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2023/02/09 11:13:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
Elite: 9 Kommandos, Boss Nob, power klaw [8PL, 115pts]
Elite: 9 Kommandos, Boss Nob, power klaw [8PL, 115pts]
Elite: 4 Kommandos, Boss Nob, Choppa klaw [4PL, 60pts]
Elite: 7 Nobs 3 Power Klaw, 4 Big Choppa, 7 Choppa, Boss Nob, power Klaw, Choppa [12PL, 156pts]
Elite: 7 Nobs, 3 Power Klaw, 4 Big Choppa, 7 choppa, Boss Nob, Power Klaw, Choppa [12PL, 156pts]
Fast: 9 Stormboyz, Boss Nob, Choppa Choppa [6pl,100pts]
Fast: 9 Stormboyz, Boss Nob, Choppa Choppa [6pl,100pts]
Fast: 9 Stormboyz, Boss Nob, Choppa Choppa [6pl,100pts]
Heavy: Battlewagon, ard case [8PL, 120pts]
Heavy: Battlewagon [8PL, 105pts]
Transport: Trukk [4PL, 70pts]
This message was edited 2 times. Last update was at 2023/02/09 11:20:26
flaming tadpole wrote:Good catch on the bust strat, think I was getting it confused with another army.
DA don't have any defense against MW that I'm aware of. The problem with rokkits is still the ap unfortunately. Even going all out firing 60 rokkit shots a turn your only gonna kill 3 termies on average because of SS, one of which will get revived next turn. Killrigs could do ok(ish) into that specific build, but then get instakilled against any other top SM faction like iron hands, smurfs, templars, SW, or ravenwing. I haven't actually tried greentide against it. I'll probably be playing a game against it in the next week or so, I just don't see how that matchup goes well for me at all, but might be overestimating it.
Deth dreads? But their viability is questionable.. Killa Kans with rokkits think becomes really good in this situation.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
im pretty sure that theres a rule out there that states, that any attack that gives exploding sixes or otherwise generate extra hits, hit with any specific rules. Ergo you wouldnt get double tankhammer hits because thats a special rule that incurs when you hit. Same for tankbusta bomb stratagem. It has a special rule when it hits, so the exploding six/five wouldnt do anything, because extra hits arent made with specific rules.
I think i have it on my phone as a picture somewhere.
I think your talking of this:
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.
and this interaction from goffs:
Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
Can see it going either way, the issue is the first, model is removed on a hit, so it can be argued the 2 hit never happens.
2023/02/09 12:04:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
You don't get any other rules that trigger on specific rolls(say 6 to hit=extra hit, 6 to hit=mw. Only 1 MW comes out from this).
Tankbusta is more interesting one as it's not specific roll. But as core rule is one attack at a time followed by 1 wound at a time and 1 save at a time(fast rolling is optional way) once first hit is resolved you are dead so can you resolve 2nd hit with dead model?
Well don't know, don't particularly care either way. But checking over FAQ I only found regarding rules that trigger on specific rolls with exploding hits.
2024 painted/bought: 109/109
2023/02/09 13:40:48
Subject: Might makes Right! - Codex Orks 2021 Tactics
flaming tadpole wrote:Good catch on the bust strat, think I was getting it confused with another army.
DA don't have any defense against MW that I'm aware of. The problem with rokkits is still the ap unfortunately. Even going all out firing 60 rokkit shots a turn your only gonna kill 3 termies on average because of SS, one of which will get revived next turn. Killrigs could do ok(ish) into that specific build, but then get instakilled against any other top SM faction like iron hands, smurfs, templars, SW, or ravenwing. I haven't actually tried greentide against it. I'll probably be playing a game against it in the next week or so, I just don't see how that matchup goes well for me at all, but might be overestimating it.
Deth dreads? But their viability is questionable.. Killa Kans with rokkits think becomes really good in this situation.
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
I feel like we can deal with most of the factions decently well except DA. I have no clue how we’re supposed to deal with 50 deathwing termies with obsec aside from spamming MW’s which we don’t have a ton of compared to other armies. Only thing that came to mind was using ghaz and a bunch of tankbustaz for the Hail Mary unbridled carnage + tankbusta bomb strat and hope you roll 5+ for the tankhammer/bomb. I know that interpretation is also highly controversial though so may not get away with it with every TO.
im pretty sure that theres a rule out there that states, that any attack that gives exploding sixes or otherwise generate extra hits, hit with any specific rules. Ergo you wouldnt get double tankhammer hits because thats a special rule that incurs when you hit. Same for tankbusta bomb stratagem. It has a special rule when it hits, so the exploding six/five wouldnt do anything, because extra hits arent made with specific rules.
I think i have it on my phone as a picture somewhere.
I think your talking of this:
Each time the bearer fights, it can only make 1 attack with this weapon. If that attack hits, the target unit suffers D6 mortal wounds and the bearer is destroyed.
and this interaction from goffs:
Each time a model with this kultur makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.
Can see it going either way, the issue is the first, model is removed on a hit, so it can be argued the 2 hit never happens.
No im talking about an actual rare rules that states that when an attack generates extra attacks, those extra attacks dont hit with any specific rules.
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
0008/02/09 17:07:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
SemperMortis wrote: Hows everyone enjoying the new Meta? Anyone come up with any counter strategies for Space Marines?
No yet. The best we can discuss is this few days old Goonhammer analysis of orks.
Speaking of Orks, Goonhammer is usually out of line. But this time, Ben Jurek and Mark Perry are speaking, so let' s take it seriously for a while.
They suggest 3 elementary option for AoO ork lists
- goff and deathskull preasure lists spamming tons of small infantry with beastboyz and killrigs. And some squigriders. One focuse on krumping, second on obsec elite and fast attack infantry.
It' s a pitty, non of these options shows the Wagon options and the options without killrigs/squig riders. We saw them already as effective.
- Mark Perry suggest the refresh of Freeboota list.
Spoiler:
== Freebooterz Arks of Omen == 4 CP, 2000 pts, 124 PL
Freebooterz aren’t dead. While this list isn’t as straightforward as the first two, it has the tools to create some incredibly explosive turns. Use the kanz to trigger the kultur trait and the let the rest of the list go absolutely berserk. This list also takes full advantage of their trait in melee as well.
Well, I' m not so persuaded about this. Definitely not about the list. Big squads of buggies does not work. RSBs in big squad are big waste of points. Ghazzy seems go be like “let' s spent 300p to make it fast”. EDIT: GOSH! I' m blind! Ghazzy has a great synergy there!
FB list roks about boosting both - melee and shooting - and only GREAT WAAGH Do the job!
However, the idea of spamming small units that can benefit from +1 to hit in both phases is an interesting idea. So lets think about it for a while.
Such list needs something to trigger it. Some kind of shooting unit with BS 4+ and good melee.
They suggest Kans with Skorchas. No idea why honestly, they are slow and short range so it is pretty hard to trigger something.
My suggestion is to use Mek gunz or Kannonwagons. Burnaboyz in Trukk could be also interesting, but can the units in transport trigger FB trait? No idea.
The rest of the army should be
A) ready to score
B) benefit well from +1 to hit = units with bad BS and WS because the worse the stat is, the bigger efect of +1 to hit is (5+ to 4+ is 50% rise, 3+ to 2+ is just 25% rise)
So I think there should be
- more (beast)boyz for obsec bodies
- all kind of PK /Killsaw elite infantry benefiting more from negating of -1 to hit on them.
- units/machines that benefit in both phases. Scrapjets seems fine. But what about deffdreads with KMBs? KMB is assault, can fire in CC..
- Lootas are fine, score bitz and benefit from +1 to hit well.
- effect on Mega Dreads is also interesting, especially with their impressive “13,5 in average” charge.
- small squads of Koptas benefit a lot in both melee nad shooting!
- Hmmm and what about the LOW? Nauts benefit pretty well from +1 to hit! I'm looking at you Morkanaut!
Freebootas have a great relic - anti-obsec banner. Such list should use it!
What is the final conclusion about FB trait and transports? Can the passengers trigger it? Can they benefit from it?
But what is the gameplan of such Freeboota list?
Board control and score Bits and kill - same like Goffs but with bigger accent on shooting than on krumpin?
Automatically Appended Next Post: This could be the kind of the FB list that can work. Disadventage? Spamming target that is a current meta.
Spoiler:
++ Arks of Omen Detachment (Orks) [119 PL, 2,000pts, 12CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
I rather bring big choppas, your hitting most of the time in 3, wounding on 2 doing 2 damage. If your opponent isn't careful they pay themselves easily. Their an easy throw away unit that punches above itself. If your meta is t8 rich, then yeah bring claws, although at this point your competing with meganobz. If you add +1 to hit, re-rolls, +1A from waagh and more S their even more deadly. Also they have a sturdy profile and cheap for cost. Squads of 5 if foot slogging 10 if in transport. The big choppa easily reaches S9 so only the really tough stuff will be on 4 and only claws work there. Also both claws and choppa do the same damage. The real question isn't if it is better or not, generally it is if you want more or less ap.
I also cames to the conclusion that nob on smasha squid with axe relic and brutal but kuning trait is a monster. 5d 1MW on 4+ charge, S11 (12 in waagh) on charge 4+1+2 (+1 in waagh) attacks repeating if fail + 1MW on 6 to wound, exploding 6...and that's with out buffs. All in a nice package of 65pts and 2cp.
Way cheaper then the boss on bike and benefits of things like squigg transhuman and other buffs, + spells on top.. ehehe GG. Last game killed around 300pts.. Crazy. And I don't have the model for spell support.
I am also landing in the conclusion, some one mentioned a way back that squiggboys magic number is 4, for 105pts a steal and also punchy and devastating if the opponent also ignores + with access to transhuman. Every time my opponent goes out of his way to shoot a group i carefully hidden, it always takes a brutal punishment, don't forget with -1 damage, 3W and transhuman it can take massive amount of damage, you need D4 weapons and it's always on the 6+inv. I need testing it might be that a max squad might be better, but that L...
Currently i am looking for defensive tools and ways to make my stuff survive. In honestly we are fine in the damage department ever since AoO, i am looking at makari and kustom forcefield and other tools at the moment. 5+ inv + 6 FNP seem the way to go, added bonus FNP affects kill rig!
This message was edited 5 times. Last update was at 2023/02/11 23:23:58
2023/02/12 04:12:43
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Got shot off table turn 4 every game but scored well. If i bump it to 2k im assuming 2 bwagons, 1 trukk.
Squighog boyz id bump to 4, snagga died just as quick as boyz and if i can save 10 pts i might as well
It seems.
Kommandos i need to play better. Mis placement on my part hurt them a lot. To aggressive and calling
Waaagh at right time for survivability.
I put 5 meganobs and 10 grots in my battlewagons, and the grots jump out end of turn 1 to start scoring. To my knowledge the general consensus is to max out the transport capacity of your wagons.
Boys aren't really taken because everything else is simply better. For example, for 10 points more than a boyz unit with a PK, Snaggas gets you +1S, and a bonus against vehicles and monsters. I'd pay those 10 points every time if I was running more than just grots because you're almost almost getting more out of your points with Snaggas if they make combat. Then you have all of the other Boy-chassis units that are also way better than boys for 1-2ppm more. They did have a little niche as Trukkboyz, but they're being overtaken in that role now by Nobs and Meganobs.
As far as killing goes for a melee list like yours; squigs, warboss, nobs, and to a lesser extent the kommandos. Don't worry about killing stuff in general, focus on the units that will stop you scoring as much as you possibly can each turn. We have a really strong VP game at the moment.
For mobility, have you considered trying to squeeze a Weirdboy into your list? If you were to drop a unit of boys, change the other boyz PK to a second choppa, and drop the breacha rams, you can fit in a Weirdboy and a second unit of grots. It's not ideal, but proxy some bits and try it out.
2023/02/12 09:54:36
Subject: Might makes Right! - Codex Orks 2021 Tactics
Incognito15 wrote: I dont feel the gap between 10 nobz w big choppas and 20 boyz is that big
On waagh turn and turn after
Vs t4/5
Nobs do 11 wounds
Boyz do 16 d1 wounds, 2 d2 wounds on avg vs 3+ save
Vs t7/8
Nobs do 9w
Boyz do 12 d1 wounds, 2 d2 wounds on avg vs 3+ save
Your also getting two units with obsec vs one unit.
Or am i missing something?
The boys are far more vulnerable to both morale and blasts than the Nobs are. The Nobs can also continue to do their damage after the Waaagh has ended, and you're far more likely to be able to actually get all of the Nobs into engagement range than you are 20 boys.
2023/02/12 18:48:21
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Incognito15 wrote: I dont feel the gap between 10 nobz w big choppas and 20 boyz is that big
On waagh turn and turn after
Vs t4/5
Nobs do 11 wounds
Boyz do 16 d1 wounds, 2 d2 wounds on avg vs 3+ save
Vs t7/8
Nobs do 9w
Boyz do 12 d1 wounds, 2 d2 wounds on avg vs 3+ save
Your also getting two units with obsec vs one unit.
Or am i missing something?
Wish you the best of luck trying to hide 20 boys + making them survive + being able to envelope a unit to make the most out of them for all those choppas and claw to work!
2023/02/12 19:03:46
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Incognito15 wrote: I dont feel the gap between 10 nobz w big choppas and 20 boyz is that big
On waagh turn and turn after
Vs t4/5
Nobs do 11 wounds
Boyz do 16 d1 wounds, 2 d2 wounds on avg vs 3+ save
Vs t7/8
Nobs do 9w
Boyz do 12 d1 wounds, 2 d2 wounds on avg vs 3+ save
Your also getting two units with obsec vs one unit.
Or am i missing something?
Nobs are three attacks and S5 base. You can give them a Big Choppa and a Choppa.
Boys are two attacks and S4 base. They all have Choppas. And one Nob, at three attacks S5 with Klaw and Choppa.
Waagh! gives +1 Strength and Attack.
Nobs vs T4 3+ 40 S8 AP-1 D2 attacks, 10 S6 AP-1 D1 attacks
80/3 and 20/3 hits
400/18 or 200/9 D2 wounds and 40/9 D1 wounds
200/18 or 100/9 D2 failed saves and 40/18 or 20/9 D1 failed saves
That's 12 dead MEQ.
Boys vs T4 3+ 77 S5-6 AP-1 D1 attacks, 4 S11 AP-3 D2 attacks at -1 to-hit
154/3 and 2 hits
308/9 D1 and 10/6 or 5/3 D2 wounds
154/9 D1 failed saves and 25/18 D2 failed saves
Kills about 9-10 MEQ.
Nobs vs T5 3+ 40 S8 AP-1 D2 attacks, 10 S6 AP-1 D1 attacks
80/3 and 20/3 hits
160/9 and 40/9 wounds
80/9 D2 failed saves and 20/9 D1 failed saves
Assuming a W3 target, that's 5 and some change Gravis killed
Boys vs. T5 3+ 76 S5 AP-1 D1 attacks, 4 S11 AP-3 D2 attacks at -1 to-hit, and 1 S6 AP-1 D1 attack
152/3, 2, and 2/3 hits
76/3, 5/3, and 4/9 wounds
38/3, 25/18, and 2/9 failed saves
Assuming Klaw goes first, that's a little under 5 dead Gravis models
Nobs are, for the same points, killier.
Clocks for the clockmaker! Cogs for the cog throne!
2023/02/12 20:42:59
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Yes its killier but when your killing 9/10 or 11 is it really that valuable? When with 2 squads you can be in different spots and hitting two squads at once along with obsec.
You need a transport for both because orks are crazy slow so survivability is practically same.
Not saying boyz are better just with game being so heavy on actions and objectives its interesting to see obsec and bodies being replaced by a ~10% dmg output.
2023/02/12 22:15:20
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Yes its killier but when your killing 9/10 or 11 is it really that valuable? When with 2 squads you can be in different spots and hitting two squads at once along with obsec.
You need a transport for both because orks are crazy slow so survivability is practically same.
Not saying boyz are better just with game being so heavy on actions and objectives its interesting to see obsec and bodies being replaced by a ~10% dmg output.
Depends on what your target's are, but in general nobz will be landing more attacks and each attack is D2, that means against something like marines you have to land 2 choppas versus 1 big choppa. The more wounds they have and or higher save the trickier it gets for choppas. This makes choppas better in some cases and in other's big choppas are better. To me most of the time you want D2 because most units in the game are multi wound these days.
Considering the profiles you would say the biggest strength of the boys is their wounds, but duo to morale changes for orcs this is out of the window, and your more easily going to lose 10 boyz then 5 nobz, the difference is marginal but sufficient to save the unit versus losing it entirely.
The other thing is, your thinking you want to be on waaagghh right of the gate, this is not always the case, so boys will rely on their T not their S, while nobz have both, add the issues with moral, boyz won't cut it, also you lose damage faster for each boy down then the nobz making it it even worst and making it even more important to keep them alive since you need every hit to make them worth it.
The problem with boyz isn't their damage, ideally they should be a damage sponge and absorb damage but fail at this role. Where they shine is against multi damage low shot weapons, since each body will take a shot, so boy's overrun, but in the current meta at least, this is very rare.
Question for the more enlightened on the rules, for purposes of brutal but kunning trait, are the repeating attacks made by this trait affected by engagement range? I had a situation in another game where my opponent pointed out that the repeating attacks happen after removal of the models so if the the model isn't in engagement range of any model, they never happen. But i am under the impression that the repeating attacks happen before the removal...
This message was edited 2 times. Last update was at 2023/02/12 22:31:36
2023/02/13 10:01:40
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Question for the more enlightened on the rules, for purposes of brutal but kunning trait, are the repeating attacks made by this trait affected by engagement range? I had a situation in another game where my opponent pointed out that the repeating attacks happen after removal of the models so if the the model isn't in engagement range of any model, they never happen. But i am under the impression that the repeating attacks happen before the removal...
All attacks from a model (against the same target) are considered happening at the same time, even the extra ones. As long as you started your Attacks in range of your target you're gonna dump everything you get into them. If someone tries to argue about it point out that you're supposed to roll attacks one at a time, so people could just kill the model you're in engagement range on your first hit and deny you all your other attacks if it worked that way (which it obviously doesn't)
2023/02/15 14:37:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
Nob with Waaagh! Banner [4 PL, -1CP, 70pts]: 2. Big Gob, Stratagem: Big Boss
Nobz [12 PL, 170pts]: Trukk Boyz
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
Nobz [12 PL, 198pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
Nobz [12 PL, 198pts]
. Boss Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
. Nob: Choppa, Power Klaw
+ Fast Attack +
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
Stormboyz [6 PL, 110pts]
. Boss Nob: Power Klaw
. 9x Stormboy: 9x Choppa, 9x Slugga, 9x Stikkbombs
+ Heavy Support +
Battlewagon [8 PL, 105pts]
Killa Kans [14 PL, 200pts]
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
. Killa Kan: Kan Klaw, Rokkit Launcha
How do you guys handle a csm terminator deathstar? Had can only be hit on 4s, wound -1, 5++ fnp,
I tried bubble wrapping it and not charging. Didnt really work. I threw a meganobz unit and a boyz squad and killed 2 but then he healed and brought one back next turn.
Just wondered others experience.
It was emperors children.
This message was edited 1 time. Last update was at 2023/02/15 18:07:46
2023/02/15 18:28:52
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Incognito15 wrote: How do you guys handle a csm terminator deathstar? Had can only be hit on 4s, wound -1, 5++ fnp,
I tried bubble wrapping it and not charging. Didnt really work. I threw a meganobz unit and a boyz squad and killed 2 but then he healed and brought one back next turn.
Just wondered others experience.
It was emperors children.
wait for a turn where they fail their buffs, or do not engage any more than you have to.
kill the buffers, kill everything else and just speed bump them as much as possible.
2023/02/16 00:50:04
Subject: Might makes Right! - Codex Orks 2021 Tactics
terennNashMade mentioned some of the ways. Bare in mind their slow units so you can ignore them and move somewhere else. you can negate some of the buffs too, using bosses for +1, stratagems -1W comes to mind and you can give 3 units the stratagem, and also plink them with shooting.
Anything shooting with 3D or 2D, even missing a lot will grind them slowly. Just don't smash into them since most of the time their the cutch of the army and fully buffed their near impossible to take.
MW spam also works with a good charge of nob on smasha + kill rig
meckguns/defkotas/squigbuggies/kill rig
2023/02/16 04:43:02
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Incognito15 wrote: How do you guys handle a csm terminator deathstar? Had can only be hit on 4s, wound -1, 5++ fnp,
I tried bubble wrapping it and not charging. Didnt really work. I threw a meganobz unit and a boyz squad and killed 2 but then he healed and brought one back next turn.
Just wondered others experience.
It was emperors children.
The true answer is 10 meganobz w/ double killsaws + warpath + extra dmg strat. 6 attacks each.
Automatically Appended Next Post: you probs still won't kill that many but you'll feel like a boss
This message was edited 2 times. Last update was at 2023/02/16 04:44:30
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/02/16 14:28:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
gsc at top baffles the crap out of me. Also harlies still being that high, since every harlie player i know feels like they got the "Stop playing" nerf.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2023/02/16 22:48:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
Im guessing the Ynnari/harlies combo is included in that percentage. Could also be only the people playing solo harlies still are the ones who are really good with them. Either way though I agree that win percentage is definitely not indicative of what an average player will do with them.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2023/02/17 23:42:51
Subject: Might makes Right! - Codex Orks 2021 Tactics
Conclusions:
1. kannowagons are useless. This is a list about pressure, kannonwagons sits in the back. Next time switch to battlewagons with some kind of (beast)boyz.
2. 3 small squads of Koptas are madness! Super fast and versatile. First their rokkits hits on 4+ = 6 hits 8/-3/3 each unit kill the tanks and than blades hitting on 2+ = 22,5 hits 6/-1/1 each unit. Hell!§!
3. Burnas in trukk are fine. 6-7 burnas is ok, but they have a zero synergy with the great waagh/FB combo. trukk can use the squig tyres to be faster.
4. 3xDeffDread is interesting. Skorchas with ap-2 are great but there is a problem, how to get them all in CC from DS. All drops at once but just one can use a ramming speed. One Ramming Speed is simply not enough. But for the price tag, it is a huge ammount of attacks in fight and shooting too!
6. You give up the Bring it down
This message was edited 3 times. Last update was at 2023/02/17 23:48:07