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2023/03/05 20:33:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
Vineheart01 wrote: Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
You know the drill:
Make a new model and sell it to those who want it.
1-2 years later change the rules and sell it to those who need it to win.
Good to know when shall we expect the Blood Axe shine. With the new codex for 10th in such period of time…
This message was edited 1 time. Last update was at 2023/03/05 20:33:50
Vineheart01 wrote: Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
Yeah, same boat with the snikrot model. I liked the shushing finger, thematic, unique and incongruous having such a delicate action being performed by a massive ork. And it looks like they got rid of the grappling hook on his back. Laaaaame.
His ruleset is already pretty solid IMO. Good warlord trait, morale debuff, and he's a warboss without being a warboss (to kommandos at least) Not sure what else they could do with him in the current 40k ruleset. Maybe shorten the range of any gun that fires at him or Kommandos in the same detachment? That'd be nice.
2023/03/05 22:37:41
Subject: Might makes Right! - Codex Orks 2021 Tactics
+1 I think the rules for him are fine, but would love to see him 10-15 points cheaper.
It's the wargear options for kommandos I don't like, forcing you to take a squad of 10 if you want any special weapons, whereas they feel like they should be able to operate in smaller squads with some fun gear. I get that it's 'whats in the box' policy. Very frustrating. Fingers crossed for more permissive modelling and squad building opportunites in 10th.
@Vineheart01 i'm hoping that kulture rules go the way of the Guard codex in 10th, so I can use different rules for my Blood Axe army depending on the kind of list I want to write.
Vineheart01 wrote: Yeah im not really interested in that snikrot.
Old model is pretty good even if its finecast, which i already got anyway. That and his kulture is probably the weakest in the game so even if they supercharged him the rest of the army would suffer if they used him.
They need to allow him to be used in any army like every character under “specialist ladz”. He’s not a bad character and I’m fine with characters not benefiting from thier own kultur if they are in another clan detachment but they should be allowed to be taken in other klans and they should be able to buff thier respective unit regardless of klan. Snikrot, zagstruk, mozgrod should be specialist ladz and badrukk shouldn’t be a warboss his rules are way to specific to flashgitz.
This message was edited 1 time. Last update was at 2023/03/06 00:56:13
2023/03/06 01:00:31
Subject: Might makes Right! - Codex Orks 2021 Tactics
Agreed. They were all basically more on the mercenary side of things anyways rather than being explicit klan leaders, making them specialist ladz rather than being Klan-Locked would see them being used more often rather than being in either fringe Klan lists or if their Klan just happens to be in with the most power at the time.
2023/03/07 12:16:49
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
I'm cutting the hand off the old one to get back the shush, or maybe the arm to get the pose, and then putting the plastic knife back on it. Fine cast means its never gonna really be worth keeping long term, so might as well hack up the good bits, and keep one aspect of the old model that I actually really love.
2023/03/08 15:56:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
Midtcon Grand Tournament 40K - Andreas “Drachmann” Holm Hegaard – 4th Place - HOHOHOHOHOOOOO KUSTOM STOMPA WAAAGH supported by 6 deffdreads!! Such list must be nice on the table!
Gameplan according to GH:
Hell. Yeah. Sure, running people over with hordes of Orks is fun, but what if instead you ran them over with hordes of stompy robots. Would that be even more fun? As long as you don’t run into a Guard list (best not to think about that too much), seems like the answer is probably yes! I don’t think there’s too many subtleties to dig into here, though being able to Tellyporta the Big Krumpas and having lots of small units to push for Behind Enemy Lines while the opponent handles the big threats certainly gives the army strong scoring momentum while it’s doing its thing. Even in the one game where Andreas ran into an army fully tooled to just deck the Stompa (Salamanders) he still ran things pretty close – add Good Bitz and Stomp ‘Em Good to the Secondary mix and the points just roll in here!
Spoiler:
Arks of Omen Compulsory Type: Heavy Support
Clan Kultur: Goffs
Heroic Support: Speedboss (-1CP)
HQ1: Warboss m. Big Choppa + Headwoppa’s Killchoppa (Relic -1CP) + Kombi Scorcha [Warlord] (90 pts)
HQ2: Warboss on Warbike m. Powerklaw + KillaKlaw (Relic -1CP) + Brutal but Kunnin’ (Big Boss Strategem -1 CP) (115 pts)
Troops1: 9 x Boyz + Nob m. Dual Choppa (80 pts)
Troops2: 9 x Boyz + Nob m. Dual Choppa (80 pts)
Troops3: 9 x Boyz + Nob m. Dual Choppa (80 pts)
Troops4: 10 x Gretchin (40 pts)
Troops5: 10 x Gretchin (40 pts)
Elite1: 4 Kommandos + Nob m. Powerklaw (60 pts)
Elite2: 4 Kommandos + Nob m. Powerklaw (60 pts)
Fast1: 4 x Stormboyz + Nob m. Dual Choppa (50 pts)
Fast2: 4 x Stormboyz + Nob m. Dual Choppa (50 pts)
Heavy1: 3 x Deffdreads m. 4 x Klaw, Specialist Mob: Big Krumpaz (255 pts)
Heavy2: 2 x Deffdreads m. 4 x Klaw (170 pts)
Heavy3: 1 x Deffdreads m. 4 x Klaw (85 pts)
Heavy4: 4 x Lootas + Spanner m. Big Shoota (70)
LOW: Kustom Stompa m. Deffkannon, Supa-Gatler, Kustom Supa-rokkits, Mega-Choppa, Twin Big Shootas, Big Shootas, Scorchas, Gaze of Mork (675 pts)
2000 pts – 2 CP (4 brugt pre-game).
Assassination: 7 points (Warboss 4 + Warboss on Bike 3)
Bring it Down: 10 (6 x Deffdreads á 1 + Kustom Stompa á 4)
No Prisoners: 75
Iberian Ham Tournament - Jordi Macià Dekkers – Deathskulls – 1st Place - tripple killrig obsec inf spam
Spoiler:
++ Arks of Omen Detachment (Orks) [112 PL, 1CP, 2,000pts] ++
+ Configuration +
Clan Kultur: Deathskulls
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]
+ HQ +
Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord
Big Mek w/ Kustom Force Field [5 PL, 85pts]
Warboss on Warbike [6 PL, -2CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Relic
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork
Midtcon Grand Tournament 40K - Andreas “Drachmann” Holm Hegaard – 4th Place - HOHOHOHOHOOOOO KUSTOM STOMPA WAAAGH supported by 6 deffdreads!! Such list must be nice on the table!
Gameplan according to GH:
Hell. Yeah. Sure, running people over with hordes of Orks is fun, but what if instead you ran them over with hordes of stompy robots. Would that be even more fun? As long as you don’t run into a Guard list (best not to think about that too much), seems like the answer is probably yes! I don’t think there’s too many subtleties to dig into here, though being able to Tellyporta the Big Krumpas and having lots of small units to push for Behind Enemy Lines while the opponent handles the big threats certainly gives the army strong scoring momentum while it’s doing its thing. Even in the one game where Andreas ran into an army fully tooled to just deck the Stompa (Salamanders) he still ran things pretty close – add Good Bitz and Stomp ‘Em Good to the Secondary mix and the points just roll in here!
Spoiler:
Arks of Omen Compulsory Type: Heavy Support Clan Kultur: Goffs Heroic Support: Speedboss (-1CP) HQ1: Warboss m. Big Choppa + Headwoppa’s Killchoppa (Relic -1CP) + Kombi Scorcha [Warlord] (90 pts) HQ2: Warboss on Warbike m. Powerklaw + KillaKlaw (Relic -1CP) + Brutal but Kunnin’ (Big Boss Strategem -1 CP) (115 pts)
Troops1: 9 x Boyz + Nob m. Dual Choppa (80 pts) Troops2: 9 x Boyz + Nob m. Dual Choppa (80 pts) Troops3: 9 x Boyz + Nob m. Dual Choppa (80 pts) Troops4: 10 x Gretchin (40 pts) Troops5: 10 x Gretchin (40 pts)
Elite1: 4 Kommandos + Nob m. Powerklaw (60 pts) Elite2: 4 Kommandos + Nob m. Powerklaw (60 pts)
Fast1: 4 x Stormboyz + Nob m. Dual Choppa (50 pts) Fast2: 4 x Stormboyz + Nob m. Dual Choppa (50 pts)
Heavy1: 3 x Deffdreads m. 4 x Klaw, Specialist Mob: Big Krumpaz (255 pts) Heavy2: 2 x Deffdreads m. 4 x Klaw (170 pts) Heavy3: 1 x Deffdreads m. 4 x Klaw (85 pts) Heavy4: 4 x Lootas + Spanner m. Big Shoota (70)
LOW: Kustom Stompa m. Deffkannon, Supa-Gatler, Kustom Supa-rokkits, Mega-Choppa, Twin Big Shootas, Big Shootas, Scorchas, Gaze of Mork (675 pts)
2000 pts – 2 CP (4 brugt pre-game).
Assassination: 7 points (Warboss 4 + Warboss on Bike 3) Bring it Down: 10 (6 x Deffdreads á 1 + Kustom Stompa á 4) No Prisoners: 75
Iberian Ham Tournament - Jordi Macià Dekkers – Deathskulls – 1st Place - tripple killrig obsec inf spam
Spoiler:
++ Arks of Omen Detachment (Orks) [112 PL, 1CP, 2,000pts] ++ + Configuration +
Clan Kultur: Deathskulls
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]
+ HQ +
Beastboss on Squigosaur [9 PL, -2CP, 160pts]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Relic, Stratagem: Warlord Trait, Warlord
Big Mek w/ Kustom Force Field [5 PL, 85pts]
Warboss on Warbike [6 PL, -2CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss, Stratagem: Relic
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork
Since my girlfriend died 1 month ago, i was unable to play properly against Drachman. I went to the tournament with the: Lets just play and have fun and make an unreasonable amount of mistakes" really.
He sadly beat my ork army, after i made critical mistakes, and hell, even obvious ones. Though i gotta say the Kustom stompa really wrecked my kill rigs, and the terrain really didnt cover anything. I had no way of hiding any of them and he killed a rig each turn. I had no where to hide from its humongous guns. It was kinda funny though, because of the terrain, it was confined to an area at his deployment zone that he couldnt leave. However, due to its size and the fact almost none of the objectives were hidden behind terrain, the stompa could still be allowed to shoot the daylight out of me.
If you took his list to a GT with actual WTC terrain, he would not fare this well i think.
However, he is still a very very skilled player who has won a lot of danish GTs. or at least ended up at top 10 minimum. He is a much better player than i am, but i still believe with proper terrain, and when my girlfriend hadnt just recently died by being run over by an idiot, that I could have taken that win. The list was fun and different, and decently good against certain things but it werent really that amazing.
Oddly despite being a great ork player who has played everything from speed mobs to.. well kustom stompas and still done great, he did seem to forget quite a few things when playing, such as unbridled carnage being 2CP not 1 (which is damn important), and the fact that his nob stormboyz cant have dual choppers (or did he say they had powerklaws for free? regardless they clearly dont). He also forgot the range on certain ranged weapons and how many shots the kustom stompa actually received on some of its guns. Being an ork player i was, luckily able to correct him. It makes me wonder how many people did he use unbridled carnage at, for 1CP before playing against me?
This message was edited 10 times. Last update was at 2023/03/08 18:01:54
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/03/09 07:40:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
Man, I gotta make myself a stompa. Maybe one day we'll go back to terrain being destructable as well, that would be sweet.
I'm continuing to expand my collection, just painting what I like, and trying to make a competative list out of it afterwards, which means I had a Gorkanaut on the table for the first time.
I tellyported it in and was impressed with the damage it did, being a delivery vehicle for a warboss and some nobz as well was handy, means I was still punching well upfield on turn 3.
Gonna make a morkanuat next, plan for him will be to start hidden, pop out t1 with his kff to protect the bulk of the advance (so I can save the waaargh for t2) and do a bit of shooting. Don't expect him to make it into combat but if he can be a bullet soak it's all good - i'll big mek on standby for repairs.
Afrodactyl wrote: That Deathskulls list is nice, but God I love it when a Stompa does well at a tournament.
Arrange the greatest prank and get everyone in a large tourney to take an ork list including a stompa. Really knock those statistics outta wack.
Why would you do that when you can easily fit two stompas in each list?
to be fair, there is a good chance your Stompa is so large, that it cant leave its own deployment zone, or is confined to a small area.
So having 1 of them is feasable as it can probably sit on a home objective, but having two is probably not great from a mobility and terrain point of view.
This message was edited 1 time. Last update was at 2023/03/10 15:58:42
Hope, is the first step on the road to disappointment.
- About Dawn of War 3
2023/03/11 12:10:16
Subject: Might makes Right! - Codex Orks 2021 Tactics
Afrodactyl wrote: That Deathskulls list is nice, but God I love it when a Stompa does well at a tournament.
Arrange the greatest prank and get everyone in a large tourney to take an ork list including a stompa. Really knock those statistics outta wack.
Why would you do that when you can easily fit two stompas in each list?
to be fair, there is a good chance your Stompa is so large, that it cant leave its own deployment zone, or is confined to a small area.
So having 1 of them is feasable as it can probably sit on a home objective, but having two is probably not great from a mobility and terrain point of view.
Take two stompas, a warboss, then spend the rest of the points on Grots. Problem solved
2023/03/11 13:58:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
Clutch City GT 2023 (131 players) - Jake Gonzalez – 2nd Place - with another twist kn goff list. This time we can see the big toys mostly - double Rigs, wagon, Ghazzy, and 3x6squads of squigriders. Dude maybe wanted to win the painting part too
His last game is on Showdown, so I add the GH comment too
Another variation on the highly successful Goffs pressure builds we’ve been seeing in Arks of Omen. This settles the Battlewagon / Kill Rigs debate by simply TAKING BOTH (a very Orky solution Jake, well done). Big packs of Squigboyz bring speed and durability, and there is an outing for the big man himself, Makari, and his man servant Ghazghkull. I suspect these ride in the Battlewagon (where the cheap Mek can also occupy a space, ready to die if a 1 gets rolled when the vehicle pops), and this army is capable of staging an enormous amount of pressure immediately and never looking back. It’s a little lighter on infantry bodies and mission play than some recent Ork lists (the price of bringing an expensive heavy hitter like Makari, I guess) but it will bowl opponents off the board very quickly if they don’t come up with convincing answers fast.
Spoiler:
++ Arks of Omen Detachment (Orks) [114 PL, 2,000pts, 1CP] ++
+ Configuration +
Arks of Omen Compulsory Type: Fast Attack
Clan Kultur: Goffs
Game Type: 5. Chapter Approved: Arks of Omen
+ Stratagems +
Stratagem: Heroic Support [-1CP]: Warboss
+ No Force Org Slot +
Makari [3 PL, 50pts]
Nob on Smasha Squig [4 PL, 65pts, -1CP]: 2. BeastGob (Beast Snagga), Stratagem: Big Boss
+ HQ +
Beastboss on Squigosaur [9 PL, 165pts, -2CP]: 3. ‘Ard as Nails, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Extra Gubbinz, Thump Gun
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Squigbosses are by far my favourite Ork HQ. They're sooooo good.
Did you go for the tank build or go all-in on damage output?
Have you already posted your list in here?
2023/03/13 14:04:36
Subject: Might makes Right! - Codex Orks 2021 Tactics
Oh, I also gave my Nobz 2x Ammo Runts...for fun, because they literally didn't have any guns so the grots just trailed behind them for laughs. Same for my Kommandos who brought their Distraction grots but only for hte looks of it, they weren't used except to make the battles look cooler.
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Muhehe my favourite HQ too.
Automatically Appended Next Post: Important notice for everybody:
Buy Mega Dreads, Big Trakks, Supa Kannons and Kustom Stompa upgrade.
They are such great models! My Gork, really are. Especially the Mega Dreads! No chance GW produce anything on the similar level anytime soon!
I doubt this models will have any reasonable rules in 10th but hey guys - do it now! Sooner or later, FW will be dismissed and these models will be gone.
Btw. If you have some Kill Krusha for sale, I 'm ready to buy anytime!
This message was edited 1 time. Last update was at 2023/03/13 19:28:29
I do enjoy it when warbosses sit high on the list of damage dealer characters. Especially for no-name characters.
Just this big chunky brute that can drag down the biggest things out there to prove to his lads he should be the boss.
Also means we have this threatening model that we can toss out there to trade upwards. Just wish that bigmeks were the propa leaders. Don't have the best damage output but all machinery in the area works a little more effectively cause the boys think if the mek tinkered with it it'll work better.
Just feels like ork HQs have a few gaps in their capability.
2023/03/15 04:07:19
Subject: Might makes Right! - Codex Orks 2021 Tactics
Game 1 my Beastboss on Squig ate Grimaldus and a bunch of bladeguard before eating some chickenwalkers of his Admech ally.
Game 2 he ate a fricken KNIGHT titan a Dreadnought along with its drop pod.
Game 3 he ate a Tyranofex, a Keeper of Secrets and a Seeker Chariot.
And when I say ate i mean the squig literally rolled 6s to wound and inflicted mortal wounds to kill the models! So he technically ate all those things the other day and it was hysterical!
Awesome kill tally for your Squigboss! Talk about one heck of a Big Game Hunter, I do like that we can do herohammer properly this edition with a suitably tough as nails and killy unit that isn't a suicide guy like the Killa Klaw boss usually is.
Automatically Appended Next Post:
cody.d. wrote: I do enjoy it when warbosses sit high on the list of damage dealer characters. Especially for no-name characters.
Just this big chunky brute that can drag down the biggest things out there to prove to his lads he should be the boss.
Also means we have this threatening model that we can toss out there to trade upwards. Just wish that bigmeks were the propa leaders. Don't have the best damage output but all machinery in the area works a little more effectively cause the boys think if the mek tinkered with it it'll work better.
Just feels like ork HQs have a few gaps in their capability.
Yeah, the main thing that bummed me out about the new book was how we went too far the other way when it came to HQ's. In the previous book, barring the obligatory Killa Klaw Warboss on bike, there wasn't much incentive to bring a Warboss in most lists since Big Meks provided much needed protection with the KFF and Weirdboys gave us Da Jump before it got nerfed. Now it's Warbosses that not only provide us our WAAAGH! but also a lot of our killing power in the lists, which isn't bad, but we've fallen far behind compared to other armies when it comes to our support units actually doing something, which is a shame given the new models we received like Painbosses. It's even more egregious when you can see that the SM equivalents of Apothecaries and Techmarines are leagues ahead of our guys, who are still stuck with early 8th ed index abilities like repairing and giving a 6+ FNP save and that's it.
Big Meks should have some tangible buff to an Ork vehicle unit in the command phase, like "Orky Know Wotz" that gives them +1 to hit or at least let their actual wargear mean something. With the KFF nerfed as it is right now, you don't take him for that, and the SAG currently sucks with it's recent profile, so what are you taking them for? There's not even a good Big Mek specific relic.
Similarly, Painboyz and Painbosses really shouldn't be hard to fix. Make it so they just give one Infantry, Biker or Cavalry unit a 5+ FNP or +1A until the start of the next command phase.
Or just let them do what Apothecaries do and bring back dead infantry, biker or cavalry models. Would like to see Mad Dok Grotsnik give out cybork bodies again or something interesting pre-game.
Weirdboys really should have a Warphead upgrade again, or something else at least to make their utility as psychic locus for the army to mean something. Would love to see a spin on a WEIRDWAAAGH like in one of the fluff stories for Orks.
We'll have to see in 10th ed if we get any real lovin when it comes new archetypes for our HQ choices.
This message was edited 1 time. Last update was at 2023/03/15 04:16:26
2023/03/15 11:49:57
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
On top of that, my personal feeling is that orks play super one-dimensionally right now. Once the game starts there is no utility, options, stratagems or possible alternative plays you need to consider as every unit is very much just a statblock and nothing beyond that. There are no real decisions to be made, there is just one correct way to use a unit and many mistakes.
Especially when playing crusade, which encourages you to play the same army over and over again, orks have become extremely boring to play. I seriously considered running the speedboss exploit just to get access to some interesting crusade relics
Among all the extra army rules in the book, the only thing that really adds any depth is warlord traits and the Waaagh! change from the data slate. There is nothing interesting among the relics, stratagems, kustom jobs, specialist mobs, psychic powers or even the crusade rules.
I don't think I will be touching my orks any time soon. While DG aren't exactly an army with lots of different play styles, they are still leagues ahead of orks.
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.
2023/03/15 19:25:45
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
On top of that, my personal feeling is that orks play super one-dimensionally right now. Once the game starts there is no utility, options, stratagems or possible alternative plays you need to consider as every unit is very much just a statblock and nothing beyond that. There are no real decisions to be made, there is just one correct way to use a unit and many mistakes.
Especially when playing crusade, which encourages you to play the same army over and over again, orks have become extremely boring to play. I seriously considered running the speedboss exploit just to get access to some interesting crusade relics
Among all the extra army rules in the book, the only thing that really adds any depth is warlord traits and the Waaagh! change from the data slate. There is nothing interesting among the relics, stratagems, kustom jobs, specialist mobs, psychic powers or even the crusade rules.
I don't think I will be touching my orks any time soon. While DG aren't exactly an army with lots of different play styles, they are still leagues ahead of orks.
Yeah, I tried crusade precisely to see if things would feel different playing Orks in a more narrative format, but it's unfortunate that they really didn't do that great of a job giving us a distinct sense of progression compared to other factions. Scrap as a resource had a lot more potential, I feel like it was half-written before it was released. As it is, it just acts as a secondary resource to RP but is way more limited on how you can obtain or use it and is very dependent on the meta you play in (good luck getting scrap when you're playing against Nids or an infantry heavy army like GSC). It's also hard to start hoarding early on when you're limited to facing only maybe a few vehicles per game. Then the Warboss challenge system, while cute, largely is something incidental and not something that actually happens all that often. There's very little ways to customize your WAAAGH! (this is where having a Big Mek, Weirdboy or Painboss should have played more of a role in shifting how your army looked or interacted with the WAAAGH! rule).
For an army that should be oozing personality and wacky customizations, it's shocking how low effort our crusade rules are.
2023/03/15 22:01:33
Subject: Might makes Right! - Codex Orks 2021 Tactics
It's not even meta dependent - crusade is usually played at 500-1000 points because otherwise you go insane with the book keeping, unit traits and extra complexity that missions tend have. Armies just don't have that many vehicles at those point levels. I think my primary sources of scrap in the last campaign I played orks in was the CCB of a necron player. Whenever I needed scrap for a kustom job, I had to spend requisition for it.
It also doesn't help that almost all crusade stuff is limited to INFANTRY or CAVALRY, essentially screwing over any attempt to run a speed waaagh.
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.
2023/03/15 23:27:42
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
Just not sure how ballsy GW would be when it comes to giving orks some real flavour. As the editions went on a lot of armies lost their depth or what made them special. Which also led to tactics being more bland.
There's less, clever tactics we can pull out of the bag at this point. Every unit sort of runs one, maybe two ways and that's it.
I'd love to be able to run tanky meganobs, damage dealer meganobs, shooty objective holders even. But putting all the special rules onto stratagems sort of hampers that.
Maybe 10th will offer some more fun tricks that don't feel like gotchas. I am still hoping it moves to a reaction system. A set of reusable basics then a small handful of once per game ones per faction.
2023/03/16 06:18:05
Subject: Might makes Right! - Codex Orks 2021 Tactics
I would honestly love for GW to bring back the "take x HQ, take 1 of x as a Troops choice" thing again for Orks.
I know with AoO that matters a lot less, but being able to grab an extra Elites, Fast Attacks or Heavy Support Slot would be great for flavour.
Also, let us upgrade a Weirdboy or Big Mek either for points or CP to have Not-Quite-Warboss stats and give us options for a Weirdwaaagh or a Mekwaaagh/Dreadwaaagh.
Also, change the Gunwagon to a Looted Wagon and give it a few more turret profiles.
Ranty wishlisting over
It's a shame that Orks have kind of become one dimensional in terms of list building.