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Made in pt
Maniacal Gibbering Madboy





Danny76 wrote:
Which of the Ork flyers is best to go for assuming you can only fit one in?
Blastajet is pricier but looks good, lots of stuff to add on, not sure which gun if it was that though.


Doesn't look like any of them are good, the best looks to be the wazzboom, but you probably rather pay for mekguns since they do the same have more shoots and can be T1 on the table.

Just came back from my game, we had a fairly funny game of Free for All, arena style.. there was a stormsurge and a paladin on the table... i will spare much of the details, but suffice to say it was a very fun game.

A few memorable moments were hellblasters fully buffed with characters and oath of moment brought the stormsurge to 2 wounds. Who ever said said plasma don't work should check the buffs you can add to a unit, from sustained and lethal hits plus rerolls with crits on 5, made these amazing, apothecary reviving units and shooting on death(any death btw even in CC). Assault intercessors.. wiping 10nobz from a blob of 20, the lethal hits start to be a problem when our only defence is T and -1 to wound, it ignores all that stuff, same issue i found on necrons. It's sad to know that lethal is actually really valuable for melee and we lack it, a lot!

Still, i got to try some really interesting stuff, i had a really good time and fun with our trucks, even careened one into the tau player backline, poor fella took 8MW spread around 4units(2 each). I enjoyed the snazzwagon, -1 to hit aura saved it from some random aggressors on assault, as for the kustom boosta blasta... i am not sure it did anything, i droped the -1 on some crisis suits, but it barely did anything since they still went on to cause 24 shots into my cavalry... the killrig managed to give lethal and S to my nobz and with the help of Sqarbrad they took the Paladin down(it was already wounded from the stormsurge) but we rolled just to check and even if it were at full wounds the nobz would have killed it, this was during Waagh with lethal but not 5 to crit on hit strat.

My prognostic: I don't think we are a viable army currently, we can see play and table's, but not as a normal army, we will have to play the objectives and forgo everything else. I would say we mostly will play like necrons on 9th, we will make points just by existing and ignore anything else, valuable units look to be beast snaggas, grots and trucks. We are really over costed in the infantry/mounted department, and considering how lethal the game is currently to infantry, i can only see what we see on tournaments, just throw bodies into the problem. I am frankly disappointed with the edition so far, if we want to kill, it's shooting or just don't bother. I recognise this is not only an issue with our army.. but considering our rules for shooting are none existent, we lack options and viability, i just shrug. I am now considering just playing for the memes. My friend plays nids competitively and mentioned the same issue in his army, he just dropped them for the time, plays his other armies. This render's this part of the hobby as pointless, i either run a list in a form of play i don't enjoy or i have to just accept i am putting back in the box, anything that goes on the table. Until we see some updates, making units high on T/shooting go up in points and some discounts to most of our units i will just ignore the competitive side of the army.

Anyway, gloomy as i feel for the future of the orks faction, i enjoyed the game, lot's of laugh's around, next week i think it will be double tau army! Stormsurge in the field again soon! will try the big G again as per flaming tadpole suggestion.

This message was edited 1 time. Last update was at 2023/07/16 07:15:38


 
   
Made in us
Longtime Dakkanaut




I mean your buddy has new models and a tyranid codex soon.. he should be okay… however first codex of an edition usually doesn’t end up well.
   
Made in pt
Maniacal Gibbering Madboy





gungo wrote:
I mean your buddy has new models and a tyranid codex soon.. he should be okay… however first codex of an edition usually doesn’t end up well.


All is good mate, he just carries on, he has necrons and tau LOL. I am more worried at our current state, at the moment i don't feel inclined to try with orks. So i will just spam meme list's. Looking at grot armies.

Funny enough, after this post, he told me the same of waiting for the codex.

This message was edited 1 time. Last update was at 2023/07/16 13:46:30


 
   
Made in us
Fixture of Dakka




NE Ohio, USA

Danny76 wrote:
Which of the Ork flyers is best to go for assuming you can only fit one in?
Blastajet is pricier but looks good, lots of stuff to add on, not sure which gun if it was that though.


I personally like to hit my targets & enjoy seeing the wounds stick....
So my go to is the Wazbomb for the BS4 & AP.
I also like it's 4++ save.

But if you want to roll a handful of dice for little effect? Then by all means pick one of the other planes.
   
Made in us
Smokin' Skorcha Driver






so the stodes took 1st and 2nd at the tacoma super GT. Hopefully that'll put them on the gw nerf radar.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Shadowy Grot Kommittee Memba






 Jidmah wrote:
 the_scotsman wrote:
Only decent? 5 of them still fwoosh 10 GEQ off an objective with the help of their trukk.

I'd say whether to go 5 or 10 is gonna be meta dependent. I'd start looking at 10 more if melee was more common, but currently people do a lot of holding objectives with tokens. The biggest reason to go for 10 IMO is to have them as a tool to help them to have a little cushion to survive overwatch. Lets say your opponent was rocking hexmark destroyers for example - drive a bus of 5 burnas up to them, its just gonna free overwatch and kill 3/5. Drive up 10, and you can still clear the objective.

Kommandos are better at that particular gig of course but sometimes you need something that can pinch hit.


Am I missing something?

A unit of 5 has 4 burnas, which get 4d6 hits, an average of 14 hits, wound 9.33, another 3.11 with full re-rolls 8.29 dead after armor, one or two less for targets not on an objective. If there is a leader with them, they have some extra defensive measures it quickly looks terrible, against orks and marines you might as well not bother shooting at all. Not to mention playing around them is quite easy.

I get your point about lone operatives, but I feel like a dakka jet, SJD or even just a trukk full of beastsnaggas would do a better job for less points.

I love my burnas, but they have been nothing but a huge disappointment so far.


The 2 big shootas between the trukk and the mandatory spanna make up an additional 1.71w vs GEQ, hence my comment. Agreed about additional defenses - I've found few people are actually running min token squads. Mainly I run burnas in 10s or rather 2x5.

I've found the fact that they do the majority of their stuff in shooting rather than in melee is the main draw of them for me, because you can move, disembark and shoot, you get a much more reliable approach path to get to something you want to clear off.

10 beast snagga boyz is the other main 'cheap trukk stuff" unit I've been playing with, and I'm fully of the opinion that 10 burnas are more often usable.

"Against orks and marines you might as well not bother shooting at all" is an odd comment, seeing as they do have the wound rr. A unit of 10 matches the output of snaggaz into MEQs, less effective into orks but they still clear 12.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




 flaming tadpole wrote:
so the stodes took 1st and 2nd at the tacoma super GT. Hopefully that'll put them on the gw nerf radar.
custodes are tough but I don’t think nerfing them really fixes this edition much. Core rules heavily favor shooting this edition. Custodes likely are one durability nerf into oblivion as well. (For instance turning all those invul/mortal wound saves into 5++ would likely drop them to mid tier at best.. I’m thinking turn those 4++ invuls to range only instead and giving some not all units 5++ melee). I do agree they are one of the top 2 factions in game however I would take any nerf to them with a softer touch whereas eldar can use multiple drastic changes and still be decent. Genecult can use a slight culling as well.

Orks mainly need some point reductions… I wouldn’t mind a FNP or -1 wound on meganobs and some more shots on a select few buggies/vehicles too. Lootas being 6+ is also dumb.

This message was edited 1 time. Last update was at 2023/07/17 14:42:04


 
   
Made in nl
Longtime Dakkanaut





Forceride wrote:

My prognostic: I don't think we are a viable army currently, we can see play and table's, but not as a normal army, we will have to play the objectives and forgo everything else. .............but considering our rules for shooting are none existent, we lack options and viability, i just shrug.


I played with my orks against eldar and it was basically over after turn 1. I got a "fun" list against: 2x fire prisms, 2x wraithlords, 1x wraithseer, 10 wraithguard with D-cannons and spiritseer ( and other stuff). The amount of rerolls in combination with fate dice simply removes all vehicles/high toughness models. Even if you invest in a lot of infantry then the devastating/ mortal wounds still takes down lots of infantry models with ease.

Orks can bring a lot of Strenght 8 or 9 weapons but with a 5+ to hit there is no way to remove that amount of high toughness models.

I got a nice thousand sons army and after reading the thousand sons index, I realise that orks really got screwed with their index. The need to reduce the points for alot of units. My orks are also hitting the shelves.
   
Made in us
Fixture of Dakka




NE Ohio, USA

shogun wrote:

Orks can bring a lot of Strenght 8 or 9 weapons but with a 5+ to hit there is no way to remove that amount of high toughness models.


In a world with Grot crewed weapons (Kans/Mek Guns/Grot Tanks), why are you relying upon BS5+ orks to deliver those strength 8/9 shooting attacks?

Now if you claim its because theme & you don't want grots in your list? OK, I can respect that & good luck.
But if your just complaining about orks crappy BS.... Well, remember the Grots.
Because 4 grot tanks sporting 5 rokkit launches & BS4 is a thing.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 the_scotsman wrote:
 Jidmah wrote:
 the_scotsman wrote:
Only decent? 5 of them still fwoosh 10 GEQ off an objective with the help of their trukk.

I'd say whether to go 5 or 10 is gonna be meta dependent. I'd start looking at 10 more if melee was more common, but currently people do a lot of holding objectives with tokens. The biggest reason to go for 10 IMO is to have them as a tool to help them to have a little cushion to survive overwatch. Lets say your opponent was rocking hexmark destroyers for example - drive a bus of 5 burnas up to them, its just gonna free overwatch and kill 3/5. Drive up 10, and you can still clear the objective.

Kommandos are better at that particular gig of course but sometimes you need something that can pinch hit.


Am I missing something?

A unit of 5 has 4 burnas, which get 4d6 hits, an average of 14 hits, wound 9.33, another 3.11 with full re-rolls 8.29 dead after armor, one or two less for targets not on an objective. If there is a leader with them, they have some extra defensive measures it quickly looks terrible, against orks and marines you might as well not bother shooting at all. Not to mention playing around them is quite easy.

I get your point about lone operatives, but I feel like a dakka jet, SJD or even just a trukk full of beastsnaggas would do a better job for less points.

I love my burnas, but they have been nothing but a huge disappointment so far.


The 2 big shootas between the trukk and the mandatory spanna make up an additional 1.71w vs GEQ, hence my comment. Agreed about additional defenses - I've found few people are actually running min token squads. Mainly I run burnas in 10s or rather 2x5.

Two comments on that:
1) I don't run big shootas on spannas, I see no reason to. KMB have 3 shots flat now and are free.
2) You can't have an infinite amount of trukks anymore, so you are paying an opportunity cost here. Therefore it would be wrong to factor in the trukk as part of the burna unit's value.
In any case,

I've found the fact that they do the majority of their stuff in shooting rather than in melee is the main draw of them for me, because you can move, disembark and shoot, you get a much more reliable approach path to get to something you want to clear off.

That actually is a good point. It has never played out that way for me, and you can't flip objectives this way either. I'd rather use flash gits for this tasks, but if to works for you, sure.

"Against orks and marines you might as well not bother shooting at all" is an odd comment, seeing as they do have the wound rr. A unit of 10 matches the output of snaggaz into MEQs, less effective into orks but they still clear 12.

I was talking about units of 5, but sure. You re-roll ones most of the times, not everything. For 10 you get 8d6 = 28 hits, 15-16 wounds, 2-3 dead marines, including whatever gun the spannas have. Which means you spent 180 points to not even kill a whole unit of marines unless you go for a super narrow target selection (on objective, no defensive buffs, no worthwhile overwatch) in order to get value from them. You can't even properly deny area with their overwatch because most units will just casually walk through the flames.
I prefer to plan for the worst case, not for the best case, because otherwise I'm stuck with sub-optimal units when things don't go my way for whatever reason.
So I'd take 10 beastsnaggas with their reliable 8ish wounds against marines for that trukk over burnas any day. At least they can help me fight through a screen of infiltrators, assault intercessors or a gravis squad when needed and are able to flip an objective against pretty much any marine unit due to OC2.

This message was edited 1 time. Last update was at 2023/07/17 17:02:35


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. 
   
Made in nl
Longtime Dakkanaut





ccs wrote:
shogun wrote:

Orks can bring a lot of Strenght 8 or 9 weapons but with a 5+ to hit there is no way to remove that amount of high toughness models.


In a world with Grot crewed weapons (Kans/Mek Guns/Grot Tanks), why are you relying upon BS5+ orks to deliver those strength 8/9 shooting attacks?

Now if you claim its because theme & you don't want grots in your list? OK, I can respect that & good luck.
But if your just complaining about orks crappy BS.... Well, remember the Grots.
Because 4 grot tanks sporting 5 rokkit launches & BS4 is a thing.


For decent anti-vehicle/MC you need at least S12 or a good amount of mortal wounds. Mek gunz with KMK are "okay" but very random and very fragile. I used 3 to shoot at a wraithlord with 2 bright lances and managed to do 4 wounds and next turn the wraithlord shot down 2 mek gunz. Reroll to hit + reroll to wound and fate dice is really good.





   
Made in us
Smokin' Skorcha Driver






ya rokkits are kinda useless against vehicles. They are pretty handy against custodes though to try and force them to use their free strats on -1 damage so they can't spam fights first.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in pt
Maniacal Gibbering Madboy





I think i might have come across incorrectly, but when i said that we lack options, i meant it in a way that other armies have. To me the hellblasters showcased that, with enough buffs and shenanigans, a unit which was supposed to not have a slim chance of dealing with a titanic unit, deleted it in one shooting phase. I did not mention, but at the time, after the game, my friend also mentioned he had the worst statist result against the stormsurge with rolls.

The only unit i can see doing that reliably is the flash gitz in 1 turn...and they need to stand still..i can't see any of our profiles doing such with out massive set ups and opponent allowing me to do it.

Anyway, that's just my point of view, if i manage to find anything that can work or helps us out i will share.


   
Made in pt
Maniacal Gibbering Madboy





vs Orks (2x6 Squighogs, 3x Trukks w/ Nobz or Boyz, tons of trash)

Search And Destroy, Supply Drop, Chilling Rain

I came into this match pretty frustrated. I had broken three models on my way over. No problem. I went to use my brush super glue, and the brush had fallen off into the bottle. That's why you have a back-up, right? My back-up was glued shut, after only a few uses. The next model I touched immediately fell apart. It took me some time to get into a better headspace and my opponent was a great sport about it. Props to you, Zack.

My first time playing Orks in 10th, and somehow I had never played them in 9th either. Luckily his list was straightforward with very few tricks. I was worried about his body count and speed.

And oh boy, was that a goddamn problem. I went first, and pushed out to save any semblance of board control. I think that's all that saved me this game, as he then immediately took over 75% of the board. At this point I expected that I had lost. My only chance was that he had undercommitted to a third of the board, having only a Squighog unit to that area, and the only nearby units were all slow. I dropped 2x big units, broke out all the tricks, and it came down to the last lasgun shot to finish off the squad. If I hadn't killed him there, he would have easily picked up 3 Ambush Tokens on his next turn and KO'd me pretty hard. This was the break that I needed, and I slowly ground him down. Supply Drop definitely made this harder for me than it otherwise would have been, as I had to clear him out to actually score primary as he bottled up on the last no man's land objective.

After the match, my opponent asked how to beat GSC, which I happily obliged. He later beamed to me that he plowed a GSC player 100-20. If you're that GSC player, I feel like I owe you a drink. Sorry.

Win: 78-52


From a GSC perspective in Tacoma

from: https://www.reddit.com/r/WarhammerCompetitive/comments/152gyio/gsc_thoughts_from_tacoma_open/

This message was edited 3 times. Last update was at 2023/07/18 09:41:31


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

That certainly reinforces the idea of our main strengths; speed, board control and putting a good amount of fairly durable bodies on the table for reasonably low cost.

On that note, I'm coming round on Deffkoptas again. They're fast and pretty durable for 115 points. Their main competition in that role is definitely Stormboys, who are far better at clearing chaff and can be in two places at once for nearly the same points, but Deffkoptas can threaten slightly harder targets and are more durable.

I'm mostly using them as I've converted some winged Squighogs to better fit my Squigapalooza list, but I've been fairly happy with the one unit of three buzzing around.

This message was edited 1 time. Last update was at 2023/07/18 11:20:09


 
   
Made in us
Shadowy Grot Kommittee Memba






Forceride wrote:
I think i might have come across incorrectly, but when i said that we lack options, i meant it in a way that other armies have. To me the hellblasters showcased that, with enough buffs and shenanigans, a unit which was supposed to not have a slim chance of dealing with a titanic unit, deleted it in one shooting phase. I did not mention, but at the time, after the game, my friend also mentioned he had the worst statist result against the stormsurge with rolls.

The only unit i can see doing that reliably is the flash gitz in 1 turn...and they need to stand still..i can't see any of our profiles doing such with out massive set ups and opponent allowing me to do it.

Anyway, that's just my point of view, if i manage to find anything that can work or helps us out i will share.




Even without standing still flash gits slap like crazy. Actually it might come close to making them more effective not to stand still.

The fact that youre on 5s to hit with a full reroll from badrukk means youll be getting criticals on half your hits...to give an idea of how effective that is, just from the Sustained Hits 1 on snazzguns, that works out to better than a 5/6 chance to generate a hit for any of your initial attacks.

With the lethals added in from the ammo runt, you can absolutely blow up nearly all of a titanic unit's wounds in one shot. It is once per game, and it does require the target to be the closest enemy, but you dont have to stand still and get the Heavy bonus, you can absolutely drive up in a trukk and unload.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in dk
Longtime Dakkanaut




Danmark

I got a beastboss not too long ago, and first now realizes, that the Beastboss and the regular warboss, dont have the same base size? The beastboss has a larger base size than both the warboss in mega armor and regular warboss.

Why is that? It doesnt seem to make a lot of sense to me, so im wondering really, if this is just me, having not updated my base sizes

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ca
Gargantuan Gargant






Beardedragon wrote:
I got a beastboss not too long ago, and first now realizes, that the Beastboss and the regular warboss, dont have the same base size? The beastboss has a larger base size than both the warboss in mega armor and regular warboss.

Why is that? It doesnt seem to make a lot of sense to me, so im wondering really, if this is just me, having not updated my base sizes


It's the usual base inflation that's been happening gradually throughout most of the ranges. It's like the 28mm bases that some of the oomie factions like SoB and IG have now for their models rather than the old 25mm bases. 50mm is the new 40mm for a lot of units, so the Beastboss having it is part of this trend.


Automatically Appended Next Post:
I'm planning to try out a 1500 point Beast Snagga themed list, so far it has 2 Kill Rigs, 2x10 Beast Snagga Boyz, 2 x 10 Grots, Beastboss on Squigosaur, 6 squighog boyz led by a Nob on Smasha squig so far and a Beastboss. I'm debating between taking another Beastboss to go with the other unit of 10 Beast Snagga Boyz or if I should get some backfield shooting units via Mek Gunz. What have your experience with Zodgrot Wortsnagga been for you all? Worth it in a unit of grots? If I do take him, is 10 enough or is it better to take him with a unit of 20?

This message was edited 1 time. Last update was at 2023/07/19 03:18:45


 
   
Made in gb
[DCM]
Lone Wolf Sentinel Pilot





Leicester, UK

Looks good Grimskull. I'd want the extra Beastboss and the Mek Gunz don't seem to fit your theme. Maybe a squigbuggy with mek would be better if you need something to sit at the back? dunno

I'm also debating Zogrod but I am currently leaning towards 10 grots in a trukk as cheaper, more durable if maybe less effective alternative.

My painting and modeling blog:
PaddyMick's Chopshop

 
   
Made in ru
Regular Dakkanaut





Could you help a lad out? I'm tuning a 1000 list for a beginner's game in 10th.
I'm going to be against IG, their list is focusing on vehicles.
Thematically I don't like beastsnaggaz, so I'd like to ignore that type of units and heroes. I'd also like to try and give at least some krumping instead of just sitting on objectives.

Spoiler:

Nobz x5 [115] + Warboss in Megaarmour (Follow me Ladz) [120] leading Meganobz x2 [65] on Trukk [50]
Burnaboyz x8 with Spanners x2 [130] on Trukk [50]
Mekgunz KMB x3 [135] + SAG [75]
Gretchin x11 [45]
Stormboyz x5 [65]
Deffdread (x2 KMB x1Skorcha x1 Klaw) hidden in Reserves [150]

Every spanner takes KMB, all nobs take klaws, all meganobs take dualsaws.

Da kunnin` plan
Drive the Nob + Meganob Trukk into one of the bigger vehicles and hope to gods that the meganob charge connects. Burnaboy trukk is supposed to clear guardsmen chaff to allow the charge, but the real tactical point of them is to look cool. Nobs are there to increase the chance that at least one charge connects and chuck a grenade if some chaff remains in the meganob path. If any trukk survives, it tries to charge the tankiest vehicle with a tank shock to fish mortal wounds.
If there is another big vehicle, it gets focused by Mekguns from afar and KMB dread dropping right next to it (and trying to charge the turn it appears, but I'm not counting on it).
Gretchin are capping whatever is closest, while stormboys drop on the furthest objective and hide.

Thoughts?


On a sidenote, I'm extremely dissapointed after checking lootas and tankbustas options. Both could potentially be a decent anti-tank support, but lootas have terrible BS and tankbustas have an absolutely troll loadout which essentially removes 2 models out of 5 member squad. Which is a damn shame, because the ability is amazing on bustas.

This message was edited 3 times. Last update was at 2023/07/19 07:46:26


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

 Grimskul wrote:

I'm planning to try out a 1500 point Beast Snagga themed list, so far it has 2 Kill Rigs, 2x10 Beast Snagga Boyz, 2 x 10 Grots, Beastboss on Squigosaur, 6 squighog boyz led by a Nob on Smasha squig so far and a Beastboss. I'm debating between taking another Beastboss to go with the other unit of 10 Beast Snagga Boyz or if I should get some backfield shooting units via Mek Gunz. What have your experience with Zodgrot Wortsnagga been for you all? Worth it in a unit of grots? If I do take him, is 10 enough or is it better to take him with a unit of 20?


That's kind of similar to my list at the moment.

Spoiler:

Squigosaur
Beastboss (Cybork Body)
3x Smasha Squig
1x6 Squighogs
2x3 Squighogs
1x3 Deffkoptas (converted flying Squighogs)
2x11 Grots
1x20 Snagga Boys
1x10 Flash Gitz
Squiggoth
Battlewagon
1x3 KMK Mek Gunz

I did originally have a Garg Squiggoth in there but it was far too impractical to take to games in general I also just needed more Dakka so his little brother and some Flash Gitz are flying the flag on his behalf.


I haven't used Zodgrod much, but he's definitely better with a full size Grot unit to make the most out of his buffs.

As far as Snagga Boys go, in my opinion they're best used as a delivery system for Beastbosses so I'd definitely go with the extra boss if you have the points.

Mek Gunz are also really good for their points.

If your list is really lacking ranged firepower, I'd take the Mek Gunz. If it doesn't, then take the Beastboss.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 JawRippa wrote:
On a sidenote, I'm extremely dissapointed after checking lootas and tankbustas options. Both could potentially be a decent anti-tank support, but lootas have terrible BS and tankbustas have an absolutely troll loadout which essentially removes 2 models out of 5 member squad. Which is a damn shame, because the ability is amazing on bustas.


Agree, though I feel like tank bustas have potential to become viable if they get a significant points drop. Bomb squig+hammer have the potential to drop a non-trivial amount of mortals into a vehicle, but realistically seen you're paying for 135 for three rokkit with added utility on a super fragile unit. It just doesn't compare well to our other rokkit platforms like 3 kanz (150), 3 koptas (115) or a scrapjet (90). All of them are mediocre choices, but still vastly superior to tank bustas at that price. They could go down by half and still not be awesome.

Lootas though? Yeah, at BS6+ they are a lost cause, apparently still paying for their sins from 5th edition. GW clearly has no clue what to do with them, so maybe they should ditch the autocannon profile and explore something new, turning them into high volume, low strength gun with devastating wounds maybe.

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. 
   
Made in dk
Longtime Dakkanaut




Danmark

Hmm.. I tried out a list yesterday with 2 kill rigs against world eaters. And while i made some insane mistakes that lost me the game, im not sure i really like the kill rigs anymore.

Their damage output seem significantly weakened.

Their shooting is fine but the melee has gotten, imo, too many nerfs to let this be a 220 model.

6 attacks with str 10, -1ap dmg 2, this is decent i guess, though it got its AP reduced by 1, which was not needed.
Then comes the 4 attacks with the squig which is where it kinda grinds my gears.
4 attacks hitting on 4s, with again -1AP but damage 3. WHY was this reduced to WS 4? and WHY even then, was this reduced from -AP3 to -AP1? Its 4 best attacks were reduced by 2 AP no seemingly no reason.

So essentially its defences has not gone up, hell id say its gone down by being toughness 10 rather than 11 or something. The feel no pain does help, but a 6+ fnp isnt the biggest durbility buff on this thing. But what ever im not buying it for its defences but its transport capacity and damage output. Mind you this used to hit on 2s against monsters and vehicles, now it doesnt. Now you just hit on 3s with 1 AP, and hitting on 4s with 1 AP damage 3.

It already kind of annoyed me that squighogs were only AP1 but through a nob aiding them, giving them +1 to hit and all it all made sense in the end. But this unit will never hit on 2s or 3s unless you slam a mek near it.

All in all i dont see why it both got reduced in combat prowess AND received a price hike. Its a 220 point model yet it only has -1AP attacks even on its damage 3 weapons, thats just stupid. Part of that old 220 point cost it once had was because it was really good in melee, shooting, and had mortal wounds output. Now it doesnt even have its mortal wounds output.

Even to transport beast snagga boys id be more willing to just use a battlewagon, as its more difficult to kill and is cheaper.

Of course if im not just using trukks.

Im unsure about the hunta rig though, as i havent used it yet.

This message was edited 2 times. Last update was at 2023/07/19 10:41:08


Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in gb
Rampagin' Boarboy





United Kingdom

I agree on the Kill Rig, the main thing it has going for it is the shooting from the Wurrtower and giving itself lethal hits. Because of that, I don't think the Hunta Rig is worth it either by virtue of not having the things that make the Kill Rig good.

I think the Battlewagon is better than both the Kill Rig and Hunta Rig, again the exception being the shots from the Wurrtower.

But obviously the Trukk is the king of transports for us right now.

On another note, I do rate the smaller Squiggoth as a transport. It works with our -1 to wound strat and is pretty tough as a result, is kind of fast, and it does quite a lot of damage in melee with the big S12 AP-2 Dd6 hits. It's main downside in my opinion is that it can only hold ten models and can't transport MANz.
   
Made in dk
Longtime Dakkanaut




Danmark

Oh yea the smaller squig. I have yet to try that in combat either.

There is also the Big Trakk which i have also not tried yet. I just tend to use my Big Trakk as a regular trukk.

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in ru
Regular Dakkanaut





I'm trying to wrap my head around a generic "Rapid Ingress" stratagem.
So, if I hide a Deffdread in Strategical Reserves, and I'm going second, in the battle round №2 I could pretty much guarantee its charge by deploying the dread at the end of my opponent's movement step within 6" of the side? Then if the dread does not get popped by the end of opponent's turn, during my turn in round №2 I could move for 8", advance with Waagh and make point-blank charge?
Obviously the opportunity is not going to present itself every game, but it seems like an easy way to punish someone who put a vehicle out of position

This message was edited 1 time. Last update was at 2023/07/19 12:07:07


 
   
Made in fr
Locked in the Tower of Amareo





Pretty much that. Also can be used to get to objectives on your turn etc.

Less good if you go first but sometimes no good spot for reserves t2a. Especially if infiltrators around(the 12" no-reserve buble ones)

This message was edited 1 time. Last update was at 2023/07/19 12:31:27


2024 painted/bought: 109/109 
   
Made in us
Shadowy Grot Kommittee Memba






Yeah, tankbustas are probably overpriced for what they are, because what they are is kind of the high risk/high reward anti tank choice against very high armored targets.

assume the magic scenario of - the tankbustas can get out, they can shoot at a target within 12", and then they can charge into it to smack it with the tankhammer, into a T10+, Sv2+ target.

3 rokkit launchas - 2.25W
1 twin pistols - .375W
1 bomb squig - 1.666MW
4 doofuses in melee - .566W
1 tankhammer in melee - 1.77MW

6.63W total. Compare to 3 Kanz shooting and melee - 3.74, 2 skrapjets - 4.36. 6 deffcoptas if they manage to use Deff from Above on the target and rokkit it manage to deal 6.29.

But for the difficulty of actually getting them to their target to do that...they should be way cheaper.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




Tankbustas just need a new plastic kit with multiple loadouts allowing you to customize the unit… it would be a good kit otherwise… imho it’s dead until we see what new you it’s we a will get in the spring of 2024 with the codex.

Lootas just need bs5.
   
Made in us
Regular Dakkanaut




gungo wrote:
Tankbustas just need a new plastic kit with multiple loadouts allowing you to customize the unit… it would be a good kit otherwise… imho it’s dead until we see what new you it’s we a will get in the spring of 2024 with the codex.

Lootas just need bs5.

I hope along with plastic tankbustas, we get the rest of our resin characters redone in plastic (mad doc, baddrukk, zagstrukk) and bring back a few of the oldies to have the main clans all have a represented character (Wazdakka, Zogwort, and the new character from the novels) I believe that would have at least 1 character for Goffs, Deathskulls, Blood Axes, Snake Bites, Freebooters, Bad Moons, Evil Suns.
   
 
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