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2022/09/20 11:19:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: Thats not the only thing wrong with snakebites. The fact that Rigs dont have squig keyword is another issue.
Hell even from a marketing point of view, it makes no sense that the Rigs gain literally zero benefits from being in a snakebites detatchment, when beasts nagga models were marketed as being good with snakebites. And then you have the Rigs, who gain no +1 to wound for lack of squig keyword (despite clearly being towed by a squig) and having toughness 8 means the soft transhuman does nothing at all.
Even changing that to str 8 and below instead would also have minimal meaning to a rig. though ofc it would have a much better impact for the the rest of the army.
Rigs already have ramshackle so the transhuman snakebite ability is kinda overkill. It should have the squig keyword though… don’t really care if those vehicles gain a benefit from transhuman they are already strong.
2022/09/20 15:24:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: That would bump it to usable for sure, as really the only S6/7 attacks i come across are either melee focused but not hyper-elitist units or the random medium gun that a lot of monsters/vehicles have, but isnt the main reason you bring the thing.
Autocannons are pretty much taboo these days, nobody runs them. They either run the next tier lower which is the S5 4-6 shot gun, or pay premium for lascannons/plasma.
All my marine friends were freaking out when they first found out about snakebites and every single one of them i counted 10-15 shots across a 2000k army that actually gave a crap. Either you already didnt wound me very well, or exceeded S7.
I'd be fine with it being so situational if it wasnt the "main perk" of being a snakebite. If that other perk wasnt locked to Squig units i dont think we'd be saying snakebite sucks lol
I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
As far as Snakebites in general go...i'll chalk that one up as another accurate prediction I made when the codex leaked. The biggest complains I saw from players was Transhuman snakebites, T5 Boyz and Mozrog. I predicted all 3 would be utter trash tier and was told in no uncertain terms I was dead wrong by a host of competitive players of other factions. Mozrog panned out to be useless for a couple reasons. For starters, his Warlord trait is god awful. a 50/50 to come back with D3 wounds just isn't worth it. Secondly, he is kulture locked as snakebites which....suck. Transhuman on an army sounds awesome but I kept pointing out that it was only on S7 and below weapons and these Marine players couldn't wrap their heads around the fact that not everyone is T4 and therefore don't get much benefit from this. I mean hell, Squigriders only get a benefit from S7 weapons, and gaining 25% durability vs S7 just isn't a good kulture. Boyz...well, Jid and I were pointing out that they were DoA as soon as morale got switched but we were told we were wrong for a few months until it worked out that lists were usually only taking 1 unit as a tax at most.
Grimskul wrote: Sadly enough, the Snakebitez transhuman ability would really benefit grots the most if they were able to actually use klan traits. It is kinda damning that GW somehow gave Snakebitez a rule that is arguably worse than the 6+ FNP that they had before given how situational the baby transhuman they have is.
Snakebitez really should have been something like +1T for Infantry, Bikerz and Squig Units, with the added change that the +1 to wound also applied to Kill Rigs. That or something like no rerolls to wounds similar to how Iron Warriors or LoV are.
I think GW struggles on this part because they usually fall back on invulns or armour saves to make other subfactions tougher, but since Orks generally lack good armour and invulns are largely limited to characters or the KFF (and now WAAAGH!), GW kinda just throws their hands up and gives us something that doesn't actually reflect Snakebitez being tough as old boots.
GW struggles to write ork rules because the guys they have doing it are clearly Marine Players or Marine rules writers first because a lot of the stuff they give us sounds great if you were a Marine, but for an ork its trash.
And lets not forget how they just kinda gave up with the Evil Sunz klan trait as well.
Advance and gain no -1 to hit with assault weapons? Lol, what assault weapons? We have like 3 left, and thats the kustom mega blastas, tellyport blasta from big meks and dragsta shock rifles.
And even then they still removed the +1 to charge. They copy pasted and a klan trait from 8th edition and decided to nerf it by removing the +1 to charge, despite removing all the assault weapons making the trait largely useless in general.. Who even accepted this klan in 9th edition the way its implemented.
Not a single person has ever picked this klan for its trait, its only ever picked for its relics, warlord traits and stratagems.
This message was edited 3 times. Last update was at 2022/09/20 16:04:54
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/09/20 17:01:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: And even then they still removed the +1 to charge. They copy pasted and a klan trait from 8th edition and decided to nerf it by removing the +1 to charge, despite removing all the assault weapons making the trait largely useless in general.. Who even accepted this klan in 9th edition the way its implemented.
Some GW rules writer who took a few minutes in between sessions of masturbating to bolter porn to sketch out an ork codex.
They need an ork advocate on their team. More importantly, they need someone to rein in the idiots who wrote the Votann and Tyranids codexes.
This message was edited 1 time. Last update was at 2022/09/20 17:01:47
2022/09/20 18:36:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
Found the link in one of my chat logs - it was literally called "THIS IS THE MOST BROKEN UNIT EVER". It's now set to private and therefore no longer available. What a panzee.
This message was edited 1 time. Last update was at 2022/09/20 18:37:06
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.
2022/09/20 18:39:55
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
Found the link in one of my chat logs - it was literally called "THIS IS THE MOST BROKEN UNIT EVER". It's now set to private and therefore no longer available. What a panzee.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/09/20 19:57:31
Subject: Might makes Right! - Codex Orks 2021 Tactics
Guessing that was Tabletop Guard, i dont see a video on his channel anymore about Mozrog and i know for a fact he did have a super rant video on this guy. Pretty sure that was the point a lot of people stopped watching him, dont think he uploads anymore either.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/09/20 20:07:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
Found the link in one of my chat logs - it was literally called "THIS IS THE MOST BROKEN UNIT EVER". It's now set to private and therefore no longer available. What a panzee.
That video was priceless and I'm genuinely upset I can't watch it any more
In other news, I might try out some Killsaw Manz for a game or two. They're kinda expensive and the d3 damage can sometimes go against you, but the extra attack and pip of AP is looking very appealing.
Anyone tried killsaws recently?
This message was edited 1 time. Last update was at 2022/09/20 20:12:46
2022/09/20 21:10:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: Guessing that was Tabletop Guard, i dont see a video on his channel anymore about Mozrog and i know for a fact he did have a super rant video on this guy. Pretty sure that was the point a lot of people stopped watching him, dont think he uploads anymore either.
It was. Sadly none of the internet archive services found his idiotic rant worth preserving, so it's actually gone from the internet.
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.
2022/09/20 21:36:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
Found the link in one of my chat logs - it was literally called "THIS IS THE MOST BROKEN UNIT EVER". It's now set to private and therefore no longer available. What a panzee.
That video was priceless and I'm genuinely upset I can't watch it any more
In other news, I might try out some Killsaw Manz for a game or two. They're kinda expensive and the d3 damage can sometimes go against you, but the extra attack and pip of AP is looking very appealing.
Anyone tried killsaws recently?
Yeah...most people screaming that the sky is falling for Ork units baffle me, especially because they're almost exclusively from non-Ork players talking out their rears. Stuff like the Souped Up Shokk Attack Gun wiping out a unit in a single volley (and conveniently forgetting the turns where it rolled doubled 1's for strength and 3 shots...) or saying the Stompa was super strong from guys like Reece...and they all quietly shuffle away and pretend they ever said such nonsense when tournie results roll around and they're proven horribly wrong.
I'd say that double killsaw manz are pretty good, particularly as trukkboyz or Goffs. I think ideally they're best against armies that have AoC or some equivalent of it, because the AP-4 makes a big difference to ensure that enemies at least have a 5+ or worse save compared to regular klaws and the extra attack really helps when you combo it with a WAAAGH! or Warpath. I feel you need to take a unit of 4-5 min though to ensure enough attacks get through. Always keep in mind if you have 2CP in your back pocket to use Hit Em Harder, since it gives you a potential chance for 3-4 damage from the D3+1 damage which helps against all the -1D everywhere. They're even better if you can have a Trukkboy warboss with them when they deploy so you can maximize the amount of hits with their +1 to hit aura.
This message was edited 1 time. Last update was at 2022/09/20 21:37:22
2022/09/21 00:13:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
I mean orks are okay right now the codex is just kinda trash but ranking wise goff pressure is arguably top 10 army. the good news is we aren’t strong enough to see a nerf in the next dataslate
I still wish kustom jobs were free I want to see more then the handful of units that make ork codex viable right now..
2022/09/21 01:33:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
i will admit, INITIALLY i thought Mozrog was a bit much.
And perhaps he was on release but not as much as people thought he was. The very next codex kinda proved hes not the mos offensive named character by a long shot.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/09/21 14:02:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: The only reason i see orks being super good on release was because not a lot else had gotten their codexes yet.
Id go as far as to say that if we could still slam down 9 scrapjets now we still wouldnt be the best faction out there.
ya it’s be nice if they reversed that rule. The points increase along with the general power creep is enough to keep it from being the threat it was before.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/09/22 00:37:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
Found the link in one of my chat logs - it was literally called "THIS IS THE MOST BROKEN UNIT EVER". It's now set to private and therefore no longer available. What a panzee.
That video was priceless and I'm genuinely upset I can't watch it any more
In other news, I might try out some Killsaw Manz for a game or two. They're kinda expensive and the d3 damage can sometimes go against you, but the extra attack and pip of AP is looking very appealing.
Anyone tried killsaws recently?
Yeah...most people screaming that the sky is falling for Ork units baffle me, especially because they're almost exclusively from non-Ork players talking out their rears. Stuff like the Souped Up Shokk Attack Gun wiping out a unit in a single volley (and conveniently forgetting the turns where it rolled doubled 1's for strength and 3 shots...) or saying the Stompa was super strong from guys like Reece...and they all quietly shuffle away and pretend they ever said such nonsense when tournie results roll around and they're proven horribly wrong.
I'd say that double killsaw manz are pretty good, particularly as trukkboyz or Goffs. I think ideally they're best against armies that have AoC or some equivalent of it, because the AP-4 makes a big difference to ensure that enemies at least have a 5+ or worse save compared to regular klaws and the extra attack really helps when you combo it with a WAAAGH! or Warpath. I feel you need to take a unit of 4-5 min though to ensure enough attacks get through. Always keep in mind if you have 2CP in your back pocket to use Hit Em Harder, since it gives you a potential chance for 3-4 damage from the D3+1 damage which helps against all the -1D everywhere. They're even better if you can have a Trukkboy warboss with them when they deploy so you can maximize the amount of hits with their +1 to hit aura.
i was in a doubles tourney last weekend with a bud who is a very experienced GT player, consistently x-1. hes never run orks himself and saw it as a chance to do so. his list - zagstruk, tarpit squigboss, 17 deffkoptas, 18 squighogs, 2 mega dreads and 2x10 grots. our first match we cleaned up against ork/bieltan when we were helping them with their rules throughout the game. match 2 is against Tau/DG - literal ork kryptonite. hes losing his mind that 7 blightlord termies with -1 to be hit and -1 dmg are taking forever to clear and minced down 12 squigs on their own. no duh, half output against a 2+ save hurts.
game 3 really breaks him - hey can these 6 deffkoptas kill a carnivore? i dunno, maybe. tried explaining to him that orks either bounce or you feel like you are cheating. he rolled hot on the number of shots, rolls lower on the number of hits, and low on the wounds, does zero damage. i'm laughing my ass off and hes flabbergasted.
oh and zagstruk - boss sits on our home objective 95% of the time. solid 110pt investment that.
cue the james franco First Time? meme to sum up the day. none of what happened surprised me in the least, found it entertaining as all get out.
proves that some people are just not ork players.
1-2 overall.
Automatically Appended Next Post:
Beardedragon wrote: The only reason i see orks being super good on release was because not a lot else had gotten their codexes yet.
Id go as far as to say that if we could still slam down 9 scrapjets now we still wouldnt be the best faction out there.
you could take 4 planes, 6 squigbuggies, 6 megatrakks and some objective monkeys. planes and the rukkatrukks kick off freebooterz, and then the hardest challenge is deciding how much to leave alive for next turn to have an easy time tabling someone. dakkajets for example - during speed waagh 42 shots, hitting on 4s, S6 ap2 1dmg. thats 15 wounds into a T3 4+ body, 9 in to MEQ. remember theres no AoC and admech/drukhari are the boogeymen of the day. megatrakks? 3d3+1 S8 ap3 3d shots hitting on 4s plus 22 S5 ap1 1dmg shots. the sheer volume of fire suddenly hitting on 4s was oppressive to the highest degree.
and then indirect was nerfed, planes were restricted to 2, and buggies limited to 1 unit.
This message was edited 1 time. Last update was at 2022/09/22 00:45:35
2022/09/22 01:04:50
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
flaming tadpole wrote: I made a list I’m gonna use whenever I play against LOV. The point of the list is to either get tabled (the more likely) or table by end of turn 2.
flaming tadpole wrote: I made a list I’m gonna use whenever I play against LOV. The point of the list is to either get tabled (the more likely) or table by end of turn 2.
The goal is to pop waaagh turn 1 and charge as much of the army that can fit into combat as possible, then most likely cry when I get my ass kicked.
Unfortunately rule of three says you can't take five units of Kommandos. Three units of three Squighogs with a bomb squig each gives you some fast moving units to help out with screening and objectives turn one and then help with the punching turn two.
I would definitely take five units of Kommandos if I were allowed though.
2022/09/22 09:45:38
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: I really REALLY want someone to find the video of the Youtuber losing his mind over Mozrod but I think he deleted the video because of how utterly silly he looked.
Found the link in one of my chat logs - it was literally called "THIS IS THE MOST BROKEN UNIT EVER". It's now set to private and therefore no longer available. What a panzee.
That video was priceless and I'm genuinely upset I can't watch it any more
In other news, I might try out some Killsaw Manz for a game or two. They're kinda expensive and the d3 damage can sometimes go against you, but the extra attack and pip of AP is looking very appealing.
Anyone tried killsaws recently?
Generally speaking...scratch that, every single time someone screams OP ORKZ! They inevitably look silly. The best unit in our codex was arguably Kommandos and they were only ever a CC threat and objective capper unit. Reece saying silly things about stompas and Killakanz, Half the internet screaming T5, Transfungus orkz and Mozrog, hell I've run the math on un-nerfed Squigbuggies more times than I can remember, they were never as good as people made them out to be, they were a good utility unit but that was about it.
As far as killsaw manz...i love the model, ive never liked the results. I inevitably run into -1dmg or fights last, or they just get popped out of their transport turn 1. Last time I ran them was 2 GT's ago and it went poorly. They ran into custodes and Nidz the entire time and bounced off all their targets for the most part, even when I used Hittem harder it didn't do enough dmg to justify their existence. For their price they should have an inbuilt 5++ or should get +1 attacks for being "Mega" nobz rather than just nobz in fancy armor.
Beardedragon wrote: The only reason i see orks being super good on release was because not a lot else had gotten their codexes yet.
Id go as far as to say that if we could still slam down 9 scrapjets now we still wouldnt be the best faction out there.
Absolutely bearded, and even at our height of power we were still falling dreadfully behind Ad-Mech and Drukhari, but when the nerf bat came around it hit us the hardest for some reason. ...actually I know the reason, it was because orkz tabled a top Drukhari player at the top table in a single tournament. Even though the Drukhari player brought almost nothing capable of dealing with a buggy spam and bum rushed forward turn 1 and failed all his charges. Didn't matter, clearly that is proof enough that Orkz needed more nerfs than the top 2 factions currently dominating the meta.
Freeboota Buggies was a strong list, but that was mostly down to janky flyer rules rather than buggies just being broken.
That particular DE stomp could have realistically happened with any other faction that can run a similar list, but it happened to be Orks on the day.
The flyer nerf was probably necessary, the buggy nerf definitely not. But hey ho, this is another chapter in the Ork history books.
Anyone tried anything new lately? Any new builds or underused units? I'm still trying to find a way of making Deff Dreads viable without devoting the entire list to taking nine of them
2022/09/22 18:21:24
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
flaming tadpole wrote: I made a list I’m gonna use whenever I play against LOV. The point of the list is to either get tabled (the more likely) or table by end of turn 2.
The goal is to pop waaagh turn 1 and charge as much of the army that can fit into combat as possible, then most likely cry when I get my ass kicked.
Does Nephlim allow you to ignore the rule of 3? Or am I misreading your list?
I ask because it looks like you've got 5 units of kommandos.
nah that was my bad. I wasn't in my right mind last night lol. So I drop 2 squads and max out all 3 leaves me with 85 pts to play with. Could do a weirdboy w/ fist to give to the bikerboss missile for the extra oonga boonga. Probably would be smarter to do a small stormboyz/squigboys squad or maybe just a solo dread.
Automatically Appended Next Post:
Afrodactyl wrote: Freeboota Buggies was a strong list, but that was mostly down to janky flyer rules rather than buggies just being broken.
That particular DE stomp could have realistically happened with any other faction that can run a similar list, but it happened to be Orks on the day.
The flyer nerf was probably necessary, the buggy nerf definitely not. But hey ho, this is another chapter in the Ork history books.
Anyone tried anything new lately? Any new builds or underused units? I'm still trying to find a way of making Deff Dreads viable without devoting the entire list to taking nine of them
I was thinking of trying a 18 killa kan list with scorchas + ghaz. Probably will lose half of them to morale but could be fun for a turn or two.
This message was edited 1 time. Last update was at 2022/09/22 18:27:26
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/09/22 21:15:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
im paranoid to run kanz larger than 3 because a squad of 3 tends to get looked over for awhile and usually can survive morale.
Big blob of 6 is gonna get nuked and practically auto-fail morale.
Really wish they'd revisit morale again. I miss the old days of "they run away" if you fail, not destroyed.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2022/09/22 23:05:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
Running away took more time and was pretty much ignored by every army..
I actually wish more armies didn’t completely ignore morale and just ignored or reduced attrition. At best we should have abilities like breaking eads or commissar killing a single model and ending morale on a unit. Maybe some attrition modifiers and something like marines having a reroll morale aura on hq units.
But i agree orks need breakin eads to be free and killakans need to either be cheaper or Gretchin units need to have the same morale bonuses as orks but with lower leadership.
2022/09/23 04:14:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: im paranoid to run kanz larger than 3 because a squad of 3 tends to get looked over for awhile and usually can survive morale. Big blob of 6 is gonna get nuked and practically auto-fail morale.
Really wish they'd revisit morale again. I miss the old days of "they run away" if you fail, not destroyed.
Previous morale was pretty junk for Orks too unfortunately. Sweeping advance meant we often rarely, if ever caught most of our opponents after beating them in combat since our initiative was so poor, and we were heavily reliant on Mob Rule (which was great in 5th, terrible from 6th-7th ed) to help mitigate the amount of wounds we suffered in combat or shooting. And when we lost combat, we usually lost the whole unit to sweeping advances. The biggest problem is that GW really can't help themselves when it comes to haves and haves nots for morale. Armies like SM or Tyranids always get like 5 different rules letting them be exceptions or functionally ignore morale (SM in previous editions they couldn't be sweeping advanced, which was huge, and Tyranids got Fearless from Synapse) or they started spamming fearless and stubborn units everywhere, making killing them all but usually the only way to remove threats off the board.
Instead of using a fleeing or attrition loss mechanic, it would be much better if morale was just based on debuffs with various levels of how "broken" a squad is rather than the "feelsbad" of having your unit be decimated due to an unlucky dice roll. It would also make up for the fact that a significant amount of 40k factions have iconic units that are "fearless" or wouldn't retreat or fall back under normal circumstances, and this would be a good way of ensuring it doesn't snowball back to the divide of "units that ignore morale and units that don't". Assuming GW followed this framework of making it feel meaningful from both sides actually interacting and how to push units into being broken would be good, so that MSU doesn't just reign supreme constantly without having to have faction specific rules to promote large units.
This message was edited 3 times. Last update was at 2022/09/23 12:34:38
2022/09/23 12:22:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: Running away took more time and was pretty much ignored by every army..
I actually wish more armies didn’t completely ignore morale and just ignored or reduced attrition. At best we should have abilities like breaking eads or commissar killing a single model and ending morale on a unit. Maybe some attrition modifiers and something like marines having a reroll morale aura on hq units.
But i agree orks need breakin eads to be free and killakans need to either be cheaper or Gretchin units need to have the same morale bonuses as orks but with lower leadership.
Here is the problem with the badly written morale mechanic right now.
30 orkz, lose 6 Models, you will fail except on a roll of a 1, you then lose 1 model to that and 4 more to attrition, you lost 5 models (40pts now) from a simple Morale test. To kill 6 orkz takes 32 Bolter shots.
32 bolter shots vs a blob of 10 Marines does... 3.5dmg or just shy of 2 dead Marines, lets average up and say they lost 2...Ld 8 to LD6...still immune to morale. But now lets say they rolled horrifically and lost 5 Models, Now they have a 50/50 chance to fail morale, on the off chance they do fail morale they lose 1 model. Down to 4 models. They now have a 66% chance to lose 1 more at best. So a 50/50 and a 60/40 to lose 2 models which totals...36pts, So even when you up the dmg significantly, even when you swing hte numbers wildly in favor of the shooter, SM still are functionally immune to Morale... And of course, and most importantly, NOBODY TAKES MOBZ OF 10! LOL. Why take 10 Marines in 1 squad when you can take 2x5? And in a mob of 5 even if you kill 4, the remaining guy still has a 66% chance to pass morale.
And here is the problem with Breaking heads even if it was free. Nobody in the ork world is taking mobz bigger than 10 right now at the competitive level because its just too much of a liability. So in a mob of 10 you lose 5 guys, you will likely fail morale so instead you opt to break heads, and lose on average 2 more boyz. Well if you just went with morale you had a 33% chance to pass morale, and even if you failed you were likely only losing 1-2 more models. So it averages out to the same damn thing, but both have swing chances of only doing 1 casualty and of doing 3+. To put it bluntly, breaking heads is stupid in its entirety, even if it was free, even if it was a Nobz ability or warboss ability instead of a ridiculous Stratagem.
I think they might try to streamline the morale phase more in 10th since it seems their goal is to try and make the game more simple and accessible. I feel like they should keep morale checks the same then just completely get rid of combat attrition tests and just make it if you failed morale you lose a model per 5 models killed that turn or something. Then they should give orks back their 8th edition morale rules.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/09/23 17:27:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
News from Competitive Innovations on Goonhammer = I' m bussy and there is the same kind of Goff lists again and again. So no reports from me for a while.
Anyone tried anything new lately? Any new builds or underused units? I'm still trying to find a way of making Deff Dreads viable without devoting the entire list to taking nine of them
How have you been making Deffdreads work? I'm thinking about bringing a bunch for a 1k event. So far the list is looking like:
Deathskulls
Mega Armor Warboss w/Dead 'Ard and Krushing Armor
Big mek w/KFF 10x Beastsnaggas
10x Grots
3x Deffdreads w/4xKlaws
3x Deffdreads w/2xSkorchas and 2x Klaws
And two units of 5 of either Kommandos or Stormboyz
The field will probably be mostly Guard or Eldar, with a few various Space Marines sprinkled in.
2022/09/25 20:06:25
Subject: Might makes Right! - Codex Orks 2021 Tactics
Anyone tried anything new lately? Any new builds or underused units? I'm still trying to find a way of making Deff Dreads viable without devoting the entire list to taking nine of them
I'm running 3 separate dreads. I spend 3 CP pre game to put the two planes, a squad of grots and one of the dreads into reserve (if my opponent has a way to take out two flyers T1)
My CP are reserved for autopass moral or fight on death and then 2 CP for ramming speed to give the dread coming in from reserve a 3d6 charge (it'll also have a 5++, an extra attack and 2 extra strength as Ill call waaagh T2)
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
+ No Force Org Slot +
Runtherd [2 PL, 35pts]: Grot Lash, Grot-Prod
+ HQ +
Boss Zagstruk [6 PL, 110pts]
Warboss [5 PL, -2CP, 105pts]: 4. Brutal but Kunnin, Attack Squig, Da Killa Klaw, Kombi-skorcha, Power Klaw, Stratagem: Big Boss, Stratagem: Extra Gubbinz
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork
I take GtGB, green tide and for the third either a kill secondary, biggest and the best or a psychic secondary. Good results against knights and chaos so far.