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Dakka Dakka Dakka!
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Dakka Dakka Dakka!Type: Event Faction: Orks Cost: 2 Shields: 2 Signature/Loyalty: Loyal Icon Traits: Tactic. Maneuver. Deploy Action: Exhaust your warlord to deal 1 damage to each unit. “Needs Mor Dakka!!!†-Gubgutz, Ork Strategist Set: The Scourge Number: 34 Quantity: 1 Illustrator: Niten |
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22 Comments
A much needed boost to Orks. Played at the right time can wipe out your opponent's command presence, activate your Bad Doks, make your Enraged Orks into a threat presence, and so on. Also, of course, can bloody a Warlord on the verge, can wipe out Khymera swarms, take out vulnerable glass-cannon units like the Alpha Legion Infliltrator.
Not the right time? Well, it has 2 shields.
Also, it synergises with other non-attack damage sources, like Ork Kannon and Warpstorm, and with standing effects like Smash n' Bash.
This is a meta changing card. Any tourney level ork deck will have 3 of these. Because of these, there will be more tourney level ork decks in the meta. Because of that, everyone will be veering away from 1 HP units, at least for a while. The entire meta will shift to bigger tougher units, and the game will become one where big weenies command spreads are still eligible, but no longer absolutely dominant as they will carry the risk of being wiped out by this card.
Want to win a tourney in the next 4 weeks? Build against this card.
This is quite simply, the most important card in the meta right now.
On the downside, don't underestimate what a big cost deploying your Warlord is. Its a move that means 1 less command struggle won, and one which will result in you losing your Warlord's strike for a combat turn, and also losing the opportunity to to retreat in the first turn.
Still, 5/5, obviously.
The card that seems to be the most powerfull from this Warpack.
I still am very excited about this card because this card (together with the allready included Battle Cry) make Orks very potent in the initial stage of the game and late stage of the game.
Ive not hidden my excitement for this card as I've allready mentioned it within many other forum threads and ratings.
In short this card offers an awnser to many Tau, Tokens and Pirates who are all dominant in the initial tournament scene of Conquest 40K LCG.
5/5
Ok, I may have spoken too soon.
Testing tonight has revealed to me that yes, this card is awesome. However it still doesn't seem to be quite enough to lift the orks to tier 1, at least not in my hands.
Will keep on with the testing, and while I still rate this as a 5/5 card, I think the meta has left Orks behind a little at present, so this card is not so much of a threat as I thought, simply because Orks aren't as competitive as I'd hoped.
So much death! I need to test the card as Asklepios has indicated, but it certainly does help Orks!
The biggest hurdles seem to be the cost, 2 is nothing to sneeze at.
Another thing is, you will have a harder time deploying your own void pirates.
Still, a very important card.
I think Nazdreg is the best guy around to handle the additional cost, he's beefy, his passive doesn't require him to stand and he's got the tellyporta to move you away from harm if needed.
brutal synergy still requires too many hoops to jump through to be effective. and when you have enough wound stacks for your units to be a threat, theyre easily picked off, sometimes before they can even attack. i try to build ork decks with immediate strength and consider brutal just icing on the cake.
that said, Dakka is still amazing for clearing out cappers, playing the card at the right time is a big momentum swing... otherwise its still a two shield card which is great
The void pirate thing is not so bad, as this being a Deploy action you can play them after. Of course, there is the issue that you want to play this as late as possible.
That in mind, there's an odd little soft synergy with cheap supports like the Ork Kannon.
A turn with off initiative that goes Ork Kannon, Ork Kannon, Dakka might well take out three 1-cost units off your opponent. Of course, then you only have 3 resources to place your Void Pirates yourself, and they still have 4 resources to spend.
Its hard to get a perfect situation where you can lever big advantage from this. The best scenario I saw was when I dropped three Khymera, bloodied the opposing Warlord and killed an Incubus Warrior at cost of 1 damage to each of my 2 Enraged Orks and the Warlord. However I still lost that game - getting to that point meant I was already losing badly, it was just an attempt at recovery.
Let's make no mistake here, this is still a 5/5 autoinclude 3x card. It just doesn't exist in a T1 deck, not yet.
One other way to play around with Dakka is to beat up the enemy a bit, retreat from a battle before your Orks all die, and then Dakka the next turn to finish off the units you beat up. Now, swoop in when none of them are left.
This single card makes Orks the worst matchup for Dark Eldar (at least for Kyth, but she's their only choice for now.)
I thought I loved this card, but every time I play it for effects rather than shields, the loss of command causes me real problems. Theoretically, it could wipe Kith off the board for sure. More often I'm finding it hurts my opponent more than me, but that the loss of command makes me thing I've come out worse overall.
I'm rapidly downgrading this to a 3/5 in my eyes: its really no better than Battle Cry.
Situational card, and with a very high cost, but nice to have in hand. 2 shields makes this card solid enough.
Agree with you - as I said a post up, I rate this same as Battle Cry right now: two cards that have mediocre effects that are raised to potential usability by having two shields.
What's everyones opinion are playing this with Zog instead of Naz? I've been hesitant about adding this to my current Zogwort deck and want to know if anyones had any experinence playing Dakka with Zog.
probably still has merit as an occasional trigger, but more for the double shields. not many options for events in orks right now
Agreed. Zogwort can gain something out of DDD thanks to his Runtherders, but then you suffer all the consequences of an exhausted warlord, and in this particular case, you lose the extra Snotling from your first attack.
If you can't get rid of a handful of enemy cappers and/or don't have several brutal units in play, I'd dare say DDD has no uses for Zogwort outside of the 2-shields in one card.
I love the way reactions change from initial impression to final verdict.
Had a nice way to use this card in a game against Zarathur today. He put out a Splintered Path Acolyte at Planet 1 and had fewer than 5 resources on hand. I figured that he was preparing to bring out a nasty elite, so I played a Bad Dok out to planet five and then after his next turn I used Dakka Dakka Dakka. He didn't have a shield for the Acolyte and I was able to take Planet 1 that turn even with an exhausted Zogwort.
Later in the game he played a Soul Grinder that I assume he was planning on using with the Acolyte. (He may not have been planning that. It was an OCTGN game and he had to get offline right after the game, so I did not get to ask.)
It was not something that would come up every game, but I could also see using it after a Chaos player used Promise of Glory to throw out a couple cultists. It might not be the most efficient use of a card and resources, but if it stops your opponent from executing his plans, it might be worth it in the right situation.
As a Zarathur Player, if you followed my Promise with a Dakka, I'd be smiling, as you just spent 2 resources to deny me 2 resources, and now your warlord is exhausted. Whether I'm 2 resources up or you are 2 resources down is all the same to me, except the latter situation cost you a card and a warlord exhaust as well.
On the other hand, if I had three SPAs, three Void Pirates and Promotion in play, I'd be pretty peeved to be Dakka'd.
Yes, well he lost a 1-point unit or two in addition to his SPA in my example above, and Zarathur took a damage, which is not irrelevant.
I'm not sure I agree with your logic on the Promise of Glory. If your opponent has a plan for winning a planet that hinges on being able to use the cultists to bring in a Gleeful Plague Beast (or similar), then disrupting that plan is worth more than the mere loss of the cards that are eliminated by the actual play of the Dakka.
The count of cards and resources is not unimportant, of course, but you have to put a value on disrupting plans or gaining advantage in an upcoming fight on a planet. If a combo is attractive because it gives you more value than the individual cards would themselves, then breaking up a combo has to be worth more in game terms than merely counting the number of cards put in the discard pile.
It is a gamble, of course. He might be putting the cultists in his HQ as a deploy delay and not have the big nasty in his hand, but my limited experience is that those things tend to get converted on the same turn they are played. I would not do it every time, but in the right situation, it is possible use of the card.
Interesting - my own experience as a player is that Promise is all about the delay, and my typical use would be to play it early turn 1, then in turn 2 (after bringing them with zara for added combat threat) burning them for a flamers or plaguebearer. Plague Beast is such an endgame play, and Zara such a resource chaser on command, its rarely the case that Promise determines whether I can play Beast or not
Fair enough.
So let me ask this because I'm aware my experience is very limited. You play those cultists anticipating they might do the following: bring a pair of 2 point attacks at a planet with Zarathur, give you a free Flamer next turn.
What are those pair of 2 point attacks worth? Without them, might you change your decision where to send Zarathur? Would having to spend those 2 credits next turn mean we are now even on credit spending -- 2 for my DDD and 2 for your Flamer?
My Costs
2 credits
Damage to units I don't want damaged (some I do want to have damage)
Exhausted warlord
Your Costs
Damage to every unit (or shields burned)
2 credits next turn for that Flamer (if you did not shield the cultists)
Losing potential 2-point attacks in Turn 1 (which might influence where you choose to deploy Zara?)
Maybe as a Chaos player you would take that any time you can get it, but it feels to me like not as bad a trade off as you suggest, especially if I have some Ork units out that want to get hit in the face to make them more effective.
My only point in continuing this line of discussion is to try to work out the conditions that make DDD a good card to play. In the world of Armorbane and the wider use of No Mercy, Orks need to figure out how to use events for more than just shields.
He's not losing resources in this case - only a card.
If we only consider the cultists, using Dakka Dakka Dakka in the scenario you've described is sub-optimal play. You both are down a card, but in addition you've lost 2R and exhausted your warlord. Consider a game where your opponent opens with a POG. You should not follow with a DDD.
Decisions are almost never this simple though. If the board is set up in a certain way and you've been planning on playing DDD, your opponent playing POG just before would be icing on the cake. Getting rid of the cultists is nice, but probably not great.