1 troops slot. Our Fast Attack slots are arguably our best in the book, so I'm taking as many of them as possible, and as few tax units as possible.
I don't mind taking the CP hit.
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This message was edited 1 time. Last update was at 2022/07/12 19:55:27
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![[Post New]](/s/i/i.gif) 2022/07/12 20:47:13
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Smokin' Skorcha Driver
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Not that there seems to be much reason to take anything but goffs right now, I might try mulit-detachment with msu of burnas as deathskulls for obj sec and the kmb reroll.
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This message was edited 1 time. Last update was at 2022/07/12 20:51:24
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2022/07/13 04:51:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Vineheart01 wrote:Comparing any troop with a nontroop is pointless.
You have to take troops, or half your CP. You dont have to take elites unless you have a brigade
If you are running an infantry list, you need to get your orks somewhere. After you have brought your mandatory troops and as many kommadoz as you can, storm boyz and burna boyz are pretty much the next best things to go for. At that point you are comparing them to troops, because you definitely want burnas instead of more boyz or beastsnaggas.
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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) 2022/07/13 06:56:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!Goffik Rocker!!
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Beardedragon wrote:Why are we comparing burnaboys to mega nobs rather than burnaboyz to normal boyz? They dont serve the same function, mega nobz and burnaboys.
I also wouldnt attempt to slam my 30ppm mega nobz in to regular space marines unless i had no other decent target to go for.
Mega Nobz are can openers, not chaff clearers.
So yea i expect burnaboyz to deal decently with regular space marines. Lets turn it the other way around, what deals best with a toughness 7 Rhino or centurions or something more beefy than space marines?
3 Manz (90 pts) vs a rhino:
0.5 wounds with shootas if in dakka range, 0.33 if not. But might not shoot at all after advance.
2 wounds go through without waagh, 2.66 with waagh. Which ends up as 4-5 damage average (most likely, somewhere in a range of 2-6. If you spend 2 cp the range will get to 3-9 with an average of 6 w/o waagh and 6-9 (closer to 9) with waagh
8 burnas and spanner (90-95 of with kmb) vs a rhino:
3,1 wounds with burnas and either 0.2 with a bigshoota or 1.55 with a kmb with +1 shot (assuming it's free but mek might as well kill himself rolling a 1 to hit)
1.33 wounds go throung in mellee without waaagh and 2 with waagh.
Now if the mek jobs are free, you have 2 more mw I'm mellee without waaagh and 3 more with waagh.
You can also spend a cp for ap2 which will end up as a +0.66 wound boost w/o waagh and +1 wound boost with waagh (as armor of contempt just makes it ap1 instead of ap2).
You can also spend a cp and get an extra mw to the rhino and everything around it in shooting.
So, summing up:
Manz average output vs a rhino is 4-4,5 wounds w/o waagh and 4-6.5 with waagh. Spending 2 cp will boost it to 6-6.5 wo/waagh and 6-9.5 with waagh.
Burnas average output vs a rhino is around 4.5 without waagh and mek jobs, around 5.15 with waagh but without mek jobs, 6.5 without waagh but with mek jobs, 8.15 with waagh and mek jobs. Spending 2 cp will boost it to 10.15 with waagh and mek jobs.
If you're also crazy and lucky enough, you get a couple extra wounds with a kmb but from my own experience running kmb and kms, you either end up doing absolutely nothing, or something like 10 wounds in one go. It's SWINGY.
Anywayz, if you've been folowong the math, you could see that burnas are better can openers than manz. Especially with free mek jobs. If those are not free, they're around on par or a bit better.
They are also more reliable than manz as they're gonna deal some damage even if they haven't managed to pull a charge off and will still shoot even after advance.
Bear in mind that no clan traits have been included. Manz can still have a role as trukkboyz - not for damage (as it sucks, really) but for distraction. While burns seem to be better all-rounders that deal more damage vs everything but can't perform board-long distraction charges t1.
My experience with manz (and I run them all the time cause I love the models) is that they deal surprisingly mediocre damage and don't live very well. But are relatively functional as a distraction and look cool. Basically, the only thing they can reliably bully are enemy min troops without upgrades or some transports or shooty vehicles. Anything better than that and they fall flat.
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This message was edited 2 times. Last update was at 2022/07/13 07:04:23
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![[Post New]](/s/i/i.gif) 2022/07/13 07:48:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Maybe so. But you wouldnt run around with 15 Burnaboyz, you would, however, always have a minimum of 5 mega nobz because 3 mega nobz gets you no where. So even if 15 burnaboyz could do the same damage, you wouldnt want to go full payload from blast weapons just to get 5 more models. And i dont count the kustom jobs as free nor would i use KMBs. And then furthermore, theres a difference in durbility by mega nobz having a 2+ save and 3 wounds where burnaboyz has a 6+ and 1 wound. While burnaboyz has a total of 1 more wound if you only count 3 mega nobz versus 10 burnaboyz, the +2 save for mega nobz would help them out more than that 1 extra wound. there isnt even a nob in the unit. And i most likely wouldnt spend 1CP to give them -2AP because im already super low on CP already, so by stock the AP is just better for mega nobz. Burnaboyz start looking really good thats true which is, in my opinion because mega nobz arent good enough in close combat. But i would still rather have 5 mega nobz for dedicated toughness 8 clearing, than 15 burnaboyz doing the same thing. In fact im not really using mega nobz as we speak, but im also not really using burna boyz. Im spending points on kill rigs, snagga boyz, kommandos, squig riders and stormboys. As usual i havent done the math but im running as Goffs, so why would i want 10 burnaboyz rather than 10 beast snagga boys? I feel like i get more value out of beastsnagga boys than burnaboyz for the same cost. Or even stormboyz. While stormboyz have the same profile as a burnaboy except for 1 more attack and -1AP, they do have the ability to essentially be where ever they want by being able to fly. And the beast snagga boys have a large amount of stratagems they can use including +1 to wound, better str, invul saves, a free powersnappa and +1 to hit versus monsters and vehicles. I feel like in my Goff army, going for actual close combat infantry made more sense than burnaboys.
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This message was edited 7 times. Last update was at 2022/07/13 07:57:04
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) 2022/07/13 07:55:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!Goffik Rocker!!
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Beardedragon wrote:Maybe so. But you wouldnt run around with 15 Burnaboyz, you would, however, always have a minimum of 5 mega nobz because 3 mega nobz gets you no where.
You are never going to run around with 15 burna boyz, but you WOULD run around with 5 mega nobz. So even if 15 burnaboyz could do the same damage, you wouldnt want to go full payload from blast weapons just to get 5 more models.
And i dont count the kustom jobs as free nor would i use KMBs. And then furthermore, theres a difference in durbility by mega nobz having a 2+ save and 3 wounds where burnaboyz has a 6+ and 1 wound. While burnaboyz has a total of 1 more wound if you only count 3 mega nobz versus 10 burnaboyz, the +2 save for mega nobz would help them out more than that 1 extra wound. there isnt even a nob in the unit. And i most likely wouldnt spend 1CP to give them -2AP because im already super low on CP already, so by stock the AP is just better for mega nobz.
Burnaboyz start looking really good thats true which is, in my opinion because mega nobz arent good enough in close combat. But i would still rather have 5 mega nobz for dedicated toughness 8 clearing, than 15 burnaboyz doing the same thing.
Yeah, there's a difference in durability. Burnas are more durable.
Anyways, those are just calculations that show raw damage. Burnas are bbetter at killing hard stuff than manz but that's not that big of an achievement cause manz suck at killing stuff in the first place.
We, re basically comparing 2 underwhelmimg units and getting that one is slightly bette Ethan the other. It won't affect your games most of the time regardless. So, take whatever you like more. I know that manz are bad and still run them and get some occasional results. That's just a game. And it's supposed to be fun. So, have some.
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![[Post New]](/s/i/i.gif) 2022/07/13 08:01:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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koooaei wrote:Beardedragon wrote:Maybe so. But you wouldnt run around with 15 Burnaboyz, you would, however, always have a minimum of 5 mega nobz because 3 mega nobz gets you no where. You are never going to run around with 15 burna boyz, but you WOULD run around with 5 mega nobz. So even if 15 burnaboyz could do the same damage, you wouldnt want to go full payload from blast weapons just to get 5 more models. And i dont count the kustom jobs as free nor would i use KMBs. And then furthermore, theres a difference in durbility by mega nobz having a 2+ save and 3 wounds where burnaboyz has a 6+ and 1 wound. While burnaboyz has a total of 1 more wound if you only count 3 mega nobz versus 10 burnaboyz, the +2 save for mega nobz would help them out more than that 1 extra wound. there isnt even a nob in the unit. And i most likely wouldnt spend 1CP to give them -2AP because im already super low on CP already, so by stock the AP is just better for mega nobz. Burnaboyz start looking really good thats true which is, in my opinion because mega nobz arent good enough in close combat. But i would still rather have 5 mega nobz for dedicated toughness 8 clearing, than 15 burnaboyz doing the same thing. Yeah, there's a difference in durability. Burnas are more durable. Anyways, those are just calculations that show raw damage. Burnas are bbetter at killing hard stuff than manz but that's not that big of an achievement cause manz suck at killing stuff in the first place. We, re basically comparing 2 underwhelmimg units and getting that one is slightly bette Ethan the other. It won't affect your games most of the time regardless. So, take whatever you like more. I know that manz are bad and still run them and get some occasional results. That's just a game. And it's supposed to be fun. So, have some. How are 10 burna boyz with 10 wounds, with a 6+ better at taking damage than 3 mega nobz with 9 wounds and a 2+? The difference is 1 wound yet the save value is +2 for a mega nob and 6+ for a burna boy. You force your opponent to either dedicate his anti tank shooting to mega nobz or fear spending a ton of smaller bolter shots to deal with them. On the other hand, any given wound given to a burna boy is most likely to kill him. Hell theres a 16% chance a burna boy will survive a regular bolter shot without AP. and thats not taking in to consideration that its considerably easier to hide 3 mega nobz than 10 burna boyz, making the mega nobz usually always get +1 to save from cover, where there is often going to be some burna boyz not sitting in cover for a 5+. Being in obscurring is thus also much easier for mega nobz to hide from the D2 weapons. So while you could easily remove the mega nobz with a squad of devastators or multi meltas, those are devastators or multimeltas not hitting your rather meta Kill rigs or battlewagons. You actually have to dedicate something to dealing with the mega nobz, you barely have to sneeze then burnaboyz die. With all that said and done i still havent really used mega nobz in this edition. I hate the idea that you get so little value out of them compared to what others get for their terminators. They can only do one thing and they dont even do that very well.
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This message was edited 4 times. Last update was at 2022/07/13 08:19:42
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) 2022/07/13 09:23:02
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I don't think MAN and burnas are comparable at all - you'll never use them to do the same jobs, attack the same units, nor will they be shot by the same guns.
Burnas work well (not great, just well) when you have a ton of bodies running up the field benefitting from the new Waaagh! and potentially a KFF or doc. Any extra points spent on them usually turns them into a bad unit, especially if you run more than 10.
Putting burnas in a wagon or trukk is just wasting points to imitate a KBB, which isn't exactly tournament material either.
MANz need a delivery system one way or another, and they do draw anti-tank fire, which means they cannot run up the field with a horde and rely on advance+charge to connect. In an army full of other multi-wound models they often find a window to do the damage you are paying them for or hold out on objectives when there are more immediate threats to handler for your opponent's big guns.
So don't compare squigs to grots.
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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) 2022/07/13 10:21:11
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Krazed Killa Kan
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Both battlewagons and trukks are open-topped, no? What's wrong with shooting out of the transport vehicle with burnas?
They've even got 12" range, so they could conceivably be teleported.
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This message was edited 1 time. Last update was at 2022/07/13 10:23:26
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2022/07/13 12:21:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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TedNugent wrote:Both battlewagons and trukks are open-topped, no? What's wrong with shooting out of the transport vehicle with burnas?
10 burnas in a trukk are 170 points, two KBB are 160. KBB are more durable, have the same amount of burna shots, but get the spiked ram and rivet cannon on top of that.
KBB aren't exactly a great unit, and the burna trukk and BW are worse.
They've even got 12" range, so they could conceivably be teleported.
Their damage is good, but not good enough to warrant suiciding a unit. Flamers aren't a great weapon, burnas just happen to make them worthwhile because they get a ton of them cheap.
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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) 2022/07/13 14:38:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!Goffik Rocker!!
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Beardedragon wrote:
The difference is 1 wound yet the save value is +2 for a mega nob and 6+ for a burna boy.
You force your opponent to either dedicate his anti tank shooting to mega nobz or fear spending a ton of smaller bolter shots to deal with them. On the other hand, any given wound given to a burna boy is most likely to kill him.
To be honest, I face much more ap3-4 high damage weaponry than I face low/no ap anti-infantry. Even so, worst case scenario:
A regular no- ap bolter hit deals 0.55pts (wounds * model cost) of damage to mans, while it deals 2.77 pts of damage to burnas.
When you start factoring in 5++ from waagh and the fact that ap2 bolters are not that rare thanks to primaria and doctrines, it goes to:
1.66 pts to manz vs 2.22 pts to burnas.
So, I'd not call the durability difference all that great. Regular bolters can't hurt manz but can kill burnas, yes. But I'm not facing too many opponents that bring more than just a handful bolters abd equal anti-infantry weaponry. They usually only take it on min troops that are some where behind blos to score points and perform actions or come stock on vehicles. All the guns are high- ap multi wound.
And burnas start getting 2-3 times more durable vs this guns than manz.
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![[Post New]](/s/i/i.gif) 2022/07/13 14:51:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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koooaei wrote:Beardedragon wrote: The difference is 1 wound yet the save value is +2 for a mega nob and 6+ for a burna boy. You force your opponent to either dedicate his anti tank shooting to mega nobz or fear spending a ton of smaller bolter shots to deal with them. On the other hand, any given wound given to a burna boy is most likely to kill him. To be honest, I face much more ap3-4 high damage weaponry than I face low/no ap anti-infantry. Even so, worst case scenario: A regular no- ap bolter hit deals 0.55pts (wounds * model cost) of damage to mans, while it deals 2.77 pts of damage to burnas. When you start factoring in 5++ from waagh and the fact that ap2 bolters are not that rare thanks to primaria and doctrines, it goes to: 1.66 pts to manz vs 2.22 pts to burnas. So, I'd not call the durability difference all that great. Regular bolters can't hurt manz but can kill burnas, yes. But I'm not facing too many opponents that bring more than just a handful bolters abd equal anti-infantry weaponry. They usually only take it on min troops that are some where behind blos to score points and perform actions or come stock on vehicles. All the guns are high- ap multi wound. And burnas start getting 2-3 times more durable vs this guns than manz. Against AP2 bolters a mega nob would save on a 3+ because theres no reason not to constantly be in ruins as a mega nob and the unit is small enough to make this work. From the moment you are flung out of your destroyed battlewagon, to when you move up. The only time you probably wouldnt be in cover is when you actually charge, but by that time your enemy would engage your mega nobz in close combat anyway, forgoing the +1 to save you would get from light cover anyway. Against AP2 bolter shots a burna boy even in cover, would still die. Furthermore if you fight enemies that never really run around with anti chaff guns or weapons, then your enemies set themselves up to lose against high body count armies. Any list with respect for itself has ways to deal with high and low toughness models. Unless they are SO tough in general that they dont need to shred small infantry instantly. Like a custodian army or maybe Knights. So they have other ways to deal with it, and generally wont be bothered by a burna boy unit anyway. it sounds like you could win against all your enemies in your area by simply throwing down 200 boys if they dont even bring guns or weapons to deal with burnaboys... And dont have any other trick up their sleeve to win.
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This message was edited 4 times. Last update was at 2022/07/13 15:04:02
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) 2022/07/13 16:18:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
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!!Goffik Rocker!!
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Beardedragon wrote:sonds like you could win against all your enemies in your area by simply throwing down 200 boys if they dont even bring guns or weapons to deal with burnaboys... And dont have any other trick up their sleeve to win.
If only it was that easy... Boyz just can't kill anything significant.
Just from the top of my head, armies that are mostly represented are:
3 different knight players
2 death guard with mortarions, termies and vehicles.
2 tsons with a lot of mortal wounds and nothing worse than ap2
2 deathwings with tough termies with mostly damage 3 weapons
5-6 different flavors of Marines with lots of meltas and dreadnoughts.
2 harlequins with nothing worse than ap2 d2
3 necrons with mostly d2 ap 2-4 stuff
2 tau with mostly plasmas and ap3+ shooting.
2 Custodes
Monster mash nids
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That's not all, just those I regularly see around and play vs.
There's just nothing that's not kitted for dealing with hard targets or that can be dealt with regular Boyz. I guess, it's just the norm right now.
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This message was edited 2 times. Last update was at 2022/07/13 16:27:14
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![[Post New]](/s/i/i.gif) 2022/07/13 17:13:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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koooaei wrote:Beardedragon wrote:sonds like you could win against all your enemies in your area by simply throwing down 200 boys if they dont even bring guns or weapons to deal with burnaboys... And dont have any other trick up their sleeve to win.
If only it was that easy... Boyz just can't kill anything significant.
Just from the top of my head, armies that are mostly represented are:
3 different knight players
2 death guard with mortarions, termies and vehicles.
2 tsons with a lot of mortal wounds and nothing worse than ap2
2 deathwings with tough termies with mostly damage 3 weapons
5-6 different flavors of Marines with lots of meltas and dreadnoughts.
2 harlequins with nothing worse than ap2 d2
3 necrons with mostly d2 ap 2-4 stuff
2 tau with mostly plasmas and ap3+ shooting.
2 Custodes
Monster mash nids
....
That's not all, just those I regularly see around and play vs.
There's just nothing that's not kitted for dealing with hard targets or that can be dealt with regular Boyz. I guess, it's just the norm right now.
Yeah, my meta looks very similar - durable infantry everywhere. Even armies that traditionally have been relying on lightly armored infantry like nids, orks, daemons or guard are either not played or have pivoted to vehicles and monsters. The only army that I feel is still fighting the "good" fight is GSC.
If you bring quantity over quality, they will dictate the game flow and you just get roadblocked by units of terminators or a couple of monsters and they wipe you off the board by turn 3. Even if they don't gear up for fighting hordes, almost all armies still have some capabilities to deal with them. If you allow them to unfold their synergies unhindered, use their CP in an optimal way and maximize your morale casualties, you don't have fighting chance with boyz.
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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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