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Made in gb
Focused Fire Warrior





I've been getting used to 7th edition with my Tau and with Christmas on the horizon I was thinking of expanding my small collection of Orks rather than going straight for the Tau triptide.

I like Orks as even if you lose terribly you still normally get a fun game out of it; but of course no one wants to lose all of the time and I've heard some bad stuff about Orks in this edition. So, are Orks really broken in a bad away or can you actually get a competitive game out of them?

Tau Empire
Orks
Exiled Cadre
LatD 
   
Made in us
Battlefortress Driver with Krusha Wheel






You can still win, but winning alot usually requires you to play one of the few power builds they have, a bit like if tyranids really want to win alot most of the heavy lifting will be done by flyrants.

I always have fun with them, but thats because I have loved them for a long time. If your not absolutley obsessed with the look and fluff of them, and just find them interesting you may be disapointed at your W/L ratio.

And dont count on any fixes soon. We were the first 7th ed book, which is basically a curse because almost every time your the first book in, you are garbage. So its going to be years before any hope of a proper fix.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

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Made in gb
Focused Fire Warrior





 Orock wrote:
You can still win, but winning alot usually requires you to play one of the few power builds they have, a bit like if tyranids really want to win alot most of the heavy lifting will be done by flyrants.

I always have fun with them, but thats because I have loved them for a long time. If your not absolutley obsessed with the look and fluff of them, and just find them interesting you may be disapointed at your W/L ratio.

And dont count on any fixes soon. We were the first 7th ed book, which is basically a curse because almost every time your the first book in, you are garbage. So its going to be years before any hope of a proper fix.


Oh I'm fine with the look and fluff, infact they're one of my favourite races; it's just that I've been out of the loop for a few years and I now don't know the first thing about how Orks play in 7th edition beyond having a quick look at the codex. Of course they'd still have their style of bestial close-combat, scrap-heap-challenge inventions with some added Dakka, but the powergaming could be different; like how the competitive Tau lists moved from being vehicle-heavy (and even then you had to be very skilled to win consistently) to a giant robot army.

And thanks for saying about the fixes (or lack of them). At least it's good to know that the Ork codex has the reliability of being stablished, as when I first started 40K the late-4th edition codex was coming out soon and naturally no one knew what that would bring.

This message was edited 2 times. Last update was at 2015/10/04 21:44:34


Tau Empire
Orks
Exiled Cadre
LatD 
   
Made in us
Krazed Killa Kan






Orks have strong lists but the codex as a whole is weaker than the Decurion era of releases. Really need to have a well constructed list, know how to play it correctly, and a bit of luck to do well. Orks do have the advantage of being resilient to grav weapons and less affected by invisibility.

Tankbustas are the star of the show while warbikers, meganobz, mek guns, boyz (green tide in paticular), warbosses, painboyz, and even lootas are strong units in the codex.

"Hold my shoota, I'm goin in"
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 SDFarsight wrote:
I've been getting used to 7th edition with my Tau and with Christmas on the horizon I was thinking of expanding my small collection of Orks rather than going straight for the Tau triptide.

I like Orks as even if you lose terribly you still normally get a fun game out of it; but of course no one wants to lose all of the time and I've heard some bad stuff about Orks in this edition. So, are Orks really broken in a bad away or can you actually get a competitive game out of them?

Orks are alot of fun to play with and play against. They have a some good units, and some gakky units. If you're playing "competitive" games then Orks will be tough. If you're playing regular games with good people who don't spam net lists, then Orks are fine.
   
Made in us
Krazed Killa Kan




Homestead, FL

7th Edition Orks was HIGHLY anticipated because so many Ork units were under powered compared to other armies.

When the codex dropped we thought for a bit "Ohh ok GW is going to be toning down codex's as opposed to the power creep we feared"

They nerfed Orks almost across the board, battle wagons, deff rollaz, Nobz, Nob Bikers, Mob Rule, KFF, cybork body, ghaz The list goes on.

Then they started dropping the newer codexs like Necrons, Eldar, SM and it became apparent that orks got FETHED hard.

Your Average Ork List vs your average Necon/Eldar/SM list puts the Ork player at a disadvantage before the game even starts.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
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Orks came in the bizarre wave of codexes where GW decided to nerf everything that was strong in 5th without first checking if it was still problematic (spoiler alert: it wasn't, so now it's woefully awful).

So Killa Kanz and deffrollas got demolished for no reason, as did Nobz/bike Nobz.

"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
Krazed Killa Kan






 Ghazkuul wrote:
7th Edition Orks was HIGHLY anticipated because so many Ork units were under powered compared to other armies.

When the codex dropped we thought for a bit "Ohh ok GW is going to be toning down codex's as opposed to the power creep we feared"

They nerfed Orks almost across the board, battle wagons, deff rollaz, Nobz, Nob Bikers, Mob Rule, KFF, cybork body, ghaz The list goes on.

Then they started dropping the newer codexs like Necrons, Eldar, SM and it became apparent that orks got FETHED hard.

Your Average Ork List vs your average Necon/Eldar/SM list puts the Ork player at a disadvantage before the game even starts.


Well Tankbustas, Painboyz, Warbikers, and Mek Guns got huge buffs (tankbustas in particular went from trash to god tier) as well as some good formations like Green Tide, Blitz Brigade, and Bully Boyz. Stormboyz, Kommandos, Flash Gits, Deff Dreads, Deffkoptas, Weirdboy, and the Blitza Bommer all got decently good buffs but generally fall short of the OP gak that sets the bar in competitive 40k. The Mob Rule/ Boss Pole change is the main culprit in how Orks felt worse in 7th so every competitive Ork list Is partially about minimizing any reliance on mob rule.

Also its important to remember that in that time frame we had Space Wolves, GK, Blood Angels, and Dark Eldar in there which had very tame releases (GK and arguably the Dark Eldar got beat with a rubber hose far worse than Orks). Sales numbers took a hit so GW cranked out the Decurion madness (the base codex for Necrons is actually balanced without Decurion's grab bag of free stats ruining everything) and the rest is what we are seeing now.

the_scotsman wrote:
Orks came in the bizarre wave of codexes where GW decided to nerf everything that was strong in 5th without first checking if it was still problematic (spoiler alert: it wasn't, so now it's woefully awful).

So Killa Kanz and deffrollas got demolished for no reason, as did Nobz/bike Nobz.


Whoever wrote the Ork codex had some PTSD from 5th Orks because its clear they wanted to hurt Kanz walls and Nob Bikers playing wound musical chairs.

This message was edited 2 times. Last update was at 2015/10/04 23:26:13


"Hold my shoota, I'm goin in"
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4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in gb
Focused Fire Warrior





As well as their fluff in general, I'd also like to collect Orks again as being a Tau player it can get tiring being bunched in that 4x4 table. Not that 4x4 and 4x6 tables are anything new, but 7th edition does feel alot smaller now with its 2D6 charge distances, moving rapid fire and being easier to hit moving vehicles. My fellow Tau players haven't complained about it so maybe I just need to get used to the tactics more. Either way, my games with Orks have felt more fun regardless of their competitiveness.

Salous wrote:
 SDFarsight wrote:
I've been getting used to 7th edition with my Tau and with Christmas on the horizon I was thinking of expanding my small collection of Orks rather than going straight for the Tau triptide.

I like Orks as even if you lose terribly you still normally get a fun game out of it; but of course no one wants to lose all of the time and I've heard some bad stuff about Orks in this edition. So, are Orks really broken in a bad away or can you actually get a competitive game out of them?

Orks are alot of fun to play with and play against. They have a some good units, and some gakky units. If you're playing "competitive" games then Orks will be tough. If you're playing regular games with good people who don't spam net lists, then Orks are fine.


Well that's good, as I don't plan to be properly powergaming, just getting that balance between creating a good list but not wanting to pick broken units to win it all costs.

As for difficulty my two local clubs seem to be above average- I haven't met any really cheesy clinical powergamers as it has a casual atmophire, but most of them are experienced players who have been/are in tournaments; which I guess is the best of both worlds.


Automatically Appended Next Post:
 Ghazkuul wrote:
Nob Bikers


To be fair, Nob Bikers were monstrously overpowered in 5th edition.


Automatically Appended Next Post:
 Vankraken wrote:
Orks have strong lists but the codex as a whole is weaker than the Decurion era of releases. Really need to have a well constructed list, know how to play it correctly, and a bit of luck to do well. Orks do have the advantage of being resilient to grav weapons and less affected by invisibility.

Tankbustas are the star of the show while warbikers, meganobz, mek guns, boyz (green tide in paticular), warbosses, painboyz, and even lootas are strong units in the codex.


Good to know, as tankbusters are one of those fluffy units which I like- partialy because of that Dawn of War 1 intro.

This message was edited 6 times. Last update was at 2015/10/04 23:27:29


Tau Empire
Orks
Exiled Cadre
LatD 
   
Made in us
Krazed Killa Kan




Homestead, FL

The actual unit didn't get buffed (Tankbustas) what they did was remove one of the handicaps about taking them, that being the unit being forced to target specific things. But otherwise they are just as bad as before. 6+ armor, require a dedicated transport or they die turn 1, if they are in a vehicle it will explode and you will lose about 1/2 of them.

Basically Tankbustas and Flash gitz are played exactly the same with the exception that gitz won't be wiped out by a blown up vehicle because they are nobz and get 2W. Ohh and Flash gitz are significantly worse then Tankbustas because they cost so much and so what basically we already have a lot of (anti infantry).

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Krazed Killa Kan






Tankbustas got cheaper, tankbusta bombs became melta bombs (much better), they got the tankhunter special rule, glory hog went from bad to rarely a factor but with no negatives. If that isn't a buff then I don't know what is. Oh and bomb squigs got better and don't accidently blow you own vehicles up. Only nerf was the tankhammer getting more expensive and possibly less useful (honestly don't recall how the old hammer stacked up with the new one.)

This message was edited 1 time. Last update was at 2015/10/04 23:46:12


"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in nl
Longtime Dakkanaut






Just scroll down. This thread is made again every week. We should really just make one central "what about 7th orks" thread.

The current ork codex is crap but orks are rare an different enough that some players can use it to play with a "surprising list" against the meta. Most of those builds are just cheap tricks with obvious holes. The crippling weaknesses in them Green tide and Manz spam should be clear to any player who has played a few games. Does the existence of those few lucky mismatches make it a good codex no of course not.

There are a few unit in the codex that are actually half decent if you find a way to work around some minor issues such as low LD, 6+ saves and exploding transports but most of those units have the worst money to points ratio in the game.

So yeah you could do something fun with the current orks, but it isn;t easy and it will not be cheap.


Automatically Appended Next Post:
 Vankraken wrote:
Only nerf was the tankhammer getting more expensive and possibly less useful (honestly don't recall how the old hammer stacked up with the new one.)


Tank hammers used to be S10, So yeah that made a difference.
They nerfed the tank busta bombz with the new codex compared. Making them actual melta bombz instead of grenades with dmg stats that looked like melta bombz
The biggest buff about them is that they no longer have to attack and move to vehicles, this is huge.

This message was edited 3 times. Last update was at 2015/10/05 18:42:22


Inactive, user. New profile might pop up in a while 
   
Made in us
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Well, I hate to point it out but the biggest buff to tankbustas was Tank Hunter, for free. That's a buff to Rokkit Launchas and Busta Bombs right there-the reason tank hammers are less useful right now is tankbusta bombs are so good there's no reason to take it. The new glory hogs rule is also great (compared to the old one that hamstrung them)

I always argue that Orks are at around #2 when it comes to the pre-derpcurion dexes. They have more stuff that's usable and half decent than Tyranids, even if the Tyranids One Good Unit is better than what the orks have. They get edged out by daemons, but are in a solidly better place than Space Wolves, Blood Angels, IG, DE, CSM, arguably even GK.

So basically they're garbage that can't hold a snowballs chance in hell against a post-decurion Dex. But so is the rest of half the armies in the game.

"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 ru
!!Goffik Rocker!!






I constantly play orks and can say that we generally put a good fight and CAN win most often than not, albeit the codex really feels underpowered compared to newer stuff that flies around. Yep, we don't have cheeze. I mean at all. And you got to be pretty well versed with tactics if you want to win with orks, ironically. The most important (and longest) phase will be movement phase. Positioning is crucial.

We have some nice units and mediocre units to rely upon. Nothing too outstanding outside of forgeworld stompas, though Anywayz, we're probably the only somewhat passable horde army around. But personally, i'm moving away from hordes. Boy, this 6-hour 1500 pt games are so drowning.

This message was edited 4 times. Last update was at 2015/10/05 11:52:22


 
   
Made in us
Krazed Killa Kan




Homestead, FL

 koooaei wrote:
I constantly play orks and can say that we generally put a good fight and CAN win most often than not, albeit the codex really feels underpowered compared to newer stuff that flies around. Yep, we don't have cheeze. I mean at all. And you got to be pretty well versed with tactics if you want to win with orks, ironically. The most important (and longest) phase will be movement phase. Positioning is crucial.

We have some nice units and mediocre units to rely upon. Nothing too outstanding outside of forgeworld stompas, though Anywayz, we're probably the only somewhat passable horde army around. But personally, i'm moving away from hordes. Boy, this 6-hour 1500 pt games are so drowning.


Nothing like fielding a NON Green Tide army and yet you still have over 120 models on the table.

Im just curious though scot why you think the Ork Codex was the #2 codex, unless you mean of all the 7th edition codex releases it was #2, because most of the 6th editions codex's beat the Ork Codex hands down.

I would argue that Space Wolves have a better codex, they just aren't as buffed as SM because they came out before the madness began. TWC are great and they make up for a lot of the short comings in the codex, the only way orks make up for our short comings is to field tons of Ork Boyz and then shovel them off the table every turn.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
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#2 out of the current garbage bin of IG, BA, SW, GK, SoB, DE, CSM, etc. Behind daemons and about on par with Nids, but miles better than say CSM.

But no, nowhere near post-Necron dexes except for non-convocation AdMech. But who plays that anyway.

"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
Krazed Killa Kan




Homestead, FL

the_scotsman wrote:
#2 out of the current garbage bin of IG, BA, SW, GK, SoB, DE, CSM, etc. Behind daemons and about on par with Nids, but miles better than say CSM.

But no, nowhere near post-Necron dexes except for non-convocation AdMech. But who plays that anyway.


Ok, so what you are saying is that they are the 2nd Best of the worst codex's currently in print. Because im fairly certain DE and SoB haven't had a 7th edition codex .

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
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Space wolves lack Grav, centurions, Sternguard, good bikers, and buffed scouts and dreads.

TWC is good but like everything else it's a mono-build, and it's distinctly worse at maelstrom than Green Tide or Blitz.

SW are great at events that run Kill Points as part of their mission. They're a top heavy 'Dex otherwise. Though their vs Eldar matchup is markedly better than most.


Automatically Appended Next Post:
 Ghazkuul wrote:
the_scotsman wrote:
#2 out of the current garbage bin of IG, BA, SW, GK, SoB, DE, CSM, etc. Behind daemons and about on par with Nids, but miles better than say CSM.

But no, nowhere near post-Necron dexes except for non-convocation AdMech. But who plays that anyway.


Ok, so what you are saying is that they are the 2nd Best of the worst codex's currently in print. Because im fairly certain DE and SoB haven't had a 7th edition codex .


Sob haven't, DE have. They came out after GK and before SW iirc.

They were in the wave where you got a 'Dex, anything strong in 5th nerfed, and most of the good stuff in the separate supplement.

Yes, they are among the "best of the worst". When it comes to anything but Eldar, balance is still half decent if you don't use Decurion detachments.

This message was edited 1 time. Last update was at 2015/10/05 15:52:15


"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
Krazed Killa Kan




Homestead, FL

the_scotsman wrote:
Space wolves lack Grav, centurions, Sternguard, good bikers, and buffed scouts and dreads.

TWC is good but like everything else it's a mono-build, and it's distinctly worse at maelstrom than Green Tide or Blitz.

SW are great at events that run Kill Points as part of their mission. They're a top heavy 'Dex otherwise. Though their vs Eldar matchup is markedly better than most.


Automatically Appended Next Post:
 Ghazkuul wrote:
the_scotsman wrote:
#2 out of the current garbage bin of IG, BA, SW, GK, SoB, DE, CSM, etc. Behind daemons and about on par with Nids, but miles better than say CSM.

But no, nowhere near post-Necron dexes except for non-convocation AdMech. But who plays that anyway.


Ok, so what you are saying is that they are the 2nd Best of the worst codex's currently in print. Because im fairly certain DE and SoB haven't had a 7th edition codex .


Sob haven't, DE have. They came out after GK and before SW iirc.

They were in the wave where you got a 'Dex, anything strong in 5th nerfed, and most of the good stuff in the separate supplement.

Yes, they are among the "best of the worst". When it comes to anything but Eldar, balance is still half decent if you don't use Decurion detachments.


well there you go i didn't know DE got a new codex, but then again i have only played them a handful of times and that was a long while ago, (except as allies where Eldar are using them for more OP brokenness

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

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Made in us
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the_scotsman wrote:
#2 out of the current garbage bin of IG, BA, SW, GK, SoB, DE, CSM, etc. Behind daemons and about on par with Nids, but miles better than say CSM.

But no, nowhere near post-Necron dexes except for non-convocation AdMech. But who plays that anyway.


yeah this is definitely not true. I'd say it is variable. I still have trouble with guard players who have tank spam. Ultimately it usually comes down to the luck of his rolls. Blood angels is we are equal with. I had a game last weekend and it was blood angels vs orks and daemon allies. I was playing a game with my friend who had 1k of daemons with 2 k of my orks. I decided to take the greentide thinking I could overwhelm him one unit at a time. Well he was able to multi charge my tide due to having jump packs. At the end of the game I had probably 12 or so orks left out of it. I won the game because of the daemon allies. Belakor with grimmoire soaked so many wounds and allowed the other units to get objectives. If I had 1k of extra orks I would have been slaughtered. The blood angels have some awesome formations that help with the other pre decurion armies.
   
Made in us
Dark Angels Librarian with Book of Secrets






Orkz definitely suffer against some large cheese, but unless you play against the briest of meta's, you can do well with Orkz. The trick is recognizing that some units are never worth taking and that often times bodies are worth more than special gear.

Sure, Orkz are hard, especially against gunline armies, but they're a blast to play and definitely worth a spin.

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Homestead, FL

 jreilly89 wrote:
Orkz definitely suffer against some large cheese, but unless you play against the briest of meta's, you can do well with Orkz. The trick is recognizing that some units are never worth taking and that often times bodies are worth more than special gear.

Sure, Orkz are hard, especially against gunline armies, but they're a blast to play and definitely worth a spin.


UNITS NOT WORTH TAKING: Anything that is a Walker. (Killa Kanz, Deff Dreads, Morkanaut, Gorkanaut, Stompa) Stompa can be fun and can be awesome but is pretty easy to counter since it doesn't have void shields or an organic invul save.
Ghazghkuul Thraka: over priced Warboss with no access to LS
Nobz: Over priced, cheaper to take meganobz believe it or not
Nob Bikers: Same problem as Nobz except multiplied because the bike is more expensive for a Nob for some reason.
Burna Boyz: They used to be awesome when you put them in a Battlewagon and got to flame a unit 15 times and utterly destroy it. Now you can only kill what you can hit so its a lot worse and they aren't worth taking.
Flash Gitz: Nobz.....FETHING NOBZ! No access to armor, no way to use them except in a vehicle and when that vehicle eventually pops (Open topped) its a pretty good chance that it will explode and kill about 25% of the squad.
DakkaJet: Its an AV10 flyer that can shoot 6-9 TL S6Ap4 shots at ground targets its BS3 which means your gonna hit with most of the shots but its just not really worth the points when you could take a more durable platform instead (IE Warbikers) or a higher S more shots (Lootas)
Burna Bomba: Same problems as the Dakka jet except that it has fewer shots and is a bomber, its missiles are goodish but the Ork Codex is already littered with good anti infantry weapons.
Storm Boyz: I love these guys and I want to field them so badly but they are a regular boy who pays 3pts (which is amazingly cheap) for a Jump pack. The only problem they have is that they are basically just boyz with jump packs, meaning they can't do much do most things except the Nob with his PK. They also only have 6+ armor so they are going to die just as fast as regular boyz. Theoretically they could be incredibly useful but unless your fielding them in 20-30 blobs they aren't good. And the worst thing about them? They compete with Warbikers (our best FA option).



This message was edited 1 time. Last update was at 2015/10/05 18:37:37


I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in ru
!!Goffik Rocker!!






I've had mixed results with stormboyz. Some games they're amazing and perform way above thier points. And some games they die to dangerous terrain, fail morale and all that stuff even before reaching the opponent. They're playable but not the top of our dex - that's for sure.

Anywayz, if you want to play orks - do it. We're better than we seem to be from the first glance, really. If you do feel helpless, grab a custom stompa and steamroll your opponents with double S: D massive blasts + apocalyptic ap3 flamer for ~550 pts. Thought wraithknights are cheezy?..

This message was edited 1 time. Last update was at 2015/10/05 20:29:36


 
   
Made in us
Shadowy Grot Kommittee Memba






I agree on most points, you missed a few units that are so not worth it nobody's heard of them anyway (Wartrakks anyone?) but in general I find you're mostly right.

I've used Nobz to some success as a counter to really expensive but not high attack volume units, I like that you can actually decently hide a PK or three and they're not bulky so I can fit a good bunch in a wagon. With 2 W, 'Eavy armor and a Painboy they're a good counter to some melee threats in a BW. They're not great but they fill a role in the army that's harder after the 5th-Dex.

The dakkajet and Burna jet are overshadowed by the superior Blitza Bommer, that thing is a serious godsend to the orks in cheap reliable low AP weaponry. Also possibly the best counter shenanigan to invisible deathstars in the game. The dakkajet isn't bad, but between Trakktor guns and Blitza bommers it's a bit outclassed.

I'd add to the "don't bother under most circumstances" list Trakks, Kommandos (and Snikrot), Grotsnik, and Weirdboyz.

"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
Krazed Killa Kan






Flash Gitz are fun as can be in a Blitz Brigade. Scout up (preferably into ruins), BS3 turn 1, dakka dakka dakka. Decently choppy, fairly shooty, don't vaporize in a vehicle explosion like tankbustas or lootas do.

Dakkajets are basically hard to stop dakka (when they decide to show up) that can threaten backfield squishy enemies. Not exactly the most OP unit in the game but its funny watching a dakkajet unload in a WAAAGH!!!, jink a bunch of shots until it crashes and blows up something on the ground.

Weirdboyz are actually REALLY good for their price (its the HQ slots that make them hard to field). Almost every ability is powerful (being nearly all blast, beam, template, or blessing makes their BS 2 mostly a non factor), they make a lot of warp charges for cheap, are not bad in CC (no save but they hit hard), and are cheap. One of the better daemon summoners in the game.

Not saying your going to see these at a top table in a tournament but they are quite playable in your standard pick up games.

"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" 
   
Made in ru
!!Goffik Rocker!!






the_scotsman wrote:

I'd add to the "don't bother under most circumstances" list Trakks, Kommandos (and Snikrot), Grotsnik, and Weirdboyz.


I constantly run kommandoes, Grotsnik and a wierdboy and they're doing just fine =P

Grotsnik is basically your s8-9 PK warboss + painboss+ big bosspole. Not all that bad even for how much he costs. If he was like 130 pts he'd be an auto-include. He also has some interesting combos with nobz and meganobz.

Kommandoes do reasonably well in min squads with 2 specials infiltrating on a point in ruins. 2+ cover save when g2g and not much firepower loss.

Wierdboyz are ok. Sometimes they're doing better, sometimes worse but generally, they're mediocre which is also not so bad. Consider them force mace nobz that get psy powers and psy defence and a guaranteed s6 ap3 blast. Yep, half the powers are not so impressive but when you get a sudden deepstrike that can change the course of the game or a s10 ap2 18" line of death that doesn't allow jinks, things get interesting.

Planning on running Snikrot soon. Don't think he'll do well but we'll see.

This message was edited 2 times. Last update was at 2015/10/06 05:49:12


 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

 oldzoggy wrote:
Just scroll down. This thread is made again every week. We should really just make one central "what about 7th orks" thread.




It's not exclusive to Orks either, there needs to be a checkbox that comes up before a user makes a thread asking about a faction in 7th.

"Do you plan to play tournaments"

If you select no it just closes the window. Play whatever you want.

This message was edited 1 time. Last update was at 2015/10/06 05:52:59


5000
 
   
Made in us
Shadowy Grot Kommittee Memba






The problem with grotsnik is no mega armor. There's almost never a time when I don't want a megaboss, since they can occasionally be useful to tank wounds and take on challenges (Stikkboss is great for this). But a T-shirt boss? Way to expensive for what he does.

Rage is what Grotsnik really brings to the table. Occasionally that's handy with shoota boyz, giving them a kind of "best of both worlds" but he's still a huge amount of points

"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
Battlefortress Driver with Krusha Wheel






Boulder, CO

What's the problem people have with the Trakk upgrade? I've always upgraded my Buggies to Trakks and it's done nothing but pay me in spades. I cannot count the number of times I've bashed right though terrain to get that perfect rear armor shot and been saved by my Trakk.
   
Made in us
Shadowy Grot Kommittee Memba






As with most ork vehicle upgrades (the ones that do anything at all, at least, see Stikkbomb launchas) it's a bit like putting a spinning rim on a '97 Camry. Why bother, it's a 25pt vehicle?

"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!"  
   
 
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