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Post by Jack Shrapnel on Aug 28, 2021 21:09:55 GMT -5
Since I got my old orks back (YAY!) thanks to Kerry, I figured I'd do some testing, which I did for a couple games today... liked some stuff, some stuff I just did totally 100% wrong so here's a list based on what I own (squigboss and weirdboy are proxies at this moment) and what performed well today.
++ Battalion Detachment 0CP (Orks 2021) [110 PL, 12CP, 1,999pts] ++
Clan Kultur: Goffs (exploding 6's in melee and +1 strength when charging or heroic intervention)
+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]: 4. Brutal but Kunnin (essentially ork version of competitive edge), Beasthide Mantle (+1 attack and 5+ FNP), Warlord
Weirdboy [4 PL, 70pts]: 3. Da Jump, 4. Fists of Gork
+ Troops +
Boyz [10 PL, 109pts] . Boss Nob: Power Klaw, Slugga . 10x Ork Boy w/ Slugga & Choppa: 10x Choppa, 10x Slugga, 10x Stikkbombs
Boyz [10 PL, 109pts] . Boss Nob: Power Klaw, Slugga . 10x Ork Boy w/ Slugga & Choppa: 10x Choppa, 10x Slugga, 10x Stikkbombs
Boyz [5 PL, 100pts] . Boss Nob: Power Klaw, Slugga . 9x Ork Boy W/ Shoota: 9x Shoota, 9x Stikkbombs
+ Elites +
Burna Boyz [6 PL, 66pts] . 5x Burna Boy: 5x Burna, 5x Stikkbombs . Spanner: big shoota
+ Fast Attack +
6 DeffKoptas [6 PL, 300pts]: Flyboyz (count as being in light cover when over 6" away)
6 Warbikers [8 PL, 160pts] . Boss Nob: Power Klaw . 5x Warbiker: 10x Dakkagun
6 Warbikers [8 PL, 160pts] . Boss Nob: Power Klaw . 5x Warbiker: 10x Dakkagun
+ Heavy Support +
Bonebreaka [11 PL, 220pts]: 2x Big Shoota, Fortress on Wheels (5++), Killkannon
Deff Dreads [12 PL, 180pts] . Deff Dread: Dread Klaw, Dread Klaw, Skorcha, Skorcha . Deff Dread: Big Shoota, Big Shoota, Dread Klaw, Dread Klaw
6 Killa Kans [14 PL, 240pts] Grotzooka, Kan Klaw
+ Dedicated Transport +
Trukk [4 PL, 70pts]
Trukk [4 PL, 70pts]
++ Total: [110 PL, 12CP, 1,999pts] ++
-----------------------------
choppa boyz go in trucks shootas for back objective holder Kans and dreads push forward with the boss to smash some things burnas spend a CP outflanking likely to try and be a annoyance and flame/charge a light objective holder. koptas are my main ranged threat, all other ranged is just a bucket of dice and hoping for the best ie: orks
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Post by raceygaming on Aug 28, 2021 21:53:08 GMT -5
Question: what is going in the bonebreaka wagon? You kinda have this cool head long charger that can carry 12 and nothing to go in it, unless that is where the burna are going (sadly not open topped)
Comment: while fly boyz is a great specialist for any ork. I think that the Bombber? one that gives all rockets -1 ap to make them AP -3 is amazing, with a speed waaagh you get AP -4. Also just using the Deffkoptas as goffs is really good. on the turn you call the Waaagh those 3 are looking at 27 S6 -1ap D1 with exploding 6s. that can easily bully anything small off an objective, and even go as far as killing 2-3 primaris marines.
Also give what your list is looking like, it might be worth splitting into double partrol to get the wartrike for the speed waaagh you have a ton of vehicles that could use the -1 AP and extra shots on bikes/vehicles with dakka weapons.
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Post by Typhus on Aug 28, 2021 23:14:51 GMT -5
I like it overall - although I'm a little concerned that you might be opening yourself up to get Blasted by some Plasma Inceptors, with all of these 6-man (boy?) units - switching to 2 units of 3, or 1 of 5, would really reduce their damage output.
I would probably suggest something like a double Patrol as well, or Patrol + Outrider. As I understand it, Ork players don't value their stratagems very highly - but the added flexibility of force organization slots, extra Warbosses, and more specialist mobz are enormously valuable. Food for thought!
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Ork test
Aug 29, 2021 6:53:31 GMT -5
via mobile
Post by Frosty the Pirate on Aug 29, 2021 6:53:31 GMT -5
One thing that could be an easy improvement if you have the models is swap the backfield shoota boys for two units of 10 grots to do action based scoring like raise banners or da best bitz. It's a straight swap since grots are 50pts for 10.
I'll also echo the lack of contents for the Bonebreaka, even 10 boys or 9+KlawNob would be another useful improvement if you could find the points.
I'm less worried about the 6 model breakpoint on blast weapons, but it could be a way to find the points for the boys mentioned above by dropping 1 kopta and 2 bikers, I think that would free up over 120 points which is more than enough to fill up the Bonebreaka.
Overall I also like it. The list is solid. Obviously lacks a bit of anti tank at range, but that's honestly not a big issue unless you run into a parking lot list.
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Post by Jack Shrapnel on Aug 29, 2021 7:09:22 GMT -5
grots cannot do actions other than a select few, and I don't own any gretchin anyways.
Was either going to outflank the burnas, or put them in the bonebreaka... the bonebreaka was mainly to test vs. the stationary battlewagon that I ran yesterday which was pretty "meh", even filled with lootaz (also "meh"). So thought I'd go with the close combat variety with a T8, 3+/5++ 16 wound combat tank... essentially fights like a bloodthirster but has +1 toughness and less points!
I could put the burnas in a truck and throw a unit of choppa boyz in the bonebreaker?
I went back and forth about flyboys vs. bombers... T5 3+ four wounds is pretty survivable for orks and I thought I'd be taking more ranged shots than the -1 AP ... but I can see where that would be really good as well... so like I said, not really sure what to do with that.
I also tried double patrol Saturday and the speed Waagh... and both games thought "man I wish I had a warboss to do a regular waagh instead!". Wish you could do both, but sadly from what I understand the only way to do that is Ghaz, otherwise it's one or the other? (unless I'm reading this completely wrong?)
Will mess around with some double patrol ideas... thanks for the advice!
I did enjoy the wartrike yesterday... he was a beast, especially with the redder paint relic that gives everything always strikes last.
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Post by Jack Shrapnel on Aug 29, 2021 8:17:42 GMT -5
Okay, here's an updated list:
++ Patrol Detachment 0CP (Orks 2021) [42 PL, -1CP, 684pts] ++Clan Kultur: Goffs
+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]: 3. 'Ard as Nails, Beasthide Mantle, Warlord
Weirdboy [4 PL, -1CP, 70pts]: 2. Warpath, 4. Fists of Gork, Stratagem: Extra Gubbinz, Super Cybork Body
+ Troops +
Boyz [10 PL, 109pts]: Trukk Boyz . Boss Nob: Power Klaw, Slugga . 10x Ork Boy w/ Slugga & Choppa: 10x Choppa, 10x Slugga, 10x Stikkbombs
Gretchin [2 PL, 50pts]. 10x Gretchin: 10x Grot Blaster
+ Heavy Support +
6 Killa Kans [14 PL, 240pts] Grotzooka, Kan Klaw
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Outrider Detachment -3CP (Orks 2021) [69 PL, 8CP, 1,314pts] ++Clan Kultur: Goffs
+ HQ +
Deffkilla Wartrike [7 PL, -1CP, 135pts]: 4. Brutal but Kunnin, Shokka Hull, Stratagem: Big Boss
+ Troops +
Boyz [10 PL, 109pts]: Trukk Boyz . Boss Nob: Power Klaw, Slugga . 10x Ork Boy w/ Slugga & Choppa: 10x Choppa, 10x Slugga, 10x Stikkbombs
Boyz [5 PL, 100pts] . Boss Nob: Power Klaw, Slugga . 9x Ork Boy W/ Shoota: 9x Shoota, 9x Stikkbombs
Gretchin [2 PL, 50pts] 10x Gretchin: 10x Grot Blaster
+ Fast Attack +
5 DeffKoptas [6 PL, 250pts]
Warbikers [8 PL, 110pts] . Boss Nob: Power Klaw . 3x Warbiker: 6x Dakkagun
Warbikers [8 PL, 135pts] . Boss Nob: Power Klaw . 4x Warbiker: 8x Dakkagun
Warbikers [8 PL, 135pts] . Boss Nob: Power Klaw . 4x Warbiker: 8x Dakkagun
+ Heavy Support +
Bonebreaka [11 PL, 220pts]: 2x Big Shoota, Fortress on Wheels, Killkannon
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Total: [111 PL, 7CP, 1,998pts] ++
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Post by raceygaming on Aug 29, 2021 8:31:30 GMT -5
Cough cough cough if you would like 20 grots I'm should I could dig out some of my 90 that amassed of the buying of several collections.
Also I will echo your point that lootas in a trukk/ wagon seems good but the ap -1 doesnt seem to get thier damage on target enough. Also they can roll real hot or real cold, there isn't any consistency.
Also I'm hearing your "I called a speed waagh and wish I called a regular one"...and I see you like goffs so might I suggest ghazy! He super waaghs for both speed/normal, he krumps, he hide LoS at 12 wounds, his model is sick. He is a scary man, I dont care what the internet says I've had a ton of success with him and 300 pts is worth it.
My only grip about ghaz and this is more an ork codex problem is that you lose access to some of the cool relics and strats since ghaz has to be your warlord and orks warlord locks the clan relics/strats which kinda suck and I'm hoping the FAQ fixes.
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Post by Typhus on Aug 29, 2021 8:44:51 GMT -5
grots cannot do actions other than a select few, and I don't own any gretchin anyways. Wait - which actions can grotz not do? They're Infantry and Core (and not Characters) so there should be no restrictions.
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Post by Jack Shrapnel on Aug 29, 2021 9:44:21 GMT -5
Whoops.. misunderstood one of the reviews.. grots can do actions, just don't have obsec unless they're specialist mob
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Post by Jack Shrapnel on Sept 9, 2021 20:04:17 GMT -5
Bit more fine tuning after this past weekend's game:
Goff's get exploding 6's in melee and an extra attack when they charge or heroic intervene (except for the kans cuz grots)
++ Patrol Detachment 0CP (Orks 2021) [40 PL, -1CP, 634pts] ++ Clan Kultur: Goffs
+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]: 'Ard as Nails (-1 to be wounded), Beasthide Mantle (+1 attack and 5+ FNP), Warlord
Weirdboy [4 PL, -1CP, 70pts]: Warpath, Fists of Gork, Stratagem: Extra Gubbinz, Super Cybork Body (4++ and half damage)
+ Troops +
Boyz [10 PL, 109pts] Boss Nob: Power Klaw, Slugga 10x Ork Boy w/ Slugga & Choppa
+ Heavy Support +
6 Killa Kans [14 PL, 240pts] Grotzooka, Kan Klaw
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Outrider Detachment -3CP (Orks 2021) [70 PL, 8CP, 1,364pts] ++ Clan Kultur: Goffs
+ HQ +
Deffkilla Wartrike [7 PL, -1CP, 135pts]: Brutal but Kunnin (ork version of competitive edge), Shokka Hull, (units attacking him take D3 mortals on a 4+) Stratagem: Big Boss
+ Troops +
Boyz [10 PL, 109pts] Boss Nob: Power Klaw, Slugga 10x Ork Boy w/ Slugga & Choppa Boyz [5 PL, 100pts] Boss Nob: Power Klaw, Slugga 9x Ork Boy W/ Shoota Boyz [5 PL, 100pts] Boss Nob: Power Klaw, Slugga 9x Ork Boy W/ Shoota
+ Elites +
3 Meganobz [6 PL, 135pts] Each with double kill saws
+ Fast Attack +
5 DeffKoptas [6 PL, 250pts] 5 Warbikers [8 PL, 135pts] Boss Nob: Power Klaw . 4x Warbiker: 8x Dakkagun 5 Warbikers [8 PL, 135pts] Boss Nob: Power Klaw . 4x Warbiker: 8x Dakkagun
+ Heavy Support +
Bonebreaka [11 PL, 195pts]: Fortress on Wheels (5++)
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Total: [110 PL, 7CP, 1,998pts] ++
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Post by Jack Shrapnel on Sept 11, 2021 19:16:03 GMT -5
Well more testing today... some things successful... some... well not lol
currently on the "not now, I'm not that impressed" list are the bonebreaka, meganobz and weirdboy. With some changes I also got the bring it down points I give up to 14... lol... yeah I know, it's not fantastic, and the kanz still fail to impress me, but they make me laugh so for now they stay.
But I'm starting to narrow down how I see the list playing in a way that works for me. Have a couple things to test out. Kommandos is top of the list but I'll need to proxy them as there's no way to get the models currently outside of a $250 box set, which frankly isn't happening. So they'll proxy for now. Picked up some squig riders and taking a look at them I think I'll want another box in addition as they seem like solid little units for really cheap. Smasha squigs also seem like a nice little bullet with some character protection (plus they come in the squigboy box, so bonus!) So threw in a couple of them, and upgraded one (unfortunately they're shiny gubbinz options are pretty limited and I can only have two extra warlords).
So here goes!
++ Patrol Detachment 0CP (Orks) [36 PL, 564pts] ++ Clan Kultur: Goffs
Detachment Command Cost
+ HQ +
Beastboss on Squigosaur [8 PL, 145pts]:'Ard as Nails (-1 to wound), Beasthide Mantle (5+ FNP and +1 attack), Warlord
+ Troops +
Boyz [10 PL, 109pts]: Trukk Boyz . Boss Nob: Power Klaw, Slugga 10x Ork Boy w/ Slugga & Choppa
+ Heavy Support +
6 Killa Kans [14 PL, 240pts]Grotzooka, Kan Klaw
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Outrider Detachment -3CP (Orks) [77 PL, 6CP, 1,434pts] ++ Clan Kultur: Goffs
+ No Force Org Slot +
Nob on Smasha Squig [4 PL, -2CP, 65pts]: 1. Big Killa Boss (+2 attacks and +1 to wound vs. vehicles and monsters), Headwoppa's Killchoppa (2x Strength AP-3 D2 and extra mortals on 6 to wound), Stratagem: Big Boss, Stratagem: Extra Gubbinz
Nob on Smasha Squig [4 PL, 65pts]
+ HQ +
Deffkilla Wartrike [7 PL, -1CP, 135pts]: 4. Brutal but Kunnin (competitive edge for orks) Shokka Hull (D3 mortals when attacked on a 4+), Stratagem: Big Boss
+ Troops +
Boyz [10 PL, 109pts]: Trukk Boyz . Boss Nob: Power Klaw, Slugga 10x Ork Boy w/ Slugga & Choppa Boyz [5 PL, 100pts] . Boss Nob: Power Klaw, Slugga 9x Ork Boy W/ Shoota: Boyz [5 PL, 100pts] . Boss Nob: Power Klaw, Slugga 9x Ork Boy W/ Shoota:
+ Elites +
Kommandos [4 PL, 55pts] . Boss Nob: Power Klaw . 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs Kommandos [4 PL, 55pts] . Boss Nob: Power Klaw . 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs
+ Fast Attack +
5 DeffKoptas [6 PL, 250pts] Squighog Boyz [4 PL, 80pts]: Bomb Squig 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka Squighog Boyz [4 PL, 80pts]: Bomb Squig 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka Warbikers [8 PL, 135pts] . Boss Nob: Power Klaw . 4x Warbiker: 8x Dakkagun Warbikers [8 PL, 135pts] . Boss Nob: Power Klaw . 4x Warbiker: 8x Dakkagun
+ Dedicated Transport +
Trukk [4 PL, 70pts]
++ Total: [113 PL, 6CP, 1,998pts] ++
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Post by raceygaming on Sept 12, 2021 9:27:24 GMT -5
To your first part, you are correct, Bone breakers are not good. Meganobz will stuggle 90% of the time unless you make them your Trukk boy specialist, since it gives them the insane 20" + advance + charge range. It just means that the other player has to accept anything mid table can just charged by a ton of power klaws. Weirdboyz only need to be in a list if you have a single Character model with has a massive Offensive potential - Ghazy, Headwhoppa/brutal and kunnin Squigasaur etc. Fist of gork just ramps things up to 11 but otherwise da Jump on the small table isn't what it was with the +1 to charge from evil suns.
As for the List I think it is looking a lot better, however I will say your patrol is a little weird, I understand it is there for a 2nd warboss but literally everything else in the unit does not benefit from being a goff. This might be where you want to grab a 2nd utility clan to take this list to the next level. My suggestion is Evil suns, make the warboss on Squigasaur take the Fight last armour and move the 5 man Deffkoptas into that patrol for the 1 CP move after shooting so you can do the obscuring terrain fly over dance into LOS and range then back out of LOS and range.
Good luck!
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Ork test
Sept 12, 2021 10:39:40 GMT -5
via mobile
Post by Jack Shrapnel on Sept 12, 2021 10:39:40 GMT -5
Thanks! Will adjust it!
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Ork test
Sept 12, 2021 10:48:20 GMT -5
via mobile
Post by raceygaming on Sept 12, 2021 10:48:20 GMT -5
Ya give it a try. I think if you do the big deffkoptas unit, the evil sun is pretty huge. Have them with 28" move with shooting in between is pretty big.
I like the fight last armour, but it does mean that you lose access to the 5+ exploding in melee that goffs can give.
Blood axes also might be cool with with 3+ save and fall back and shoot or charge. Also thinking cap for CP regeneration but that might not quite fit
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Ork test
Sept 12, 2021 11:21:10 GMT -5
via mobile
Post by Jack Shrapnel on Sept 12, 2021 11:21:10 GMT -5
Probably will have the trike and koptas in evil sun's... That will give me the redder paint on the trike and the move shoot move on the koptas... And one slightly faster trukk... But I think the rest benefits more from Goff's..
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