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![[Post New]](/s/i/i.gif) 2023/06/16 06:06:30
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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The more I read the rules, the more I' m afraid this is not a Speedwaagh age.
All buggies are clearly worse in shooting than before. Mostly significantly worse.
Koptas down from 2D3 rokkits to D3 rokkits.
KBB burna exhausts down to 50%
MSJ rokkit kannon from average 6 to 4,5 shots and new Twin big shoota with 5/3!! Shots instead of 20/12 and half range? Pathetic. And rules say “one twin big shoota” on the model with the fix equippement, that has obviously 4 big shootas…
Warbikers dakkaguns went down from 10/6 to 5/3
Only one that works is the indirect firing Squig buggy. And we all know what powerfull indirect means - nerf of the whole indirect across the board very soon.
There are no synergies. There are no rules for shooting and vehicles.
Except simple Mek giving ONE MODEL +1 to hit.
This mean, good idea to use this mek on Nauts or Stompa or Transports with the shooting infantry. But waste of the points on buggies, unless simple Mek is 10p or something.
Yes, few interesting abilities and slightly better melee profiles and inbuilt 6++. But with the T7 no protection againts S4 weapons and sorry. Buggies was pretty soft in the speedwaagh with 5++ already…
And mostly cannot shoot and advance, so it is a slowwaagh back again..
There is a lot of stuff to play with with the beastsnagga units and meganobz and characters. That is nice.
But unless it' s like 50p per buggy my wonderfull buggies goes propably to the box again… sad.
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This message was edited 3 times. Last update was at 2023/06/16 06:14:34
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![[Post New]](/s/i/i.gif) 2023/06/16 06:11:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Gargantuan Gargant
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Tomsug wrote:The more I read the rules, the more I' m afraid this is not a Speedwaagh age. All buggies are clearly worse in shooting than before. Mostly significantly worse. Koptas down from 2D3 rokkits to D3 rokkits. KBB burna exhausts down to 50% MSJ rokkit kannon from average 6 to 4,5 shots and new Twin big shoota with 3!! Shots instead of 20/12?? Pathetic. And rules say “one twin big shoota” on the model with the fix equippement. that has obviously 4 big shootas… Only one that works is the indirect firing Squig buggy. And we all know what powerfull indirect means - nerf of the whole indirect across the board very soon. There are no synergies. There are no rules for shooting and vehicles. Except simple Mek giving ONE MODEL +1 to hit. This mean, good idea to use this mek on Nauts or Stompa or Transports with the shooting infantry. But waste of the points on buggies, unless simple Mek is 10p or something. There is a lot of stuff to play with with the beastsnagga units and meganobz and characters. That is nice. But my wonderfull buggies goes propably to the box again… sad. I do think that this is the problem with the index, and it's pushing another variant of Goff pressure effectively and doubling down the majority of the datasheets towards that. Unfortunately, I believe until we get our codex we won't have the variety of other detachments giving clearer buffs or synergy to more mechanized/speed freek/dakka-based oriented lists. Between the anti-synergy of the Wartrike (+1 hit for bikers...in melee?) and other units like the Shokkjump Dragsta basically almost never using the Shokk Tunnel rule since it lacks assault weapons, alongside the lack of ability to increase damage output for a lot of the ranged units, I feel like the main difference we'll see is just blobs of boyz with HQ support as the main change in our army lists.
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This message was edited 1 time. Last update was at 2023/06/16 06:12:28
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![[Post New]](/s/i/i.gif) 2023/06/16 06:22:26
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Lone Wolf Sentinel Pilot
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Another question, can I use the Ere we go strat on a unit coming in from deep strike? There's nothing I can find in the core rules to say strats can only affect units on the table.
WHEN: Start of your Movement phase.
TARGET: One Orks Infantry unit from
your army
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![[Post New]](/s/i/i.gif) 2023/06/16 06:25:37
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Mega Nobz having so few attacks is really weird yes, even given that they still hit on 4s so nothing makes up for the few attacks.
It feels like they are mainly damage sponges now, being able to get that sweet 4+ invul and ressurrects and all that from the Big mek.
Im really interested in seeing the points as that will make or break a lot of our units.
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/06/16 07:14:43
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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PaddyMick wrote:Another question, can I use the Ere we go strat on a unit coming in from deep strike? There's nothing I can find in the core rules to say strats can only affect units on the table.
WHEN: Start of your Movement phase.
TARGET: One Orks Infantry unit from
your army
RAW seems like it, otherwise the Rapid Ingress stratagem would not work.
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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. |
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![[Post New]](/s/i/i.gif) 2023/06/16 07:19:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Rampagin' Boarboy
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PaddyMick wrote:Another question, can I use the Ere we go strat on a unit coming in from deep strike? There's nothing I can find in the core rules to say strats can only affect units on the table.
WHEN: Start of your Movement phase.
TARGET: One Orks Infantry unit from
your army
Looking at the core rules, the movement phase works in 4 stages.
1. Phase begins
2. Move units
3. Reinforcements/Deep strike
4. Phase ends
So I would interpret the strat as being usable during stage 1 only, so not on anything coming in from deep strike.
That's how I'm reading it anyway
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![[Post New]](/s/i/i.gif) 2023/06/16 07:22:17
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Jidmah wrote: PaddyMick wrote:Another question, can I use the Ere we go strat on a unit coming in from deep strike? There's nothing I can find in the core rules to say strats can only affect units on the table. WHEN: Start of your Movement phase. TARGET: One Orks Infantry unit from your army RAW seems like it, otherwise the Rapid Ingress stratagem would not work. Why does that work? Ere we go is used at the start of the movement phase (i think), but reserves come in at the end of the movement (again, i think), does it not? So there is an overlap that prevents us from being able to use it i think. There is going to be a ton of loose wysiwyg with us using nobs going forward. Most of us have both nobz with double choppas, killsaws and big choppas with a normal choppa to the side. Neither of which are usable now. Hopefully the TOs are going to be lenient towards us ork players Nobz
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This message was edited 1 time. Last update was at 2023/06/16 07:22:43
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/06/16 07:52:35
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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gungo wrote:
AFAIK a units datasheet abilities do not transfer when they embark. You only add the weapon profile to the vehicle as a firing deck weapon option.. not tankbusta rules or loota rules or flashgitz rules… or leader auras etc…. so it’s limited
That's right, and that's also why I was really hoping Lootas would stay BS 5+ on the Deffgun. By making them 6+ Default and Heavy it heavily discourages putting them in a Battlewagon since you lose all the fun things that help out your accuracy. Now they're in a tough spot where if you put them on a backfield objective with good visibility, your opponent has just as much visibility and can remove them readily. Putting them behind LOS blocking cover to prevent the 1st turn alpha strike means they'll move and lose the Heavy bonus. That's a toughnut to crack but I'm looking forward to using them regardless
Afrodactyl wrote: JohnU wrote:Guess we better hope our opponents aren't too strict on WYSIWYG when it comes to BWs with deffrollas the way GW has it currently worded.
Gonna have to rip off those wheels if you want a deffrolla
Tomsug wrote:The more I read the rules, the more I' m afraid this is not a Speedwaagh age.
Yes, few interesting abilities and slightly better melee profiles and inbuilt 6++. But with the T7 no protection againts S4 weapons and sorry. Buggies was pretty soft in the speedwaagh with 5++ already…
And mostly cannot shoot and advance, so it is a slowwaagh back again..
Thanks for posting this, I really love the new buggies but they do look quite a bit worse. It's also disappointing our detachment rule is a melee boost only, sustained hits on shooting would be great considering how many shots a lot of them lost. The Snazzwagon and Boomablasta have some interesting abilities, but with the profiles the way they are I don't think I'm going to run them unless they're very cheap (or until we get a proper speedwaagh detachment in the codex). I also noticed the buggy's are single model now instead of a squadron  hmm
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![[Post New]](/s/i/i.gif) 2023/06/16 07:56:34
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Beardedragon wrote: Jidmah wrote: PaddyMick wrote:Another question, can I use the Ere we go strat on a unit coming in from deep strike? There's nothing I can find in the core rules to say strats can only affect units on the table. WHEN: Start of your Movement phase. TARGET: One Orks Infantry unit from your army RAW seems like it, otherwise the Rapid Ingress stratagem would not work. Why does that work? Ere we go is used at the start of the movement phase (i think), but reserves come in at the end of the movement (again, i think), does it not? So there is an overlap that prevents us from being able to use it i think. Units in reserves are still units in your army, and as of now nothing prevents you from using stratagems on units off the table, unless they are inside a transport. There is going to be a ton of loose wysiwyg with us using nobs going forward. Most of us have both nobz with double choppas, killsaws and big choppas with a normal choppa to the side. Neither of which are usable now. Hopefully the TOs are going to be lenient towards us ork players Nobz
Pretty much every army is in the same boat. For close combat weapons across the whole game, WYSIWYG is pretty much model whatever the hell you want, just make sure your opponent and you can differentiate between the weapons. Automatically Appended Next Post:
I was bored and sick of flipping pages... enjoy!
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This message was edited 2 times. Last update was at 2023/06/16 09:01:16
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. |
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![[Post New]](/s/i/i.gif) 2023/06/16 11:17:13
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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Beardedragon wrote: Jidmah wrote: PaddyMick wrote:Another question, can I use the Ere we go strat on a unit coming in from deep strike? There's nothing I can find in the core rules to say strats can only affect units on the table.
WHEN: Start of your Movement phase.
TARGET: One Orks Infantry unit from
your army
RAW seems like it, otherwise the Rapid Ingress stratagem would not work.
Why does that work? Ere we go is used at the start of the movement phase (i think), but reserves come in at the end of the movement (again, i think), does it not? So there is an overlap that prevents us from being able to use it i think.
There is going to be a ton of loose wysiwyg with us using nobs going forward. Most of us have both nobz with double choppas, killsaws and big choppas with a normal choppa to the side.
Neither of which are usable now. Hopefully the TOs are going to be lenient towards us ork players Nobz
It's opponent move phase not your's. You use ingress after opponent has moved.
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield
as if it were the Reinforcements step of your
Movement phase.
RESTRICTIONS: You cannot use this Stratagem to
enable a unit to arrive on the battlefield during a
battle round it would not normally be able to do so in.
Automatically Appended Next Post:
Jidmah wrote:
Mob rule is actually a headscratcher to me. Is there a way to use it at all? You have to use it in your command phase, and it only lasts till the end of the command phase - which means you can only use other command phase stratagems which are... *checks books* ... just insane bravery?
It's very likely a typo else it wont do anything, expect it to change to battleround or turn, they mentioned it on tabletop titans game drukari vs orks.
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This message was edited 2 times. Last update was at 2023/06/16 11:20:39
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![[Post New]](/s/i/i.gif) 2023/06/16 11:54:56
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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I was not talking about the rapid ingress though. Art of war mentioned that Mob rule being a typo as you say yes. It probably is, otherwise Mob Rule makes no sense
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This message was edited 1 time. Last update was at 2023/06/16 11:55:26
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/06/16 12:08:18
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Beardedragon wrote:I was not talking about the rapid ingress though.
Art of war mentioned that Mob rule being a typo as you say yes. It probably is, otherwise Mob Rule makes no sense
His point was that if rapid ingress can target units outside of the game, every stratagem can.
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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. |
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![[Post New]](/s/i/i.gif) 2023/06/16 12:10:04
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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koooaei wrote:I'm disappointed with the index cause the only good thing left are snaggas in a wagon.
Man's have hilariously low number of attacks, scrap jets are nerfed loosing half the firepower for no good reason
I dunno base 5x powerklaw manz and warboss in mega armor in a trukk is amazingly strong
(during a Waagh)
4x pk atks at 3+ with devastating wounds per model
Add another trukk of 5 meganobs w ghaz and he adds lethal hits.
I mean 40x atks at str10 ap-2 2damage (and exploding 6s …sustained hit 1)
(with auto wound on 6 to hit and extra mortal wound on 6 to wound or lethal hit)
My math is probably off but that should comes out to ~22 mortal wounds.
And you can use unbridled carnage strat to double those mortal wounds from a unit for potentially 33+ mortal wounds. (Again my head math may be off)
That’s brutal and a lot of powerful melee atks without adding ghaz/warboss in mega armor atks.
(you can add a third warboss and 5meganob trukk for more atks too)
I mean ghaz in a trukk is going to be nerfed so this trick won’t last…and it’s really only brutal during the Waagh when you can stack lethal hits, Sustained hits, and devastating wounds with the extra plus 1 str/ atk.
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This message was edited 3 times. Last update was at 2023/06/16 12:59:30
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![[Post New]](/s/i/i.gif) 2023/06/16 12:21:51
Subject: Re:Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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Ok these are my takes, take them with a grain of salt, i been looking at this forum now and some reports.
At first i felt that generally let down, but after i kept reading i came around. I feel we are going to be solid, and when i mean solid is, we will be a very hard to shift army opposed to killy.
Something to look at:
-We have amazing access to 5+++fnp, really hard to describe but plenty of this i expect doing full armies based on this, and since there is no more rules to ignore fnp i will take advantage, from 4fnp on a single character to docs etc this is amazing
-beast boss on squid, amazing profile, even more for epic character, expect it to be shot at, reserve -1 wound strat and watch your opponent cry
-gretching amazing cp farmer's, everyone will want them in a army, multiples, even if we can only get 1 cp the OC more then makes you want multiples
-big mek, oh boy this is the right choice with meganobz, all other options just can't make up to it, slap a 4fnp and you have a beefy guy that revives beefy guy's every turn unless opponent deletes them, and if he tries precision 4fnp get's you covered
-zodgrod has now one of the best buffs in the game, not my words, art of war's and i agree to the point of considering buying, scout into mid field and steal 1 objective? yes SIR! -1wound! Gold! +1 to hot +1 to wound! Gravy
-Nobz are also one of the winner's, like to play warboss? Like claws and damage? These are the ones for you, i think we are finally seeing a shift here, where nobz are the dps option and meganobs the defensive option. Don't be fooled, -1 to wound all the time plus cover will make them difficult to handle and with claws or big chopas they will be a nightmare.
-flash gitz, give them rerolls with bradduck plus lethal from ammo run and you have a solid and killy profile
-deff dreads, yep silly has it looks 8'M + S2 6++ is an amazing solid profile that is difficult to handle, stick them in the middle of a fight and we have battle shocks popping everywhere
- buggies prizes is shockjump and rukkatruck, seems to be the winners, stick a mek on them and you have some very solid platforms
-mek is the biggest winner, this guy made it from obscurity to pretty much auto pick, even if you only have dreads or mek guns you will want the +1 to hit, reserve a spot, also considering buying
-airplanes is the same old dakkajet and wazboom
-transports, the battlewagon just got even better, remember mek can give it +1, rolla hitting on 2 will be hilarious, explodes and careen in to midlle of armies for laughts, anyway i think the missing ramp is a big loss but i am not sure i care
-mek guns, ahh yes the hidden gem that art of war tipped off, you see the tractor cannon? Welcome to our new mortal wound Overlord, 3 shots from 3 mek guns on 3BS with mek and anti-fly with devastating, not sure everyone knows but fly is a very common key word, even if it does not have, 1 shot S10 BS3 D6+1 is in my humble opinion very good, oh also rerolls for 1 if shooting into 10 bodies infantries. For unbelievers there is always KMC, for those that like the bubbleshukka, art of war glossed over something important, you roll the weapon profile before selecting targets, so it can still be useful to roll each and pair each gun to the correct opponent.
-Squigboy, oh my god, anti everything, check, ignore move modifiers, CHECK, has a decent leader that gives it +1 to hit, Oh boy! I am going to run packs of these, extra points to anyone who noticed their mounted keyword is really rare and also noted the 5fnp the decent save + cover and T7 and 3 wounds, another mazing profile against what ever comes our way which benefit's from beast boss on squig too.
-kill rigs are still amazing but hunter rigs are the beastsnagga wagon, 6fnp instead of a invuln, but the power is really good with extra S on any ork unit in the fight phase, no longer a character, still vehicle, give it a meck lol
-stormboyz can charge on advance even if limited to 10 bodies
So far that's what i believe are the best points, there are more if you guy's look into it, i will keep reading
Some of the sour points:
-ghaz, look what GW did to my boy :( ,well DoA, while a decent beat stick, if it keeps the point's coupled with the unit it comes with etc, i am not sure it will see tables
-Warboss in Mega Armor, i was done dirty since it comes with patrol, not seeing it outside of making a meganobz bomb from wagon, but honestly prefer running nobz bomb, will come to point's ofc
-rest bugies, having trouble even considering use
-warbikes, from staple to meh, if pricy will never be on table, i actually think this is one of the biggest losers, losing -1 to hit, auto advance and shot's, for twin linked and extra AP on closest, meh, that's not their role, unless a detachment makes those shot's worth it, no thx.
-defkoptas, will need to test, but with out mek? not sure their worth it, will depend on points, even melee got them nerfed, not a fan.. not that they seem they have any fan's going around hehe
-tankbustas, 3 rockets? hammer no longer MW on hit? the rule is amazing but that's it, will come down to points, but probably never touch them
-lootas, bad guns, i am just baffled at how bad.. not touching this i don't see a reason why, but their might be a detachment that would make use of them...
-gorkanaugh and morkanaugh... ehhhh why bother unless points reflect it, not even going there.
- all other planes that i did not speak aren't worth it
-our fortifications are for laugh's and fluff
Shout out to anyone that uses a stompa, give feedback please, lol
That's all i recall so far, thought's?
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This message was edited 1 time. Last update was at 2023/06/16 12:24:50
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![[Post New]](/s/i/i.gif) 2023/06/16 12:26:40
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Jidmah wrote:Beardedragon wrote:I was not talking about the rapid ingress though. Art of war mentioned that Mob rule being a typo as you say yes. It probably is, otherwise Mob Rule makes no sense His point was that if rapid ingress can target units outside of the game, every stratagem can. oh.. well thats a point i missed. And that actually makes sense. Depending on the cost, the Morkanaut seems pretty decent. You get +1 to hit to your shooting on your waaagh turn so you actually shoot enemies on a +4 and it has a 5++ because of its KFF. If its not too expensive, this might not be too bad. And if the Stompa remains not too expensive, getting it buffed by a mini mek would also be amazing.
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This message was edited 1 time. Last update was at 2023/06/16 12:34:52
Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/06/16 12:36:31
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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Jidmah wrote:Beardedragon wrote:I was not talking about the rapid ingress though.
Art of war mentioned that Mob rule being a typo as you say yes. It probably is, otherwise Mob Rule makes no sense
His point was that if rapid ingress can target units outside of the game, every stratagem can.
Yeah i misread that one, but rapid ingress specifically targets reserves.
But you can use it in conjunction with rapid ingress anyway, the unit is dropped on the table at the end of your opponent's move phase, and ere we go is only targeted on your move phase so yes it's possible.
But i am not sure you can use it directly from reserves since it's not specially stated on strat, in doubt i would rule you can't. But that's a good question.
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![[Post New]](/s/i/i.gif) 2023/06/16 12:44:54
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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While I do think the megaMek is awesome.
I don’t think it’s the only leader you want for meganobs…
He’s only 4+ invul to unit from shooting
And reroll 1 to hit shooting
All of which don’t work inside a trukk….
His coolest benefit is the bring back model but meganobs aren’t designed for shooting… and those buffs conflict with detachment and army rules which mostly benefit melee… exploding 6s, +1 str/atk in melee…
I think a warboss in mega armor benefits the meganob more in the trukk man missile.
He gives meganobs +1 to hit in melee making those dual killsaw a reliable 3+ to hit profile…
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This message was edited 1 time. Last update was at 2023/06/16 12:48:54
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![[Post New]](/s/i/i.gif) 2023/06/16 12:46:47
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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Beardedragon wrote: Jidmah wrote:Beardedragon wrote:I was not talking about the rapid ingress though.
Art of war mentioned that Mob rule being a typo as you say yes. It probably is, otherwise Mob Rule makes no sense
His point was that if rapid ingress can target units outside of the game, every stratagem can.
oh.. well thats a point i missed. And that actually makes sense.
Depending on the cost, the Morkanaut seems pretty decent. You get +1 to hit to your shooting on your waaagh turn so you actually shoot enemies on a +4 and it has a 5++ because of its KFF. If its not too expensive, this might not be too bad.
And if the Stompa remains not too expensive, getting it buffed by a mini mek would also be amazing.
I dunno mate, I really want to like the morkanaut, but if it comes at premium i wont touch it, it's basically a very bad knight with little rule support. Gorknaugh and morknaugh have been in bad spot for ages now. It's a bit sad but i don't have my hopes up.
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![[Post New]](/s/i/i.gif) 2023/06/16 12:48:53
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Forceride wrote:Beardedragon wrote: Jidmah wrote:Beardedragon wrote:I was not talking about the rapid ingress though.
Art of war mentioned that Mob rule being a typo as you say yes. It probably is, otherwise Mob Rule makes no sense
His point was that if rapid ingress can target units outside of the game, every stratagem can.
oh.. well thats a point i missed. And that actually makes sense.
Depending on the cost, the Morkanaut seems pretty decent. You get +1 to hit to your shooting on your waaagh turn so you actually shoot enemies on a +4 and it has a 5++ because of its KFF. If its not too expensive, this might not be too bad.
And if the Stompa remains not too expensive, getting it buffed by a mini mek would also be amazing.
I dunno mate, I really want to like the morkanaut, but if it comes at premium i wont touch it, it's basically a very bad knight with little rule support. Gorknaugh and morknaugh have been in bad spot for ages now. It's a bit sad but i don't have my hopes up.
Oh for sure, it all comes down to the price on whether its a good unit or not. As with most other things. Im looking forward to seeing the price on Flash Gitz and badrukk for that sweet combo
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Hope, is the first step on the road to disappointment.
- About Dawn of War 3 |
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![[Post New]](/s/i/i.gif) 2023/06/16 12:50:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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gungo wrote:While I do think the megaMek is awesome.
I don’t think it’s the only leader you want for meganobs…
He’s only 4+ invul to unit from shooting
And reroll 1 to hit shooting
All of which don’t work inside a trukk….
His coolest benefit is the bring back model but meganobs aren’t designed for shooting… and those buffs conflict with detachment and army rules which mostly benefit melee… exploding 6s, +1 str/ atk in melee…
I think a warboss in mega armor benefits the meganob more in the trukk man missile.
He gives meganobs +1 to hit in melee making those dual killsaw a reliable 3+ rerollable to hit profile…
Not sure mate, not saying it's impossible i did mention the meganobz bomb on a wagon taking 9 meganobz and 2 warboss in mega armor, it will come down to points and it's overshadowed by the nobz. But by the low attacks and low bodies i much rather be looking at the big mek and making them linchpin of the army on the centre making my opponent's life harder seems more efficient, ala distraction carnifex, it will still come down to points. So please take it with a grain of salt
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![[Post New]](/s/i/i.gif) 2023/06/16 12:51:08
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Stratagems specifically give permission when they try to target something that you normally couldn't target, like Careen! or Mob Rule do.
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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. |
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![[Post New]](/s/i/i.gif) 2023/06/16 12:51:50
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Dakka Veteran
Colorado Springs
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I'm sure it's a goof, but RAW can a wartrike even attach to a unit without having the Character keyword?
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![[Post New]](/s/i/i.gif) 2023/06/16 13:01:52
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Forceride wrote:gungo wrote:While I do think the megaMek is awesome.
I don’t think it’s the only leader you want for meganobs…
He’s only 4+ invul to unit from shooting
And reroll 1 to hit shooting
All of which don’t work inside a trukk….
His coolest benefit is the bring back model but meganobs aren’t designed for shooting… and those buffs conflict with detachment and army rules which mostly benefit melee… exploding 6s, +1 str/ atk in melee…
I think a warboss in mega armor benefits the meganob more in the trukk man missile.
He gives meganobs +1 to hit in melee making those dual killsaw a reliable 3+ rerollable to hit profile…
Not sure mate, not saying it's impossible i did mention the meganobz bomb on a wagon taking 9 meganobz and 2 warboss in mega armor, it will come down to points and it's overshadowed by the nobz. But by the low attacks and low bodies i much rather be looking at the big mek and making them linchpin of the army on the centre making my opponent's life harder seems more efficient, ala distraction carnifex, it will still come down to points. So please take it with a grain of salt 
It’s likely going to be nerfed but the concept still works… mega nobs biggest benefit is devastating wounds melee… stacked with ghaz lethal hits melee aura on 2 units of 5x mega nobs is a brutal 33+ mortal wounds… even at the low 4x atk profile during a waaagh… it’s a trick and they will remove ghaz from the trukk and I suspect devastating wounds rule is going to be meted due to the numerous issues it causes like this.. at which point I suspect ghaz gets shelved and meganobs drop out competitively…and I switch off to squigboss and squigriders combo for decent fast melee profiles…
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This message was edited 1 time. Last update was at 2023/06/16 13:07:51
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![[Post New]](/s/i/i.gif) 2023/06/16 13:05:39
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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gungo wrote:Forceride wrote:gungo wrote:While I do think the megaMek is awesome.
I don’t think it’s the only leader you want for meganobs…
He’s only 4+ invul to unit from shooting
And reroll 1 to hit shooting
All of which don’t work inside a trukk….
His coolest benefit is the bring back model but meganobs aren’t designed for shooting… and those buffs conflict with detachment and army rules which mostly benefit melee… exploding 6s, +1 str/ atk in melee…
I think a warboss in mega armor benefits the meganob more in the trukk man missile.
He gives meganobs +1 to hit in melee making those dual killsaw a reliable 3+ rerollable to hit profile…
Not sure mate, not saying it's impossible i did mention the meganobz bomb on a wagon taking 9 meganobz and 2 warboss in mega armor, it will come down to points and it's overshadowed by the nobz. But by the low attacks and low bodies i much rather be looking at the big mek and making them linchpin of the army on the centre making my opponent's life harder seems more efficient, ala distraction carnifex, it will still come down to points. So please take it with a grain of salt 
It’s likely going to be nerfed but the concept still works… mega nobs biggest benefit is devastating wounds melee… stacked with ghaz lethal hits melee aura on 2 units of 5x mega nobs is a brutal 33+ mortal wounds… even at the low 4x atk profile during a waaagh…
Yeah, i would totally be on board if ghaz could reach them, but if your basing it on that truck oversight i am not sure it's a good idea. Just my 2cents. It's just mobility is always the issue, and depending on ghaz points you still need to make him slog through the field. Automatically Appended Next Post: Jidmah wrote:Stratagems specifically give permission when they try to target something that you normally couldn't target, like Careen! or Mob Rule do.
It does? was under the impression otherwise, that does open some neat combos then. I will still take light step's and wait for a FaQ.
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This message was edited 1 time. Last update was at 2023/06/16 13:07:52
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![[Post New]](/s/i/i.gif) 2023/06/16 13:09:42
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Longtime Dakkanaut
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Forceride wrote:gungo wrote:Forceride wrote:gungo wrote:While I do think the megaMek is awesome.
I don’t think it’s the only leader you want for meganobs…
He’s only 4+ invul to unit from shooting
And reroll 1 to hit shooting
All of which don’t work inside a trukk….
His coolest benefit is the bring back model but meganobs aren’t designed for shooting… and those buffs conflict with detachment and army rules which mostly benefit melee… exploding 6s, +1 str/ atk in melee…
I think a warboss in mega armor benefits the meganob more in the trukk man missile.
He gives meganobs +1 to hit in melee making those dual killsaw a reliable 3+ rerollable to hit profile…
Not sure mate, not saying it's impossible i did mention the meganobz bomb on a wagon taking 9 meganobz and 2 warboss in mega armor, it will come down to points and it's overshadowed by the nobz. But by the low attacks and low bodies i much rather be looking at the big mek and making them linchpin of the army on the centre making my opponent's life harder seems more efficient, ala distraction carnifex, it will still come down to points. So please take it with a grain of salt 
It’s likely going to be nerfed but the concept still works… mega nobs biggest benefit is devastating wounds melee… stacked with ghaz lethal hits melee aura on 2 units of 5x mega nobs is a brutal 33+ mortal wounds… even at the low 4x atk profile during a waaagh…
Yeah, i would totally be on board if ghaz could reach them, but if your basing it on that truck oversight i am not sure it's a good idea. Just my 2cents. It's just mobility is always the issue, and depending on ghaz points you still need to make him slog through the field.
Automatically Appended Next Post:
Jidmah wrote:Stratagems specifically give permission when they try to target something that you normally couldn't target, like Careen! or Mob Rule do.
It does? was under the impression otherwise, that does open some neat combos then. I will still take light step's and wait for a FaQ.
I agree… I also think devastating wound keyword will get nerfed it has brought up numerous issues and situations like this.
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![[Post New]](/s/i/i.gif) 2023/06/16 13:11:00
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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JohnU wrote:I'm sure it's a goof, but RAW can a wartrike even attach to a unit without having the Character keyword?
Some Character units have ‘Leader’ listed on their
datasheets. Such Character units are known as
Leaders, and the units they can lead – known as their
Bodyguard units – are listed on their datasheet.
During the Declare Battle Formations step, for each
Leader in your army, if your army also includes one
or more of that Leader’s Bodyguard units, you can
select one of those Bodyguard units. That Leader will
then attach to that Bodyguard unit for the duration
of the battle and is said to be leading that unit. Each
Bodyguard unit can only have one Leader attached
to it.
does not look like your forced to by raw, hence you your not fored to attach a mek to a unit, also nothing about character requirement. You unit does inherit the leader keywords mind you
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This message was edited 1 time. Last update was at 2023/06/16 13:12:30
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![[Post New]](/s/i/i.gif) 2023/06/16 13:11:38
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I'm really unsure about all this devastating wounds stuff. Sure, there are some combos generating insane numbers, but outside of that it feels like are trying to upgrade from rock-paper-scissors to rock-paper-scissors-spock-lizard.
We used to have just light infantry, heavy infantry, light vehicles/bikes and tanks. 10th seems to have spread to more different targets, so vehicles have different defensive profiles from monsters/walkers and mounted units are different from light vehicles now.
So devastating wounds are the counter to durable units with invulnerable saves, like terminators and monsters, but aren't as great against vehicles or hordes.
Whether that works out in the end remains to be seen.
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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. |
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![[Post New]](/s/i/i.gif) 2023/06/16 13:14:15
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Maniacal Gibbering Madboy
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Jidmah wrote:I'm really unsure about all this devastating wounds stuff. Sure, there are some combos generating insane numbers, but outside of that it feels like are trying to upgrade from rock-paper-scissors to rock-paper-scissors-spock-lizard.
We used to have just light infantry, heavy infantry, light vehicles/bikes and tanks. 10th seems to have spread to more different targets, so vehicles have different defensive profiles from monsters/walkers and mounted units are different from light vehicles now.
So devastating wounds are the counter to durable units with invulnerable saves, like terminators and monsters, but aren't as great against vehicles or hordes.
Whether that works out in the end remains to be seen.
Not a fan of devastating wounds as well, got agree, much rather they kept the anti profile and got rid of devastating wounds
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![[Post New]](/s/i/i.gif) 2023/06/16 13:25:14
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Forceride wrote:Not a fan of devastating wounds as well, got agree, much rather they kept the anti profile and got rid of devastating wounds Or maybe just break the interaction between the two rules, just like lethal hits and devastating wounds don't interact either. On the flip side, this interaction often seems to be intended (haywire), so maybe it's expected behavior? I mean, I'd rather have Thrakka and 5 MANz charge me than Lion El'Johnson and a squad of 5 Deathwing Knights, devastating wound or no.
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This message was edited 1 time. Last update was at 2023/06/16 13:25:42
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. |
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![[Post New]](/s/i/i.gif) 2023/06/16 13:41:09
Subject: Might makes Right! - Codex Orks 2021 Tactics
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Growlin' Guntrukk Driver with Killacannon
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Yeah if they break the interaction between Anti and Devastating Wounds I think that will get rid of a lot of heartburn.
Treating Anti as "always Wound on X+" like armorbane would work just fine.
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