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Made in us
Smokin' Skorcha Driver






ghaz is for sure overpriced asf. For what he offers he should be around 230(ish) when comparing to other armies HQ's. I think people just like taking him because he's fun to play with and players sometimes panic and throw their best AT at him instead of the killrigs.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut




He isn’t winning tournaments because people like taking him. He is a huge distraction unit that is our biggest melee threat. He is our most secure warlord. Almost always lives to turn 3 and provides an easy 10-12 points with biggest and baddest secondary… and is also our only full hit reroll aura. He also buffs both versions of Waagh which provides some benefit.

Ghaz issue is he’s relatively expensive for what he provides and is to slow to be a reliable melee threat. And more and more units are Ignoring/circumventing his strong invul and/or his wound per phase cap. The only thing preventing ghaz from being auto include in every list is the fact he’s about 2in to slow on movement and for his base cost makari should be included. (I wouldn’t mind seeing ghaz aura turn into reroll all hits instead of melee only and morks roar have ap-2 but that might be asking to much but it would mostly help scoring biggest and baddest secondary with ghaz)

This message was edited 3 times. Last update was at 2022/09/02 19:59:48


 
   
Made in dk
Longtime Dakkanaut




Danmark

 Vineheart01 wrote:
Ghaz both offers both halves of the waaagh so if you have any vehicles or bikers they double-dip the benefits and he also gives a goff reroll in melee, which orks almost have none of.

Not to mention, its freaking ghaz!


except none of the lists above with ghaz really features any vehicles barring maybe 2 or 3 kill rigs. And paying 300 points to get both waaghs, which i dont need, on top of being unable to run biggest and da best properly, im not sure hes worth it for me.

But thats the thing isnt it. it he has to be worth it otherwise people wouldnt run him. Even though many agree hes at least 50 points too expensive, people still run him. even in lists where his speed waaagh part dont really do anything meaningful.


Automatically Appended Next Post:
gungo wrote:
He isn’t winning tournaments because people like taking him. He is a huge distraction unit that is our biggest melee threat. He is our most secure warlord. Almost always lives to turn 3 and provides an easy 10-12 points with biggest and baddest secondary… and is also our only full hit reroll aura. He also buffs both versions of Waagh…

Ghaz issue is he’s relatively expensive for what he provides and is to slow to be a reliable melee threat. And more and more units are Ignoring/circumventing his strong invul and/or his wound per phase cap. The only thing preventing ghaz from being auto include in every list is the fact he’s about 2in to slow on movement and for his base cost makari should be included.


I dont see him as our most secure warlord, at all. He does not have look out sir and he is not difficult to kill. at all.

Surviving past turn 3 isnt all dandy when you could have had a maybe even hardier boss, beast boss on squig with ard as nails and beasthide mantle, WITH look out sir, survive well past that.

He is a distraction, sure, but anyone that knows how to play and have faced him before, knows how to deal with him. He isnt casting any turn 1 charges, meaning you have free reign for at least 1 turn to shoot him. If orks has turn 1, the enemy will move block him.


There is nothing that stops my enemy from shooting ghaz except obscurring, so i absolutely would not, except barring a few exceptions, use biggest and the best with ghaz. Im not about to hide him away in the furthest objective from my enemy outside my DZ just to avoid him dying. I want him in the middle objective, but if i park him near there, nothing stops him from being shot to pieces.

In general what i find ghaz to be, is a noob slayer. but against skilled players, the 300 points are not a good investment. On the other hand, a beastboss with ard as nails and beasthide mantle is at least as much of a pain for your enemy because he has actual look out sir, can move further and can actually deal mortal wounds.

If you play against a psyker heavy faction, the beast boss with beasthide mantle also tanks all those C'tan movement ability attacks or psychic phase powers much better by having a 5+++ which ghaz does not have. unless you pay for Makari, for an aditional assassination point and a total sum of 350.


But sure there are cases where Ghaz would be great with biggest and da best. But i would definitely argue there are way more cases in which a beast boss on squig with relics/warlord traits does the job better.

This message was edited 5 times. Last update was at 2022/09/02 20:11:15


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in fi
Locked in the Tower of Amareo





Free turn to shoot? Has terrain amount suffered such a huge loss? Ghaz isn't even titanic nor is he such an awesome shooter you lose much value by having him behind obscuring terrain.

2024 painted/bought: 109/109 
   
Made in us
Smokin' Skorcha Driver






gungo wrote:
He isn’t winning tournaments because people like taking him.
I mean he's not winning tournaments and at least half the lists orks are placing high in GT's aren't running him.
Almost always lives to turn 3
unless your playing against only tau or imps then he's dying turn 2 most times against decent players. 1k sons, grey knights, and nids will do it without even breaking a sweat.

This message was edited 1 time. Last update was at 2022/09/02 21:50:06


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut




 flaming tadpole wrote:
gungo wrote:
He isn’t winning tournaments because people like taking him.
I mean he's not winning tournaments and at least half the lists orks are placing high in GT's aren't running him.
Almost always lives to turn 3
unless your playing against only tau or imps then he's dying turn 2 most times against decent players. 1k sons, grey knights, and nids will do it without even breaking a sweat.


I mean he’s placing high in tournaments. I don’t know what tournament results you are looking at but the majority of the ork lists that are placing high are including him. He’s also living to turn 3 in most of them. In fact 1sons and greyknights have losing records vs orks… your online theory crafting doesn’t add up to actual play results. Nids are a whole different story as it’s the strongest faction in game currently and depending on the list has multiple ways to do Mortal wounds in several phases.

This message was edited 3 times. Last update was at 2022/09/03 02:31:01


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

imo its just a mark for how janked up our codex is that ghaz is clearly not that great, but hes still used.

I really think they should have given us a 'Bigga Nob' character since they imposed that ridiculous warboss limit. Its not that big a deal for marines to get limited to 1 captain because they actually have other HQs, orks kinda dont. Weirdboyz are rarely useful and bigmeks are just KFF toters, nothing except bosses do reliable damage and nothing except Ghaz offers any auras that isnt limited to 1 unit.

This message was edited 1 time. Last update was at 2022/09/03 03:50:37


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Vineheart01 wrote:
imo its just a mark for how janked up our codex is that ghaz is clearly not that great, but hes still used.

I really think they should have given us a 'Bigga Nob' character since they imposed that ridiculous warboss limit. Its not that big a deal for marines to get limited to 1 captain because they actually have other HQs, orks kinda dont. Weirdboyz are rarely useful and bigmeks are just KFF toters, nothing except bosses do reliable damage and nothing except Ghaz offers any auras that isnt limited to 1 unit.


It would be nice to get a "Nob Boss" character. Make it about 40 points and give it the Nob with Waaagh Banner profile, give it access to the normal Nobz warfare options and the Waaagh Banner's +1 to hit aura but with a 3" aura. Change the Waaagh Banner to do something else like +1 to wound, and add a caveat that the Nob Boss can never be the Warlord. Cheap, cheerful way of getting Warboss bonuses scattered around the board and filling out HQ slots.
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
Free turn to shoot? Has terrain amount suffered such a huge loss? Ghaz isn't even titanic nor is he such an awesome shooter you lose much value by having him behind obscuring terrain.


True, but you have to remember he is slow and as a monster he can't walk through terrain. So if you put him behind something turn 1 then he has to walk around that terrain piece on his turn which makes him even slower.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Gargantuan Gargant






 Afrodactyl wrote:
 Vineheart01 wrote:
imo its just a mark for how janked up our codex is that ghaz is clearly not that great, but hes still used.

I really think they should have given us a 'Bigga Nob' character since they imposed that ridiculous warboss limit. Its not that big a deal for marines to get limited to 1 captain because they actually have other HQs, orks kinda dont. Weirdboyz are rarely useful and bigmeks are just KFF toters, nothing except bosses do reliable damage and nothing except Ghaz offers any auras that isnt limited to 1 unit.


It would be nice to get a "Nob Boss" character. Make it about 40 points and give it the Nob with Waaagh Banner profile, give it access to the normal Nobz warfare options and the Waaagh Banner's +1 to hit aura but with a 3" aura. Change the Waaagh Banner to do something else like +1 to wound, and add a caveat that the Nob Boss can never be the Warlord. Cheap, cheerful way of getting Warboss bonuses scattered around the board and filling out HQ slots.


Yeah, it's awesome that our Warbosses finally feel like the CC terrors they're supposed to be, but it does make our HQ's feel pretty anemic outside of that. Agreed that we need some Big Boss or Overboss character that's in between a Nob and Warboss. Maybe even make it similar to the old Council of WAAAGH! by having 2 of them take up only one slot if there is a Warboss in the same Detachment. Even having them give some type of morale buff aura that affects all Ork units like Killa Kanz would be nice for them to shore up our poor leadership.

I think it also shows that the rest of our HQ choices really need to have more interaction with the rest of our army to be honest. The Painboss is very limited and overpriced for what he brings. The Big Mek doesn't even do anything for our vehicles outside of healing them, which is incredibly difficult when you can no longer take him on a bike. The Weirdboy isn't terrible but very limited on what he can cast reliably, especially with the Warphead upgrade being removed.

I would much prefer if the Painboss had a command phase ability for their Dok Tool's instead of an aura, giving a CORE unit within 6" of them a 5+ FNP until the start of the next command phase. That or if they had a revive ability similar to Apothecaries/Technomancers, allow them to revive a CORE biker, cavalry, or infantry model that died to full wounds or if it has the BOYZ keyword, they bring back 2D3 models. (Painboyz would have a baby version of this, bringing back D3 instead).

Big Mek's (assuming we didn't rewrite the whole codex to include a separate DreadWAAAGH! option in addition to the two we) should be another unit that allows you to run a SpeedWAAAGH! besides Speedbosses and have a command phase ability where they can choose an Ork vehicle unit with 6" and give them +1 to hit, making KFF Big Meks actually have a role outside of being an overpriced caddy for a one-use wargear strat. Hell, it might even make SAG meks decent if you put them next to a Mek Gun Battery.

Weirdboyz I would say give them the option to upgrade them to Warpheads again for points (+1 to cast psychic powers, can cast and deny an extra time) and give them a more meaningful rule on how nearby Ork models affect his psychic powers, maybe something to do with inflicting more mortal wounds via witchfire psychic powers from excess WAAAGH! energy? I would be interested in how one would write a WeirdWAAAGH! type based around a Weirdboy as a leader, but that's for Proposed Rules.



   
Made in us
Smokin' Skorcha Driver






gungo wrote:
In fact 1sons and greyknights have losing records vs orks… your online theory crafting doesn’t add up to actual play results.
I just use goonhammer for pretty much everything which shows they have losing records against both those armies... Also from the last 2 weeks we've had 14 high placings and only 5 of those lists ran Ghaz, you can look at Tomsug's posts and see that. People are moving away from fielding him.

Anyways I also like the idea of a customizable boss nob. I am thankful gw has at least given the orks a lot of love with new unit releases over recent years as opposed to other xenos that I play *cough cough Drukari.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in gb
Rampagin' Boarboy





United Kingdom

On the Nob Boss front, we already have models for footnobs, meganobz, stormboy nobs, biker nobs, etc. It could be the replacement character for all of the Warboss options lost over the years, without GW being made to release new kits.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It's not like other codices can't just promote a model from a random box to character status, so that should be possible for nobz as well.

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. 
   
Made in us
Longtime Dakkanaut




 flaming tadpole wrote:
gungo wrote:
In fact 1sons and greyknights have losing records vs orks… your online theory crafting doesn’t add up to actual play results.
I just use goonhammer for pretty much everything which shows they have losing records against both those armies... Also from the last 2 weeks we've had 14 high placings and only 5 of those lists ran Ghaz, you can look at Tomsug's posts and see that. People are moving away from fielding him.

Anyways I also like the idea of a customizable boss nob. I am thankful gw has at least given the orks a lot of love with new unit releases over recent years as opposed to other xenos that I play *cough cough Drukari.

Ok cool yes right now the easiest tool you can use is goonhammers data dashboard. You can search for orks as the primary army and even choose subfaction as goff to make sure it’s probably a ghaz list… and you will see orks have a 56% win rate vs grey knights and 48% vs thousand sons.

Tyranids is an abysmal 27% but they are most factions hardest counter right now. Our second hardest goff counter right now is death guard at 29%.

This message was edited 6 times. Last update was at 2022/09/03 22:29:08


 
   
Made in pe
Regular Dakkanaut




I played into a custom imperial knights and a daemonic engine heavy iron warriors list with a block of termies with a ghaz led Goff list. He is tough to use but good lord is he good. He's such a good counter to all chaos termies both deathguard and vanilla. The flat 4 damage bypasses any -1 damage and the t7 4++ keeps him alive.

He also gives the great waagh which is great on vehicles particularly the wazboms and deffdread which both benefit from the 5++ (although only planes gets the bonus to shooting)

I actually took bring it down, get the good bits and green tide in both games.


Automatically Appended Next Post:
List attached for interest
Spoiler:

++ Battalion Detachment -3CP (Orks) [95 PL, 1CP, 1,650pts] ++

+ Configuration +

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost [-3CP]

Game Type: 4. Chapter Approved: War Zone Nephilim

+ HQ +

Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 4. Brutal but Kunnin, Headwoppa's Killchoppa, Stratagem: Big Boss, Stratagem: Extra Gubbinz

Boss Zagstruk [6 PL, 110pts]

Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork

+ Troops +

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 100pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]: 'Orrible Gitz
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [4 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 55pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

DeffKoptas [16 PL, 250pts]
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta
. DeffKopta

Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 60pts]
. Boss Nob: Power Klaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Deff Dreads [6 PL, 85pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

Deff Dreads [6 PL, 85pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

Deff Dreads [6 PL, 85pts]
. Deff Dread: Dread Klaw, Dread Klaw, Dread Klaw, Dread Klaw

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga, 2x Supa Shoota

++ Supreme Command Detachment +3CP (Orks) [18 PL, 3CP, 350pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [3CP]

+ No Force Org Slot +

Makari [3 PL, 50pts]

+ Primarch | Daemon Primarch | Supreme Commander +

Ghazghkull Thraka [15 PL, 300pts]

++ Total: [113 PL, 4CP, 2,000pts] ++

Created with BattleScribe




Automatically Appended Next Post:
I won both games btw.

To clarify I'm not saying Ghaz is a steal but if you make use of all he brings (awesome combat, rerolls for goffs and great waaagh, even a 6+++ when big mak is nearby) he is worth the points.


Automatically Appended Next Post:
I would say that hiding ghaz is a neccisity. To maximise his usefulness he needs to be protected so accepting no t1 charges is a given (even t2). Resist throwing him into any old combat. Against an opponent with termies he needs to just sit and wait (and then stomp upon their arrival)

This message was edited 3 times. Last update was at 2022/09/06 19:18:01


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

My biggest gripe with Ghaz is that he's just so expensive. When you consider that Makari is being taken as well 90% of the time, he's 350 points and that's just too much.

Personally I feel that most of the time I'm better off taking a second Squigboss and using the spare points to plug gaps in my list.

If he were 300 points including Makari, then I'd be way more inclined to consider using him.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






An extra squigboss costs CP though, Ghaz doesn't.

While I like all the bloodaxe stratagem shenanigans, I do feel like spending 300 points on Ghaz would be a better way to invest those "last" points of your list than getting more infantry and guns. He just brings something to the table the rest of codex can't easily provide.
Sadly, Ghaz locks you out of Extra Kunnin' which is pretty much mandatory for running bloodaxes.

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. 
   
Made in dk
Longtime Dakkanaut




Danmark

My biggest gripe is that he doesnt have look out sir.

But since he needs to have look out sir due to wound reasons, i would definitely like to see him shave at least 50 points off.

To be fair, it doesnt matter that he throws a great waaagh. no competitive lists really needs both elements of the waaagh, and my own double kill rig list sure doesnt need an extra AP on the FEW shots they manage to get off.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in pe
Regular Dakkanaut




 Jidmah wrote:
An extra squigboss costs CP though, Ghaz doesn't.

While I like all the bloodaxe stratagem shenanigans, I do feel like spending 300 points on Ghaz would be a better way to invest those "last" points of your list than getting more infantry and guns. He just brings something to the table the rest of codex can't easily provide.
Sadly, Ghaz locks you out of Extra Kunnin' which is pretty much mandatory for running bloodaxes.


This is a huge point. Same reason I take Zagstruck. I'd rather take more tooled up warbosses but even barebones they're an additional 2cp probably 4cp with relic and trait.

I start with 4cp and spend 3 cp to put the 2 wazbomms, a deffdread and a squad of grots into reserve. It means by t2 I have 4 cp if I went first or 5 if I went second. It leaves me 2 cp for auto pass moral if needed (although this isn't normally needed t1 so I end up having 2 cp earmarked t2 or 3 for fight on death) and 2cp for 3d6 charge from reserves for the deffdread.


Automatically Appended Next Post:
Beardedragon wrote:
My biggest gripe is that he doesnt have look out sir.

But since he needs to have look out sir due to wound reasons, i would definitely like to see him shave at least 50 points off.

To be fair, it doesnt matter that he throws a great waaagh. no competitive lists really needs both elements of the waaagh, and my own double kill rig list sure doesnt need an extra AP on the FEW shots they manage to get off.


Extra ap on the two wazbomms is big especially on the teleporta guns. The bonus to dakka weapons is less huge but it brings the ap from -1 to -2 which is big against a few armies.

I was half thinking of putting a skorcha on two of my deffdreads to better avail of an additional ap.

This message was edited 1 time. Last update was at 2022/09/07 13:52:54


 
   
Made in dk
Longtime Dakkanaut




Danmark

CaptainO wrote:
 Jidmah wrote:
An extra squigboss costs CP though, Ghaz doesn't.

While I like all the bloodaxe stratagem shenanigans, I do feel like spending 300 points on Ghaz would be a better way to invest those "last" points of your list than getting more infantry and guns. He just brings something to the table the rest of codex can't easily provide.
Sadly, Ghaz locks you out of Extra Kunnin' which is pretty much mandatory for running bloodaxes.


This is a huge point. Same reason I take Zagstruck. I'd rather take more tooled up warbosses but even barebones they're an additional 2cp probably 4cp with relic and trait.

I start with 4cp and spend 3 cp to put the 2 wazbomms, a deffdread and a squad of grots into reserve. It means by t2 I have 4 cp if I went first or 5 if I went second. It leaves me 2 cp for auto pass moral if needed (although this isn't normally needed t1 so I end up having 2 cp earmarked t2 or 3 for fight on death) and 2cp for 3d6 charge from reserves for the deffdread.


Automatically Appended Next Post:
Beardedragon wrote:
My biggest gripe is that he doesnt have look out sir.

But since he needs to have look out sir due to wound reasons, i would definitely like to see him shave at least 50 points off.

To be fair, it doesnt matter that he throws a great waaagh. no competitive lists really needs both elements of the waaagh, and my own double kill rig list sure doesnt need an extra AP on the FEW shots they manage to get off.


Extra ap on the two wazbomms is big especially on the teleporta guns. The bonus to dakka weapons is less huge but it brings the ap from -1 to -2 which is big against a few armies.

I was half thinking of putting a skorcha on two of my deffdreads to better avail of an additional ap.


sure. but how many competitive lists run wazboms with ghaz? Not a ton.

In fact you could STILL get the extra AP if you just ran them as "Boom boys". So you didnt even need ghaz for that extra AP. you could get 2 extra AP that way, sure (ghaz and boom boys). but still, the Wazbom is great, but there arent THAT many lists that runs them with ghaz.

The majority runs Rigs

This message was edited 1 time. Last update was at 2022/09/07 14:09:24


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in pe
Regular Dakkanaut




Ref the great waaagh, by taking units that can benefit from the force multiplier that is ghaz, it increases the value of ghaz.

If you don't take units that benefit then ghazs value drops and as established he needs all the help he can get to be worth his points.
   
Made in dk
Longtime Dakkanaut




Danmark

CaptainO wrote:
Ref the great waaagh, by taking units that can benefit from the force multiplier that is ghaz, it increases the value of ghaz.

If you don't take units that benefit then ghazs value drops and as established he needs all the help he can get to be worth his points.


And to increase Ghaz value to the most you would probably go half vehicle shooting and half infantry charging (or something like it) and no list exists out there, competitively speaking thats near that idea. Running units that make him get more value doesnt make the army as whole more efficient.

Building an army around one type or the other seems to be more beneficial. Orks tends to be a skew army that focuses on one or the other; its rarely balanced around both melee and shooting. Like take the Rig lists, the only shooting most of them have comes from the Rigs.

All in all there seems to be a better benefit to focusing one one waaagh rather than both, which is why im saying that Ghaz giving the "Great waaagh" isnt necessarily a major bonus. Of course its not negative that he has it, but its not really that epic either. You might have a few shots going off the rigs getting an extra AP, or the wazboms, but thats really it. Or maybe a few Killa kanz.

This message was edited 4 times. Last update was at 2022/09/07 15:12:47


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Jidmah wrote:
An extra squigboss costs CP though, Ghaz doesn't.

While I like all the bloodaxe stratagem shenanigans, I do feel like spending 300 points on Ghaz would be a better way to invest those "last" points of your list than getting more infantry and guns. He just brings something to the table the rest of codex can't easily provide.
Sadly, Ghaz locks you out of Extra Kunnin' which is pretty much mandatory for running bloodaxes.


See, I'd rather spend the CP and leave Ghaz at home. My list needs 4 Fast Attack slots, so my options are double detachment or a brigade if I can find another non-boss HQ and two more troops choices.

If I dropped my second Squigboss for Ghaz it would be fine in terms of HQ slots, but I would need a fourth slot and thus end up spending that CP anyway.

I technically need 4 Elites and 4 Heavy Support slots as well, but I could merge some Mek Guns to resolve the HS issue, and Elites is by far the best supported slot besides Troops so it isn't a real issue.
   
Made in dk
Longtime Dakkanaut




Danmark

 Afrodactyl wrote:
 Jidmah wrote:
An extra squigboss costs CP though, Ghaz doesn't.

While I like all the bloodaxe stratagem shenanigans, I do feel like spending 300 points on Ghaz would be a better way to invest those "last" points of your list than getting more infantry and guns. He just brings something to the table the rest of codex can't easily provide.
Sadly, Ghaz locks you out of Extra Kunnin' which is pretty much mandatory for running bloodaxes.


See, I'd rather spend the CP and leave Ghaz at home. My list needs 4 Fast Attack slots, so my options are double detachment or a brigade if I can find another non-boss HQ and two more troops choices.

If I dropped my second Squigboss for Ghaz it would be fine in terms of HQ slots, but I would need a fourth slot and thus end up spending that CP anyway.

I technically need 4 Elites and 4 Heavy Support slots as well, but I could merge some Mek Guns to resolve the HS issue, and Elites is by far the best supported slot besides Troops so it isn't a real issue.


well. you dont NEED to put ghaz in a supreme detatchment. he can sit in a regular battalion if that makes any difference to you.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Smokin' Skorcha Driver






Had a game with my mate yesterday against his DG with my deff dread spam list
Spoiler:

++ Battalion Detachment 0CP (Orks) [121 PL, 2,000pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost

Game Type

+ HQ +

Beastboss on Squigosaur [9 PL, 160pts]: 4. Brutal but Kunnin, Beasthide Mantle, Warlord

Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta

Boss Zagstruk [6 PL, 110pts]

+ Troops +

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [8 PL, 135pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 125pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Nob with Waaagh! Banner [4 PL, 70pts]: 2. Big Gob, Warlord

+ Heavy Support +

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 190pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga

++ Total: [121 PL, 2,000pts] ++

Created with BattleScribe
The game was kinda over after turn 1 because apart from his 2 plagueburst crawlers he didn’t really have a lot of AT other than some plasma guns in his plague marines so turn 1 I was able to get my kommandos in to charge one knocking it down to the lowest bracket and the wazboms destroyed the other. The termies weapons are all str 7 dmg 2 so ramshackle gets crazy value against them. Hilariously what did the most damage to my army were his auto exploding rhinos which made me salty again that orks don’t have access to a strat like that. The game ended end of 4 with just a single plague marine alive. I believe I lost 4 dreads. Was a lot of fun playing the walker wall again. Hadn’t played it since like 5th Ed honestly.


Automatically Appended Next Post:
Ignore the shootas on the dreads, they all had max claws

This message was edited 1 time. Last update was at 2022/09/07 16:55:26


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in gb
Rampagin' Boarboy





United Kingdom

Beardedragon wrote:
 Afrodactyl wrote:
 Jidmah wrote:
An extra squigboss costs CP though, Ghaz doesn't.

While I like all the bloodaxe stratagem shenanigans, I do feel like spending 300 points on Ghaz would be a better way to invest those "last" points of your list than getting more infantry and guns. He just brings something to the table the rest of codex can't easily provide.
Sadly, Ghaz locks you out of Extra Kunnin' which is pretty much mandatory for running bloodaxes.


See, I'd rather spend the CP and leave Ghaz at home. My list needs 4 Fast Attack slots, so my options are double detachment or a brigade if I can find another non-boss HQ and two more troops choices.

If I dropped my second Squigboss for Ghaz it would be fine in terms of HQ slots, but I would need a fourth slot and thus end up spending that CP anyway.

I technically need 4 Elites and 4 Heavy Support slots as well, but I could merge some Mek Guns to resolve the HS issue, and Elites is by far the best supported slot besides Troops so it isn't a real issue.


well. you dont NEED to put ghaz in a supreme detatchment. he can sit in a regular battalion if that makes any difference to you.


Typo on my part. It should say "I would need a fourth FA slot". But your point still stands.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






A still feel like a squigboss doesn't work well without relics and traits, while Ghaz does.

But if both are decent options though and the choice is a matter of personal playstyle, it still means that Ghaz is worth his points.

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. 
   
Made in ca
Gargantuan Gargant






 Jidmah wrote:
A still feel like a squigboss doesn't work well without relics and traits, while Ghaz does.

But if both are decent options though and the choice is a matter of personal playstyle, it still means that Ghaz is worth his points.


I think Ghaz could be slightly cheaper for what he currently offers, I think 275 would be more reasonable. However, I do agree that for the most part it is balanced for what players choose given the Nephilim changes. I do like the new dynamic that has been created since it usually skews to either a SC being basically all HQ's +1 or customizable HQ's being way better than the named characters so the new middle ground for named characters vs generic ones that has been created from the CP cut is actually nice to have in the meta atm.
   
Made in pe
Regular Dakkanaut




 flaming tadpole wrote:
Had a game with my mate yesterday against his DG with my deff dread spam list
Spoiler:

++ Battalion Detachment 0CP (Orks) [121 PL, 2,000pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost

Game Type

+ HQ +

Beastboss on Squigosaur [9 PL, 160pts]: 4. Brutal but Kunnin, Beasthide Mantle, Warlord

Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta

Boss Zagstruk [6 PL, 110pts]

+ Troops +

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [8 PL, 135pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 125pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Nob with Waaagh! Banner [4 PL, 70pts]: 2. Big Gob, Warlord

+ Heavy Support +

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 190pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga

++ Total: [121 PL, 2,000pts] ++

Created with BattleScribe
The game was kinda over after turn 1 because apart from his 2 plagueburst crawlers he didn’t really have a lot of AT other than some plasma guns in his plague marines so turn 1 I was able to get my kommandos in to charge one knocking it down to the lowest bracket and the wazboms destroyed the other. The termies weapons are all str 7 dmg 2 so ramshackle gets crazy value against them. Hilariously what did the most damage to my army were his auto exploding rhinos which made me salty again that orks don’t have access to a strat like that. The game ended end of 4 with just a single plague marine alive. I believe I lost 4 dreads. Was a lot of fun playing the walker wall again. Hadn’t played it since like 5th Ed honestly.


Automatically Appended Next Post:
Ignore the shootas on the dreads, they all had max claws


I really like the list. I assume you spend 2 CP on popping the kff but what else do you use?

On average What kind of damage have you been getting out of your dreads? I'm running 3 and they're good as distraction carnifexes but they're a priority for my opponent so I don't have enough data on what I can expect our of them

   
Made in us
Smokin' Skorcha Driver






CaptainO wrote:
 flaming tadpole wrote:
Had a game with my mate yesterday against his DG with my deff dread spam list
Spoiler:

++ Battalion Detachment 0CP (Orks) [121 PL, 2,000pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost

Game Type

+ HQ +

Beastboss on Squigosaur [9 PL, 160pts]: 4. Brutal but Kunnin, Beasthide Mantle, Warlord

Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta

Boss Zagstruk [6 PL, 110pts]

+ Troops +

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

Gretchin [2 PL, 40pts]
. 10x Gretchin: 10x Grot Blaster

+ Elites +

Kommandos [8 PL, 135pts]: Bomb Squig, Distraction Grot
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Kommandos [8 PL, 125pts]: Bomb Squig
. Boss Nob: Power Klaw
. 8x Kommando: 8x Choppa, 8x Slugga, 8x Stikkbombs
. Kommando w/ Breacha Ram: Breacha Ram

Nob with Waaagh! Banner [4 PL, 70pts]: 2. Big Gob, Warlord

+ Heavy Support +

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

Deff Dreads [18 PL, 255pts]
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
. Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw

+ Flyer +

Wazbom Blastajet [10 PL, 210pts]: 2x Tellyport Mega-Blastas, Blastajet Force Field

Wazbom Blastajet [10 PL, 190pts]: 2x Tellyport Mega-Blastas, Stikkbomb Flinga

++ Total: [121 PL, 2,000pts] ++

Created with BattleScribe
The game was kinda over after turn 1 because apart from his 2 plagueburst crawlers he didn’t really have a lot of AT other than some plasma guns in his plague marines so turn 1 I was able to get my kommandos in to charge one knocking it down to the lowest bracket and the wazboms destroyed the other. The termies weapons are all str 7 dmg 2 so ramshackle gets crazy value against them. Hilariously what did the most damage to my army were his auto exploding rhinos which made me salty again that orks don’t have access to a strat like that. The game ended end of 4 with just a single plague marine alive. I believe I lost 4 dreads. Was a lot of fun playing the walker wall again. Hadn’t played it since like 5th Ed honestly.


Automatically Appended Next Post:
Ignore the shootas on the dreads, they all had max claws


I really like the list. I assume you spend 2 CP on popping the kff but what else do you use?

On average What kind of damage have you been getting out of your dreads? I'm running 3 and they're good as distraction carnifexes but they're a priority for my opponent so I don't have enough data on what I can expect our of them

ya usually popping the kff turn 1 then turn 2 waaagh. Next time I’ll probably give the mek the dead shiny shoota to help clear screens. I’ve debated giving every dread a scorcha for that too, but I like keeping them as cheap as possible.

Damage wise I’m fairly positive they have the highest dmg per point in our book if you can get them into cc. 8 attacks on waaagh, hitting on 2’s from banner, ap3/dmg3. It’s definitely a list where your just trying to throw enough big things at your opponent that they hopefully don’t have an answer for it so you either table or get tabled.

I think it would have a fairly favorable matchup against most armies except tau and nids. Tau could definitely be winnable but you’d be at a disadvantage. Nids if they bring double venom cannon harpies your just gonna get absolutely dunk on.
   
 
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