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2022/12/07 16:25:11
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Cheers dude. Do you also spring for a kff? I actually thought about makhari and getting a 6+++ on everything I can fit within 3" of him (surprisingly alot). Were you running you list on player optimised terrain. I've found the ability to place a forrest in a good position means 2 of my killrigs get -1.
Ya I usually have big mek kff and then another on one of the wazbomms. I've tried running makari a couple times with it, but the 6+++ just never seems to do anything for me personally. If you had some wiggle room he'd probably be a solid choice to add, but your list already seems pretty optimized for what you wanna do so not sure what you'd really want to drop that isn't providing more value than makari.
I don't have much experience in player optimised terrain this edition, but that should hopefully help your rigs stick around a little longer with the forests like you mentioned. Plus you also got some extra cp to work with which might come in handy to put your wazbomms in a teleporta in some matchups.
This message was edited 1 time. Last update was at 2022/12/07 16:25:45
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/12/08 18:01:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
The Leicester 40k Super-Major - Brian Seipp – 2nd Place
Ork hord is back again. What looks like an ordinary Goff list is actually a huge pack of old school infantry. Everything. Nobz, Meganobz, Stormboyz, Lootas, Kommandos and a lot of Grots. All in two Battlewagons and one Trukk.
This is possibly a bit dated - but can anyone explain the march of Snagga boyz? Is it just because you've got a Kill Rig (or 3) so you might as well put something in it?
Its just people seemed kind of negative when they came out - and now 10 man squads seem a staple in every other competitive Ork list I see. I'm just interested whats prompted that tip over.
Might buy some over Christmas as GW seems to have restocked the shops after running out in November.
2022/12/08 20:03:07
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Hell yeah, good to see some orky dominance for a change. Interesting that we're starting to see a shift more towards infantry to counteract the guard. I wonder if orks will start fitting back into that anti-meta role we're used to being. If only morale didn't absolutely us.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/12/08 20:47:21
Subject: Might makes Right! - Codex Orks 2021 Tactics
Tyel wrote: This is possibly a bit dated - but can anyone explain the march of Snagga boyz? Is it just because you've got a Kill Rig (or 3) so you might as well put something in it?
Its just people seemed kind of negative when they came out - and now 10 man squads seem a staple in every other competitive Ork list I see. I'm just interested whats prompted that tip over.
Might buy some over Christmas as GW seems to have restocked the shops after running out in November.
I feel like the synergy with Kill Rigs is one thing, another is that with the price drop to 10ppm, they're decent enough that they don't require a transport investment compared to Trukk Boyz, and with a built in 6+ invuln save and S5 base, it combos well with Goffs to hit the S6-7 bracket which makes them hit surprisingly hard even against some vehicles/monsters since they also get +1 to hit thanks to their baseline Beast Snaggas rule. It hasn't happened often for me, but their 2CP strat to prevent fall back on a 4+ is also potentially a good way to lock enemy units in combat, so they fill out our troops slots and combo well with Kommandos to give lots of T5 bodies that most opponents have trouble not overkilling.
Automatically Appended Next Post:
flaming tadpole wrote: Hell yeah, good to see some orky dominance for a change. Interesting that we're starting to see a shift more towards infantry to counteract the guard. I wonder if orks will start fitting back into that anti-meta role we're used to being. If only morale didn't absolutely us.
Yeah, if only mob rule were actually relevant this edition unfortunately, or if Warbosses/Nobz did their actual job and helped with morale for MOB units in a meaningful way again rather than just be beatstick units.
This message was edited 2 times. Last update was at 2022/12/09 19:58:12
2022/12/09 03:03:03
Subject: Might makes Right! - Codex Orks 2021 Tactics
Price drop and the minimal upgrade cost over boyz.. made snagga better.. basically boys are pretty bad offensively and snaggas make them at least a bit more threatening with the str6+ mass attacks (also decent vs the current vehicle/monster meta). This gave snagga a role…
Bad units can still have a strong role and still be bad… case in point Gretchin.. still one of the worst units in game. Yet are massively important now to win because they give you easy get the good bit mission points.
This message was edited 1 time. Last update was at 2022/12/09 03:05:09
2022/12/09 05:10:08
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
I have a 1250 pt. casual game against Harlequins Saturday, Matched Play, Chapter Approved w/ 4 objectives (keeping it simple). I almost never get to play full games of 40k, so I'd appreciate any advice you more experienced warbosses may have to offer. My list and planned batlefield roles are as follows:
Spoiler:
Battalion Detachment, Deathskullz (non-negotiable, my boyz are all painted blue and white, and I'm a WYSIWYG kind of dood)
Warboss w/ a klaw, 'Ard as Nails, and Super Cybork Body (I have some serious survivability issues 'cause the extent of my strategic ability tends to be "Get Stuck In Lads, WAAAGH!, but maybe both is overkill?) - Plan is to have him lead a 10-man barebones mob of snaggas on foot into cc as quickly as possible
->Beast snaggas - stick with the warboss, get stuck in
->Painboy - move up w/ da Boss and his mob of snaggas to improve their survivability
Weirdboy w/ Da Jump, Fists of Gork - mostly I'm taking him to deny my opponent's psychic powers, but as long as I have him, he gets to Da Jump a barebones squad of shoota boys either onto a midfield objective or into the opponent's backfield if he's not careful about his unit placement.
->Barebones shoota boyz mob - get Da Jumped somewhere useful
Barebones slugga boyz mob - advance full speed in a trukk, divert enemy fire and if they survive turn one, get stuck in
2x 5-man kommandos mobs barebones, but each nob gets a klaw - sit on objectives
Tankbustas + 1 bomb squig - light up vehicles (do harleys even have vehicles?) or high ap targets from afar
Barebones Deffkoptas mob (3 koptas) - harass enemy units, make a nuisance of themselves
Nob on Smasha Squig w/ Beasthide Mantle and Squighog Boyz squad + 1 bomb squig - get stuck in (did I mention this is the exent of my tactical depth?). Last match I played, these were the only unit that was really putting in any kind of hurt.
Flash gitz (Kaptin has a gitfinda) - Long range anti-infantry and medium sized targets, camp in cover somewhere and snipe
gungo wrote: I mean orks have a safety net for that with the careen strat… did you not have 1cp? Edit: sorry 2cp it’s titantic
Nah i didnt. because i was making a fun list so i started with 0 CP. This was in no way a competitive battle. But even if i did it would still hit something because the model is massive, like 4 inches wide, and then 6 inch explosion radius on all sides essentially turns it in to a 16 inch diameter of destruction. thats difficult to avoid unless you put it at the side.
And sure i could have done that. I did mess up, but its times like these where i wonder why there isnt a mortal wounds cap on explosions from vehicles.
Mind you i rolled very hot on the explosions, 5 dead kommandos, 6 dead stormboyz, and 5 dead grots etc. And then i had to take leadership tests which also removed a few more models.
Damit dice, roll low not high right now
Anyway. The lack of obscurring on our lords of war when we dont even have an invul save, makes me not really like them. at least others can make saves, but if you are hit by multi meltas then our 3+ save doesnt work, and if most walls are made up with windows then you cant really hide either.
This message was edited 3 times. Last update was at 2022/12/10 06:40:33
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/12/13 23:37:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
Hey bud, been out of the hobby for a minute. Got head hunted by a big company in a major city but thanks to the Housing market being insane right now I'm commuting about 5 hours a day, working 9 hours a day and add in sleep and spending time with the kids...not much time left over for Da Boyz. Haven't even had a chance to get to a Local tournament let alone a GT since my last GT many months ago!
Tyel wrote: This is possibly a bit dated - but can anyone explain the march of Snagga boyz? Is it just because you've got a Kill Rig (or 3) so you might as well put something in it?
Its just people seemed kind of negative when they came out - and now 10 man squads seem a staple in every other competitive Ork list I see. I'm just interested whats prompted that tip over.
Might buy some over Christmas as GW seems to have restocked the shops after running out in November.
Synergy with the killrigs is important but they also hit a niche in many lists right now due to the meta. Its a rare game where my opponent isn't bringing at least 4-8 monsters/vehicles. So, you pop the WAAAGH, get them into CC and they are hitting on 2s wounding T7 on 4s, and the Nob is wounding on 3s. Not great for 10ppm but on that WAAAGH turn they are arguably some of the best troops in the game.
You also have to remember that a Killrig wants to be as close to the enemy as possible since its best psychic power is Frazzle and since its primary weapon is short ranged. Drive the killrig up turn 1 (12+D6 inches because you don't care about -1 to shoot) Turn 2 you hop out 3, move 5, advance D6 and charge 2D6 giving you an AVERAGE charge range turn 2 of 34inches.
And of course, design wise their only downside is the fact that they are monopose which kind of bores me but they do look fantastic...and since you'll never field them except in squads of 10 its not ....terrible.
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
Ask yourself: have you rated a gallery image today?
2022/12/14 02:37:50
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Gulgog TufToof wrote: I have a 1250 pt. casual game against Harlequins Saturday, Matched Play, Chapter Approved w/ 4 objectives (keeping it simple). I almost never get to play full games of 40k, so I'd appreciate any advice you more experienced warbosses may have to offer. My list and planned batlefield roles are as follows:
Spoiler:
Battalion Detachment, Deathskullz (non-negotiable, my boyz are all painted blue and white, and I'm a WYSIWYG kind of dood)
Warboss w/ a klaw, 'Ard as Nails, and Super Cybork Body (I have some serious survivability issues 'cause the extent of my strategic ability tends to be "Get Stuck In Lads, WAAAGH!, but maybe both is overkill?) - Plan is to have him lead a 10-man barebones mob of snaggas on foot into cc as quickly as possible
->Beast snaggas - stick with the warboss, get stuck in
->Painboy - move up w/ da Boss and his mob of snaggas to improve their survivability
Weirdboy w/ Da Jump, Fists of Gork - mostly I'm taking him to deny my opponent's psychic powers, but as long as I have him, he gets to Da Jump a barebones squad of shoota boys either onto a midfield objective or into the opponent's backfield if he's not careful about his unit placement.
->Barebones shoota boyz mob - get Da Jumped somewhere useful
Barebones slugga boyz mob - advance full speed in a trukk, divert enemy fire and if they survive turn one, get stuck in
2x 5-man kommandos mobs barebones, but each nob gets a klaw - sit on objectives
Tankbustas + 1 bomb squig - light up vehicles (do harleys even have vehicles?) or high ap targets from afar
Barebones Deffkoptas mob (3 koptas) - harass enemy units, make a nuisance of themselves
Nob on Smasha Squig w/ Beasthide Mantle and Squighog Boyz squad + 1 bomb squig - get stuck in (did I mention this is the exent of my tactical depth?). Last match I played, these were the only unit that was really putting in any kind of hurt.
Flash gitz (Kaptin has a gitfinda) - Long range anti-infantry and medium sized targets, camp in cover somewhere and snipe
Thoughts? Thanks!
Hey Gulgog, i been playing a good amount of 1000pts sets and i can give you some feedback, bare in mind, some things come from personal opinion or experience so their not exactly competitive since 1000pts bracket is an entire different game, i mostly play against Tau :
1. How do you manage to have a trait and a relic on boss? By the nephelim rules, after buying a patrol your down to 1cp, you might want to rethink that, unless your playing with 2000pts rules?
2. I haven't tried out beast snaggas, but in 1000pts calls for hyper point efficiency, currently i am leaning on nobz and they have come with pleasant surprises, i generally use them as boys, with their profile at 85pts with chopas and decent durability, they have proven my best choice, also less moral prone, in addition i can give them up to 3 claws and with your boss that's a paltry 109pts hitting on 3, but since you mentioned kommandos i would say kommandos all the way, max them out, premove plus 1 claw and breach is amazing, give them squig bombs and you can shot characters in shooting phase, i really want to buy the models but their out of stock
3.I have trouble justifying 70pts for the painboy, it's not efficient, 15more pts gives me another squad, 10 more another squad of boys
4.Weirdboy is nice, missing the model, but it opens up some really nice secondaries!
5.Sorry, but from my experience boys are not worth the points, unless their truckboys, shooting on 5 with no AP is barely going to do a dent, even the the chopas ones haven't been cutting it and moral is a plague... the unit that has been consistently proving to me in shooting is the rukatruck squig buggy with nitro squids, amazing platform provides at least 5 wound per round and pays for itself in 2 or 3 turns if i am not and idiot with it(which i usually am!)
6.Boys in truck are best boys, 'nought said 7.Tankbustas will swing a lot, since their footslogging and the weapon is heavy, most of the time you will be shooting on 5, amazing when they hit, if they hit, in truth, unreliable, i would say their better off in a truck or just get some koptas, i do not have the models, but i have issues justifying them outside the hammer double squig combo used on one tournament... i think i would pick mek unit for 40pt's and it would be better. not much experience but for 85pt's it needs to carry it's weight.
8. koptas look good for me, please do tell me how they went for you, since i am considering adding them to my army.
9.No idea how you have the CP to add an extra relic to the smasha squig, but i know squig boys are amazing and currently waiting on models
10. Flash gitz sufer same issue of Tankbustas, swingy at best, unreliable in my opinion. At 125pts? Yeah those mek guns look a lot better.
Final considerations, consider adding a group of 2 grots, their secondary is amazing!
Well... take my opinion with a bucket of salt, most of the guy's here will give you an ample analysis and good description of the units, still it's up to you how you use them and play, some unit's might be better for your style then other's, even if their meta currently.
2022/12/14 03:18:55
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
Bear in mind that i play an actual Grot army. Its extremely heavy on vehicle units & fairs poorly in CC....
So, like all threats my Grots face, I shoot them with lots of KMB armed Grot tanks/Grot Mega-Tanks & sometimes a Wazbomb.
I prefer not to engage them in melee at all.
2022/12/14 05:16:59
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
It kind of depends on the type of terminators you're dealing with (i.e.g regular guys? Deathwing Knights?, which chapter, etc.) but for the most part, anything that causes mortal wounds to bypass their armour/invuln save and flat 3 damage weaponry is ideal against them. Unfortunately, armour of contempt makes them very tanky, so ideally you want to have a speedwaaagh! going on, with stuff like rokkit launcha deffkoptas being mobile enough to shoot and kite them, especially if you're Evil Sunz with their strat or Speed Mob with Attack Out of Da Sun. The Wazbom Blastajet during a WAAAGH! is respectable as well, and is mostly untouchable to them besides the ones that tote the cyclone missile launcher.
I would hesitate to engage with them in CC if at all possible until there's only a few guys left, because we trade poorly with them given the amount of buffs they can stack on terminators and all it takes is you whiffing on your attacks to get creamed in return. Deff Dreadz have too few attacks in my opinion. Meganobz aren't bad, but they kind of rely on you having to take a Warboss with them to buff their hit rolls and then spending 2CP on hit em Harder to guarantee the extra damage, which is probably your best bet if you must engage them in CC but then it inflates a lot of the cost of handling them and works into the marine's player of engaging on their terms. I would avoid them and try to prevent giving them easy charges while plinking away at the unit until you can counter attack if needed.
This message was edited 1 time. Last update was at 2022/12/14 05:17:22
2022/12/14 12:30:31
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
I use a combination of Kustom Mega Kannons, Hit 'Em Harder Meganobz, Ghaz, Beastboss on Squigosaur, Mega Dread and massed Squighogs to get rid of them on the rare occasion I face them. That and a small fleet of bomb squigs.
You either want to go for MWs, high quality attacks like rokkits, KMKs, Wazbomms, etc, or absolutely drown them in medium quality attacks. The old days of massed boys won't cut it unless you have no other options.
If you want to go for volume of attacks, MANz or Squighogs are the minimum of attack quality you should be looking at IMO.
2022/12/14 15:30:24
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
I use a combination of Kustom Mega Kannons, Hit 'Em Harder Meganobz, Ghaz, Beastboss on Squigosaur, Mega Dread and massed Squighogs to get rid of them on the rare occasion I face them. That and a small fleet of bomb squigs.
You either want to go for MWs, high quality attacks like rokkits, KMKs, Wazbomms, etc, or absolutely drown them in medium quality attacks. The old days of massed boys won't cut it unless you have no other options.
If you want to go for volume of attacks, MANz or Squighogs are the minimum of attack quality you should be looking at IMO.
To add to this, Mega Nobz are actually pretty good when dealing with specifically chaos terminators i believe.
Since they can do so that you can only hit on 4s (which MANZ already only do so no real loss of hits) and they get -1 to wound against them (you would wound them in 3+ in that case) that makes em pretty decent with the +1 damage stratagem. Even if they give them +1 toughness to 5, you would still normally wound them on 2s (+3 when -1 to wound) because they hit with strength 10 by standard, where as other choices, like squighogs would only wound them on 3s, going up to 4s with -1 to wound, if they cast the +1 to toughness. Which they often do.
Compared to many of our other choices that would normally only wound on a +3 before the modifier that now wounds on a +4.
Personally im not really much of a mega nob fan as i feel like they are not good enough for what they are designed to do, and im currently running 3 kill rigs so i get decent amount of damage 3 values.
Id also like to retract something i said earlier about waaaghs and goff charges when talking about strength characteristics.
There totally is a difference even though i said there werent. Goff should increase the strength characteristics of a squig jaw, but regular waaghs do not. Also, we CAN call squig jaws strength value a strength characteristics, because the thousand sons psychic power, Pyric Flux (i think its called) increases the strength characteristics of warpflamers and other weapons. so clearly "strength characteristics" is NOT just a value for the stat bar with LD, WS and BS.
Though i think a power has to specifically call out what it increases the strength characteristics of, for it to benefit anything other than the stat bar.
So a Goff charge should make jaws go up to str 7, and squiggosaur jaws up to 8.
This message was edited 1 time. Last update was at 2022/12/15 06:08:56
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2022/12/15 17:40:26
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
Troll them. Roadblock. Fast cheap units park 1,1” in front of them and block their movement. Be aware of HI.
Let them stuck and score around. Play for points. Fortunately, it' s hard to score high with one castle sitting in his half of the table.
Terminators have been designed to be hard to kill. Don' t play their game unless necessary.
And if necessary, try to kill the support characters first. Most of the Terminator castles is based around cca 1-3 support characters giving them FNP etc. Kill them first.
My Speedmob solution was 5 kopta squad Ramming Speed + Crash them + 45 CC attacks to their medic guy and fly away.
Hey bud, been out of the hobby for a minute. Got head hunted by a big company in a major city but thanks to the Housing market being insane right now I'm commuting about 5 hours a day, working 9 hours a day and add in sleep and spending time with the kids...not much time left over for Da Boyz. Haven't even had a chance to get to a Local tournament let alone a GT since my last GT many months ago!
Tss tell me about it. I haven' t played a single mission in current mission pack
This message was edited 2 times. Last update was at 2022/12/15 22:03:09
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
I use a combination of Kustom Mega Kannons, Hit 'Em Harder Meganobz, Ghaz, Beastboss on Squigosaur, Mega Dread and massed Squighogs to get rid of them on the rare occasion I face them. That and a small fleet of bomb squigs.
You either want to go for MWs, high quality attacks like rokkits, KMKs, Wazbomms, etc, or absolutely drown them in medium quality attacks. The old days of massed boys won't cut it unless you have no other options.
If you want to go for volume of attacks, MANz or Squighogs are the minimum of attack quality you should be looking at IMO.
To add to this, Mega Nobz are actually pretty good when dealing with specifically chaos terminators i believe.
Since they can do so that you can only hit on 4s (which MANZ already only do so no real loss of hits) and they get -1 to wound against them (you would wound them in 3+ in that case) that makes em pretty decent with the +1 damage stratagem. Even if they give them +1 toughness to 5, you would still normally wound them on 2s (+3 when -1 to wound) because they hit with strength 10 by standard, where as other choices, like squighogs would only wound them on 3s, going up to 4s with -1 to wound, if they cast the +1 to toughness. Which they often do.
Compared to many of our other choices that would normally only wound on a +3 before the modifier that now wounds on a +4.
Personally im not really much of a mega nob fan as i feel like they are not good enough for what they are designed to do, and im currently running 3 kill rigs so i get decent amount of damage 3 values.
Id also like to retract something i said earlier about waaaghs and goff charges when talking about strength characteristics.
There totally is a difference even though i said there werent. Goff should increase the strength characteristics of a squig jaw, but regular waaghs do not. Also, we CAN call squig jaws strength value a strength characteristics, because the thousand sons psychic power, Pyric Flux (i think its called) increases the strength characteristics of warpflamers and other weapons. so clearly "strength characteristics" is NOT just a value for the stat bar with LD, WS and BS.
Though i think a power has to specifically call out what it increases the strength characteristics of, for it to benefit anything other than the stat bar.
So a Goff charge should make jaws go up to str 7, and squiggosaur jaws up to 8.
It's weird right? I chalk it up to GWs inability to be consistent, even within a single bloody codex. We never know if different wording is intentional or not.
2022/12/20 04:30:59
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
What's the best unit for dealing with terminators? Should I throw some meganobs at them? Maybe a deff dread or two? Or just hit them with some big guns of some kind?
Troll them. Roadblock. Fast cheap units park 1,1” in front of them and block their movement. Be aware of HI.
Let them stuck and score around. Play for points. Fortunately, it' s hard to score high with one castle sitting in his half of the table.
Terminators have been designed to be hard to kill. Don' t play their game unless necessary.
And if necessary, try to kill the support characters first. Most of the Terminator castles is based around cca 1-3 support characters giving them FNP etc. Kill them first.
My Speedmob solution was 5 kopta squad Ramming Speed + Crash them + 45 CC attacks to their medic guy and fly away.
Hey bud, been out of the hobby for a minute. Got head hunted by a big company in a major city but thanks to the Housing market being insane right now I'm commuting about 5 hours a day, working 9 hours a day and add in sleep and spending time with the kids...not much time left over for Da Boyz. Haven't even had a chance to get to a Local tournament let alone a GT since my last GT many months ago!
Tss tell me about it. I haven' t played a single mission in current mission pack
I am looking for a similar tactic versus tau crisis suits, the issue i have is due to it's letality i have issues having proper distraction. So far the best i managed was a 3man squad of bikes with inbuilt -1 to hit.
The other prob is removing them since their usually covered in shield drones, their tough to remove and being battle suits, they shoot in melee... the best result was overloading them and MW on top to secure kills. I generally rush my Gaz into them to deny them anything..
Any efficient solution or tactics you guy's use? Looking for something point efficient since i play 1000pts games.
This message was edited 3 times. Last update was at 2022/12/20 05:03:05
2022/12/22 08:10:58
Subject: Might makes Right! - Codex Orks 2021 Tactics
The Leicester 40k Super-Major - Brian Seipp – 2nd Place
Ork hord is back again. What looks like an ordinary Goff list is actually a huge pack of old school infantry. Everything. Nobz, Meganobz, Stormboyz, Lootas, Kommandos and a lot of Grots. All in two Battlewagons and one Trukk.
Not a single new squig toy etc.
Love this one. Goff Claw Trukk Boy Nobz is hilarious as a joke unit that actually work in this context.
2022/12/22 16:07:35
Subject: Might makes Right! - Codex Orks 2021 Tactics
Could see Kill Tank lists make a resurgence? They'd be in-detachment so they'd get kulturs, no CP to field them. Or has the statline creep had more of an impact on their viability than the issues with fitting them into CP budgets?
2022/12/22 18:43:26
Subject: Might makes Right! - Codex Orks 2021 Tactics
To me, Heroic Support reads as you can take two Squigosaurs for only one CP, which might make a nice alternative to taking Ghaz if you just want a beatstick character.
Also, being able to take six of most slots for no CP is big. I'm liable to go super alpha strike and replace all of my heavy support slots with Deffkoptas and Scrapjets to go with my Kommando/Squighog rush list.
Assuming I'm reading it correctly.
This message was edited 1 time. Last update was at 2022/12/22 19:13:33
2022/12/22 20:34:32
Subject: Might makes Right! - Codex Orks 2021 Tactics
Madjob wrote: Could see Kill Tank lists make a resurgence? They'd be in-detachment so they'd get kulturs, no CP to field them. Or has the statline creep had more of an impact on their viability than the issues with fitting them into CP budgets?
I think they're viable(ish), but they've definitely been power crept.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2022/12/22 22:45:31
Subject: Might makes Right! - Codex Orks 2021 Tactics
Afrodactyl wrote: To me, Heroic Support reads as you can take two Squigosaurs for only one CP, which might make a nice alternative to taking Ghaz if you just want a beatstick character.
Also, being able to take six of most slots for no CP is big. I'm liable to go super alpha strike and replace all of my heavy support slots with Deffkoptas and Scrapjets to go with my Kommando/Squighog rush list.
Assuming I'm reading it correctly.
Don’t jump the gun here. A barebones squigboss is only ok. And even the orks best melee threats are only good. We are still limited by tile of 3 and our best lists only play to board pressure and decent secondary objectives. With speedmob going away and still no ability to mix clans not a whole lot will change competitively. I hope they don’t take away get the good bits or it’s going to hurt.
2022/12/22 23:09:14
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Barebones yes, but they do have access to the goff big killa boss(Or brutal but Kunnin I forget)/killchoppa combo and access to some killy stratagems that do put them in a good position. Like one shotting a knight position.
Having a killy boss and a tough boss is appealing.
This message was edited 1 time. Last update was at 2022/12/22 23:09:49