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2022/10/19 20:58:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
Bossdoc wrote: Quick question regarding Speed Freeks Speed Mob AoR: If a speed mob unit advances, it counts as having made a normal move until the end of the shooting phase instead - does that mean that it is legal to start actions at the end of movement phase (eg. grab da good bits), since at that time, the unit only counts as having made a normal move?
Adrenalin Junkies says the unit counts as making a normal move till the end of the shooting phase. So if that action is finished before that point then yeah it'd be legal. Otherwise the action would automatically fail I suppose because in the charge phase and after you count as advancing.
2022/10/19 22:26:05
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Otherwise the action would automatically fail I suppose because in the charge phase and after you count as advancing.
WEll, you can't start an action if you advanced (but at that point, I didn't count as advanced...) and you only automatically fail if y<ou moved after you started (which I don't). On the other hand, GW ruled that "always counts as stationary" units couldn't perform actions after advancing, which seems very similar to my case here, so it's probably not intended to work...>
2022/10/20 12:31:46
Subject: Might makes Right! - Codex Orks 2021 Tactics
So in my efforts to find a way of running dreads, I've started warming to the Mega Dread with 2 Rippa Klaws.
It is as expensive as two all klaw dreads, so it gets less attacks overall but those attacks hit so hard. Absolutely destroys vehicles, characters and terminator equivalents. Also, it comes with two flamer equivalents that for some reason aren't blast, so it's good at clearing chaff if it doesn't have anything better to charge. Being a single model makes it a hell of a lot easier to tellyport in as well.
It's also fast enough that it doesn't need to go in the tellyporta, but if it does then it's all but guaranteed to make it's charge with the 3d6 drop lowest.
It's not the most competitive choice, but treating like almost like a Ghaz-equivalent beatstick has been working well so far for my list.
I'm also warming to killsaws on my MANz lately as well. The extra attack per model and AP has been the tipping point in a few combats that PKs wouldn't have been able to manage. The damage roll is swingy, but Hit Em Harder makes them at worst PK equivalent damage if it's needed.
I'm on a mission to find a use or niche for all of our "sub-optimal" units
2022/10/20 21:06:19
Subject: Might makes Right! - Codex Orks 2021 Tactics
I always felt mekadread/mega dread should be an HQ choice for a dread army.
Give it the big Mek keyword and a dread waaagh ability. (give ghaz the dread waaagh ability too)
Fun and fluffy dread waaagh army.
I mean a few others things need to changed like nauts go to heavy and deff dreads go to elite. Put killakans as a troop choice for an army of renown and your set.
2022/10/20 21:14:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Afrodactyl wrote: So in my efforts to find a way of running dreads, I've started warming to the Mega Dread with 2 Rippa Klaws.
It is as expensive as two all klaw dreads, so it gets less attacks overall but those attacks hit so hard. Absolutely destroys vehicles, characters and terminator equivalents. Also, it comes with two flamer equivalents that for some reason aren't blast, so it's good at clearing chaff if it doesn't have anything better to charge. Being a single model makes it a hell of a lot easier to tellyport in as well.
Don't think there's flamer type of weapon that is blast. Closest is tzeentch flamers on 2CP stratagem for 11+ models if you feel like wasting CP.
2024 painted/bought: 109/109
2022/10/20 21:44:04
Subject: Might makes Right! - Codex Orks 2021 Tactics
gungo wrote: I always felt mekadread/mega dread should be an HQ choice for a dread army.
Give it the big Mek keyword and a dread waaagh ability. (give ghaz the dread waaagh ability too)
Fun and fluffy dread waaagh army.
I mean a few others things need to changed like nauts go to heavy and deff dreads go to elite. Put killakans as a troop choice for an army of renown and your set.
Guessing we'll see a TekWAAAGH! Army of Reknown in 10th before we see a codex. Those are some great ideas.
2022/10/21 05:30:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
At he end of the art of war podcast covering the dataslate there was a question from a member about whether "the changes to thee core rules" would change thee blood axe warlord Trait that redeploys. Does nanyone have any idea what rules changes they're talking about?
2022/10/22 19:36:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Clan Kultur: Goffs
Detachment Command Cost [-3CP]
Gametype: 4. Chapter Approved: War Zone Nephilim
+ HQ [10 PL, 185pts, -2CP] +
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork, Weirdboy Staff
Reminds me of my own Rig list. It doesnt involve Ghaz though, nor Mega Nobz.
I still dont understand the fuzz about using ghaz. On one hand, sure you get a great beatstick, but i feel like you also write yourself off from being able to use biggest and da best. I would not use biggest and da best on a model i cant give look out sir to.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/10/24 13:13:44
Subject: Might makes Right! - Codex Orks 2021 Tactics
Beardedragon wrote: Reminds me of my own Rig list. It doesnt involve Ghaz though, nor Mega Nobz.
I still dont understand the fuzz about using ghaz. On one hand, sure you get a great beatstick, but i feel like you also write yourself off from being able to use biggest and da best. I would not use biggest and da best on a model i cant give look out sir to.
And that is exactly why I didn't take him in my list. Hes just too squishy for his price point.
Beardedragon wrote: Reminds me of my own Rig list. It doesnt involve Ghaz though, nor Mega Nobz.
I still dont understand the fuzz about using ghaz. On one hand, sure you get a great beatstick, but i feel like you also write yourself off from being able to use biggest and da best. I would not use biggest and da best on a model i cant give look out sir to.
And that is exactly why I didn't take him in my list. Hes just too squishy for his price point.
yea. I mean im getting at least 10 points on my biggest and da best, using an ard as nails beasthide mantle beastboss on squig. And on some maps if the enemy dont have much indirect fire i can also get at least 10 points on greentide having my grots sitting on the objectives near my battlefield edge while simultaneously doing Good bits.
With these secondaries, i dont even need to enter my opponents side of the board except for holding him back. I have much better freedom to play than to YOLO my way in to a constant kill game. I havent even run Assassinate nor prisoners or bring it down in my last 2 different tournaments.
I dont often run greentide, but you can change it out for something else. Point simply is, Good bits and biggest and da best? Absolute wins for me. Biggest and da best, wouldnt be a win if i ran ghaz.
This message was edited 1 time. Last update was at 2022/10/24 13:22:10
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/10/24 15:09:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Clan Kultur: Goffs
Detachment Command Cost [-3CP]
Gametype: 4. Chapter Approved: War Zone Nephilim
+ HQ [10 PL, 185pts, -2CP] +
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork, Weirdboy Staff
guess Leviathan really was the gatekeeper keeping us down.
Automatically Appended Next Post: Curious if he was using the bw more for his Manz or ghaz. I think using it for ghaz makes biggest/best a bit more of a reliable option since you can just plop him full health right into the enemy for 8-10 points minimum before he dies.
This message was edited 1 time. Last update was at 2022/10/24 16:53:54
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/10/25 06:44:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Ben Jurek 1st on SOCAL with classic Goffs.
Which is huge, because Ben Jurek is Ben Jurek and SOCAL is 6 turns/185 players. Gosh I 'm happy Dataslate is already out
Double killrigs again. Eh, i don't think it's gonna last too long. It's just such an odd combination of rules in one model. Character, psycher, vehicle, transport... Fights better than any other non-hq fighter point/point, casts magic, shoots auto-hitting lazcannons, can slow the enemy with his lobba, gets all the character bonuses, can use vehicle upgrades, can transport troops.
It's just too much. But that makes it a canterpiexe at the same time. The problem is... I can't really remember any centerpiece unit keeping it's place for more than a year since 8th Ed. Maybe a bikerboss but that's it.
2022/10/25 08:49:59
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Ben Jurek 1st on SOCAL with classic Goffs.
Which is huge, because Ben Jurek is Ben Jurek and SOCAL is 6 turns/185 players. Gosh I 'm happy Dataslate is already out
Double killrigs again. Eh, i don't think it's gonna last too long. It's just such an odd combination of rules in one model. Character, psycher, vehicle, transport... Fights better than any other non-hq fighter point/point, casts magic, shoots auto-hitting lazcannons, can slow the enemy with his lobba, gets all the character bonuses, can use vehicle upgrades, can transport troops.
It's just too much. But that makes it a canterpiexe at the same time. The problem is... I can't really remember any centerpiece unit keeping it's place for more than a year since 8th Ed. Maybe a bikerboss but that's it.
I hope it lasts, I've finally caved and just bought two of them
2022/10/25 11:33:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Clan Kultur: Goffs
Detachment Command Cost [-3CP]
Gametype: 4. Chapter Approved: War Zone Nephilim
+ HQ [10 PL, 185pts, -2CP] +
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork, Weirdboy Staff
They are balancing based on win rates not a single tournament. Orks are safe at 49% below average win rates and I believe are still match up dependent. We had a few bad matchups including Tyranids. But this list is built for mission control… get good bits, biggest and baddest, and quickly deployable units.
2022/10/25 11:39:13
Subject: Might makes Right! - Codex Orks 2021 Tactics
Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [6CP]
Clan Kultur: Goffs
Detachment Command Cost [-3CP]
Gametype: 4. Chapter Approved: War Zone Nephilim
+ HQ [10 PL, 185pts, -2CP] +
Warboss on Warbike [6 PL, 115pts, -2CP]: 4. Brutal but Kunnin, Da Killa Klaw, 2x Dakkagun, Power Klaw, Stratagem: Big Boss [-1CP], Stratagem: Extra Gubbinz [-1CP]
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork, Weirdboy Staff
They are balancing based on win rates not a single tournament. Orks are safe at 49% below average win rates and I believe are still match up dependent. We had a few bad matchups including Tyranids. But this list is built for mission control… get good bits, biggest and baddest, and quickly deployable units.
Flyers got limited to 2 after single tournament
2024 painted/bought: 109/109
2022/10/25 15:35:23
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tomsug wrote: Ben Jurek 1st on SOCAL with classic Goffs.
Which is huge, because Ben Jurek is Ben Jurek and SOCAL is 6 turns/185 players. Gosh I 'm happy Dataslate is already out
Double killrigs again. Eh, i don't think it's gonna last too long. It's just such an odd combination of rules in one model. Character, psycher, vehicle, transport... Fights better than any other non-hq fighter point/point, casts magic, shoots auto-hitting lazcannons, can slow the enemy with his lobba, gets all the character bonuses, can use vehicle upgrades, can transport troops.
It's just too much. But that makes it a canterpiexe at the same time. The problem is... I can't really remember any centerpiece unit keeping it's place for more than a year since 8th Ed. Maybe a bikerboss but that's it.
Nope. They rised their price once and than put it down again. They are in no way overpowered.
And Killrigs, Squigriders, Snaggaboyz and Koptas are the last models they want to sell. Killrigs and squigriders will be the top tier for next year at least and I think, there could be a revival of buggies/koptas again.
In 10th ed Ork codex in 2 years, there will be a new models. Maybe walkers. Maybe tanks? Or whatever. I have no idea. But jtere will be a new models after 2 years break. And than comes the cuts on Killrigs to push forward the new models. Same story like with the buggies.
So I'm warming on Ghaz again, funnily enough after adding the Mega Dread to my list.
They have a reasonably similar defensive/offensive/movement profile, so I've been using them as a pair of big (fairly) durable beatsticks in the middle of the board and it's really working out nicely.
the thing that keeps me from running the mega dread over regular dreads is how badly it degrades. Losing WS at every degradation is rough for a walker that's already getting out damaged by it's point equivalent in dreads at it's top bracket.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/10/25 20:20:45
Subject: Might makes Right! - Codex Orks 2021 Tactics
flaming tadpole wrote: the thing that keeps me from running the mega dread over regular dreads is how badly it degrades. Losing WS at every degradation is rough for a walker that's already getting out damaged by it's point equivalent in dreads at it's top bracket.
I've predominantly been tellyporting it in, so it gets to swing at full power and kill something important most games. But the degrading WS is pretty rough if I don't get it to go off.
The issue with instead taking say, 2 dreads, is that they take up more room if you tellyport them, and they both don't get ramming speed if you use it. At least the Mega dread is only one model and natively gets a more reliable charge.
I'm still toying with things so things are very much liable to change, but the mega dread does hit about as hard as Ghaz does, which is nothing to sniff at. D3+3 damage is nice.
2022/10/26 07:32:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
Automatically Appended Next Post: And few more info directly from Ben Jurek:
Automatically Appended Next Post: Write there something someone so I can post there another succesfull Warboss from this week in separate post? It' s a Speed Mob
This message was edited 3 times. Last update was at 2022/10/26 11:47:46
To be fair and no knock on Ben he somehow skirted through socal without facing a single tyranid, harlequin or necron army. And the dataslate nerfs wasn’t even in effect.
He faced off against several chaos armies, a demon army, a knights army and a tau army….
It does kinda prove Tyranids were a strong anti ork roadblock. The dataslate will definitely help but Tyranids will still be strong.
This message was edited 1 time. Last update was at 2022/10/26 12:40:03