Just a spitball, what if Kommandos got the ability to split squads like the Sisters Immolator transport rule? Then you could float around 2 squads of 5 and could justify the higher cost and then it's still a full runnable squad out of a Kill Team box.
@@Happykrumpingwargaming007 here i am, sitting on maxed out Squighog Boyz, Beastboss on Squigosaur and Mozrog... just waiting, bidding my time, and when that time comes... SO SHALL I !!!! WAAAGH!
i love the big mek with 20 boys because you can give him the smoky gubbinz enhancement to give the unit stealth, the -1 to hit is most effective against the anti chaff guns that boyz fear and it makes the unit so much more tanky.
big mek, painboy, stealth, haven't tried it but that might be interesting... though normall warboss is still probably better than painboy I am curious to see how much dmg it could soak up.
I'm still hoping they'd give Trukks and Battlewagons the Speed Freeks keyword. Those two were literally part of a Kult of Speed box set in the past. It'd open up some lines of play to give the detachment a little more oomph for not a lot of changes detachment rules-wise (aside from removing the restriction for Blitza Fire and Dakkastorm)
The difficulty with writing points is balancing the various detachments. For orks especially, different units gain so many synergies and buffs in their specialized detachment.
I don't think two rigs are necessarily a replacement for ghaz, especially if the opponent has armor of contempt. But it's cool that they're an option now
I feel like the main thing going on for Orks right now is that you can present a situation on the table where you have many credible threats on different places. We're taking this list to a team event soon, what do you think about it? : War Horde Ghazghkull + 3 meganobz Warboss mega (+2" enhancement) + 5 meganobz Beastboss + 10 snagga boyz Warboss (dev wounds) + 5 nobz Warboss + 5 nobz 10 snagga boyz 2x10 gretchin 2x5 flash gitz 5 stormboyz 2x Kill rig 2x Trukks
hey bud, i do list reviews for a profession you can book a call at my KoFi link in the Video description! Also... i think kill rigs blow after running them for several games sadly
That's been every game I've played the past two or so months. I've been doing speed freaks, and they are the best SF unit by far even before this point cut. Though, if doing casual with legends allowed, you can bring in 3 units of 3 big shoot koptas (that can still be equipped with all rokkits, or even all KMB if you want) so you could have 27 deffkoptas on the table. The chinork can also visually fit, but it really just isn't worth it most of the time... though a transport that can come in off the edge with some beast boyz to target enemy vehicles or monsters is also not to be underestimated... might have to try that sometime.
One thing I like Ghaz for is doing more than 2 damage. A lot of our army is limited to damage 2 and that hurts against -1 damage units. Kill rigs could help replace that damage though.
I think that the issue with the Kommandos as cheap 5-Ork squads are not as much an issue in and of themselves, but they would add massive value to Zogrod and his Gretchins in a lot of lists, as you could guarantee he got to use his Scout move at the start. Not that a turn1 Waagh is always optimal, but a lot of list don't have the melee power to take him out quickly if he tags things in the opponent's backfield and even if you focus him down, it is often worth it for he Ork player to just gain territory on the table and position themselves.
@@Happykrumpingwargaming007 read my comment again. :-) It's not that the Kommandos are too good for their point in and of themselves, but that they make it next to impossible to offer any counterplay to Zogrod when combined. I'd happily see them at lower cost snd at 5 man squads if the Zogrod and 22 friends bomb got nerfed. :-) The game's #1 throw a spanner in the works unit...
Just remember, a Deff dread with 4 kustom mega blastas, a mek behind him, and 2 stratagems can deal 13.5 wounds to a land raider average per turn, a model with around twice it's own cost. Now... granted it's got 4 hazardaus per gun doing this, so fails on 1 and 2s, meaning an average of 4 mortal wounds taken if it does this, but for orks that lack shooting normally against armor, this is one dense and hidable, yet fairly durable unit, that can really mess up some tough targets that orks normally struggle against. And yes it blows itself half apart when it does this... but if it survives the enemies next turn, that's what the mek behind it is there fore, and you can rotate this spam across each deff dread each turn if needed. And with potentially six 10 man mobs of grotz, 3 stratagems a round isn't hard to come by. Now, it's a very gambly unit like this, but also quite fun, and very hard for the enemy to predict what's going to happen with a few of these on the table. Though you do need to play a bit cagey with them, abnormal for orks but if you're doing lootas and other range focus orks, it's doable. I see them as like one shot anti armour weapons, for X cost, I delete your 1.5 or 2X cost vehicle if I play it right. If they lack armour... any heavy or medium infantry will also have a truly terrible time with these guys. I just see them as helping to hold that gap against vehicles orks otherwise suck at most of the time.
I fight a Kult of speed army at a 60 gt, and it was good. He ended 4th, 4/1. He got 18 koptas, so got a freaking points drop... Olivier Herpes Chambon, Rubelles GT
I am hyped, Orks are back, I knew it, we never really loose, do we? WAAAGH! Looking for some rematches with the pals to see how they perform. Are you going to share some thoughts on new List options?
I've been playing dreadmob since codex, I just love it although knew I wasn't playing optimal, now my list isn't too bad, gorkanaut+morkanaut, 2x10 lootas with SAG, battle wagon, 2x5MANZ with mek, 3 gretchin, 2 mek, snikrot, and a 3xskorcha deffdread (added in since the points cut), I am hoping I can just fling the dread T1 to bait any high AP shooting out, if I can delete their high AP T2, it's worth 120 points
I love the killrig, i often get people of guard with the torrent, and i warn people about it, but no one expects lose 2 terminators to a ork overwatch. The lethal hits, is a little cosmetic, i never plan to get that, the +1 strengh btw, in the snagga range is interesting, the strengh is usualy 5, 5 to 6 is otfen +1, to wound.
@Happykrumpingwargaming007 beastboss could rapid and free heroic help out something in theory moz can probably solo a tank that doesn't have a 2+ save but it's just a theory I was thinking about.
I still don't get why everyone who plays Ghaz takes exactly 2 Meganobz. Aren't they good in multis with his buffs and also function as a quite good bodyguard?
Even though there was no change in points, is there good value taking 2 units of 5 flash gitz putting them in a battlewagon and have a Mek buff the wagon?
A certain Ork player in Bergen is quite happy with all of this. I'm just happy the Killa Kans did not get a boost :-P Most was well-deserved though to be fair.
We still need keyword for Zodgrod, better da big hunt detach rule, pts drop for squigosaur and mozrog and squighog boyz. Rig needs lethals on 4+ at the very least.
Man you my dude but big mek is a beast ignore enemy models and terrain cant screen moce block or stop the boys brick and he went down lad was already an auto include for me in every detachment
@Happykrumpingwargaming007 oh yeah dude was auto include at index but I'm currently on stompah bs and dragging down the winrate with sub optimal builds 😆 🤣 but the boys brick with big mek and warboss is always there with press it fastah for buffs without hazardous
Didn’t you say last video that Orks didn’t need a additional unit because we already had plenty of units … the other factions gritting hit was inevitable
Just a spitball, what if Kommandos got the ability to split squads like the Sisters Immolator transport rule? Then you could float around 2 squads of 5 and could justify the higher cost and then it's still a full runnable squad out of a Kill Team box.
itd be great, id take them
Orks are utterly broken, and I don't know how anyone can argue otherwise. They're literally all green, and as we all know, green is best.
hahaha
posted 1 minute ago?
I was 1 minute late then! WAAAAAAAGH!
so close to perfection!
Nice, but as a Squig enjoyer i still wanted cheaper Squghog Boyz and Squigosaurs :(, someday...
160 pts for squighog boys is way to expensive
yeah someday..... sadly for now those models blow
@@Happykrumpingwargaming007 here i am, sitting on maxed out Squighog Boyz, Beastboss on Squigosaur and Mozrog... just waiting, bidding my time, and when that time comes... SO SHALL I !!!! WAAAGH!
Just need squigbosses updated to give their unit +1 to attack rolls
Extra ap on the charge would be spicy
I'm now looking at my armies with the mindset 'can this handle a green tide'
solid question, though i think i like more msu personally!
Wish you (and others) would link other of your videos you mention in the video description. Having trouble finding the deffkopta video
join as a member and i would do that hahaha, until then enjoy my free videos
i love the big mek with 20 boys because you can give him the smoky gubbinz enhancement to give the unit stealth, the -1 to hit is most effective against the anti chaff guns that boyz fear and it makes the unit so much more tanky.
yeah i get that, particularly in the dread mob detachment
big mek, painboy, stealth, haven't tried it but that might be interesting... though normall warboss is still probably better than painboy I am curious to see how much dmg it could soak up.
I'm still hoping they'd give Trukks and Battlewagons the Speed Freeks keyword. Those two were literally part of a Kult of Speed box set in the past.
It'd open up some lines of play to give the detachment a little more oomph for not a lot of changes detachment rules-wise (aside from removing the restriction for Blitza Fire and Dakkastorm)
yeah orks needs rules, but at least there is breathing room to not auto lose now
I'd love to see you do a video on some list ideas for CSM post MFM!
The difficulty with writing points is balancing the various detachments. For orks especially, different units gain so many synergies and buffs in their specialized detachment.
thats why it is a rules primary not a points primary issue
I don't think two rigs are necessarily a replacement for ghaz, especially if the opponent has armor of contempt. But it's cool that they're an option now
I feel like the main thing going on for Orks right now is that you can present a situation on the table where you have many credible threats on different places.
We're taking this list to a team event soon, what do you think about it? :
War Horde
Ghazghkull + 3 meganobz
Warboss mega (+2" enhancement) + 5 meganobz
Beastboss + 10 snagga boyz
Warboss (dev wounds) + 5 nobz
Warboss + 5 nobz
10 snagga boyz
2x10 gretchin
2x5 flash gitz
5 stormboyz
2x Kill rig
2x Trukks
hey bud, i do list reviews for a profession you can book a call at my KoFi link in the Video description! Also... i think kill rigs blow after running them for several games sadly
I need to see a game where there is 18 def koptas in the army!!!
Only worried about the anti fly from marines
i did it as a meme in kult of speed
@@Happykrumpingwargaming007 time for a serious list of them 🤣
Mems are mems, but I’m on my 3 games win streak with my speed freekz list 🤭😬 with 12 koptas, could not fit extra 6
That's been every game I've played the past two or so months. I've been doing speed freaks, and they are the best SF unit by far even before this point cut. Though, if doing casual with legends allowed, you can bring in 3 units of 3 big shoot koptas (that can still be equipped with all rokkits, or even all KMB if you want) so you could have 27 deffkoptas on the table. The chinork can also visually fit, but it really just isn't worth it most of the time... though a transport that can come in off the edge with some beast boyz to target enemy vehicles or monsters is also not to be underestimated... might have to try that sometime.
One thing I like Ghaz for is doing more than 2 damage. A lot of our army is limited to damage 2 and that hurts against -1 damage units. Kill rigs could help replace that damage though.
Yeah i definitely see the value in Ghaz!
I think that the issue with the Kommandos as cheap 5-Ork squads are not as much an issue in and of themselves, but they would add massive value to Zogrod and his Gretchins in a lot of lists, as you could guarantee he got to use his Scout move at the start. Not that a turn1 Waagh is always optimal, but a lot of list don't have the melee power to take him out quickly if he tags things in the opponent's backfield and even if you focus him down, it is often worth it for he Ork player to just gain territory on the table and position themselves.
i mean so? no one is complaining about space marine scouts which are waaaaay better than a 5 man kommando squad would be
@@Happykrumpingwargaming007 read my comment again. :-) It's not that the Kommandos are too good for their point in and of themselves, but that they make it next to impossible to offer any counterplay to Zogrod when combined. I'd happily see them at lower cost snd at 5 man squads if the Zogrod and 22 friends bomb got nerfed. :-) The game's #1 throw a spanner in the works unit...
Just remember, a Deff dread with 4 kustom mega blastas, a mek behind him, and 2 stratagems can deal 13.5 wounds to a land raider average per turn, a model with around twice it's own cost.
Now... granted it's got 4 hazardaus per gun doing this, so fails on 1 and 2s, meaning an average of 4 mortal wounds taken if it does this, but for orks that lack shooting normally against armor, this is one dense and hidable, yet fairly durable unit, that can really mess up some tough targets that orks normally struggle against. And yes it blows itself half apart when it does this... but if it survives the enemies next turn, that's what the mek behind it is there fore, and you can rotate this spam across each deff dread each turn if needed. And with potentially six 10 man mobs of grotz, 3 stratagems a round isn't hard to come by.
Now, it's a very gambly unit like this, but also quite fun, and very hard for the enemy to predict what's going to happen with a few of these on the table. Though you do need to play a bit cagey with them, abnormal for orks but if you're doing lootas and other range focus orks, it's doable.
I see them as like one shot anti armour weapons, for X cost, I delete your 1.5 or 2X cost vehicle if I play it right. If they lack armour... any heavy or medium infantry will also have a truly terrible time with these guys. I just see them as helping to hold that gap against vehicles orks otherwise suck at most of the time.
you are also using all of your strategems on that one unit and making the rest of the list relatively toothless
I fight a Kult of speed army at a 60 gt, and it was good. He ended 4th, 4/1.
He got 18 koptas, so got a freaking points drop...
Olivier Herpes Chambon, Rubelles GT
surprising and nice to hear!
@@Happykrumpingwargaming007 Now he got 75 more points, the List :
+ WARLORD: Char1: Deffkilla Wartrike
+ ENHANCEMENT: Wazblasta (on Char1: Deffkilla Wartrike)
& Fasta Than Yooz (on Char3: Warboss)
+ NUMBER OF UNITS: 19
+ SECONDARY: - Bring It Down: (5x2) + (3x6) - Assassination: 3 Characters
+++++++++++++++++++++++++++++++++++++++++++++++
CHARACTER
Char1: 1x Deffkilla Wartrike (90 pts)
1 with Deffkilla boomstikks, Killa jet, Snagga klaw
• Warlord
Enhancement: Wazblasta (+10 pts)
Char2: 1x Mek (45 pts)
1 with Kustom mega-slugga, Killsaw
Char3: 1x Warboss (100 pts)
1 with Kombi-weapon, Twin slugga, Attack squig, Power klaw
Enhancement: Fasta Than Yooz (+35 pts)
OTHER DATASHEETS
5x Flash Gitz (80 pts)
• 1x Kaptin
1 with Choppa, Snazzgun
• 4x Flash Gitz
4 with Choppa, Snazzgun
• Ammo Runt
5x Flash Gitz (80 pts)
• 1x Kaptin
1 with Choppa, Snazzgun
• 4x Flash Gitz
4 with Choppa, Snazzgun
• Ammo Runt
11x Gretchin (40 pts)
• 10x Gretchin
10 with Close combat weapon, Grot blasta
• 1x Runtherd
1 with Grot-smacka, Slugga
11x Gretchin (40 pts)
• 10x Gretchin
10 with Close combat weapon, Grot blasta
• 1x Runtherd
1 with Grot-smacka, Slugga
10x Kommandos (135 pts)
• 1x Boss Nob
1 with Slugga, Power klaw
• 9x Kommandos
1 with Breacha ram
1 with Burna, Close combat weapon
1 with Close combat weapon, Rokkit launcha
6 with Choppa, Slugga
• Bomb Squig, Distraction Grot
10x Nobz (210 pts)
• 1x Boss Nob
1 with Power klaw, Slugga
• 9x Nob
9 with Power klaw, Slugga
• 2x Ammo Runt
6x Warbikers (140 pts)
• 1x Boss Nob on Warbike
1 with Close combat weapon, Twin dakkagun, Power klaw
• 5x Warbiker
5 with Choppa, Close combat weapon, Twin dakkagun
3x Warbikers (70 pts)
• 1x Boss Nob on Warbike
1 with Close combat weapon, Twin dakkagun, Power klaw
• 2x Warbiker
2 with Choppa, Close combat weapon, Twin dakkagun
6x Deffkoptas (200 pts)
• 6x Deffkopta
6 with Kopta rokkits, Slugga, Spinnin’ blades
6x Deffkoptas (200 pts)
• 6x Deffkopta
6 with Kopta rokkits, Slugga, Spinnin’ blades
6x Deffkoptas (200 pts)
• 6x Deffkopta
6 with Kopta rokkits, Slugga, Spinnin’ blades
1x Megatrakk Scrapjet (80 pts)
1 with Nose drill, Rokkit cannon, 2x Twin big shoota, Wing missiles
1x Megatrakk Scrapjet (80 pts)
1 with Nose drill, Rokkit cannon, 2x Twin big shoota, Wing missiles
1x Megatrakk Scrapjet (80 pts)
1 with Nose drill, Rokkit cannon, 2x Twin big shoota, Wing missiles
1x Trukk (65 pts)
1 with Big shoota, Spiked wheels, Wreckin' ball
1x Trukk (65 pts)
1 with Big shoota, Spiked wheels, Wreckin' ball
I am hyped, Orks are back, I knew it, we never really loose, do we? WAAAGH!
Looking for some rematches with the pals to see how they perform. Are you going to share some thoughts on new List options?
oh 100%
@@Happykrumpingwargaming007 Can't wait for it.
I've been playing dreadmob since codex, I just love it although knew I wasn't playing optimal, now my list isn't too bad,
gorkanaut+morkanaut, 2x10 lootas with SAG, battle wagon, 2x5MANZ with mek, 3 gretchin, 2 mek, snikrot, and a 3xskorcha deffdread (added in since the points cut), I am hoping I can just fling the dread T1 to bait any high AP shooting out, if I can delete their high AP T2, it's worth 120 points
Kommandos are great! I've been using them and worked great vs any aggressive armies or reducing effectiveness of land raider redeemer
i could follow if you said usable, but great makes me skeptical haha
I love the killrig, i often get people of guard with the torrent, and i warn people about it, but no one expects lose 2 terminators to a ork overwatch. The lethal hits, is a little cosmetic, i never plan to get that, the +1 strengh btw, in the snagga range is interesting, the strengh is usualy 5, 5 to 6 is otfen +1, to wound.
The lack of beastsnagga keyword on wortsnagga males sense lore accuraty
Hows a solo beats boss on squig or mozrog sound as a tech piece rapid ingress unit of course
what does it do for you?
@Happykrumpingwargaming007 beastboss could rapid and free heroic help out something in theory moz can probably solo a tank that doesn't have a 2+ save but it's just a theory I was thinking about.
I still don't get why everyone who plays Ghaz takes exactly 2 Meganobz. Aren't they good in multis with his buffs and also function as a quite good bodyguard?
they are too expensive
Even though there was no change in points, is there good value taking 2 units of 5 flash gitz putting them in a battlewagon and have a Mek buff the wagon?
there is a reason for it, but when you take ard case you lose firing deck... which means its now T10 :(
It looks like GW is going to give Guard Ratlings the Kommandos treatment.
A certain Ork player in Bergen is quite happy with all of this. I'm just happy the Killa Kans did not get a boost :-P Most was well-deserved though to be fair.
yeah haha i am certain he is pleased
If youre running war horde and you dont own flash gits, would you run 3x3 deffkopters?
hard to argue with it tbh
hard to argue with it tbh
On my list i have 2*3 kopters, deep strike in the back to ruin their day. Also i managed to blast GK termies 😂 this was before point drop.
We still need keyword for Zodgrod, better da big hunt detach rule, pts drop for squigosaur and mozrog and squighog boyz. Rig needs lethals on 4+ at the very least.
100%
Been a while since I checked in but I'm happy for da Boys back in the game. Kinda miffed at my WE getting points nerfs though
WE lost a unit? All i had to do was swap a MoE with Glaive for Kharn and my list is the same...
6 rigs wouldn’t be legal would it?!?
3 hunta, 3 kill
Where da Boyz at!?
Man you my dude but big mek is a beast ignore enemy models and terrain cant screen moce block or stop the boys brick and he went down lad was already an auto include for me in every detachment
i have definitely seen some people love him!
@Happykrumpingwargaming007 oh yeah dude was auto include at index but I'm currently on stompah bs and dragging down the winrate with sub optimal builds 😆 🤣 but the boys brick with big mek and warboss is always there with press it fastah for buffs without hazardous
Didn’t you say last video that Orks didn’t need a additional unit because we already had plenty of units … the other factions gritting hit was inevitable
yep haha, i maintain this opinion, orks are not fixed, but they are playable now
WAAAGH!!!!
No to gaz. We can get more boyz
I don't think Gaz is necessary.
a man after my own heart
@@Happykrumpingwargaming007i genuinely think he isn't. I'd rather take more units and saturate the board!!! Lots of Ork pressure
The fools just made TSons less expensive to bandwagon!
i dont follow!?
the last thing we wanted was orks being good again, such a braindead faction
Who is this "we" ?
@@ThePaintedHope me and my imaginary friends in the crimson fists
Why does every faction have to be 4d chess? Some like the challenge in the staging and then charge and roll some dice.
How can you be on this channel and still think that?
Orks ain't no wolves.
eeehhh id say this is not an accurate statement