Switch Theme:

Might makes Right! - Codex Orks 2021 Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




Snikrot has a datasheet update
https://www.warhammer-community.com/wp-content/uploads/2023/03/8Spo305rxeGInyFx.pdf

Don’t get excited just added a slugga…
Was hoping to make him a specialist ladz and his aura not tied to bloodaxe but nope…

This message was edited 3 times. Last update was at 2023/03/29 19:35:12


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Why?

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom



Because it would mean you can actually use him outside of Blood Axe lists.

He's actually pretty decent, but not being Goffs or Deathskulls really holds him back. It also completely restricts the boarding patrol to Blood Axe only which is a shame.
   
Made in us
Longtime Dakkanaut




What he said^
Snikrot would be playable competitively in a goff/deathskull detachment even if he didn’t benefit from the kultur..

Kinda like zagstruk is with goffs.. he would provide forward threat and support kommandos.

Right now bloodaxe is dead especially with all thier supplement rules being expired…
I didn’t think about the boarding patrol box now being bloodax only that sucks considering it’s thier new start Playing format… hopefully they fix that issue in 10th.

This message was edited 3 times. Last update was at 2023/03/30 02:40:00


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Afrodactyl wrote:


Because it would mean you can actually use him outside of Blood Axe lists.

He's actually pretty decent, but not being Goffs or Deathskulls really holds him back. It also completely restricts the boarding patrol to Blood Axe only which is a shame.


Blood axes are a rather decent clan to pick in boarding action though, as the clan trait provides you with the benefits of cover if you are more than 6" away. It makes kommandoz, MANz and flash gits really hard to shift from a distance. Which are pretty much the best units for boarding patrol we have.


Automatically Appended Next Post:
gungo wrote:
I didn’t think about the boarding patrol box now being bloodax only that sucks considering it’s thier new start Playing format… hopefully they fix that issue in 10th.

It's not. They are a limited edition print run and have been sold out worldwide since 20 minutes after pre-orders went up.

The new entry format will run on the Combat Patrol box, which is still readily available.

This message was edited 2 times. Last update was at 2023/03/30 06:59:02


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

did they seriously update snikrot and ONLY give him a slugga? not even a fancy slugga?
wow gw....that was worth the data to see

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Regular Dakkanaut




So with 10th on the horizon, what do we think is going to happen with the Dakka weapon type? Do you think it is going away? If so, what do you want it to turn into? What is realistic vs what would be fun/cool?
   
Made in us
Longtime Dakkanaut




It’s going away like most keywords…
They may keep the distance based number of shots but I doubt it if they are trying to make things easier and quicker. We are going back to basics for orks.. lots of shots w bad accuracy…
   
Made in au
Battlewagon Driver with Charged Engine





We don't even know if they're changing how rapid fire weapons function sadly, or if ork weapons are going to go back to assault.

Pretty much everything has the potential to change in 10th so it's very interesting to wait and see.
   
Made in ca
Gargantuan Gargant






Frankly I hope we go back to assault weapons. Dakka was a very horribly implemented idea on Ork weaponry that hamstrung and limited how Orks would actually use their guns. If they want to make Ork weaponry matter, take advantage of the BS being based on weapons now rather than the model's BS. (e.g., BS4+ on lower shot weapons like rokkit launchas or Kustom Mega weapons, BS5+ on multi shot weapons but give us the quantity we actually need to make it worth considering).
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






It is implied that weapons can have multiple types, or even none. So something like Shoota (Dakka, Assault) would be possible.

That said, I don't think the dakka weapon type is worth keeping around.


Automatically Appended Next Post:
Random thoughts on the new leadership rules:

If taking units below half strength has the potential of hindering fall backs, this might actually be very good for orks.
If you charge a unit of guardsmen or similar and kill most of them, there is a good chance of them having to stick around for round 2 instead of just falling back and getting your orks obliterated by shooting.

I fully expect marines to just get ATSKNF to nope out of combat though.

This message was edited 1 time. Last update was at 2023/04/04 08:06:39


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in fi
Locked in the Tower of Amareo





New terminator preview shows current dakka can be handled by rapid fire in 10th. Dakka 6/4 would be 4 shot rapid fire 2.

Doesn't mean gw does it so but rulewise effect same. 4 shots outside half range, 6 in half range.

2024 painted/bought: 109/109 
   
Made in ca
Gargantuan Gargant






Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.

This message was edited 1 time. Last update was at 2023/04/04 17:58:46


 
   
Made in au
Battlewagon Driver with Charged Engine





 Grimskul wrote:
Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.


It seems like they compromised by just giving the weapon one less attack. Does a worse job of making it feel like a heavy, unwieldy sledgehammer but does make it a choice I suppose. But unless there is a price difference I can't see myself taking the power sword over the fist. You get better damage and str at the cost of an attack. Still on average doing more damage assuming you're wounding on 2s rather than 4s. To say nothing about effectiveness against multi wound models.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

my only gripe with dakka is the loss of Assault and a good chunk of our codex acts like we didnt lose Assault on 90% of our weapons. The possibility of two type weapons solves that alone.
Depending on what Twinlinked does would determine what Dakka does or if it even sticks around. im curious if Twinlinked goes back to innate rerolls (man i hope it does since they kinda just supercharged units that normally were twinlinked because they usually had easy access to a reroll anyway and got double the shots)

This message was edited 1 time. Last update was at 2023/04/05 00:16:28


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






cody.d. wrote:
 Grimskul wrote:
Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.


It seems like they compromised by just giving the weapon one less attack. Does a worse job of making it feel like a heavy, unwieldy sledgehammer but does make it a choice I suppose. But unless there is a price difference I can't see myself taking the power sword over the fist. You get better damage and str at the cost of an attack. Still on average doing more damage assuming you're wounding on 2s rather than 4s. To say nothing about effectiveness against multi wound models.


It doesn't look like they're really compromising between PF and power weapon/power swords in terms of deliberately giving Power Fists less attacks, because termies always had 2 attacks base and then 3 for shock assault in most instances, so 3 attacks per PF seems pretty much the same as before, just baked into their statline like they did for Heretic Astartes. Then the Sergeant got one extra attack for being a sergeant, with 3 base, and then 4 attacks with shock assault. The only thing was that the sergeant for non-Assault Indomitus Armour Terminators always had a power sword/weapon instead of a PF for their loadout and that's something they're continuing at least for this box-set.




Automatically Appended Next Post:
 Vineheart01 wrote:
my only gripe with dakka is the loss of Assault and a good chunk of our codex acts like we didnt lose Assault on 90% of our weapons. The possibility of two type weapons solves that alone.
Depending on what Twinlinked does would determine what Dakka does or if it even sticks around. im curious if Twinlinked goes back to innate rerolls (man i hope it does since they kinda just supercharged units that normally were twinlinked because they usually had easy access to a reroll anyway and got double the shots)


Yeah, I remember when TL-Assault Cannon razorbacks were a thing because all of a sudden in 8th not only did they have 12 shots each instead of 6, but with Guilliman they rerolled everything and mowed things down with terrifying efficiency.

It depends on if they are moving closer to the AoS route of limiting availability of rerolls, since I can see them making it a flat +1 to hit modifier in some cases, maybe based on range or if you didn't move?

This message was edited 1 time. Last update was at 2023/04/05 01:36:17


 
   
Made in au
Battlewagon Driver with Charged Engine





Because we've yet to see any reference to the sergeants I'm currently under the assumption that any special rules/buffs they have are folded into the weapon profile. Same with extra attacks offered by shock assaults/charges and the like.

At the moment it looks like lethality has dropped, durability has jumped up. If they give a glimpse of other factions units that would be fun. Because orks tend to be fairly flimsy by design, relying on numbers/models rather than individual durability. I know we've only seen 2 units so far but if we keep the t5 6+sv we might be okay. I doubt our OC will be higher than 1 though. Maaaaybe grots will be lucky and get 2?
   
Made in ca
Gargantuan Gargant






cody.d. wrote:
Because we've yet to see any reference to the sergeants I'm currently under the assumption that any special rules/buffs they have are folded into the weapon profile. Same with extra attacks offered by shock assaults/charges and the like.

At the moment it looks like lethality has dropped, durability has jumped up. If they give a glimpse of other factions units that would be fun. Because orks tend to be fairly flimsy by design, relying on numbers/models rather than individual durability. I know we've only seen 2 units so far but if we keep the t5 6+sv we might be okay. I doubt our OC will be higher than 1 though. Maaaaybe grots will be lucky and get 2?


It seems like most troops that are infantry will likely be OC 2 to give them incentive to be taken over elites, so I can't imagine boyz/beast snaggas being less than OC2. Grots are a tough call, because that's kind of their thing to sit and hold objectives, but at the same time GW seems to really dislike giving grots that ability for some reason, so it's anybody's guess if they'll throw us that bone.

I'm more curious if they'll make shootas relevant again in some way, because presumably choppas will be AP0 again, and with the changes to rapid fire either we'll be getting that for our shootas OR they become assault again and maybe even let us hit on 4+.

This message was edited 1 time. Last update was at 2023/04/05 02:52:02


 
   
Made in fi
Locked in the Tower of Amareo





cody.d. wrote:
 Grimskul wrote:
Yeah, and it looks like they might be removing the -1 to hit penalty for power fists for elite units, so we might have Meganobz hitting on 3's baseline for our PK's and Killsaws. Though it does seem they finally are scaling back on the AP, so Klaws are AP-2 now. I am slightly worried that it means Rokkit Launchas are now only AP-1.


It seems like they compromised by just giving the weapon one less attack. Does a worse job of making it feel like a heavy, unwieldy sledgehammer but does make it a choice I suppose. But unless there is a price difference I can't see myself taking the power sword over the fist. You get better damage and str at the cost of an attack. Still on average doing more damage assuming you're wounding on 2s rather than 4s. To say nothing about effectiveness against multi wound models.


There's 1 power Sword in the unit on the sergeant. He can't change weapon, others can't take sword.

2024 painted/bought: 109/109 
   
Made in us
Mekboy Hammerin' Somethin'





United Kingdom

I imagine that Grots will be OC1, but I'm hoping they give Runtherds a rule that makes a Grot unit OC2 for a turn. Would be a decent way of encouraging us to use every model in the box.

I can see our Dakka wagons being rapid fire and assault, but I'm not hopeful that choppas are keeping their AP.
   
Made in ca
Gargantuan Gargant






 Afrodactyl wrote:
I imagine that Grots will be OC1, but I'm hoping they give Runtherds a rule that makes a Grot unit OC2 for a turn. Would be a decent way of encouraging us to use every model in the box.

I can see our Dakka wagons being rapid fire and assault, but I'm not hopeful that choppas are keeping their AP.


That would be really nice, especially to make runtherds relevant again besides for potential morale purposes, or if actions are still in the game, that a runtherd can make them complete an action faster at the end of the turn rather than at the start of the next command phase or something. The other way I could see it is if they gain +1 to their OC for every 10 models in the units, so you have incentives to take a bunch of grots on an objective rather than just 10 guys.

Curious to see how Mob Rule survives into 10th ed and if it'll be relevant again compared to what we have now.

This message was edited 1 time. Last update was at 2023/04/05 05:50:29


 
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

Had a thought this morning; I imagine that killsaws are going to be our chainfist equivalent in the coming edition so it may be worthwhile digging through the bits boxes.

:EDIT:

Equally, it could be killsaws be the Anti Infantry one and the PK be the Anti Vehicle, being the blender compared to the can opener.

I'm just running myself in circles at the moment

This message was edited 1 time. Last update was at 2023/04/06 06:37:01


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Afrodactyl wrote:
I imagine that Grots will be OC1, but I'm hoping they give Runtherds a rule that makes a Grot unit OC2 for a turn. Would be a decent way of encouraging us to use every model in the box.

I can see our Dakka wagons being rapid fire and assault, but I'm not hopeful that choppas are keeping their AP.


In the end, it boils down to OC per points, right? If gretchin remain at 5 points and a marine is still 20 points, you'd still get four times as much OC for your points than the marine player. For pure objective squatters, 50 points for 10 OC still sounds great, while a marine player has to pay 100 points for a unit of intercessors that will hold the objective just as well.

And let's not kid ourselves, OC on gretchin will only serve to keep vehicles or non-combat units from grabbing objects without going through 10 gretchin wounds. If any serious threat shows up it will either murder or battleshock them and then the objective is theirs.

Whether the runtherd becomes important again might heavily depend on how battleshock works. If a half strength grot unit has a high chance of scoring 0 points from the objective they are supposed to be holding, runtherds might be necessary to win games.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Smokin' Skorcha Driver






GW confirmed all legends models will carry over to 10th and get updated rules. Guess our warboss/nob bikers are here to stay!
[Thumb - 3488EFAC-9804-4C94-A468-508DC2B8DC01.jpeg]


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in ca
Gargantuan Gargant






 flaming tadpole wrote:
GW confirmed all legends models will carry over to 10th and get updated rules. Guess our warboss/nob bikers are here to stay!


I guess the FW models will stay alive ruleswise for a bit longer. If I remember correctly, power should be gone completely in the new edition, so I guess we can at least have points and not power like they did for some of the stuff like the Red Gobbo!
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

 flaming tadpole wrote:
GW confirmed all legends models will carry over to 10th and get updated rules. Guess our warboss/nob bikers are here to stay!

My FW backlog with Killtanks and Custom Stompa is happy!

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in im
Boosting Black Templar Biker




If they might be upping toughness and wounds and giving things improved invulnerable saves then maybe the Stompa could end up with a fairly durable profile this time

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i'd be shocked if they gave the stompa an invul but if they dont have a toughness "cap" this time then perhaps it will have the highest non-Titan toughness in the game at least.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
i'd be shocked if they gave the stompa an invul but if they dont have a toughness "cap" this time then perhaps it will have the highest non-Titan toughness in the game at least.


Unfortunately, I feel like they're more likely to give it more wounds than significantly higher toughness. Maybe T9, but given GW's track record with not knowing how to make the Stompa work, I wouldn't hold my breath that they get it right with the index rules for Orks.
   
Made in us
Longtime Dakkanaut




 Grimskul wrote:
 Vineheart01 wrote:
i'd be shocked if they gave the stompa an invul but if they dont have a toughness "cap" this time then perhaps it will have the highest non-Titan toughness in the game at least.


Unfortunately, I feel like they're more likely to give it more wounds than significantly higher toughness. Maybe T9, but given GW's track record with not knowing how to make the Stompa work, I wouldn't hold my breath that they get it right with the index rules for Orks.

I like the old void shield idea,,, several regenerating wounds that block damage until you clear them.
   
 
Forum Index » 40K General Discussion
Go to: