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I mean it seems pretty useless to a degree but I absolutely love the rules for the mek shop. Anyone have any good ideas of how to use it? Strikes me that most vehicles will want to be mobile / moving towards the enemy not sitting near the shop. Except mek gunz perhaps but I can’t see any if the kustom jobs would benefit them.

I mean it seems pretty useless to a degree but I absolutely love the rules for the mek shop. Anyone have any good ideas of how to use it? Strikes me that most vehicles will want to be mobile / moving towards the enemy not sitting near the shop. Except mek gunz perhaps but I can’t see any if the kustom jobs would benefit them.

 

Its kind of interesting, it could have been a lot better, and feels like the rest of the codex where its 80% there.

 

If I was going to use it, I would lean heavy into the buggies. Something like this:

 

Bloodaxe's

1 Patrol and 1 Outrider detachment

HQ:

Wartike

- WLT: Roadkilla

- Relic: ?

 

Big mek

 

Troops

2x10 Boyz

 - Specalist Detachment: Trukk Boyz

 

Fast Attack

9 Warbikes

 

2x3 Kustom Boosta Blastas

 

3 Scrap Jets

 

2x1 Snazzwaggons

- Kustom Job: Soopedup Spechul

 

1 Squig Buggy

Kustom Job: Nitro Squig

 

1 Squig Buggt

 

Fortification

Workshop

 

Comes to 2k exactly, starts with 9CP

The reason for bloodaxe's is the fall back and shoot/charge ability

Turn 1 give the other squig buggy another nitro squig kustom job, then throw something on the wartrike

 

Call your speed waagh and thats a lot of dakka.

 

Dont get me wrong, this list is terrible, but it is kind of funny.

Thats a lot of T6 with -1D vs S7 or less

 Gretchin are still as tough as chaos cultists and fill troop slots and can perform actions. Grot shields is still around.

 

While I dont think they have been hit as bad as Necrons, How I used them has been nerfed badly. I played a shooty army with a detachment of Goffs, which has been improved barring the loss of Scarboyz who have been in the game since I started playing back in 2e.

 

Skarboyz vanished between 4th-7th ed. I think they decided 'veterans but not nobz' wasn't necessary. 'Ard boyz seem to be gone as well and were around a lot more consistantly.

Edited by Closet Skeleton

=][=

 

Please do not antagonize or belittle one another. We Orks are a cool lot, and I'd hate to return from a vacation and have to break some skulls. Be good to one another, bask in what we've gotten, and be chill.

 

Thank you.

 

=][=

Gretchin are still as tough as chaos cultists and fill troop slots and can perform actions. Grot shields is still around.

 

 

While I dont think they have been hit as bad as Necrons, How I used them has been nerfed badly. I played a shooty army with a detachment of Goffs, which has been improved barring the loss of Scarboyz who have been in the game since I started playing back in 2e.

Skarboyz vanished between 4th-7th ed. I think they decided 'veterans but not nobz' wasn't necessary. 'Ard boyz seem to be gone as well and were around a lot more consistantly.

Skarboyz were in 8th as a Strat :)

 

Snagga boys perform as skarboyz now imo

 

Gretchin are still as tough as chaos cultists and fill troop slots and can perform actions. Grot shields is still around.

While I dont think they have been hit as bad as Necrons, How I used them has been nerfed badly. I played a shooty army with a detachment of Goffs, which has been improved barring the loss of Scarboyz who have been in the game since I started playing back in 2e.

Skarboyz vanished between 4th-7th ed. I think they decided 'veterans but not nobz' wasn't necessary. 'Ard boyz seem to be gone as well and were around a lot more consistantly.

Skarboyz were in 8th as a Strat :smile.:

 

Snagga boys perform as skarboyz now imo

 

 

Exactly. I always used them as Ghaz's elite escort. I used nobs so they were slightly bigger than normal boys and simply armed them like boyz. Ill have to look at the beast snagga stuff and see if the rules fit the fluff better, not a huge fan of the feral look, I prefer my guys to be militaristic orks. 

Edited by Galron

The short version of my thoughts are: we're very powerful, but not oppressive.

The quick takeaway is that we have very good base data sheets, some of which can be really enhanced by a few relics and Warlord traits, but the clan traits and stratagems don't give us anything like Drukhari or AdMech that would push us into undeniably overpower. The excellent Goonhammer review of the codex points out a lot of the strengths, especially of stuff like the Beastboss on Squigasaur, the Killrig, and the refreshed buggies. We will see Ork lists with less than 30 models doing well in events on the back of those units, and they're splashable into other styles of lists to add some more power.

 

A lot of old stuff got changed, and for the most part, I like it:

  • Boys lost Green Tide for the extra attack at over 20 models, and are the unit most obviously affected by the change in Mob Rule. I'm ok with that, though. 9th's morale is not as brutal as 8ths, and the supreme fear, that opponents will try to maximize morale losses by spreading out shooting, doesn't seem like a realistic goal to me. If an opponent spreads out 30 wounds to make three units fail morale, all three would still have like 16+ models, making each unit more than deadly to whatever they can charge. Add in other morale tools, like Breakin' Headz or just straight up rolling a 1 on the morale test, and I don't think morale will be as bad as feared. It's a weakness, a source of extra damage, but not the reason to stop running big units.

    The reason to stop running big units is that they're expensive and we have strong units at lower prices available elsewhere, in my opinion. But they are still the best targets for buffing abilities, like Warpath or Da Jump/Tellyporta. Big units aren't dead, but they have competition. Small units of Boyz were very bad in 8th, but not so in 9th. No matter what, I think they have play still.
  • Burna Boys have finally arrived in the promised land of "playable". Personally, burna boys have long been my go to of "units Ork players really want to be good, but just aren't". I think we're finally in a place where they won't feel bad to put in an army. Gone is the old-loota-style "roll one dice and take that for the whole unit" we got in 8th. Just that was a good change, as rolling a bunch of dice means less chance of completely whiffing. In addition, they went up to d6 shots each? Sure, they lost base access to the melee profile, but I'll gladly take the improved flamers. Furthermore, they aren't paying some huge premium for the privilege? And with 12" flamers, you can bring them on from Strategic Reserve and burn-baby-burn something? Yeah, good for Burna Boyz. They deserve this glow up.
  • Tankbustas lost re-rolls, exchanging it for +1 to-hit vehicles, but also hugely benefit from Rokkit Launchas going to d3 shots. Hell yeah.
  • Kommandos traded native deep-strike for forward deployment, and that's a trade I'll take everytime. Stormboyz still give us access to cheap, small deep-striking infantry units, so Kommandos filling a different niche is just great. Being able to use them to screen the opponent is good enough, but a unit of 15 of these lads is not expensive and can also pack a hell of a punch.
  • Warbikers got 6" advance and their -1 to be hit back, on top of actually have a decent enough points cost. These guys also LOVE Ghaz, as his Great WAAAGH! benefits them in both melee (still boys, still punchy) and shooting (they have 2 dakka weapons each).
  • The Dakkajet: lost +1 to-hit for shooting all its guns, but increased it's base fire-rate by a third, and effectively doubled its actual number of shots. 18" range on a model that can move 60"? Yeah, you'll always have a target that you can dump 36 shots into. At 120 points, this is outrageous, and I can't think of a reason to not field mine.
  • Killa Kans and Deff Dreadz have one basic melee weapon again, and finally have an appropriate points cost to make fielding them. Ramshackle helps a lot, d3 shots on Rokkits and KMBs helps a lot. Cool models that won't feel bad to take anymore.

 

Quick shout out to how bad Gretchin are now. They've always had the worst statline in the game, but were cheap enough and at least had ObSec to give them a good role. Between the 9th edition point increase and now the loss of ObSec, they are easily the worst unit in the game, only buoyed by still being troops. If you need a unit that you can slap onto an objective for a turn and don't have the slots for Kommandos or Stormboyz, Gretchin are still around.

 

I'm going to stop now, but I do wanna say I like the kustomization options we've got. Specialist Mobs is a cool little system, Kustom Jobs are different from the Saga of the Beast, but I think still good. 

Edited by toaae

I played my Evil Suns using the new rules in a friendly game against my buddy's Drukari this weekend and I was struck with just how good T5 boyz and the new Ramshackle rules are. Going in I figured they'd help out a bit, but they really make a huge difference over the course of the game... mobs of boyz and buggies lasted a turn or even two longer than they used to.

 

I'll miss the mobility (especially on charges) that Evil Suns had in 8e, but there's a LOT to make up for it in the 9e book. I'm psyched.

 

 

Gretchin are still as tough as chaos cultists and fill troop slots and can perform actions. Grot shields is still around.

While I dont think they have been hit as bad as Necrons, How I used them has been nerfed badly. I played a shooty army with a detachment of Goffs, which has been improved barring the loss of Scarboyz who have been in the game since I started playing back in 2e.

Skarboyz vanished between 4th-7th ed. I think they decided 'veterans but not nobz' wasn't necessary. 'Ard boyz seem to be gone as well and were around a lot more consistantly.

Skarboyz were in 8th as a Strat :smile.:

 

Snagga boys perform as skarboyz now imo

 

 

Exactly. I always used them as Ghaz's elite escort. I used nobs so they were slightly bigger than normal boys and simply armed them like boyz. Ill have to look at the beast snagga stuff and see if the rules fit the fluff better, not a huge fan of the feral look, I prefer my guys to be militaristic orks. 

 

 

Can't you just take the models you were using as skarboyz before and run them as beast snagga boyz? You don;t need the actual new models - they're just ork boyz with a different look.

 

Quick shout out to how bad Gretchin are now. They've always had the worst statline in the game, but were cheap enough and at least had ObSec to give them a good role. Between the 9th edition point increase and now the loss of ObSec, they are easily the worst unit in the game, only buoyed by still being troops. If you need a unit that you can slap onto an objective for a turn and don't have the slots for Kommandos or Stormboyz, Gretchin are still around.

 

Yeah, gretchin are not good. Between their lackluster save, horrifying morale, and the only way to make them ObSec is to use your specialist slot and keep them away from anything that shoots they're not worth 5 points, especially when kommandos are the same cost and stormboyz are 5pts more.

 

I'm kind of shocked that Runtherds don't have a "Use this model's Ld" rule on them to make taking either of them worthwhile. And the poor Ld is making me rethink Mek Gunz as well, since with 4 Ld running more than 1 per slot is a sucker's bet, and that's gonna eat up a bunch of slots.

Played a game yesterday with the new box and proxied a Kill Rig and Beastboss on Squigosaur against a Guard list.

 

I took a lot of casualties on the way in, but once there Goffs just evaporate what they touch. Even against vehicles, the +1S and a properly timed Waagh! throw enough attacks out to tear anything short of a Russ down in a single round, doubly so if they're Snagga Boyz. The beastboss is a terror, he ripped a Bullgryn squad apart in a single round (Headwoppa's Killchoppa and Brutal but Kunnin' with the assist).

 

 

 

Gretchin are still as tough as chaos cultists and fill troop slots and can perform actions. Grot shields is still around.

While I dont think they have been hit as bad as Necrons, How I used them has been nerfed badly. I played a shooty army with a detachment of Goffs, which has been improved barring the loss of Scarboyz who have been in the game since I started playing back in 2e.

Skarboyz vanished between 4th-7th ed. I think they decided 'veterans but not nobz' wasn't necessary. 'Ard boyz seem to be gone as well and were around a lot more consistantly.

Skarboyz were in 8th as a Strat :smile.:

 

Snagga boys perform as skarboyz now imo

 

 

Exactly. I always used them as Ghaz's elite escort. I used nobs so they were slightly bigger than normal boys and simply armed them like boyz. Ill have to look at the beast snagga stuff and see if the rules fit the fluff better, not a huge fan of the feral look, I prefer my guys to be militaristic orks. 

 

 

Can't you just take the models you were using as skarboyz before and run them as beast snagga boyz? You don;t need the actual new models - they're just ork boyz with a different look.

 

Yeah, thinking that is the plan. Will have to get the book in hand. My orks are on pause until the new Kommandos come out anyway, too many other projects plus projects with a tourney deadline

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