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Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 05:38:17


Post by: Vitali Advenil


I agree that deffkoptas are really good, but I just think they look too dinky to be really orky looking and after a google image search, apparently the deffkopta on the GW page and in the codex is a completely random model that's only sold on the site and the actual models sold in store might actually look kind of badass?

Can someone help me out here? This is the dinky model I thought deffkoptas used.

And these are apparently the actual badass models you get in the kit?
What exactly is going on?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 06:23:11


Post by: Anvildude


The first is the official model that is currently available. It hasn't been changed since the early 90's.

The second is the Assault on Black Reach 'snap-together' model that was sold in the... 5th? Edition Starter Box Set. I don't know if they're sold new anymore, but there were enough AoBR sets sold (because they were pretty awesome sets) that there's a ton of those Koptas floating around- and most Orks that scratchbuild base them on those guys.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 06:29:05


Post by: Tinkrr


The second really looks like a serious vehicle that can cause some damage. The first looks like an Ork contraption that wants the Ork to fly up to his opponent and give them a good smack in the gob.

I like both for completely different reasons.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 06:48:20


Post by: koooaei


Lootas and koptas are extremely common. Now if there were regular nobz, burnas or Ghazzy...


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 07:14:48


Post by: JimOnMars


The tankbustas love shooting at AV14...using their tankhunter reroll. 1 in 9 to glance for each busta...take 12+ bustas (and luck) and you have a good chance of killing it in 2 turns.

Anything AV12 or less with 3 hullpoints is dead.

If they can get into combat against a vehicle, the WS4 Meltabombs (ST8 AV1 tankhunter+armorbane) will kill anything in the game. I'm not sure of any other unit that has meltabombs on each model in the unit...anyone know of any unit like that?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 09:05:17


Post by: hordrak


Lootas in units of 5 work fine. I didn't believe it too, but then I tried 6 units of 5 lootas and they worked realy good. Tankbustas are also great. Give'em a trukk and run them into the next vehicle.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 09:39:50


Post by: Frozocrone


 Vitali Advenil wrote:
Lootas aren't supposed to move and are kept in deep protection due to their 48" range. I'm still on the fence about tankbustas. They're perfect for anti-meq at range, and since they all have S8 rockets they can do work against anything with armor 12 or less, while 13 is pushing it, and I wouldn't even bother against 14. Issue is, they're going to be a huge target, and unlike lootas, they don't have the range to stay deep in the pocket, but like lootas, they're extremely squishy. If I did take them, I'd have them target tough, scary units, and leave the tankhunting to my meganobz. The great part about tankbustas though is that they can do both anti-meq and anti-vehicle, while meganobz are much better at the latter than the former. I'm definitely going to look into getting some in the future, probably dropping them in a BW armed to the teeth with rockets.


You realise that Tankbustas have Tankhunter Melta Bombs right? I'd throw them at any vehicle, heck even the toughest vehicle. Sure, you might lose them all, but when 65 points blows up 250 points of Land Raider, you know you've got good mileage out of them. I've thrown them against the AV14 Leviathan Dreadnought (unit of 9) and they came out on top, while there was a smoking crater where the Dread was.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 10:31:33


Post by: Ratius


I'm not sure of any other unit that has meltabombs on each model in the unit...anyone know of any unit like that?


Eldar Fire Dragons get melta bombs as standard kit too. But you're right dedicated melta bomb units are few and far between.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 13:09:02


Post by: Sonsoftherock


 Ratius wrote:
I'm not sure of any other unit that has meltabombs on each model in the unit...anyone know of any unit like that?


Eldar Fire Dragons get melta bombs as standard kit too. But you're right dedicated melta bomb units are few and far between.


Add Imperial Guard Veterans with Demolitions to that list ( and they get the demo charge as well!)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 13:59:22


Post by: Vitali Advenil


 Frozocrone wrote:
 Vitali Advenil wrote:
Lootas aren't supposed to move and are kept in deep protection due to their 48" range. I'm still on the fence about tankbustas. They're perfect for anti-meq at range, and since they all have S8 rockets they can do work against anything with armor 12 or less, while 13 is pushing it, and I wouldn't even bother against 14. Issue is, they're going to be a huge target, and unlike lootas, they don't have the range to stay deep in the pocket, but like lootas, they're extremely squishy. If I did take them, I'd have them target tough, scary units, and leave the tankhunting to my meganobz. The great part about tankbustas though is that they can do both anti-meq and anti-vehicle, while meganobz are much better at the latter than the former. I'm definitely going to look into getting some in the future, probably dropping them in a BW armed to the teeth with rockets.


You realise that Tankbustas have Tankhunter Melta Bombs right? I'd throw them at any vehicle, heck even the toughest vehicle. Sure, you might lose them all, but when 65 points blows up 250 points of Land Raider, you know you've got good mileage out of them. I've thrown them against the AV14 Leviathan Dreadnought (unit of 9) and they came out on top, while there was a smoking crater where the Dread was.


I was talking about their shooting since CC is our general answer to armor anyway.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 14:29:04


Post by: tag8833



If you want some Assault on Black Reach Deff Koptas, check Ebay. They can go cheap. I've picked up a ton of them for around $3 per. I have 9 that I regularly use, and 9 more I'm planning to convert into Warbuggies.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/13 15:31:02


Post by: cranect


So I have an apocalypse game in a few months and my orks are being "hired" by the imperium. Here is what is was thinking of running in general since everyone only gets 5000 points.

Snikrots red skull kommandos max squads with pk, Bp, and 2 burnas.

5 dakkajets in the karnage skwadron.

The militarum tempestus air and ground formations.

Basically ill start off the board and bring my reserves on wherever people need turn two. Except for carnage skwadron which since they have said flyers can come on turn one they will pick a SHW or GC and kamikaze it to death hopefully before it can do anything.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/14 00:15:35


Post by: Vitali Advenil


Well I had my first 2000pt game against Eldar today and good god I see why people call them OP. What in the hell hope do we have to beat Eldar? All I can see is more battlewagons and hope we can get into CC in time.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/14 02:02:15


Post by: optrgrow


won another 2 games today with the list posted previously.

1 against a BA player, 1500 - stormraven, vet squad, melta squads, drop pods, etc..

He conceded start of turn 2. He dropped in to try and pop my transports but lucky rolls for me and unlucky for him didn't even glance one I believe. Boys/Manz made quick work of them with the lootas killing his back line of tanks.

Dark Eldar player - archon, wyches, raiders, incubi, helion, beastmaster and the heavy troop choice with wings.

This could of went either way, went full 7 rounds and it was always very close neither of us being able to capture many of our objectives until turn 5.

I ended up winning 13-12 with no d3 cards for either of us.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/14 02:02:39


Post by: PipeAlley


tag8833 wrote:
 Tinkrr wrote:
So I got something cool you Orkies might like, I got the top placing Ork list from the ITC in my list data base.

It's actually pretty cool and while I'm not super familiar with Orks it does look like it has some different stuff in it than usual. They're running the Bikes for sure, and the cheap Stompa, but how common are Lootas and Copters?

Deff Koptas are the best unit in the Ork Codex, and super common in Ork Tourney lists. They win games like crazy. Lootas are ok but have some problems. They go super well with a Void Shield Generator. No Cheap stompa in the top Ork player's list. He did a video with Blue Table Painting showing off his army:
https://www.youtube.com/watch?v=_PaghCY_1u0

I was hoping it would be a bit more unique. The only unique thing about it is that he is walking his tankbustas. Otherwise it is bikestar + Trukk Boyz.

He told me that the meta was somewhat unprepared for the type of list he was running, and they tended to put most of their shots into his bikestar. Congrats to Rich for doing so well.


I run my Tankbustas on foot and that usually works pretty well with Bikes in front of them and Mek Gunz behind them. I give the TB Nob a Big Choppa just in case something gets close to them.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/14 15:56:42


Post by: KaptinBadrukk


optrgrow wrote:
won another 2 games today with the list posted previously.

1 against a BA player, 1500 - stormraven, vet squad, melta squads, drop pods, etc..

He conceded start of turn 2. He dropped in to try and pop my transports but lucky rolls for me and unlucky for him didn't even glance one I believe. Boys/Manz made quick work of them with the lootas killing his back line of tanks.

Dark Eldar player - archon, wyches, raiders, incubi, helion, beastmaster and the heavy troop choice with wings.

This could of went either way, went full 7 rounds and it was always very close neither of us being able to capture many of our objectives until turn 5.

I ended up winning 13-12 with no d3 cards for either of us.


Nice job!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/14 16:09:57


Post by: Mr.T


Did you notice that koptas got 2 shoots from that new starters? That one where is build and play part.
Looks like something new is coming


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 11:13:15


Post by: hordrak


 Mr.T wrote:
Did you notice that koptas got 2 shoots from that new starters? That one where is build and play part.
Looks like something new is coming

Something is deffinitly coming. Sooner or later...


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 11:15:51


Post by: Frozocrone


In before Mob Rule gives Fearless?

That and a few more tweaks would satisfy my desire of new rules. So long as we are on post 2015 power level...would hate to be on Eldar level and lose the saying 'everyone will love you for playing Orks'.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 12:37:17


Post by: Singleton Mosby


tag8833 wrote:

If you want some Assault on Black Reach Deff Koptas, check Ebay. They can go cheap. I've picked up a ton of them for around $3 per. I have 9 that I regularly use, and 9 more I'm planning to convert into Warbuggies.


How do you use your deffkoptas? I like the models but have never used them since they compete for bike and buggy slots.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 14:12:31


Post by: Glitcha


 Vitali Advenil wrote:
I agree that deffkoptas are really good, but I just think they look too dinky to be really orky looking and after a google image search, apparently the deffkopta on the GW page and in the codex is a completely random model that's only sold on the site and the actual models sold in store might actually look kind of badass?

Can someone help me out here? This is the dinky model I thought deffkoptas used.

And these are apparently the actual badass models you get in the kit?
What exactly is going on?


I like the Assault on Black reach models better for the deffkoptas. I was really hoping that when the orks got updated, GW would have released a kit for them. There is an apoc formation that is 9+ models. Its awesome. There is also another apoc formation with the warkopta. I believe its two warkoptas and 12 deffkoptas.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 14:29:18


Post by: Singleton Mosby


 Glitcha wrote:

I like the Assault on Black reach models better for the deffkoptas. I was really hoping that when the orks got updated, GW would have released a kit for them. There is an apoc formation that is 9+ models. Its awesome. There is also another apoc formation with the warkopta. I believe its two warkoptas and 12 deffkoptas.


Sounds like fun. Where can I find these formations?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 15:04:39


Post by: Glitcha


 Singleton Mosby wrote:
 Glitcha wrote:

I like the Assault on Black reach models better for the deffkoptas. I was really hoping that when the orks got updated, GW would have released a kit for them. There is an apoc formation that is 9+ models. Its awesome. There is also another apoc formation with the warkopta. I believe its two warkoptas and 12 deffkoptas.


Sounds like fun. Where can I find these formations?


The deffkopta formation is in the apocalypse reloaded book. The warkopta formation is in the back of the IA:8 book. The group I play apocalypses with we have a house rule that as long as something has not been reprinted and the rules still function in the current rule set you can use it.

Shock attack gun battery is fun to use.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 15:57:10


Post by: tag8833


 Singleton Mosby wrote:
How do you use your deffkoptas? I like the models but have never used them since they compete for bike and buggy slots.

They are my utility players. I use them for all sorts of things. I always run them in squads of 1 unless I'm doing a Deffkopta star with Zhardsnark, and lucky stik boss and a Painboy on Bike. I always give them rokkits.

1) Score Objectives and win games. They are super mobile, and generally fairly low target priority. They can outflank, and get most places on the board.
2) Eat Overwatch. Ever faced Tau? 1 Deff Kopta can make that game a lot easier.
3) Tarpit. 1 Deff Kopta can tarpit a Riptide for a while. It can hold up a unit of space marines for most of the game.
4) Harassers. "Do you want to Jink?". Nobody wants to Jink a single Rokkit, so you can sometimes cause damage results on vehicles or pick of special weapons.
5) Movement Blocking. Because I generally don't care if they live or Die, I can stand 2 of them right in Front of an Imperial Knight, and make it take the long way around.
6) Mind Games. There are situations where I can get the opponents so fixated on killing one Deff Kopta that they ignore more important things.
7) Warp Spiders. Warp Spiders suck. Generally you've got to sacrifice some shooting at them, before you can do any damage with shooting. If I'm going to sacrifice shooting, something like a Trukk or Deff Kopta is fairly easy to sacrifice.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 17:13:21


Post by: optrgrow


Chiming in, just wanted to update the thread. Another victory for the list I have posted, this time against a DE/Eldar list (9 jetbikes between the 2 armies).

This one was over turn 2 as well, popped my battlewagon with Small D blasts from his wraithguard, got out and was able to call a waghh and charge him next turn.

Scored 20(1 d3) points to his 6ish, he stopped keeping count after 2 turns.

Game went 6 turns but more me chasing him down/wearing his archon down in CQC than anything. He did not make many saves (very unlucky rolls on his side)

The list is still yet to lose. I fear the day when I come up against a wraithknight list or something with super heavies (so far has been casual/casual competitive games).


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 17:17:00


Post by: Frozocrone


It's so nice to hear the Greenskins beating up the panzees

Just a quick note for you all, there is a new WD coming out with some Ork models. Don't know if anything is in, but at least Grukk 'Face-Rippa' is coming out in a blister pack (maybe we will see plastic Deffkoptas hit the shelves too).


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 19:05:21


Post by: Glitcha


I think I've now posted on every facebook feed about this, but I would much rather have Wazdakka and cult of speed!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 19:53:09


Post by: General_K


 Glitcha wrote:
I think I've now posted on every facebook feed about this, but I would much rather have Wazdakka and cult of speed!


most definitely! Also, any update on that new "for toy stores" line? The Vedros boxed set? I saw orky stuffs in there...but it looked largely like AOBR models?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 22:56:34


Post by: Frozocrone


Wazdakka would be swell. For the Start Collecting: Orks box set, I would have liked to see Deffkoptas and Warbikers. But I guess Deff Dreads are more iconic, much like how the Tyranid one has Warriors which almost never see the light of day.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/15 23:39:01


Post by: Tiger9gamer


Did the rumored contents drop yet? or am I too dense to find them?

Also wanted to report that I had a small game last saturday with my orks against Admech and I barely lost. I was playing the deathworld suppliment and lost more orks to dangerous terrain than to skitarii shooting, but it was still a fun time to be had!

My ork Party Wagon squad still holds strong! 17 ard boys, a mekboy, painboy and lucky stick warboss proves to be almost unmoveable most games and It's fun as hell to play.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 00:47:28


Post by: Frozocrone


Painboy, 10 Boyz, 5 Nobz and Deff Dread. Formation probably revolves around Dread.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 13:37:53


Post by: Singleton Mosby


tag8833 wrote:
 Singleton Mosby wrote:
How do you use your deffkoptas? I like the models but have never used them since they compete for bike and buggy slots.

They are my utility players. I use them for all sorts of things. I always run them in squads of 1 unless I'm doing a Deffkopta star with Zhardsnark, and lucky stik boss and a Painboy on Bike. I always give them rokkits.

1) Score Objectives and win games. They are super mobile, and generally fairly low target priority. They can outflank, and get most places on the board.
2) Eat Overwatch. Ever faced Tau? 1 Deff Kopta can make that game a lot easier.
3) Tarpit. 1 Deff Kopta can tarpit a Riptide for a while. It can hold up a unit of space marines for most of the game.
4) Harassers. "Do you want to Jink?". Nobody wants to Jink a single Rokkit, so you can sometimes cause damage results on vehicles or pick of special weapons.
5) Movement Blocking. Because I generally don't care if they live or Die, I can stand 2 of them right in Front of an Imperial Knight, and make it take the long way around.
6) Mind Games. There are situations where I can get the opponents so fixated on killing one Deff Kopta that they ignore more important things.
7) Warp Spiders. Warp Spiders suck. Generally you've got to sacrifice some shooting at them, before you can do any damage with shooting. If I'm going to sacrifice shooting, something like a Trukk or Deff Kopta is fairly easy to sacrifice.


Thanks for the explanation. However, why are Koptas better then buggies at this role?

 Tiger9gamer wrote:

My ork Party Wagon squad still holds strong! 17 ard boys, a mekboy, painboy and lucky stick warboss proves to be almost unmoveable most games and It's fun as hell to play.


Sounds like a wonderful unit. I'll give it a try once. Altough I have to say it is kinda expensive at 500+ points.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 14:09:39


Post by: Cleatus


Ok, getting kind of excited for the new updated Waaagh Ghazghkull Supplement. Darn it.

(thread ref for those who haven't read/seen yet: http://www.dakkadakka.com/dakkaforum/posts/list/680014.page)

I hope the new formations are useful. I never did get my hands on the Sanctus Reach box, or the other supplements, so having all those previously released formations in one supplement is kind of nice.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 17:00:37


Post by: optrgrow


 Cleatus wrote:
Ok, getting kind of excited for the new updated Waaagh Ghazghkull Supplement. Darn it.

(thread ref for those who haven't read/seen yet: http://www.dakkadakka.com/dakkaforum/posts/list/680014.page)

I hope the new formations are useful. I never did get my hands on the Sanctus Reach box, or the other supplements, so having all those previously released formations in one supplement is kind of nice.


have the formations been leaked at all yet? Dying to see the new ones and if we got an ork-curion!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 17:27:41


Post by: Frozocrone


Apparently it's three new ones, but if it's simply Ghazkull, Red Waaagh and Storm in one book I won't be impressed


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 17:35:46


Post by: cranect


Ya if its just the ghazzy and red waaagh books then it will be lame. I already have all those so if it just adds them and doesn't give 3 actually new formations I will be annoyed.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 17:39:41


Post by: Frozocrone


I guess it would be nice to have Grukks rules but someone will have probably put them online.

I'm personally more interested in what I can only assume is re-release of IA:8, since the download pdf and book have been removed from fw


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 17:41:16


Post by: Glitcha


 Frozocrone wrote:
Apparently it's three new ones, but if it's simply Ghazkull, Red Waaagh and Storm in one book I won't be impressed


Yeah its just the ghaz suppliment with the formations from Red waagh and storm in the same book. No changes to any of the formations just reprinting them. Darn, I already own all of those.

In other news, the Great Chilli-waaagh is getting ready to happen in my state. Its a massive apocalypse game. 4 of us in the state own the largest ork armies and we do this every year. We challenge our local community to a Orks vs *insert other faction here*. Last year it was orks vs force of chaos. It was a close game. We lost by a single point. I don't remember the score. Now the reason we call it the chilli-waagh is because the OT for this makes some amazing chilli and we use eat, drink, and talk smack all day long while we play. Personally, favorite moment last year was when my stompa gaze of morked Angrath in the face. Rolled a 6 on the D table and sent him back to the warp.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 17:41:50


Post by: Ratius


Grukk is up in the rumour thread. No change I can see from Red Waaagh campaign.
Still 4+ armor, FNP with PK, 3w and usual gubbins.

Apparently it's three new ones, but if it's simply Ghazkull, Red Waaagh and Storm in one book I won't be impressed



Yeah its just the ghaz suppliment with the formations from Red waagh and storm in the same book. No changes to any of the formations just reprinting them. Darn, I already own all of those.


Im pretty sure its 3 new ones as well as Ghaz, RW and Storm.

So 6 in total - 3 reprints and 3 new.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 18:07:28


Post by: blaktoof


but there were more than 3 formations in the two sanctus reach books so it is not a complete reprinting of them.

Not that most of the formations saw the light of day


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 18:26:00


Post by: Ratius


Hmm, then Im confused!
Nearly certain I read in the rumour thread 3 new ones though.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 18:29:52


Post by: optrgrow


 Ratius wrote:
Hmm, then Im confused!
Nearly certain I read in the rumour thread 3 new ones though.


I too heard they were "new" but they might just be new to the supplement which would kind of suck.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 18:31:26


Post by: Ratius


That would suck - is this new release just all three previous campaign rulesets and formations in one? (with a couple of new boxed sets?).


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 18:47:46


Post by: Cleatus


The leaked pics show 3 new formations, and 3 formations reprinted from RW & HotW (out of 5). It looks like the updated Waaagh! Ghazghkull will not include any of the formations from Stormclaw. Place your bets!

Also, the Start Collecting box with the Deff Dread says it comes with a Pain Mob datasheet. Whatever that is.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 19:33:59


Post by: Frozocrone


Everything gets FnP while within 12" of the Painboy?

Yes, even the Deff Dread! Hooray, our Walker gets a save!

Only FnP works on wounds and you roll armour penetration against a Dread, but tbh this is exactly the sort of rules I have come to expect.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 20:02:09


Post by: tag8833


 Singleton Mosby wrote:
Spoiler:
tag8833 wrote:
 Singleton Mosby wrote:
How do you use your deffkoptas? I like the models but have never used them since they compete for bike and buggy slots.

They are my utility players. I use them for all sorts of things. I always run them in squads of 1 unless I'm doing a Deffkopta star with Zhardsnark, and lucky stik boss and a Painboy on Bike. I always give them rokkits.

1) Score Objectives and win games. They are super mobile, and generally fairly low target priority. They can outflank, and get most places on the board.
2) Eat Overwatch. Ever faced Tau? 1 Deff Kopta can make that game a lot easier.
3) Tarpit. 1 Deff Kopta can tarpit a Riptide for a while. It can hold up a unit of space marines for most of the game.
4) Harassers. "Do you want to Jink?". Nobody wants to Jink a single Rokkit, so you can sometimes cause damage results on vehicles or pick of special weapons.
5) Movement Blocking. Because I generally don't care if they live or Die, I can stand 2 of them right in Front of an Imperial Knight, and make it take the long way around.
6) Mind Games. There are situations where I can get the opponents so fixated on killing one Deff Kopta that they ignore more important things.
7) Warp Spiders. Warp Spiders suck. Generally you've got to sacrifice some shooting at them, before you can do any damage with shooting. If I'm going to sacrifice shooting, something like a Trukk or Deff Kopta is fairly easy to sacrifice.


Thanks for the explanation. However, why are Koptas better then buggies at this role?

Definitely. Koptas are faster, and can move over intervening models. They are generally more survivable, though buggies are cheaper. Deff Koptas can get toe in Ruins, and aren't quite as threatened by Dangerous Terrain.

But, the biggest reason Deff Koptas are better than Buggies is they can assault. That is what #2 and 3 are about.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/16 22:37:25


Post by: KaptinBadrukk


In the OP, the Characters Badrukk, Grotsnik, Zagstruk and Snikrot were not listed. Well, here they are! We'll use the same code listed in the OP.

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.

Thoughts? Improve upon these if needed.



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 01:24:39


Post by: blaktoof


Trukks.

https://i.imgur.com/FN2mU5T.jpg

The gorkamorka trukk is making a comeback possibly in the later part of the upcoming year.

Not really directly a tactics item, but the gorkamorka trukk is about 1.5" shorter in length, and about 1" shorter in height than the hull of the current trukk.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 10:53:21


Post by: Singleton Mosby


 Glitcha wrote:
In other news, the Great Chilli-waaagh is getting ready to happen in my state. Its a massive apocalypse game. 4 of us in the state own the largest ork armies and we do this every year. We challenge our local community to a Orks vs *insert other faction here*. Last year it was orks vs force of chaos. It was a close game. We lost by a single point. I don't remember the score. Now the reason we call it the chilli-waagh is because the OT for this makes some amazing chilli and we use eat, drink, and talk smack all day long while we play. Personally, favorite moment last year was when my stompa gaze of morked Angrath in the face. Rolled a 6 on the D table and sent him back to the warp.


That sounds amazing!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 11:07:56


Post by: Frozocrone


Thinking about it now, if GreenTide is in the book, I would like an errata that says Ghaz can be taken in place of a Warboss. It's weird how SM can exchange characters but not Orks.

Having Ghaz with a permanent 2++ turn two onwards would make him way more viable imo. Even in the Codex formation.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 11:45:46


Post by: General_K


 Frozocrone wrote:
Thinking about it now, if GreenTide is in the book, I would like an errata that says Ghaz can be taken in place of a Warboss. It's weird how SM can exchange characters but not Orks.

Having Ghaz with a permanent 2++ turn two onwards would make him way more viable imo. Even in the Codex formation.


Why can't you? I used Ghaz as my warboss in an Ork Horde...oh, damn...I think I goofed...you can *only* take what's in that formation to get its rules...and when they say "warboss", they *mean* a Vanilla warboss only? hm...looks like that apocalypse game a month and a half ago should have gone very differently...


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 11:58:48


Post by: Frozocrone


If you house rule it as such, then more power to you!

We play close to RAW as possible, aside my mates SW being S10 and not S9 (lets, lets not get into that).


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 12:19:40


Post by: General_K


I should have known that was too good to be true. I could ask the lads to houserule it, but I don't imagine they'll go for it (and maybe best I just keep that blunder a bit hush hush).

But seriously...that blows. I didn't even use Ghaz himself in any direct measures in that game - I literally paid the points for him solely because he starts with Waaagh as his warlord trait and doesn't have to roll on the warlord trait table (thus not only declaring a Waaagh every turn after the 1st, but also conferring fearless on everything in that formation) - so I took Ghaz specifically to eliminate the problem of mob rule. Sigh, there goes that method.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 17:28:52


Post by: Cleatus


blaktoof wrote:
Trukks.

https://i.imgur.com/FN2mU5T.jpg

The gorkamorka trukk is making a comeback possibly in the later part of the upcoming year.

Not really directly a tactics item, but the gorkamorka trukk is about 1.5" shorter in length, and about 1" shorter in height than the hull of the current trukk.


The box art has MOCK UP stamped all over it. It's not confirmed if the Gorkamorka trukks are coming back yet (I think).

Anyway, there's a lot of discussion about the "Build and Paint" range, as well as "Battle for Vedros" here:
http://www.dakkadakka.com/dakkaforum/posts/list/677961.page


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 19:23:18


Post by: Anvildude


Yeah, that's all really, really old art. I think they just used the only color-art they had for that stuff.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 22:25:55


Post by: blaktoof


 Cleatus wrote:
blaktoof wrote:
Trukks.

https://i.imgur.com/FN2mU5T.jpg

The gorkamorka trukk is making a comeback possibly in the later part of the upcoming year.

Not really directly a tactics item, but the gorkamorka trukk is about 1.5" shorter in length, and about 1" shorter in height than the hull of the current trukk.


The box art has MOCK UP stamped all over it. It's not confirmed if the Gorkamorka trukks are coming back yet (I think).

Anyway, there's a lot of discussion about the "Build and Paint" range, as well as "Battle for Vedros" here:
http://www.dakkadakka.com/dakkaforum/posts/list/677961.page


I agree it is Mock Up art, but if they plan to put a trukk in they still have the gorkamorka molds.

Given they are making snap fit models for a younger target market I would think the trukk would be more like the gorkamorka one than the current model.

If the old size trukk returns, grots can basically give it 50% cover.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 22:40:54


Post by: Cleatus


blaktoof wrote:

I agree it is Mock Up art, but if they plan to put a trukk in they still have the gorkamorka molds.

Given they are making snap fit models for a younger target market I would think the trukk would be more like the gorkamorka one than the current model.

If the old size trukk returns, grots can basically give it 50% cover.


If the old Trukks come back, I'll build a Stompa with Gorkamorka Trukks for feet. Aka, rollerskates.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/17 23:52:33


Post by: Tiger9gamer


 Cleatus wrote:
blaktoof wrote:

I agree it is Mock Up art, but if they plan to put a trukk in they still have the gorkamorka molds.

Given they are making snap fit models for a younger target market I would think the trukk would be more like the gorkamorka one than the current model.

If the old size trukk returns, grots can basically give it 50% cover.


If the old Trukks come back, I'll build a Stompa with Gorkamorka Trukks for feet. Aka, rollerskates.


I love the old trukks, I have gotten two of them and use them every game with me orks! Their quite easy to carry around.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 00:37:06


Post by: Frozocrone


Just realized that the Pain Mob formation from the Start Collecting box means we can have Painboyz without using up HQ slots. Granted, it's a huge tax but yeah. Hopefully there is a new formation where we can take Painboyz en masse.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 05:28:22


Post by: cranect


It isnt tax if you were planning on bringing the units anyway


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 06:59:59


Post by: tag8833


 KaptinBadrukk wrote:
Boss Snikrot: Mork's teeth strike at Str 5 AP 5. If you do use him, put him with a well-equipped unit of kommandos.

I disagree with this review. Boss Snikrot can be awesome in the right list. It has nothing to do with him personally. Think of Snikrot as a Anvil. The rest of your army is the hammer. He arrives with a max squad of Kommandos from any board edge (Including your opponent's), and he comes in behind the units you want to kill, and on the turn they arrive they have shrouded, so if you can get a few in ruins, you are talking a 2+ cover save. The reason he didn't impress you, is you thought of him as a unit. I don't. I think of him as a Transport. He transport a max squad of Kommandos to exactly where I need them to be. After he has done his job, he just eats a challenge for the Nob, or I throw him away to tarpit / clean up something he can deal with by himself. I've even used him to eat Tau overwatch. This is how I would write it up:

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 08:46:13


Post by: Frozocrone


Let's not forget he can save your PK from challenges.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 09:00:08


Post by: koooaei


I've run Snikrot + kommandoes and they were underwhelming for a price. However, i got lucky and one-shot a landraider with a pk nob. Than died to an explosion and were finished off with a couple of bolters.

The best way to run kommandoes for me was min squad with 2 specials.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 14:22:33


Post by: KaptinBadrukk


tag8833 wrote:
 KaptinBadrukk wrote:
Boss Snikrot: Mork's teeth strike at Str 5 AP 5. If you do use him, put him with a well-equipped unit of kommandos.

I disagree with this review. Boss Snikrot can be awesome in the right list. It has nothing to do with him personally. Think of Snikrot as a Anvil. The rest of your army is the hammer. He arrives with a max squad of Kommandos from any board edge (Including your opponent's), and he comes in behind the units you want to kill, and on the turn they arrive they have shrouded, so if you can get a few in ruins, you are talking a 2+ cover save. The reason he didn't impress you, is you thought of him as a unit. I don't. I think of him as a Transport. He transport a max squad of Kommandos to exactly where I need them to be. After he has done his job, he just eats a challenge for the Nob, or I throw him away to tarpit / clean up something he can deal with by himself. I've even used him to eat Tau overwatch. This is how I would write it up:

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


OK. Will update post.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 16:06:36


Post by: cranect


I like snikrot a lot. Almost always accomplishes something for me. Except against tau who ignore cover... But ya I always take a max squad with pk, Bp, and maybe some burnas if I have the points. They always do some work.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 17:46:34


Post by: Cleatus


Snikrot also has the Fear special rule, and Ld8 which is kind of nice.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/18 17:52:10


Post by: KaptinBadrukk


Here's how it looks now.

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 12:25:49


Post by: Glitcha


 KaptinBadrukk wrote:
Here's how it looks now.

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


Kaptin Badrukk might be bad on his own, but his flash git formation is amazing! Him plus 20 flash gitz, all gain mastercraft snazzgunz. Now you are killing things. Personally, put them in kustom battle fortress with a big mek in mega armor and just drive around shooting everything they can.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 13:36:05


Post by: General_K


heh. so we'll reach the point where every character has a version of themselves that can fit into any of the coloured categories (blue under these circumstances, red otherwise)? I admit, i've not yet tried the special characters, save Ghaz.



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 13:37:13


Post by: Frozocrone


We can all agree that Zhadsnark deserves Green though Even if you're not doing a bike army, S10 AP2 I4 is vicious.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 18:36:58


Post by: Singleton Mosby


 Glitcha wrote:

Kaptin Badrukk might be bad on his own, but his flash git formation is amazing! Him plus 20 flash gitz, all gain mastercraft snazzgunz. Now you are killing things. Personally, put them in kustom battle fortress with a big mek in mega armor and just drive around shooting everything they can.


But that unit is so extremely expensive it is not funny anymore.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 18:45:20


Post by: Tibs Ironblood


 Singleton Mosby wrote:
 Glitcha wrote:

Kaptin Badrukk might be bad on his own, but his flash git formation is amazing! Him plus 20 flash gitz, all gain mastercraft snazzgunz. Now you are killing things. Personally, put them in kustom battle fortress with a big mek in mega armor and just drive around shooting everything they can.


But that unit is so extremely expensive it is not funny anymore.


And not to mention a pain to actually play if you role each git one at a time to properly managed their master crafted weapons.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 19:03:13


Post by: blaktoof


 Tibs Ironblood wrote:
 Singleton Mosby wrote:
 Glitcha wrote:

Kaptin Badrukk might be bad on his own, but his flash git formation is amazing! Him plus 20 flash gitz, all gain mastercraft snazzgunz. Now you are killing things. Personally, put them in kustom battle fortress with a big mek in mega armor and just drive around shooting everything they can.


But that unit is so extremely expensive it is not funny anymore.


And not to mention a pain to actually play if you role each git one at a time to properly managed their master crafted weapons.


Yeah...

I have run the formation twice and the second time broke it into two units of 10 flash gitz. Broke rolling down into 5 models at a time with 15 dice (5 different colors of 3 dice) so it was reasonably quicker to roll the mastercrafted re-rolls since you could see the individual results from half the squad firing at once.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/19 19:47:02


Post by: KaptinBadrukk


 Singleton Mosby wrote:
 Glitcha wrote:

Kaptin Badrukk might be bad on his own, but his flash git formation is amazing! Him plus 20 flash gitz, all gain mastercraft snazzgunz. Now you are killing things. Personally, put them in kustom battle fortress with a big mek in mega armor and just drive around shooting everything they can.


But that unit is so extremely expensive it is not funny anymore.


Yeah, and I hear that to get the Master Crafted Rule to work correctly, you have to roll each snazzgun separately.


Automatically Appended Next Post:
I just wrote this Freebootaz army list.

Spoiler:

HQ
Badrukk 110 (Warlord)

Troops
20 boyz 250
‘eavy armour
2 big shootas
Boss nob with power klaw and bosspole

10 boyz 115
‘eavy armour
1 big shoota
Boss nob with slugga and choppa

10 grots 55
Runtherd with squig hound and grot prod

Elites
17 nobz 564
‘eavy armour
5 bosspoles
4 power klaws
13 big choppas

Fast Attack
3 deffkoptas 90

Dakkajet 130
Additional Twin Linked Supa Shoota

4 Warbikers 107
Boss nob with power klaw

Heavy Support
Battlewagon 165
Deff Rolla
Red paint job
‘ard case
Kannon
4 big shootas

15 flash gitz 330



Here's what I intend to do with Badrukk and his gitz: Put them in the battlewagon so they don't have to sit in one place throughout the game. Does this mean when they shoot their snazzguns out the windows, they can still use their gitfindas?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 01:26:05


Post by: geargutz


If you read the gitfinda rule it says when they don't move...units in moving vehicles are counted as Haveing moved....so no. Drive that battlewagon as far as possible to enemy and put it in park. Next turn it's bs3.
Another good tactic is to put them in a FW warkopta, it goes faster and can jink...cool tactic is that a jink in transport doesn't force the embarked unit to snapfire. So just park that thing and jink, then shoot anything close to it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 07:46:58


Post by: Mmarg


So I posted this over in army lists, but the warbosses seem to be hiding here.

Spoiler:


CAD

2x Mek

Warboss w/DLS and bike

Zhadsnark 'Da Rippa' (Warlord)

3x5 Tankbustas in Trukk w/RL

1x10 Zhadsnark's Warbikers

1x3 Zhadsnark's Warbikers

2x1 Deffkopta w/RL

The bump: Buzzgob's Big Mek Stompa w/Deff Kannon, Mega-klaw


Ork Great Waaagh! Detachment

2x Mek

Big Mek w/BB, MFF, bike and PC

Painboy w/bike and grot orderly

1x5 Tankbustas in Trukk w/RL

2x10 Gretchin



- What is the transport capacity of Buzzgob's Big Mek Stompa and will the belly Deff kannon change that?

- With the rest of the list in mind, how would you kit the stompa?

Thanks in advance for your responses.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 10:49:45


Post by: Willbender


So i posten my army list in the army list section but it is really a tactic question:

I'm trying to make a 900 point list for a escalation league battle...

Mission: Big Guns Never Tire.

Special Rule: You may select ONE Heavy Support choice at HALF THE POINTS.

I will be facing space marines With 1 landraider redeemer filled with some close comdat termies. a drop pod and some other stuff

what i got now are 2 almost the same list.
big deifferece is:
2 troops of tankbustas with 2 bomb squig each (in a trukk with ramm) and 1 group of mega nobz (1 with kill saws in a trukk with ram) and 2 Kustom mega cannons (2 single kanoons)
or
3 troops of tankbustaswith 2 bomb squig each (in a trukk with ramm) and 4 kustom mega kannons. (2 squads of 2 kannons)

Question is what is better vs the landraider? 15 tankbustas with 6 squigs or rush the meganobs to the landraider?

Spoiler:



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 11:40:32


Post by: Frozocrone


Tankbustas. Heck five would do. Meltabombs ftw


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 14:24:14


Post by: KaptinBadrukk


geargutz wrote:
If you read the gitfinda rule it says when they don't move...units in moving vehicles are counted as Haveing moved....so no. Drive that battlewagon as far as possible to enemy and put it in park. Next turn it's bs3.
Another good tactic is to put them in a FW warkopta, it goes faster and can jink...cool tactic is that a jink in transport doesn't force the embarked unit to snapfire. So just park that thing and jink, then shoot anything close to it.


okay, thanks for telling me.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 14:54:12


Post by: biggie_reg


I had an interesting 1750 pt game against a SW thunder wolf calvary list a couple of weeks ago. I had Grukk's formation from the Stormclaw box, Lootas with a big mek w/MA and MFF, tankbustas, Big mek w/SAG, grots, full unit of boyz, kommandoes with Snikrot, min unit of flash gitz, and Traktor cannons. Cannons did absolutely nothing (league game where we don'the know opponent's list) and the SAG rolled terrible, but we drew at the end with him having one small unit holding an objective, a single Nob holding one, him having linebreaker, me having first blood, both dead warlords, my Lootas and gitz untouched, him with a lone character just outside an objective. Model of the game was a single regular tankbustas that held on for a turn after thunderwolves cushed his buddies during my assault, rolling a 1 on the mob rule table, tying up a unit of 6 calvary during his turn. Nobs did excellent in this game and Grukk simultaneously killed his warlord as he died in a blazing glory, thank goodness for shred! Good game overall, thought I would get stomped but my Boyz did me proud.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 16:20:22


Post by: Swampmist


Ghaz might need an update on his viability. Fixes the ork LD problems, is super tanky and makes MANz units even better.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 17:26:41


Post by: Frozocrone


I can actually see the Orkurion being something like letting the Warboss Waaagh every turn.

That alone makes Ghaz super good, army wide Fearless T2 and 2++)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 20:11:50


Post by: Swampmist


Its been released in the ebook; it lets you waaagh every turn including the first and you no longer need to roll 10+ for HoW, just have a mob of 10+ models charge. Its honestly pretty bad, unless you take Ghaz.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 20:13:21


Post by: KaptinBadrukk


So Ghazghkull Thraka is good now?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 20:22:45


Post by: Vitali Advenil


The waaagh every turn rule is actually fantastic, but a bunch of S3 HoW attacks is a joke. If the unit composition is good though I can see myself taking it for the waaagh rule.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 20:36:45


Post by: Frozocrone


Eh S3 is bad, but I10 is damn fantastic. I'll take extra attacks any day of the week.


Automatically Appended Next Post:
I do like Waaagh turn one though. Trukk Boyz can potentially move 30" first turn :O


Automatically Appended Next Post:
I also want Waaagh to affect Bike units too.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 21:42:00


Post by: Dakkafang Dreggrim


Wait has it been confirmed we can waaaagh on turn 1 now ?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 22:41:00


Post by: Swampmist


Based on the ebook, the detachment lets you do so. Its also rediculously exspensive and gives you a +2 to the mob rule table, reportedly. Really hoping it's actually +\- 2.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 22:50:44


Post by: Frozocrone


Well that's just killed my hopes of a decent book.

If Mob Rule stays the same I would seriously consider just painting as opposed to playing Orks. I'm at the point where I could rant on Mob Rule for a solid five minutes.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 22:59:52


Post by: Swampmist


If you bring ghaz you can ignore it though, because perma waaagh means the whole army is fearless if they don't change his WL trait. Currently looking at Warband+Council+Vulcha Skwad, which my ork friend might find fun and atleast semi effective. Waiting to see if lootas can be taken in anything in the detachment...


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 23:02:46


Post by: Frozocrone


True. If Ghaz dies though, then you're stuck with the rule. T5 2++ is good, but not unbeatable.

That's assuming that Ghaz remains unchanged, if he loses his invulnerable, well, pfft. One finger up.

I'm going to reserve my final judgment for when I see the pictures and books themselves...but initial impressions range from meh to joke.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/20 23:22:24


Post by: Swampmist


Also, you can take the codex relics, so you can stick a lukky stikk meganob with him to tank stuff that isnt ap2 and/or ID.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/21 02:23:50


Post by: cranect


I like the waaagh every turn and the hammer of wrath since I bring big blobs. Also since the +2 doesn't really affect large blobs I tend to prefer it so the boys don't run when I roll that one.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/21 07:53:10


Post by: Vitali Advenil


The +2 is awful. I don't even get why that's an addition. We didn't need any caveats to our codex; we need every advantage we can get.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/21 09:10:20


Post by: BAN


I was under the impression that Kan walls suck as they're too slow and weak in the new dex coz kff aren't as good.... Somebody prove me wrong... GW seem to be trying to push ork walkers at the moment.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/21 09:21:15


Post by: koooaei


If only we could run Ghaz without that awful council, it'd be decent.

As is, it's worse than CAD. Kinda like IG decurion.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/21 09:31:27


Post by: Frozocrone


It's arguably worse than the IG one.

Just kill the Warlord and you can remove one part of the bonus. Can remove the other part easily too just through firepower. Every other decurion has bonuses you can't get rid of, or at least easily.

The new formations are gak too. Burnabombas are still useless, Dakkajets are decent, but the Tankhunters rule means little when Tankbustas, Lootas and Traktors do the same thing but for better. Blitzabomber was never firing at tanks.

I've had time to sleep on it and I still think it's a massive kick in the nuts.

No new Codex/models at least to my knowledge, so my Orks are staying on the shelf indefinitely.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/21 09:35:07


Post by: geargutz


BAN wrote:
I was under the impression that Kan walls suck as they're too slow and weak in the new dex coz kff aren't as good.... Somebody prove me wrong... GW seem to be trying to push ork walkers at the moment.

While I've never done a Kan wall, Ork walkers are trash in general compared to every walker in the game. But gw has a hard on for selling us walker...but are limp at writing us descent rules.
I only ever bring walkers to casual and fun games (and apokalypse).


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 00:32:04


Post by: Frozocrone


So brushing aside the fact the Orkurion is bad, I've got a quick question about Skorchas on Deff Dreads.

Originally I said they are for weapon destroyed results, but thinking about it, aren't power klaws weapons?

So what's the point of the Skorcha when I could take another PK? Someone please enlighten me.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 00:42:37


Post by: Vineheart01


Typically i keep 1 skorcha on a dredd because that heavy flamer usually does some damage in both shooting and overwatch, and its a good bit cheaper than a 4th klaw.

The main thing that extra attack will help against is numbers, as everything that can tank a deffdredd melee's attacks will usually kill him before he can attack anyway (other walkers, MCs, bamf characters). The skorcha both in shooting and overwatch will do more damage to numbers than 1 klaw attack in most situations. The things that dont kill a dredd first and dont have mass numbers, he already butchers without that last attack.

Problem is getting him there. Even with a KFF following them i rarely get them in melee because the first flippin shot always stunlocks, immobilize, or explodes them. Walkers should have Super Heavy Vehicle damage chart perks...


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 05:09:55


Post by: Mr.T


Do you think we get smthing free as other races for our core?
I got better idea - ork bands, same as ig platoons. That would be cool...


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 06:35:37


Post by: Tibs Ironblood


As it stands I am thinking of just begging the guys at my FLGS to let me run ghazy instead of a warboss in the goff kill mob. Still a lame decurion, but at least I could get a BAMF Ghazy out of it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 07:00:35


Post by: Grimskul


 Tibs Ironblood wrote:
As it stands I am thinking of just begging the guys at my FLGS to let me run ghazy instead of a warboss in the goff kill mob. Still a lame decurion, but at least I could get a BAMF Ghazy out of it.


The only big buff it seems that we got from the update was Ghazzy actually being worth his points (outside of the council). Given that you still need to take all the poo poo stuff in the goff kill mob I don't think its asking much, not wraithknight spam or Tau levels of cheese at all.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 13:20:07


Post by: Glitcha


Two things,

First, My Klaw stompa/ bike list won its first event over the weekend. Beat out the new deamon codex and Eldar codex. I had a great time. I acutally managed to "eldar" the Eldar player. I hide some deff-koptas in reserver to out flank. We were in the last turn of our game. The Mission was Big guns never tire and 2 of them came on. I manage to push him off the objectives and then turbo boosted the 2 deff koptas and ran one of my favorite orks over to the other to claim the victory. He was so pissed. All the games had stopped because he said I "eldar-ed" him with my orks. It was a good time. Klaw stompa actually didn't get to kill much with his klaws, but his flame blecha was awesome.

Second, I've seen the new ork detachment and I'm not too impressed by it. I actually don't waagh that often now. Most of the time my warlord is a big mek with a lucky stikk or da thinkin kap. What I really like is some of our new formations. Dakka jet one is pretty nice. 3 jets with tank hunter. Doesn't sound like much, but if you are hunting down light armor this is great. Also, you get extra shots every turn, because you are waaghing every turn. 12 str 6 ap 4 shots, dakka dakka dakka. I'd be more curious to see what some of the other formations rules are. Wingnuts Air force is pretty awesome. You can fully heal the plans and reload bombs when they go in reserve.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 14:08:32


Post by: Frozocrone


Is it Tankhunters? I thought it was just Tankhunters against Flyers.

If it's just generic Tankhunters, might paint mine up.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 14:52:39


Post by: tetrisphreak


 Frozocrone wrote:
Is it Tankhunters? I thought it was just Tankhunters against Flyers.

If it's just generic Tankhunters, might paint mine up.


It's tank hunters if the target is a flyer. The extra shots from an endless Waaagh is nice, but that's the only buff you can really count on when list building with that formation.

That being said, It's not a bad way to sneak 3 dakka jets into a list that uses a CAD, leaving your fast slots open for deffkoptas and warbikers.

Edit to add - I'm going to give the Orkurion a shot this sunday at our montly RTT. I think that MSU spam is the way to go with it - yes the enemy will kill that single deff kopta but i've got 5 or 6 more units of them waiting to harass and grab objectives, etc. I'll report back with how it does.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 15:04:46


Post by: Frozocrone


It's a shame because for 30 points more you could take the Crimson Hunter formation that has PE: Flyers and FMC, as well as Tankhunters for Flyers.

Hahaha


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 20:32:42


Post by: Thorned_Lily


Not trying to derail this festival of complaints about the disappointment that the Orkurion is on paper (and let's face it, likely on the table as well), but I'd like a few tips/ideas/tactics regarding Warbikers. My wife collects orks (actually mostly gretchin, but we'll move past that) but doesn't actually play the game. I'm ok with that as it gives me an extra army to play with when I'm feeling heretical, but in any case we recently got a really great deal on a used bundle of ork stuff and with that came a pack of 3 Warbikers, 3 Wartrakks and 9 Deffkoptas.

I'm fairly confident in how to use the koptas and Wartrakks, it's just the bikes I'm kind of struggling with. I'm not interested in running a full bike army, and don't have the funds to run big packs of bikes anytime soon. Given that, how best should a small bike group be run? I was considering picking up a couple more Warbikers and an old used Space Marine Attack Bike and converting that into a Nob Biker, and running 5 Warbikers with a Nob/PK+BP. If that's a reasonable squad, how do I use it? If it's no good, what do I need to make it work? The squad will have backup in the other fast attack choices mentioned above, as well as a trukk with 6 meganobz inside aiming for a turn 2 charge, turn 1 bullet magnet.

TL;DR - Hook a girl up with some thoughts on running a small 5-6 strong Warbiker squad for her wife's mostly-grot army.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/22 23:27:20


Post by: Grimskul


Thorned_Lily wrote:
Not trying to derail this festival of complaints about the disappointment that the Orkurion is on paper (and let's face it, likely on the table as well), but I'd like a few tips/ideas/tactics regarding Warbikers. My wife collects orks (actually mostly gretchin, but we'll move past that) but doesn't actually play the game. I'm ok with that as it gives me an extra army to play with when I'm feeling heretical, but in any case we recently got a really great deal on a used bundle of ork stuff and with that came a pack of 3 Warbikers, 3 Wartrakks and 9 Deffkoptas.

I'm fairly confident in how to use the koptas and Wartrakks, it's just the bikes I'm kind of struggling with. I'm not interested in running a full bike army, and don't have the funds to run big packs of bikes anytime soon. Given that, how best should a small bike group be run? I was considering picking up a couple more Warbikers and an old used Space Marine Attack Bike and converting that into a Nob Biker, and running 5 Warbikers with a Nob/PK+BP. If that's a reasonable squad, how do I use it? If it's no good, what do I need to make it work? The squad will have backup in the other fast attack choices mentioned above, as well as a trukk with 6 meganobz inside aiming for a turn 2 charge, turn 1 bullet magnet.

TL;DR - Hook a girl up with some thoughts on running a small 5-6 strong Warbiker squad for her wife's mostly-grot army.


I would treat the bike squad as a rapid-response dakka unit. Even with only 5-6 guys it can still put out a respectable amount of dakka especially with twin-linked, pretty much use it as a harassing unit against small enemy units vulnerable to its guns like pathfinders, troops squatting on objectives. Only charge in when necessary (like combo-charging with your main CC unit and using the bikers to soak overwatch) as they're primary upsides are their mobility and ranged-ability.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 02:41:10


Post by: Vineheart01


Not going to lie, if the old dakkajet rules were still a thing people would be taking bare bones cores and utterly spamming dakkajets lol. Endless Waaagh! on probably 6 dakkajets firing double shots. Would get stale quick in my mind running nothing but jets, but ork fliers would be something to fear lol.

Rather than granting them Tankhunter i wish they got a Dogfighta! rule in that formation. While moving past a flier, roll a D6. On a 1, you crashed into it and you both crash and burn. On a 2-3, you successfully manage to peg the rear armor of the enemy flier with 1 gun. On a 4-5, all guns. On a 6, reroll pens. This doesnt count as a shooting phase or limit the total number of guns able to be fired.

Also to answer your biker question Thorned_Lily, warbikers are best thought of as a Warboss on Bike with Lucky Stikk delivery unit. Theyre good on their own, but without a painboy theyre not hard to remove and the Warboss devours just about everything they slam into. 10+ warbikers adds plenty of ablative wounds and a crapload of dakka before the charge and for overwatch, less then that its more of a strikeforce that swerves up the side of the table to sneakcharge something akin to stormboyz or MANz missiles.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 02:46:15


Post by: Frozocrone


Hexxajets?

Unfortuneately it requires reserve manipulation...but if they all came in turn one or two auto...holy frick on a stick on a brick.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 02:50:32


Post by: Vineheart01


Even if they didnt all come in at once, youre bound to get at least 3 the same turn. Fliers have an innate problem of eventually they either fire at a terrible target a couple turns or vanish for a turn, i'd rather the 6 dakkajets came in waves of 3 so i just constantly had that Strafing Run dakka coming down, instead of giving my opponent a turn to breathe.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 04:09:17


Post by: tag8833


I took out Buzzgob's Stompa to a Tourney on Saturday. 1500 points ITC.

My list:
Spoiler:

Cad #1:
Mek

Big Mek (DFK)

5 Tankbustas in a Trukk (Ram)
5 Tankbustas in a Trukk (Ram)

10 Boys + Nob (PK, BP) in a Trukk (Ram)
10 Boys + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lobbas (5 Ammo Runts)

Buzzgob's Stompa (2 Deff Kannons)

CAD #2:
Painboy

10 Gretchin
10 Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)


Round 1:
Spoiler:

Mission: ITC Emperor's Will

Opponent: CSM

My opponent was running something like
Sorcerer (ML3)
Sorcerer (ML3)

6 Terminators (Combi-Weapons, Mark of Nurgle)
6 Terminators (Combi-Weapons, Mark of Nurgle)

Forgeworld Soulgrinder.

5 Hellbrutes in a formation as a single unit.


It was an obvious missmatch. I got 2nd turn. He deployed in 1 corner, so I deployed my Lobbas and Stompa accross the table, and stuck everything else in the far corner. The only units I used in this game were the Stompa, the Lobbas, and a couple of Deffkoptas that took potshots, and got linebreaker. He kept the hellbrutes invisible all game.

Turn 1, he shot and took out 1 of my 4 power fields. He Ran the Hellbrutes to score a maelstrom objective. I liftadroppered the Soulgrinder to death, exploded one helbrute, and took a couple of hull points off another, and killed 3 Termies all with the Stompa. The Lobbas Picked off another terminator. I failed a 8" charge into the helbrute formation.

Turn 2, he shot and took out another power field, and then charged the Stompa with the Helbrutes. I actually hit, ad killed one with my normal attacks, but didn't do anything with my stomp. He takes off about 5 hull points. On my turn I fail to repair anything. The lobbas kill a couple of termmies. My Stompa weapon destroys a helbrute and removes its power fist, so now only 2 can hurt me, but he takes another 3 hull points. On his turn he dominates the lobbas, and fails a 10" charge to join the combat. One sorcerer perils himself to death. The combat doesn't do much. He does 0 hull points, and I glance once. Then on my turn, My Stompa Hits 3/4 times, and does an Explodes, and 2 other pens. That kills all but one of the helbrutes, and I stomp it to death. I take another 2 hull points.

Turn 3, he tries to back up and hold his Emperors will, but it is hopeless, my Stompa kills all the terrmies, and a Deffkopta takes the last wound off of a sorcerer.

Result: Tabling 11-0 Orks.


Round 2:
Spoiler:

Mission: Big Guns.

This is my worst matchup possible of the 16 armies in attendance. It is tau.

His List:
FArsight CAD:
Commander (Drone Controller) + 2 Marker Drones.

4 Marker Drones

Crisis Suite with 1 Flamer
Crisis Suite with 1 Flamer

Y'Vahrna
Stormsurge (4++)

Riptide Wing:
Bursttide
Bursttide
Bursttide


He wins the roll, and decides to go 1st. It is Vanguard. I make a major deployment mistake, and put the lobbas in my only piece of ruins which means Y'Varna ends up with a 4" Charge on turn 1. Through a fluke of epic propotions, I'm on a table with some giant cans that are big enough to HIDE MY STOMPA out of LOS. I reserve everything else.

Turn 1: On his turn, he moves his stuff around main, and puts the anchors down on the stormsurge. He loses a drone to Dangerous. Y'Varna fails the 4" charge, and it is on, because that puts Y'Varna in easy range of the Stompa. The Lobbas kill all but 1 Marker light. The Stompa puts some wounds on the Stormsurge, and a couple of Riptides. Then I fail a 5" charge into the Y'Varna. Doh!.

Turn 2: This turn is unlike anything I've ever seen. He shoots 167 Shots. Most of them are at BS 4 or higher. He takes down both powerfield, and takes 10 Hull points off the Stompa. His Y'varna finishes the Lobbas. I'm wishing I had paid the points for the 5++. Though I did get a couple of 5++ cover saves for him shooting through his own stuff. He also Gets hot and take 4!!!!! wounds on his various Riptides. On my turn. Everything comes in. I move the Stompa towards 2 Riptides that are closely grouped. The nearest one is down to 2 wounds, and I'm hoping to shoot it to death, and charge the other. I shoot basically my entire army into the Riptide, and only do one wound to it. I did end up shooting a few shots at the Stormsurge, and taking off 2 more wounds there. I fail both of my repair rolls, even with the reroll. Crap. I charge in the Stompa and Hammer of wrath kills the Riptide. Great.

Turn 3: Y'varna only does 1 hull point thanks to a miracle. A Burstide does nothing, but the Stormsurge finishes off the Stompa. The only thing that walks out is the Runtherd. He also kills 4 Deffkoptas 2 Trukks, 2 Tankbustas, and 6 boys. On my turn, I do the best I can. The small squad of boys is enough to kill the riptide after the heroic runtherd eats the overwatch. I get a charge off on a Riptide with Tankbustas. 3 of them survive overwatch. I win combat by 1, but the 1 wound riptide makes leadership. My other stuff is mainly scoring Maelstrom. I lost 4 Maelstrom points because of the Stompa, and have to make up ground. I do sneak one trukk next to the remaining riptide that isn't in Combat.

Turn 4: The Stormsurge kills the remaining Deffkoptas, Tankbustas, and the boys that killed the Y'varna. It looked a bit like he was going to charge in and try to bail out the riptide locked with the tankbustsa, but he shoots instead. The other riptide kills the trukk that is next to him, but the boys get out in good position. Combat, however doesn't work out. The 1 wound riptide hits 3 times kills 2 out of the 3 Tankbustas, and my last one wound, but he makes the invul. I fail leadership, and mob rule, and get swept. On my turn it is looking bleak. I've gob one full squad of boys, and one full squad of gretchin, and 2 running tankbustas that are about to clear the table. My Boys put down the riptide next to him, and consolidate out of Line of Sight. At the point my boys are controlling one Big Guns Objective, and the Gretchin are sort of straddling 2 of them, but can only control one, both his 2 wound stormsurge and his 1 wound riptide are on top of the last big guns objective, however due to the 4 Maelstrom Points my Stompa gave up, he's got a 1 point lead on Maelstrom. We've both got Warlord. I have linebreaker, and neither of us have King of the hill. So right now I'm winning 6 - 5.

Turn 5: He realizes that I'm about to win the game, so he does what he absolutely must. He moves, and runs the Stormsurge to get linebreaker, and 4D6 Jumps the Riptide to get King of the Hill. I do absolutely nothing, because there is nothing that I can do except win primary. I'm losing 7-6, but at least not tabled. It goes on to turn 6.

Turn 6: I try to mind game him, and convince him to nova his riptide, but he is too smart to fall for it, so he shoots SMS at my Gretchin, and kills 3, but I make a leadership. I do nothing again. The game ends.

Tau win: 7-6.


Round 3:
Spoiler:
Mission: Kill points.

Opponent: Psychic Deamons.

I don't remember his list completely. He had a ton of heralds. Something like this:
Daemon Cad:
Fateweaver
Herald of Tzitcheech (ML 3)

Pink Horrors
Daemonettes.

Seekers with a ML1 or 2 champion or herald.

Soul Grinder.

Daemon Cad:
Herald of Slanesh (ML 2)
Herald of Slanesh (ML 2)

Daemonettes.
Daemonettes.


CSM Ally:
Sorcerer (ML2 or 3)

Cultists

Heldrake

Kill Points are a problem for me, obviously. I absolutely must win the Maelstrom.

Deployment: He gets 1st turn, and deploys in his corner, with Fateweaver out front. His Seekers outflank. I'm hoping to put some wounds on him before he gets airborne thanks to +1 to sieze, but I don't sieze. I deploy the Stompa, and the Lobbas.

Turn 1: He flies fateweaver straight towards me, and casts a metric ton of witchfires at my Lobbas. He does end up killing 1 gun, and 1 Gretchin, but not enough for a leadership test. I march the Stompa up, and manage to kill most of his cultists and his sorcerer, then I charge in to a squad of deamonettes. There is a Slanesh herald with a S8 AP2 weapon, and one that is S5 or 6 rending, and they actually manage to take 4 hull points off my Stompa. I kill some Daemonetts, but they actually win combat which was fascinating.

Turn 2: With nothing targetable except for the Lobbas, he pours everything he's got into them, and kills 2 more gretchin, and another gun, and they run off the table. His Heldrake comes on but has nothing to shoot at. On his turn, the Stompa manages to win combat by 6, and Demonic Instability takes care of the rest. On my turn Everything comes in. I had master of ambush, so I outflanked my Tankbusters, and end up with a trukk look at the rear of that helldrake. they convince it to Jink, and then miss. the Stompa lights up another unit of Demonettes, and charges into a different one, demonic instability wins out here too. One Trukk moves flat out to score a Mealstrom. Everything else shoots at Fateweaver. He manages to Jink away 3 Rokkits, and make 3 armor saves.

Turn 3: His Soulgrinder goes after the Tankbustas that screwed with the Heldrake, and blows up the Trukk, they take causalities from the explosion and run. Fateweaver moves into the middle of a bunch of my stuff, and fires off a couple of Novas that kill a few deffkoptas, and imobilizes a Trukk. Minor Rules error here. Fateweaver also shot a Beam. He shouldn't have been able to because he jinked. The seekers come on, and threaten my other tankbustas. On my turn I do basically the same thing I've been doing This time I shoot the Seekers with the Stompa and the Tankbustas. I also kill a few demonettes. One Deffkopta shoots at Fatey to get him Jinking then the rest go after the heldrake, but he doesn't Jink, and I roll a 1 to glance on my only hit. The Gretchin make Fateweaver take 2 more saves, and I giggle. I move everything to basically Deny the Heldrake any good targets. Fateweaver too, but there is a limit to how much I can do.

Turn 4: His Heldrake Vector Strike, but fails to kill a Trukk, and Fatey moves in the only way he can to keep him on the table. He is running low on Warp dice at this point. Fateweaver does have enough left to kill 2 of the 3 of the running squad of Bustas, and make me take 4 saves on a Deffkopta which doesn't die. The Soul Grinder kills the last fleeing tankbusta. On my Turn, he wants to call the game, he thinks he's way up on Kill points, and I'm way up on Maelstrom. However, when we count up kill points, he is only leading by 1. So I suggest we finish my turn to see if I catch him. It all comes down to the Stompa, and the Trukk full of Tankbustas. There are 2 Cultists, and 8 Daemonettes and a herald that need to die. However, 1st, I take a pot shot at the Heldrake with the Liftadroppa. Boom. Dead. Well, that was easy. I shoot the big shootas and finish the Cultists, putting me up by 1 kill point. We don't even resolve the shooting against the Demonettes, because that is enough. He could have gotten another kill point or 2, but he would have had to land Fateweaver, and he didn't want to do that, because I've got some Power Claws that would love to meet him.

Ork Victory: 11-0


Final Standings:
Spoiler:
I'm now the 3rd Ranked ITC player in the state of Oklahoma. Thanks to placing 3rd in the 1st ITC event in OK this season. 1st place was a battle company player. 2nd went to my Tau opponent. It was really interesting the battle points: 3027, 3018, 2028, 2018. It was one of the more fun events I've been to.



My Takaways.
1) I think the 5++ on the Stompa is probably worth it, even at 1500. It will cost me 2 Deffkoptas, but that is what I'm going to do.
2) The Stompa spent more time in CC than I expected. I'm actually considering Dropping one Deff Kannon for the Claw. It didn't come up, but if I had to go toe to toe with a Knight or Wraith Knight, I'd need it. I'll probably sit pat for now, and try to get in a few more tourneys without it to see how it does.
3) Tau are still a problem. At least it took effort for them to the kill the stompa, but that was just 1.5 turns. The rest of my army evaporated before them.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 05:19:49


Post by: Clang


 Vineheart01 wrote:
Typically i keep 1 skorcha on a dredd because that heavy flamer usually does some damage in both shooting and overwatch, and its a good bit cheaper than a 4th klaw.

The main thing that extra attack will help against is numbers, as everything that can tank a deffdredd melee's attacks will usually kill him before he can attack anyway (other walkers, MCs, bamf characters). The skorcha both in shooting and overwatch will do more damage to numbers than 1 klaw attack in most situations. The things that dont kill a dredd first and dont have mass numbers, he already butchers without that last attack.

Problem is getting him there. Even with a KFF following them i rarely get them in melee because the first flippin shot always stunlocks, immobilize, or explodes them. Walkers should have Super Heavy Vehicle damage chart perks...


Yeah, if you're swamped by an enemy horde, a skorcha is frequently better than having one more klaw attack.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 10:37:10


Post by: Mmarg


tag8833 wrote:
I took out Buzzgob's Stompa to a Tourney on Saturday. 1500 points ITC.

My list:
Spoiler:

Cad #1:
Mek

Big Mek (DFK)

5 Tankbustas in a Trukk (Ram)
5 Tankbustas in a Trukk (Ram)

10 Boys + Nob (PK, BP) in a Trukk (Ram)
10 Boys + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lobbas (5 Ammo Runts)

Buzzgob's Stompa (2 Deff Kannons)

CAD #2:
Painboy

10 Gretchin
10 Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)


Round 1:
Spoiler:

Mission: ITC Emperor's Will

Opponent: CSM

My opponent was running something like
Sorcerer (ML3)
Sorcerer (ML3)

6 Terminators (Combi-Weapons, Mark of Nurgle)
6 Terminators (Combi-Weapons, Mark of Nurgle)

Forgeworld Soulgrinder.

5 Hellbrutes in a formation as a single unit.


It was an obvious missmatch. I got 2nd turn. He deployed in 1 corner, so I deployed my Lobbas and Stompa accross the table, and stuck everything else in the far corner. The only units I used in this game were the Stompa, the Lobbas, and a couple of Deffkoptas that took potshots, and got linebreaker. He kept the hellbrutes invisible all game.

Turn 1, he shot and took out 1 of my 4 power fields. He Ran the Hellbrutes to score a maelstrom objective. I liftadroppered the Soulgrinder to death, exploded one helbrute, and took a couple of hull points off another, and killed 3 Termies all with the Stompa. The Lobbas Picked off another terminator. I failed a 8" charge into the helbrute formation.

Turn 2, he shot and took out another power field, and then charged the Stompa with the Helbrutes. I actually hit, ad killed one with my normal attacks, but didn't do anything with my stomp. He takes off about 5 hull points. On my turn I fail to repair anything. The lobbas kill a couple of termmies. My Stompa weapon destroys a helbrute and removes its power fist, so now only 2 can hurt me, but he takes another 3 hull points. On his turn he dominates the lobbas, and fails a 10" charge to join the combat. One sorcerer perils himself to death. The combat doesn't do much. He does 0 hull points, and I glance once. Then on my turn, My Stompa Hits 3/4 times, and does an Explodes, and 2 other pens. That kills all but one of the helbrutes, and I stomp it to death. I take another 2 hull points.

Turn 3, he tries to back up and hold his Emperors will, but it is hopeless, my Stompa kills all the terrmies, and a Deffkopta takes the last wound off of a sorcerer.

Result: Tabling 11-0 Orks.


Round 2:
Spoiler:

Mission: Big Guns.

This is my worst matchup possible of the 16 armies in attendance. It is tau.

His List:
FArsight CAD:
Commander (Drone Controller) + 2 Marker Drones.

4 Marker Drones

Crisis Suite with 1 Flamer
Crisis Suite with 1 Flamer

Y'Vahrna
Stormsurge (4++)

Riptide Wing:
Bursttide
Bursttide
Bursttide


He wins the roll, and decides to go 1st. It is Vanguard. I make a major deployment mistake, and put the lobbas in my only piece of ruins which means Y'Varna ends up with a 4" Charge on turn 1. Through a fluke of epic propotions, I'm on a table with some giant cans that are big enough to HIDE MY STOMPA out of LOS. I reserve everything else.

Turn 1: On his turn, he moves his stuff around main, and puts the anchors down on the stormsurge. He loses a drone to Dangerous. Y'Varna fails the 4" charge, and it is on, because that puts Y'Varna in easy range of the Stompa. The Lobbas kill all but 1 Marker light. The Stompa puts some wounds on the Stormsurge, and a couple of Riptides. Then I fail a 5" charge into the Y'Varna. Doh!.

Turn 2: This turn is unlike anything I've ever seen. He shoots 167 Shots. Most of them are at BS 4 or higher. He takes down both powerfield, and takes 10 Hull points off the Stompa. His Y'varna finishes the Lobbas. I'm wishing I had paid the points for the 5++. Though I did get a couple of 5++ cover saves for him shooting through his own stuff. He also Gets hot and take 4!!!!! wounds on his various Riptides. On my turn. Everything comes in. I move the Stompa towards 2 Riptides that are closely grouped. The nearest one is down to 2 wounds, and I'm hoping to shoot it to death, and charge the other. I shoot basically my entire army into the Riptide, and only do one wound to it. I did end up shooting a few shots at the Stormsurge, and taking off 2 more wounds there. I fail both of my repair rolls, even with the reroll. Crap. I charge in the Stompa and Hammer of wrath kills the Riptide. Great.

Turn 3: Y'varna only does 1 hull point thanks to a miracle. A Burstide does nothing, but the Stormsurge finishes off the Stompa. The only thing that walks out is the Runtherd. He also kills 4 Deffkoptas 2 Trukks, 2 Tankbustas, and 6 boys. On my turn, I do the best I can. The small squad of boys is enough to kill the riptide after the heroic runtherd eats the overwatch. I get a charge off on a Riptide with Tankbustas. 3 of them survive overwatch. I win combat by 1, but the 1 wound riptide makes leadership. My other stuff is mainly scoring Maelstrom. I lost 4 Maelstrom points because of the Stompa, and have to make up ground. I do sneak one trukk next to the remaining riptide that isn't in Combat.

Turn 4: The Stormsurge kills the remaining Deffkoptas, Tankbustas, and the boys that killed the Y'varna. It looked a bit like he was going to charge in and try to bail out the riptide locked with the tankbustsa, but he shoots instead. The other riptide kills the trukk that is next to him, but the boys get out in good position. Combat, however doesn't work out. The 1 wound riptide hits 3 times kills 2 out of the 3 Tankbustas, and my last one wound, but he makes the invul. I fail leadership, and mob rule, and get swept. On my turn it is looking bleak. I've gob one full squad of boys, and one full squad of gretchin, and 2 running tankbustas that are about to clear the table. My Boys put down the riptide next to him, and consolidate out of Line of Sight. At the point my boys are controlling one Big Guns Objective, and the Gretchin are sort of straddling 2 of them, but can only control one, both his 2 wound stormsurge and his 1 wound riptide are on top of the last big guns objective, however due to the 4 Maelstrom Points my Stompa gave up, he's got a 1 point lead on Maelstrom. We've both got Warlord. I have linebreaker, and neither of us have King of the hill. So right now I'm winning 6 - 5.

Turn 5: He realizes that I'm about to win the game, so he does what he absolutely must. He moves, and runs the Stormsurge to get linebreaker, and 4D6 Jumps the Riptide to get King of the Hill. I do absolutely nothing, because there is nothing that I can do except win primary. I'm losing 7-6, but at least not tabled. It goes on to turn 6.

Turn 6: I try to mind game him, and convince him to nova his riptide, but he is too smart to fall for it, so he shoots SMS at my Gretchin, and kills 3, but I make a leadership. I do nothing again. The game ends.

Tau win: 7-6.


Round 3:
Spoiler:
Mission: Kill points.

Opponent: Psychic Deamons.

I don't remember his list completely. He had a ton of heralds. Something like this:
Daemon Cad:
Fateweaver
Herald of Tzitcheech (ML 3)

Pink Horrors
Daemonettes.

Seekers with a ML1 or 2 champion or herald.

Soul Grinder.

Daemon Cad:
Herald of Slanesh (ML 2)
Herald of Slanesh (ML 2)

Daemonettes.
Daemonettes.


CSM Ally:
Sorcerer (ML2 or 3)

Cultists

Heldrake

Kill Points are a problem for me, obviously. I absolutely must win the Maelstrom.

Deployment: He gets 1st turn, and deploys in his corner, with Fateweaver out front. His Seekers outflank. I'm hoping to put some wounds on him before he gets airborne thanks to +1 to sieze, but I don't sieze. I deploy the Stompa, and the Lobbas.

Turn 1: He flies fateweaver straight towards me, and casts a metric ton of witchfires at my Lobbas. He does end up killing 1 gun, and 1 Gretchin, but not enough for a leadership test. I march the Stompa up, and manage to kill most of his cultists and his sorcerer, then I charge in to a squad of deamonettes. There is a Slanesh herald with a S8 AP2 weapon, and one that is S5 or 6 rending, and they actually manage to take 4 hull points off my Stompa. I kill some Daemonetts, but they actually win combat which was fascinating.

Turn 2: With nothing targetable except for the Lobbas, he pours everything he's got into them, and kills 2 more gretchin, and another gun, and they run off the table. His Heldrake comes on but has nothing to shoot at. On his turn, the Stompa manages to win combat by 6, and Demonic Instability takes care of the rest. On my turn Everything comes in. I had master of ambush, so I outflanked my Tankbusters, and end up with a trukk look at the rear of that helldrake. they convince it to Jink, and then miss. the Stompa lights up another unit of Demonettes, and charges into a different one, demonic instability wins out here too. One Trukk moves flat out to score a Mealstrom. Everything else shoots at Fateweaver. He manages to Jink away 3 Rokkits, and make 3 armor saves.

Turn 3: His Soulgrinder goes after the Tankbustas that screwed with the Heldrake, and blows up the Trukk, they take causalities from the explosion and run. Fateweaver moves into the middle of a bunch of my stuff, and fires off a couple of Novas that kill a few deffkoptas, and imobilizes a Trukk. Minor Rules error here. Fateweaver also shot a Beam. He shouldn't have been able to because he jinked. The seekers come on, and threaten my other tankbustas. On my turn I do basically the same thing I've been doing This time I shoot the Seekers with the Stompa and the Tankbustas. I also kill a few demonettes. One Deffkopta shoots at Fatey to get him Jinking then the rest go after the heldrake, but he doesn't Jink, and I roll a 1 to glance on my only hit. The Gretchin make Fateweaver take 2 more saves, and I giggle. I move everything to basically Deny the Heldrake any good targets. Fateweaver too, but there is a limit to how much I can do.

Turn 4: His Heldrake Vector Strike, but fails to kill a Trukk, and Fatey moves in the only way he can to keep him on the table. He is running low on Warp dice at this point. Fateweaver does have enough left to kill 2 of the 3 of the running squad of Bustas, and make me take 4 saves on a Deffkopta which doesn't die. The Soul Grinder kills the last fleeing tankbusta. On my Turn, he wants to call the game, he thinks he's way up on Kill points, and I'm way up on Maelstrom. However, when we count up kill points, he is only leading by 1. So I suggest we finish my turn to see if I catch him. It all comes down to the Stompa, and the Trukk full of Tankbustas. There are 2 Cultists, and 8 Daemonettes and a herald that need to die. However, 1st, I take a pot shot at the Heldrake with the Liftadroppa. Boom. Dead. Well, that was easy. I shoot the big shootas and finish the Cultists, putting me up by 1 kill point. We don't even resolve the shooting against the Demonettes, because that is enough. He could have gotten another kill point or 2, but he would have had to land Fateweaver, and he didn't want to do that, because I've got some Power Claws that would love to meet him.

Ork Victory: 11-0


Final Standings:
Spoiler:
I'm now the 3rd Ranked ITC player in the state of Oklahoma. Thanks to placing 3rd in the 1st ITC event in OK this season. 1st place was a battle company player. 2nd went to my Tau opponent. It was really interesting the battle points: 3027, 3018, 2028, 2018. It was one of the more fun events I've been to.



My Takaways.
1) I think the 5++ on the Stompa is probably worth it, even at 1500. It will cost me 2 Deffkoptas, but that is what I'm going to do.
2) The Stompa spent more time in CC than I expected. I'm actually considering Dropping one Deff Kannon for the Claw. It didn't come up, but if I had to go toe to toe with a Knight or Wraith Knight, I'd need it. I'll probably sit pat for now, and try to get in a few more tourneys without it to see how it does.
3) Tau are still a problem. At least it took effort for them to the kill the stompa, but that was just 1.5 turns. The rest of my army evaporated before them.


Thanks for sharing these comprehensive battle reports. Thumbs up!

If you give up one deff kannon you'll get the 50 points needed for the 5++.

How are the 2 x 5 man suicide squads of tankbustas working for you? Are two enough or do you wish you had more? Would more tankbustas per squad have made a difference for you?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 11:50:08


Post by: General_K


tag8833 wrote:
I took out Buzzgob's Stompa to a Tourney on Saturday. 1500 points ITC.

My list:
Spoiler:

Cad #1:
Mek

Big Mek (DFK)

5 Tankbustas in a Trukk (Ram)
5 Tankbustas in a Trukk (Ram)

10 Boys + Nob (PK, BP) in a Trukk (Ram)
10 Boys + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lobbas (5 Ammo Runts)

Buzzgob's Stompa (2 Deff Kannons)

CAD #2:
Painboy

10 Gretchin
10 Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)



My Takaways.
1) I think the 5++ on the Stompa is probably worth it, even at 1500. It will cost me 2 Deffkoptas, but that is what I'm going to do.
2) The Stompa spent more time in CC than I expected. I'm actually considering Dropping one Deff Kannon for the Claw. It didn't come up, but if I had to go toe to toe with a Knight or Wraith Knight, I'd need it. I'll probably sit pat for now, and try to get in a few more tourneys without it to see how it does.
3) Tau are still a problem. At least it took effort for them to the kill the stompa, but that was just 1.5 turns. The rest of my army evaporated before them.


I'm shocked the opponents allowed you to use the ITC ruling on Buzzgob's stompa (I personally think it's quite clear it was a mistake and we shouldn't be able to take it as written)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 11:54:57


Post by: Frozocrone


We'll see what FW has to say if they re-release IA:8.

When the errata came out for DA Ravenwing Detachment for characters on bikes, they replacedthe ITC's rulings (GW effectively nerfed them) and Reecius openly admitted that GW FAQ's supercede their FAQs.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 12:03:50


Post by: General_K


 Frozocrone wrote:
We'll see what FW has to say if they re-release IA:8.

When the errata came out for DA Ravenwing Detachment for characters on bikes, they replacedthe ITC's rulings (GW effectively nerfed them) and Reecius openly admitted that GW FAQ's supercede their FAQs.


That'd be very welcome. I *play* Orks, and I don't think I should be getting a Stompa at under 3000 points. It just feels too dirty.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 12:43:05


Post by: Glitcha


 General_K wrote:
 Frozocrone wrote:
We'll see what FW has to say if they re-release IA:8.

When the errata came out for DA Ravenwing Detachment for characters on bikes, they replacedthe ITC's rulings (GW effectively nerfed them) and Reecius openly admitted that GW FAQ's supercede their FAQs.


That'd be very welcome. I *play* Orks, and I don't think I should be getting a Stompa at under 3000 points. It just feels too dirty.


Personally, I don't have a problem with the way buzzgob's stompa is written. Honestly, the Big mek stompa usually under performs. It has 1 weapon on it that can only be used against vehicles and your other D weapons you need 5's to hit something with it. Plus with the metric ton of D weapons around now, the orks could use some loving. The big advantage to the big mek stompa is that it has 10 fire points. 8 in the chest, 1 in the head and 1 in the back. So you can load it up with something like loota's and give that stompa a little more strength.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 13:37:11


Post by: Vineheart01


buzzgob's stompa is what a stompa should cost. It should only be a couple hundred more than a knight because it has a lot of HP but it isnt necessarily more powerful, just more durable.
Thats probably why ITC allows it and i havent heard anyone complain about it. Closest thing orks have to cheese, and its still not cheese lol


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 13:59:19


Post by: Glitcha


The sad thing is is that if you take the Codex Stompa: (770) and build him in the Kustom Stompa builder in IA:8, he is cheaper as a kustom stompa and has more attacks.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 14:25:51


Post by: tag8833


Mmarg wrote:
How are the 2 x 5 man suicide squads of tankbustas working for you? Are two enough or do you wish you had more? Would more tankbustas per squad have made a difference for you?
My favorite unit in the Ork Codex is the Solo Deff Kopta. It doesn't have leadership issues, and has decently good survivability, and is outstanding at winning games. My second favorite unit is a min squad of Tankbustas in a Trukk with a Ram. If I didn't have the Stompa in my list, I would have put a couple of bomb squigs in each squad. They performed to my expectations. My best chance to beat Tau was from the Tankbustas.

I can never really have enough of them. The Stompa is a real challenge to build a list around. It is so many points leaving you with few points for anything else.


 General_K wrote:
I'm shocked the opponents allowed you to use the ITC ruling on Buzzgob's stompa (I personally think it's quite clear it was a mistake and we shouldn't be able to take it as written)
This was a competitive ITC tournament. At an ITC event they are going to use ITC rules.

That being said after running it now in about 8 or 9 games, I have less objection to the ITC change that I did at 1st. Even with a 530 point discount, the Stompa is still radically overcosted compared to a Wraithknight. If they weren't changing the Maelstrom Rules, I'm not sure the Stompa would even make sense in a 1500 point game. It costs more, and puts out less damage than the Knight Crusader with the only advantage being better survivability. If I could take a Crusader at as Lord of War choice, I would pick that instead of the 400 point Stompa. If I could take a Stormsurge instead I would. If I could take a Wraithknight instead I definitely would, but I would feel bad about it, because the Wraithknight is so incorrectly costed.

I'm not the type of player to get a Hard-On for big things. For me the Stompa is no more exciting that any other unit to run. Just a Tool to win games. I'd rather we played in a meta with no super heavies at all, because they are a major Rock-Paper-Scissors unit. I know the typo in the book was a mistake. If not for ITC's changes to the cost I would never ever play the Stompa. The Typo makes it somewhat useful in competitive games. It is still terrible in friendly games, because it is a deathstar, and that isn't friendly.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 15:24:34


Post by: Vineheart01


My only flak for solo deffkoptas is they devour your Fast slots, and personally i always severely suffer if i dont use a bikerstar to deliver my boss. I have 10 deffkoptas and i love them lol but its hard to field more than say 2 without giving them leadership issues...at that point might as well go buggies.

Granted, if you actually can use the orkurion and still have points left over, you can field up to 10 Deffkoptas until you run out of points thanks to 1-10 Aux choices and you can take a squad of deffkoptas as an aux. Deffkoptas usually arent thought of in greentide lists though...least not in my opinion.

I actually have yet to ever use tankbustas. I have like 20 of them between boy boxes technically giving you one and 2 of the actual boxes i just never assembled (yay ebay bulk buy). Hear lots of good things about them, and since the only Elite slot thats viable outside them is MANz missiles theres bound to be slots open for'm


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/23 15:25:31


Post by: General_K


Admittedly, the only experience I have with my stompas is taking 3 as part of a stompa mob in an apocalypse game, with 2 regular stompas and a big mek stompa (not Buzzgob's, I actually was foolish and paid the 1000pts for a real big mek stompa). They did phenomenally well, though that was also because my opponent hadn't anticipated three of them, and chose to just ignore them instead. Also helps that we have hundreds of models on the table, too. So I've not got sufficient experience, and the bit I do have was my stompas kicking some serious ass, so maybe I'm assuming too much about how 'good' they are outside the context of such a game/formation. A regular BUzzgob stompa in a 2000 pt list may not actually fair nearly as well...and come to think of it, my big mek stompa did the least amount of damage that game (and was useful more for its D6 Fields (I rolled a 6, whcih helped). But maybe I should suck it up and try Buzzgob in a game.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/24 00:07:31


Post by: optrgrow


How on earth do you rule a buzzgob stompa as dirty or op? Stormsurge fully upgraded is around 420-450, knights are 400-475. Buzzgob stompa is what a stompa should cost, even with the upgrades its still 550+, 860 is crazy in this meta where knight upgrades are free and stormsurges can be taken in units.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/24 00:17:56


Post by: Frozocrone


FW acknowledges that it's a typo that's why some people feel it's dirty taking it at that points level.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/24 00:54:19


Post by: Vineheart01


Its dirty because stompa is normally in the 800s. Even though it shouldnt cost that much, it should be 200-250 cheaper considering really all it has going for it is its got a lot of HP compared to the other non-titan supers, but it can still get wrecked by them pretty easily (multiple D missiles from a surge, IK/WK d melee swinging first)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/24 05:24:29


Post by: cranect


It's not even dirty nowadays though. Now its normal priced lol.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/24 15:35:01


Post by: Glitcha


The last time we talked about Buzzgob's stompa, we contacted forge world and all they could tell us that the Stompa was 800 points, but could not tell us how it was broken down. I would have to agree with Cranect on the cost now compared to some of the other LoW's. With the cost of Buzzgob's stompa starting at 400 and most players will buy the upgrades to push it into the 500's.

Now Buzzgob's stompa is the Big mek Stompa from Apoc book. Which in my personal opinion is one of the weakest Stompas. Your two primary weapons, Gaze of Mork and Lifta dropa, only it 33% of the time. Plus the Lifta dropa can only be used on vehicles with less than 6 hull points and is not a super heavy. If you fight someone with no vehicles, you got a useless weapon. This happened to me the last time I played Buzzgob stompa at an event. The 2nd round of the event I fount a big bug player. I finished 8th of 32. Also, now with the massive amount of D weapons players have access to that are on non-LoW units. I don't feel one bit sorry. One unit of eldar Vals battery with D cannons will kill a stompa in a single round of firing.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/24 19:35:23


Post by: optrgrow


 Frozocrone wrote:
FW acknowledges that it's a typo that's why some people feel it's dirty taking it at that points level.


It's worse than the regular stompa by a longshot. For those points a stormsurge or knight will vastly out perform the stompa with points to spare.

Forgeworld has acknowledged its a mistake in their updated document or original print? ITC has ruled its a legal option now.

Here is the Forgeworld updated document.
https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 02:19:10


Post by: geargutz


Just a little list I put together. Seems like it could be quite competitive.
“All da koptas”
CADZ X2
HQ
zhadsnark (150)
150
Painboy (50) bike (25) bp (5) grot orderlies x2 (10)
80
TROOP
gretchin (35)
35
warBike x3 (54)
54
warBike x3 (54)
54
warbike x15 (270) nob (10) pk (25)
305
ELITE
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x7 (91) nob (10) bp (5)
106
FAST
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
FORT
Aegis defense line (50) coms relay (20)
70
TOTAL (1849)

So, if I most likely go 2nd then I deploy only the adl, grots, and the 3 man biker squads on the battle field in as much cover as possible and out of line of sight. When other forces come from reserves the bikes focus on objectives. The grots go to ground behind the defence line and keep close to the comms relay.
Turn 2 rolls around and all warkoptas filled with tankbustas will be rolled from reserves with reroll from the comms relay. They are dual roll of assault vehicles or shoot from their jinking transports.
Zhadsnark will either scout or outflank with the 15 man warbiker unit. The bike painboy will join them as well. This sub par defstar is mainly there to hid vulnerable targets.
This list focuses on one of our better units, the tankbustas. Their bomb both burst vehicles and rip apart heavy armoured infantry….and hopefully they can get you “glory hogs” if the grots and bikers can hold on in the 1st turn (and if your opponent has some vehicles). The semi bikestar is more or less a distraction, its there to keep the enemy focusing on the big scary bike boss, and not on the much deadlier flyin melta bombs.
The warkpta is a great transport. While maybe a little overpriced it is extremely fast and has some descent dakka.
Let me know what you guys think.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 13:20:57


Post by: Singleton Mosby


geargutz wrote:
Just a little list I put together. Seems like it could be quite competitive.

[.....]
TOTAL (1849)

So, if I most likely go 2nd then I deploy only the adl, grots, and the 3 man biker squads on the battle field in as much cover as possible and out of line of sight. When other forces come from reserves the bikes focus on objectives. The grots go to ground behind the defence line and keep close to the comms relay.
Turn 2 rolls around and all warkoptas filled with tankbustas will be rolled from reserves with reroll from the comms relay. They are dual roll of assault vehicles or shoot from their jinking transports.
Zhadsnark will either scout or outflank with the 15 man warbiker unit. The bike painboy will join them as well. This sub par defstar is mainly there to hid vulnerable targets.
This list focuses on one of our better units, the tankbustas. Their bomb both burst vehicles and rip apart heavy armoured infantry….and hopefully they can get you “glory hogs” if the grots and bikers can hold on in the 1st turn (and if your opponent has some vehicles). The semi bikestar is more or less a distraction, its there to keep the enemy focusing on the big scary bike boss, and not on the much deadlier flyin melta bombs.
The warkpta is a great transport. While maybe a little overpriced it is extremely fast and has some descent dakka.
Let me know what you guys think.


I am a big fan of warkoptas, but they having only two HP is a bit of a drawback. Which model do you use for them?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 13:54:19


Post by: Bardiel_03


Do you guys have any suggestion for a list vs tau?

Lately i run a list with Zhadsnark, painboy on a bike, tankbusta in gun wagons, Zhad warbikers, some ard boyz in trukks with nob (and warbosses if i take an extra CaD) and some single unit deffkopta to grab objective.
I had great success with that list but i was playing against some relatively easy list (necron without decurion, skitarii+ad mech, eldar without scatterbike or WK, SW).

I was thinking about bringing a big mek with MFF to try and protect the gunwagons and the bikes, but the ghaz mob rule worries me.

We play malestorm and i can't bring a stoompa or a VSG


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 14:01:15


Post by: Glitcha


 Bardiel_03 wrote:
Do you guys have any suggestion for a list vs tau?

Lately i run a list with Zhadsnark, painboy on a bike, tankbusta in gun wagons, Zhad warbikers, some ard boyz in trukks with nob (and warbosses if i take an extra CaD) and some single unit deffkopta to grab objective.
I had great success with that list but i was playing against some relatively easy list (necron without decurion, skitarii+ad mech, eldar without scatterbike or WK, SW).

I was thinking about bringing a big mek with MFF to try and protect the gunwagons and the bikes, but the ghaz mob rule worries me.

We play malestorm and i can't bring a stoompa or a VSG


Zhadsnarks ability to tank shock is going to be brutal against tau. I've used it to shove fire warriors right off the table. You might consider using deffkoptas as a screen for overwatch to get the 'ard boyz into combat. Basically declare the deffkopta is going to assault then the boyz. If the deffkopta's make it you can charge with the boyz and they can't over watch you. Deffkopta is going to take a lot of fire and might not event make it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 14:15:20


Post by: Frozocrone


Battlewagon's do quite well provided they aren't running Stormsurges and Obtimised Stealth Cadre and DS melta


Automatically Appended Next Post:
Can attest to tankshock. Get into combat with only one shot for overwatch? Uh, yah!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 14:22:36


Post by: KaptinBadrukk


 Bardiel_03 wrote:
Do you guys have any suggestion for a list vs tau?

Lately i run a list with Zhadsnark, painboy on a bike, tankbusta in gun wagons, Zhad warbikers, some ard boyz in trukks with nob (and warbosses if i take an extra CaD) and some single unit deffkopta to grab objective.
I had great success with that list but i was playing against some relatively easy list (necron without decurion, skitarii+ad mech, eldar without scatterbike or WK, SW).

I was thinking about bringing a big mek with MFF to try and protect the gunwagons and the bikes, but the ghaz mob rule worries me.

We play malestorm and i can't bring a stoompa or a VSG


Not sure if it'll help any, but here's a list of Orks and Tau allying


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 14:50:54


Post by: Bardiel_03


I forgot the Zhad tank shock ability, maybe it's time i learn how to use it

And yes, he is gonna bring the Optimised Stealth Cadre (that's why i was thinking of using the big mek with MFF to protect the gunwagons, is it viable?).
He has a stormsurge but i don't think he is gonna use it

Not sure if it'll help any, but here's a list of Orks and Tau allying

thank you KaptinBadrukk but I'm looking for advice to play against tau not with them (i don't have any tau model XD)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 15:40:18


Post by: Frozocrone


Pain Mob formation is actually pretty good. Once per battle you can pile in and attack in movement phase while the opponent just stands there and takes it.

If only for once, but once is all you need, particularly when you can strike again in the assault phase.

I'm getting the box now. Overall release is disappointing but its good value for what you get.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 16:26:22


Post by: cranect


Ya ill probably get the start collecting box. I want my deff dread to attack twice lol.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 16:43:33


Post by: FlashyGit


Soo.....painmob sounds awesome! No restrictions on the nobs it seems, so could this make nob bikers worth their points again? A big 30-boy mob with the deff dread, and a painboy on a bike with a squad of nob bikers all getting to attack for free with no retaliation sounds brutal


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 16:57:30


Post by: Cleatus


I agree, the Painmob has some potential. It might give me a slight edge in CC when throwing Boyz against Necron Warriors. Previously this resulted in a tarpit situation for the rest of the game (often, not always). However with the opportunity to put some extra attacks on the unit, and the Necrons can't hit back, I might be able to whittle them down.

In general, it helps balance out one of the issues with an drawn combat -- the lack of Furious Charge +1 Str in successive rounds of combat. Giving Orks some free attacks is nice.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:11:20


Post by: Frozocrone


I'm just laughing at the fact that Nobz can have Power Klaws striking first xD obviously that's not totally true as you have to be in combat for it to take effect but still


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:21:03


Post by: geargutz


 Singleton Mosby wrote:


I am a big fan of warkoptas, but they having only two HP is a bit of a drawback. Which model do you use for them?


I worry more often about getting my warkoptas blown up, so hull points aren't so important to me. It's the jink save, speed, and dakka that I like.
I use models and other things as conversions for my warkoptas. FW warkopta page has a pic with the defkopta next to a warkopta for size comparison, so it's easier for doing decent sized conversions.
The terminator hunter killer will get a new base and will soon be orkified to "da termy blasta "

[Thumb - 20160225_101420.jpg]
[Thumb - 20160225_101434.jpg]


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:23:32


Post by: Frozocrone


That picture never gets old.

EDIT: Well now I look like a fool. Picture was of White Scars and Wheels and Kroot Infiltrators and Shooter. You know the one


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:28:00


Post by: KaptinBadrukk


 Bardiel_03 wrote:
I forgot the Zhad tank shock ability, maybe it's time i learn how to use it

And yes, he is gonna bring the Optimised Stealth Cadre (that's why i was thinking of using the big mek with MFF to protect the gunwagons, is it viable?).
He has a stormsurge but i don't think he is gonna use it

Not sure if it'll help any, but here's a list of Orks and Tau allying

thank you KaptinBadrukk but I'm looking for advice to play against tau not with them (i don't have any tau model XD)


OK, I thought that might help.


Automatically Appended Next Post:
Does anyone think this needs an update?

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:49:20


Post by: koooaei


What's a painmob?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:50:57


Post by: KaptinBadrukk


 koooaei wrote:
What's a painmob?


Appears to be the new formation in the Start Collecting! set.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:52:41


Post by: Frozocrone


 KaptinBadrukk wrote:
 Bardiel_03 wrote:
I forgot the Zhad tank shock ability, maybe it's time i learn how to use it

And yes, he is gonna bring the Optimised Stealth Cadre (that's why i was thinking of using the big mek with MFF to protect the gunwagons, is it viable?).
He has a stormsurge but i don't think he is gonna use it

Not sure if it'll help any, but here's a list of Orks and Tau allying

thank you KaptinBadrukk but I'm looking for advice to play against tau not with them (i don't have any tau model XD)


OK, I thought that might help.


Automatically Appended Next Post:
Does anyone think this needs an update?

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


I'd put Snikrot as average if he only has a niche of getting Kommandos wgere they need to be, since Mandos aren't exactly Gork's gift to men.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:52:59


Post by: KaptinBadrukk


 Frozocrone wrote:
 KaptinBadrukk wrote:
 Bardiel_03 wrote:
I forgot the Zhad tank shock ability, maybe it's time i learn how to use it

And yes, he is gonna bring the Optimised Stealth Cadre (that's why i was thinking of using the big mek with MFF to protect the gunwagons, is it viable?).
He has a stormsurge but i don't think he is gonna use it

Not sure if it'll help any, but here's a list of Orks and Tau allying

thank you KaptinBadrukk but I'm looking for advice to play against tau not with them (i don't have any tau model XD)


OK, I thought that might help.


Automatically Appended Next Post:
Does anyone think this needs an update?

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


I'd put Snikrot as average if he only has a niche of getting Kommandos wgere they need to be, since Mandos aren't exactly Gork's gift to men.


Okay.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:53:10


Post by: Bardiel_03


 koooaei wrote:
What's a painmob?




Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 17:53:43


Post by: KaptinBadrukk


Edit to Snikrot suggested by Frozocrone

Green=Da Best
Blue=Very Good
Yellow=Average
Red=Below Average (don't take in a competitive list)

Mad Dok Grotsnik: One Scalpel Short Of A Medpack means he and any unit he joins has Fearless and Rampage. The only reason why he's not green is because he can't leave the unit until he's the last man standing.

Kaptin Badrukk: His gun is likely to kill him, and he's got the cost of 5 Flash Gitz.

Boss Zagstruk: While I've never actually played him, the only reason why he's not red is because of Da Vulcha's Klaws. Hammer of Wrath attacks with those klaws are made at Str 8 AP 2.

Boss Snikrot: An excellent way to put Kommando's exactly where you need them to be. Underwhelming on his own, when joined to a large squad of Kommandos, he becomes a force multiplier, bringing in his unit in the opponent backfield, and acting as an Anvil for your enemies to be crushed upon.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:04:11


Post by: koooaei


 Bardiel_03 wrote:
 koooaei wrote:
What's a0 painmob?




So, we need to allready be in combat for 2 phases if you were the one to charge? I guess it's still amazing vs other starters. Especially for dread.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:20:20


Post by: Bardiel_03


 koooaei wrote:
 Bardiel_03 wrote:
 koooaei wrote:
What's a0 painmob?




So, we need to allready be in combat for 2 phases if you were the one to charge? I guess it's still amazing vs other starters. Especially for dread.


yep, it's not bad, it's also a way to get extra painboys


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:21:33


Post by: Vineheart01


Painmob rule is actually pretty good in a vacuum. Assuming theres still powerklaws in the unit, thats some hefty damage and all the shenanigans of a lost combat for the enemy. Problem is, nothing is going to survive orks for 2 assault turns unless the orks cant hurt them to begin with.

think i'd rather a super-FNP for the painmob, something we can actually use instead of something we probably wont ever get to use. I rarely, RARELY stay in combat longer than 1 turn unless im wounding on 5s/6s or its a 2+ save and i have no PKs.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:32:53


Post by: FlashyGit


its not terrible. I mean, painboys and ork boy squads are pretty commonly used anyway and to get them without having to take up CAD slot is nice. I just wish Nobs' were a little cheaper in points so they could be used a little more effectively


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:37:02


Post by: Vineheart01


Yeah regular nobz are too expensive. I dont get why a butt-naked nob with a pk costs 5pts more than a MAN. Current edition took away their biker powers and did nothing to help their footwork.
yes i know they can still be bikernobz but theyre still as insanely expensive as they were in the 4th book but now they dont have an invul...yet their biker price went up to make them cost the same as though they had the invul.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:40:09


Post by: Frozocrone


45 pts for a naked Nob Biker and 40 points for a naked TWC, let that sink in a bit..


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:50:55


Post by: Cleatus


 Vineheart01 wrote:
Painmob rule is actually pretty good in a vacuum. Assuming theres still powerklaws in the unit, thats some hefty damage and all the shenanigans of a lost combat for the enemy. Problem is, nothing is going to survive orks for 2 assault turns unless the orks cant hurt them to begin with.

think i'd rather a super-FNP for the painmob, something we can actually use instead of something we probably wont ever get to use. I rarely, RARELY stay in combat longer than 1 turn unless im wounding on 5s/6s or its a 2+ save and i have no PKs.


Necron Warriors are so durable, but put out so few attacks in CC. Even with a PK, I'm lucky to kill 2-3, but they hardly kill any of my Boyz, and their Ld 10 keeps them sticking around so combat continues turn after turn. With this buff my Boyz have a little more fun.

Dream scenario:
Fearless Ghazzy Orkurion Boyz + turn 1 Waaagh! + running MANZ + free HoW attacks + Painmobs with even more attacks on successive turns.
(nevermind the points costs, just a fun idea )



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:51:19


Post by: Vineheart01


I forget, does the TWC come with their claws by default? i know they buy the stormshield but of course the price isnt insane for what its going on/what it does.

Nobz should cost 10pts and the bike shouldnt cost 27 considering they took away its walking 4+ cover w/o jink. And i feel PKs in general should be 15pts since its the only damn melee weapon we got that does anything. Bigchoppas arent "bad" but only footnobz can get them casually, and of course the whole arguement here is footnobz suck.

And believe me i know about the necron cheese. Before i boxed my orks up and said feth it i had my warbiker squad with a warboss with stikk AND a MANz missile slam into a warrior squad. They stalled me for 4 fethin turns....that shouldnt happen against that many attacks let alone that many PKs. They should only be allowed to get their reanimation against ID if a res orb is around or some other wargear they cant squeeze into every unit.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:52:53


Post by: Bardiel_03


Nobz are overcosted, nob bikers even more.
The bike upgrade should cost less, boy+bikes are 18 so 12 points per bike, bike for hq cost 25, why a bike for a nob cost 27 ???
And naked nobz should cost 12 points (2 boyz) instead of 18 (3 boyz)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:54:12


Post by: Frozocrone


 Vineheart01 wrote:
I forget, does the TWC come with their claws by default? i know they buy the stormshield but of course the price isnt insane for what its going on/what it does.

Nobz should cost 10pts and the bike shouldnt cost 27 considering they took away its walking 4+ cover w/o jink. And i feel PKs in general should be 15pts since its the only damn melee weapon we got that does anything. Bigchoppas arent "bad" but only footnobz can get them casually, and of course the whole arguement here is footnobz suck.

And believe me i know about the necron cheese. Before i boxed my orks up and said feth it i had my warbiker squad with a warboss with stikk AND a MANz missile slam into a warrior squad. They stalled me for 4 fethin turns....that shouldnt happen against that many attacks let alone that many PKs. They should only be allowed to get their reanimation against ID if a res orb is around or some other wargear they cant squeeze into every unit.


No, they come with Bolt Pistol and CCW, but they do have Rending as standard


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 18:58:21


Post by: Vineheart01


So theyre also deadlier in melee, better armor, Calvary rules, and have access to borderline WAAC cheese wargear for cheaper than bikernobz with a pk. Awesome balancing GW.

Honestly though, even though i wish Nobz got a price cut i'd rather they and Burnaz get divvied up into other units instead of form their own. Even at their current price, if i could slap 1-2 more nobz with pks into my boy blobs i would so do that (and i feel burnas on their own are terrible, but the gun is awesome)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 19:09:09


Post by: koooaei


It'd be awesome. But the codex was a deliberate nerf to previously strong units. Biker nobz were very good in 5 and 6. Deff rollas and kan walls were extremely good in 5.
On the other hand, lootas were great both in 5 and 6 and they got 1 pt down.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 19:16:22


Post by: geargutz


For the painmob, I would get a battlewagon through the nobz, but put the boyz x19 with nob and pk with the painboy in the battlewagon. Keep the Nobs as 3 in a trukk with maybe eavy armour and big choppas. Then hope all 3 get into combat.
This might work well coupled with the blitz brigade.
2 painmobs, blitz brigade, then a CAD for tankbustas and defkoptas.


Automatically Appended Next Post:
 koooaei wrote:
It'd be awesome. But the codex was a deliberate nerf to previously strong units. Biker nobz were very good in 5 and 6. Deff rollas and kan walls were extremely good in 5.
On the other hand, lootas were great both in 5 and 6 and they got 1 pt down.

And then put in the heavy slot....I consider that a nerf.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 19:26:29


Post by: Vineheart01


yeah lootas in the heavy slot killed their use for me. i havnt touched them since. Elites are almost untouched unless youre spamming tankbustas or manz missiles but the heavy slot is usually packed regardless of your strat (wagons, mek gunz, or *shudders* walkers)


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 19:27:52


Post by: JimOnMars


 Cleatus wrote:
Necron Warriors are so durable, but put out so few attacks in CC. Even with a PK, I'm lucky to kill 2-3, but they hardly kill any of my Boyz, and their Ld 10 keeps them sticking around so combat continues turn after turn. With this buff my Boyz have a little more fun.
It's a pretty expensive tax (deff dread) just so you can kill 2-3 necron warriors, once. The dread will probably get gaussed before it's usefull, and those 80+ points could have been spent on 5 lootas, which kill about 1 warrior per turn.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 21:01:59


Post by: Icculus


So has the debate been settled on whether or not ICs get benefits of a formation? If I have a warboss in the unit of nobs from the painmob, does the warboss get to make the extra attack?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 23:27:08


Post by: geargutz


 Icculus wrote:
So has the debate been settled on whether or not ICs get benefits of a formation? If I have a warboss in the unit of nobs from the painmob, does the warboss get to make the extra attack?

The key word is "unit from the formation". While you can have a warboss in a unit from the pain mob he is still not from the formation. I would say no.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/25 23:52:39


Post by: Vitali Advenil


It sounds great on paper, but like others have pointed out, not much is going to survive two rounds of ork assault if you're kited out for that. Still not terrible, and it would give me an excuse to finally take a deff dread (it's my favorite ork model but the rules are just awful) but the nob squad kills it. If it was perhaps a MANz squad then I would jump on this formation in a heartbeat because I basically field all this minus the deff dread already.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 03:58:34


Post by: koooaei


 Icculus wrote:
So has the debate been settled on whether or not ICs get benefits of a formation? If I have a warboss in the unit of nobs from the painmob, does the warboss get to make the extra attack?


Not really. Noone knows.

Also, deff dread is awesome in small games. It will just become useless later on.

I personally use neither walkers, nor wagons. But often run double cad, so, there's always place for lootas.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 06:02:38


Post by: Orock


We DO know though. The only models that benefit from formation bonuses are those in it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 06:09:50


Post by: koooaei


 Orock wrote:
We DO know though. The only models that benefit from formation bonuses are those in it.


Does it mean that allied orks don't get 1-st turn WAAAGH?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 06:35:01


Post by: Brokk


 koooaei wrote:
 Orock wrote:
We DO know though. The only models that benefit from formation bonuses are those in it.


Does it mean that allied orks don't get 1-st turn WAAAGH?


No, that rule does not specifically target the formation. It's armywide.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 06:41:24


Post by: cranect


The waaagh is army wide so as long as you have the formation that lets you call it then you can waaagh first turn. The painboy formation from the get started box only lets the units in the formation attack during the movement phase.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 08:20:32


Post by: hordrak


As allways GW will need to faq stuff. Waiting for it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 10:09:21


Post by: Brokk


It was the same with the Ork horde formation in codex orks. The waaagh every turn is not restricted in any way to the formation. The special rule waagh says it simple and plain, all models with the ere we go special rule gets to both run and assault during a waaagh.

I have never played against another ork player, but it should affect both armies?.Or does it say friendly units???


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 12:56:23


Post by: warhead01


All friendly units.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 13:07:00


Post by: PipeAlley


geargutz wrote:
Just a little list I put together. Seems like it could be quite competitive.
“All da koptas”
CADZ X2
HQ
zhadsnark (150)
150
Painboy (50) bike (25) bp (5) grot orderlies x2 (10)
80
TROOP
gretchin (35)
35
warBike x3 (54)
54
warBike x3 (54)
54
warbike x15 (270) nob (10) pk (25)
305
ELITE
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x7 (91) nob (10) bp (5)
106
FAST
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
FORT
Aegis defense line (50) coms relay (20)
70
TOTAL (1849)

So, if I most likely go 2nd then I deploy only the adl, grots, and the 3 man biker squads on the battle field in as much cover as possible and out of line of sight. When other forces come from reserves the bikes focus on objectives. The grots go to ground behind the defence line and keep close to the comms relay.
Turn 2 rolls around and all warkoptas filled with tankbustas will be rolled from reserves with reroll from the comms relay. They are dual roll of assault vehicles or shoot from their jinking transports.
Zhadsnark will either scout or outflank with the 15 man warbiker unit. The bike painboy will join them as well. This sub par defstar is mainly there to hid vulnerable targets.
This list focuses on one of our better units, the tankbustas. Their bomb both burst vehicles and rip apart heavy armoured infantry….and hopefully they can get you “glory hogs” if the grots and bikers can hold on in the 1st turn (and if your opponent has some vehicles). The semi bikestar is more or less a distraction, its there to keep the enemy focusing on the big scary bike boss, and not on the much deadlier flyin melta bombs.
The warkpta is a great transport. While maybe a little overpriced it is extremely fast and has some descent dakka.
Let me know what you guys think.


Your PainBoy on bike is under costed by 10 points. Also, you need another Grot Squad for min troop choice for your second CAD.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 14:21:00


Post by: tetrisphreak


So you know how tyranids had their most recent codex, then about a year later got a drop spore added via datasheet/new model?

What if orks got a Rok model that worked just like that? Gave us a new way to deploy our mobs and dreads? Would something like that breathe life into deff dreads, or be useful for deep striking boy mobs? Obviously it's just a wishlist but i think it would be awesome.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 14:38:32


Post by: Frozocrone


Maybe. But remember that Tyranids already had drop pods in 5th, it was only removed because of the Chapterhouse lawsuit.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 14:41:46


Post by: Otto Weston


Sorry, I'm just going to drop in here (without reading virtually anything and not caring about the current conversations going on (sue me)) but I'd like to ask about the current competitiveness of the Kustom BattleFortress.

Fully kitted out, this thing costs more than a Baneblade but is it worth the points?
In 7th, what with Escalation etc., is the Battlefortress an acceptable LOW?

Also, how would you kit one out if you wanted to squeeze out as much bang for your buck as you can?

Thanks


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 14:50:23


Post by: Glitcha


 Otto Weston wrote:
Sorry, I'm just going to drop in here (without reading virtually anything and not caring about the current conversations going on (sue me)) but I'd like to ask about the current competitiveness of the Kustom BattleFortress.

Fully kitted out, this thing costs more than a Baneblade but is it worth the points?
In 7th, what with Escalation etc., is the Battlefortress an acceptable LOW?

Also, how would you kit one out if you wanted to squeeze out as much bang for your buck as you can?

Thanks


It is a LoW and accepted at ITC events. It works great for a delivery system for large units. You can load it it with some pretty awesome weapons. Currently mine has a supa-kannon and 2 zzap kannons on it. I use the supa kannon to take out armor, the zzap kannons are really there to disable blast shooting vehicles (Like the scorpius whirlwind) You can also use it to thunderblitz units around on the table.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 17:07:36


Post by: Vineheart01


Thunderblitz is a rare rule and its pretty damn strong. I dont get why Thunderblitz still just happens before resolving the tankshock/ram while a Deffrolla now requires the defending player to perform a suicidal DoG attempt before getting hit.

Battlefortress is probably the only one that actually can abuse thunderblitz. All the other supers are either a walker or doesnt want to move up the field.

Speaking of which i just noticed thats not on the website anymore. Sadface....


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 17:41:55


Post by: KaptinBadrukk


 Vineheart01 wrote:

Speaking of which i just noticed thats not on the website anymore. Sadface....


Be glad the CRASSUS ARMOURED ASSAULT TRANSPORT still is on the webstore. If the CRASSUS ARMOURED ASSAULT TRANSPORT disappears off the FW webstore, then I will do the following:

Spoiler:
1. Flip multiple tables
2. Post a thread about the CRASSUS ARMOURED ASSAULT TRANSPORT meme
3. Hold a funeral and visitation service for the CRASSUS ARMOURED ASSAULT TRANSPORT
4. Write a petition to bring back the CRASSUS ARMOURED ASSAULT TRANSPORT


Let's hope the CRASSUS ARMOURED ASSAULT TRANSPORT doesn't disappear.

Back on topic.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 18:01:27


Post by: Anvildude


I think that if Orks get a Deep Strikey thing, it won't be Rokks (which are more like Orbital Bombardments, anyways) and more of a Tellyporta upgrade- which, isn't that already a thing? Can't Nobz or something Tellyporta into battle sometimes?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 18:31:46


Post by: koooaei


Everyone can in ghaz detach if they rpll a 6 ot 5 for infantry. It never works.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 18:38:18


Post by: Frozocrone


It's worked for me once. Managed to DS some Tankbustas and they would have won me the game as I need to do seven HP of damage with 7 Tankbustas.

But no, GW employee makes me roll to hit against the building and I of course, fluff my to hit rolls.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 18:42:03


Post by: Glitcha


when the ghaz supplement came out, I was running 30 man boy blobs with shootas and usually was able to deep strike 1 of the 4 of them in my list. I was awesome. Now for apoc there is an asset that allows you to deep strike a apoc formation. If you do this, I suggest having another player have prescience coordinates. That way you don't scatter.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 18:45:13


Post by: Saythings


 Vineheart01 wrote:
Thunderblitz is a rare rule and its pretty damn strong. I dont get why Thunderblitz still just happens before resolving the tankshock/ram while a Deffrolla now requires the defending player to perform a suicidal DoG attempt before getting hit.

Battlefortress is probably the only one that actually can abuse thunderblitz. All the other supers are either a walker or doesnt want to move up the field.

Speaking of which i just noticed thats not on the website anymore. Sadface....


Wait, do Super Heavy Walkers not have Thunderblitz? I was 'Thunderblitz'd by a Big Mek Stompa at a local tourney and I'm curious. I just assumed he could and we didn't even bother looking up the table so I just said roll a 2+ and you'll pop my drop pod.

It really didn't matter, the outcome of the game was set in stone even with him popping a pod a turn. They are free anyhow


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 18:58:25


Post by: Frozocrone


Super Heavy Walkers have Stomp instead.

I think the only Super Heavy Walker that has Thunderblitz is the Khorne thing that is 888 pts because Khawne


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 19:26:31


Post by: Glitcha


Saythings wrote:
 Vineheart01 wrote:
Thunderblitz is a rare rule and its pretty damn strong. I dont get why Thunderblitz still just happens before resolving the tankshock/ram while a Deffrolla now requires the defending player to perform a suicidal DoG attempt before getting hit.

Battlefortress is probably the only one that actually can abuse thunderblitz. All the other supers are either a walker or doesnt want to move up the field.

Speaking of which i just noticed thats not on the website anymore. Sadface....


Wait, do Super Heavy Walkers not have Thunderblitz? I was 'Thunderblitz'd by a Big Mek Stompa at a local tourney and I'm curious. I just assumed he could and we didn't even bother looking up the table so I just said roll a 2+ and you'll pop my drop pod.

It really didn't matter, the outcome of the game was set in stone even with him popping a pod a turn. They are free anyhow


Super heavy tanks have thunderblitz. Super heavy walkers have stomp attacks. The Lord of skulls is a tracked super heavy walker. He can thunderblitz, but does not have stomps. Looks like you are a dirty ork but its okay we will forgive you.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 19:33:34


Post by: Saythings


 Glitcha wrote:
Saythings wrote:
 Vineheart01 wrote:
Thunderblitz is a rare rule and its pretty damn strong. I dont get why Thunderblitz still just happens before resolving the tankshock/ram while a Deffrolla now requires the defending player to perform a suicidal DoG attempt before getting hit.

Battlefortress is probably the only one that actually can abuse thunderblitz. All the other supers are either a walker or doesnt want to move up the field.

Speaking of which i just noticed thats not on the website anymore. Sadface....


Wait, do Super Heavy Walkers not have Thunderblitz? I was 'Thunderblitz'd by a Big Mek Stompa at a local tourney and I'm curious. I just assumed he could and we didn't even bother looking up the table so I just said roll a 2+ and you'll pop my drop pod.

It really didn't matter, the outcome of the game was set in stone even with him popping a pod a turn. They are free anyhow


Super heavy tanks have thunderblitz. Super heavy walkers have stomp attacks. The Lord of skulls is a tracked super heavy walker. He can thunderblitz, but does not have stomps. Looks like you are a dirty ork but its okay we will forgive you.


HAHAHA. Thanks but I was the dirty Imperial player with free transports I was playing against an Ork player that didn't know his rules very well. But it was the first round of the tourney so we were both having fun with it!

Edit: I frequent this post all the time as I bought the newest version of the Ork Codex (not the Waaagh update), and I'm always hoping to catch the newest fad! hehe.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 21:20:25


Post by: Anvildude


The giant Khorne Tank thing? That doesn't have legs, though, it has treads. I think it just has a 'counts as walker' special rule.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 23:09:22


Post by: Vineheart01


Stomp is "technically" stronger than thunderblitz since a roll of 6 is flatout "go away" for stomp and for thunderblitz its just a bunch of S10 AP1 hits.

Only reason i say "technically" is while it cant bypass EW or reliably take out high toughess multiwounds, you CAN thunderblitz multiple units if you are in the right position. It behaves as tankshock does after resolving the thunderblitz table, which means they get out of the way and you continue on 12" and hit another unit. That and your sheer size lets you snag two units side by side easier.
Could be wrong, but im pretty sure they dont fire snaps afterwords either, since even a fast vehicle tankshocking must snapfire.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/26 23:30:41


Post by: Orock


Green tide confirmed gone. Not in New version which when you see it is quite clearly version two, invalidating version 1


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 02:19:46


Post by: geargutz


 PipeAlley wrote:
geargutz wrote:
Just a little list I put together. Seems like it could be quite competitive.
“All da koptas”
CADZ X2
HQ
zhadsnark (150)
150
Painboy (50) bike (25) bp (5) grot orderlies x2 (10)
80
TROOP
gretchin (35)
35
warBike x3 (54)
54
warBike x3 (54)
54
warbike x15 (270) nob (10) pk (25)
305
ELITE
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x7 (91) nob (10) bp (5)
106
FAST
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
FORT
Aegis defense line (50) coms relay (20)
70
TOTAL (1849)

So, if I most likely go 2nd then I deploy only the adl, grots, and the 3 man biker squads on the battle field in as much cover as possible and out of line of sight. When other forces come from reserves the bikes focus on objectives. The grots go to ground behind the defence line and keep close to the comms relay.
Turn 2 rolls around and all warkoptas filled with tankbustas will be rolled from reserves with reroll from the comms relay. They are dual roll of assault vehicles or shoot from their jinking transports.
Zhadsnark will either scout or outflank with the 15 man warbiker unit. The bike painboy will join them as well. This sub par defstar is mainly there to hid vulnerable targets.
This list focuses on one of our better units, the tankbustas. Their bomb both burst vehicles and rip apart heavy armoured infantry….and hopefully they can get you “glory hogs” if the grots and bikers can hold on in the 1st turn (and if your opponent has some vehicles). The semi bikestar is more or less a distraction, its there to keep the enemy focusing on the big scary bike boss, and not on the much deadlier flyin melta bombs.
The warkpta is a great transport. While maybe a little overpriced it is extremely fast and has some descent dakka.
Let me know what you guys think.


Your PainBoy on bike is under costed by 10 points. Also, you need another Grot Squad for min troop choice for your second CAD.

If zhadsnark is warlord then bikes are troops in your "army", it doesn't specify cad or detach.
Thx for the catch on the painbow. I'll just get rid of the orderlies.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 04:13:32


Post by: PipeAlley


geargutz wrote:
 PipeAlley wrote:
geargutz wrote:
Just a little list I put together. Seems like it could be quite competitive.
“All da koptas”
CADZ X2
HQ
zhadsnark (150)
150
Painboy (50) bike (25) bp (5) grot orderlies x2 (10)
80
TROOP
gretchin (35)
35
warBike x3 (54)
54
warBike x3 (54)
54
warbike x15 (270) nob (10) pk (25)
305
ELITE
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x8 (104) nob (10) bp (5)
119
Tankbustas x7 (91) nob (10) bp (5)
106
FAST
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
Warkopta (65)
65
FORT
Aegis defense line (50) coms relay (20)
70
TOTAL (1849)

So, if I most likely go 2nd then I deploy only the adl, grots, and the 3 man biker squads on the battle field in as much cover as possible and out of line of sight. When other forces come from reserves the bikes focus on objectives. The grots go to ground behind the defence line and keep close to the comms relay.
Turn 2 rolls around and all warkoptas filled with tankbustas will be rolled from reserves with reroll from the comms relay. They are dual roll of assault vehicles or shoot from their jinking transports.
Zhadsnark will either scout or outflank with the 15 man warbiker unit. The bike painboy will join them as well. This sub par defstar is mainly there to hid vulnerable targets.
This list focuses on one of our better units, the tankbustas. Their bomb both burst vehicles and rip apart heavy armoured infantry….and hopefully they can get you “glory hogs” if the grots and bikers can hold on in the 1st turn (and if your opponent has some vehicles). The semi bikestar is more or less a distraction, its there to keep the enemy focusing on the big scary bike boss, and not on the much deadlier flyin melta bombs.
The warkpta is a great transport. While maybe a little overpriced it is extremely fast and has some descent dakka.
Let me know what you guys think.


Your PainBoy on bike is under costed by 10 points. Also, you need another Grot Squad for min troop choice for your second CAD.

If zhadsnark is warlord then bikes are troops in your "army", it doesn't specify cad or detach.
Thx for the catch on the painbow. I'll just get rid of the orderlies.


I understand the "army" argument but I think that was originally written before the whole multiple CADs. I could be wrong. I'd let other people play it that way but my Zhadsnark list is triple CAD and has two Biker units as troops and four grot units. Just in case some oppnenet feels different. Would be a non-issue if people were cool with Unbound lists.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 12:36:19


Post by: TedNugent


I don't understand the Great Derp detachment. Orks have already had fantastic units that are far superior to anything the Great Derp detachment lists can put out with their formation handicaps.

W!G already had a savage formation, which was bully boyz. Problem is that the stuff that Codex: Orks had looked great on paper, but looks pretty horrifying by contrast on my bank statement.

3 units of MANz *5 = 600

Why not, add a Blitz Brigade? 5 Battlewagons with scouts, big shootas, and reinforced rams. 600 pts.

So, I've got 2 extra battlewagons. Take a CAD.

One painboy, 19 boyz, one nob w/ PK/BP, 204
One painboy, 19 boyz, one nob w/ PK/BP, 204

242 left over for three heavy support slots, 3 fast attack slots, or 3 elite slots for 1850. Replace two boyz with Meks for challenges, add three killsaws. Is that better than a Great Derp? You tell me. Or switch out a Painboy, throw a Megaboss w/ Da Lucky Stikk in.

Problem is, nobody is gonna play this because:
Spoiler:




You could always just try Zhadsnark Da Rippa, two 15 man units of Warbikers, a Painboy, with as many Lootas until you're blue in the face, all behind an ADL?

Is a 17 man unit with Toughness 5, a 4+ armor save, a 2+ jink save, that can snapshot its 51 TL S5 shots at a flyer rear armor and then jink at 2+ better or worse than a Goff Killmob/Waagh formation?

Or how about a 17 man unit of warbikers with WS5 from a DLS Warboss w/ a PK and FNP from a biker painboy? Two basic units of Grots for CAD behind ADL with Mek Guns. Is that better or worse than a Great Waaagh detachment?

The reality of the situation is, if I had 30 thousand dollars to spend on models, there's no question what I would be running. That's the limiting factor to Orkz.

There's no way that with unlimited funds, I would think of running 6 minimum strength trukk mobs, a unit of Trukk nobs, and two units of gretchin and think that the unit is great because it can run D6" before assaulting. There is no way. That unit is garbage in comparison to the things I mentioned earlier.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 13:23:58


Post by: KaptinBadrukk


So, what do y'all think of Trukks? Here's what I think:

Trukks: An effective way to get your Boyz into battle.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 13:48:18


Post by: Vineheart01


trukks are great if you have bikers or wagons in front to draw the main firepower attention. If you dont have either and youre just having a random trukk or spam trukks, gl theyre going to die in seconds.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:07:32


Post by: warhead01


I'm not really a fan of trukks.
Trukks = Death traps.

We need a medium wagon between trukks and Battle wagons.
With larger transport capacity than trukks and maybe a higher front armour.

For the record I have 15 trukks. Go big or don't go at all.
Mostly my experience has been half my trukks in any given list are pop'd in my deployment zone. Honestly, that's my largest problem with trukks.
My turn one is always going to be a full 24" toward my opponent minimal shooting and the lads who survived their trukks exploding who are able, will be moving and running to keep up.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:12:39


Post by: gungo


Trukks die yes however in the great waaagh detachment you only need one turn for them to get into a first turn charge range.
And spamming truk boyz makes it hard for your opponent to hit everything in one turn of long range shooting. I find this list works best like this.
Take trukks with rokkits and spam them as such.
Orks 1850 Pts
WAAGH!-Band
Warboss, Mega armour and Lukky stick 1
Mek – 1
Nobs, big choppa 3
Trukk 1

Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1

Gretchin w runt herder 11

Speshulists
Tankbustas 5
Trukk 1

Tankbustas 5
Trukk 1

Council of WAAGH!
Ghaz – 1
Mad Dok – 1
Big Mek Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Nobs w Waaagh banner– 3
Totals 103

That’s a lot of rokkits (19) and powerklaws (9) and big choppas (6) and two decent beatstick units. It's pure MSU and only misses the ob secured. Ghaz will likely outflank since he gets two rerollable warlord traits in his formation. Alternatively you can drop ghaz formation and just make the warlord in the waagh band your warboss and hope you get fearless with your reroll trait.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:14:10


Post by: Vineheart01


its also banking on turn 1. If it works thats very powerful but if you dont get first turn 3-4 of those trukks will explode turn 1 and there goes your entire game.

A race shouldnt have to have first turn to be viable. But i guess they do in GW's eyes


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:26:47


Post by: warhead01


My last good game involving trukks actully went better than my usual norm, I did get first turn and trukk rushed the IG. on one side I managed to get 3 or 4 trukks well past half the table and a few of those into his deployment Zone. That list was very MSU. Oddly enough I had a Gorkanought and a Morkanought in the list. The Morkanought made it across the board and killed Pask and his tank squadron. I even killed some deep strikers with a few Grot mobs and some burna boys!
I Loves them burna boys!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:39:43


Post by: oldzoggy


 warhead01 wrote:


We need a medium wagon between trukks and Battle wagons.
With larger transport capacity than trukks and maybe a higher front armour.


We have the following transports if you inlcude the FW IA8 ones. + all sorts of variants of these vehicles with more guns and less transport capacity.

10/10/10 Trukk
11/11/10 Looted wagon (WD) transpc 35 pts transp 12 models
12/11/10 Big trakk (IA8) Tanspc 50 pts transp 12 models
13/12/10 Gun wagon (IA8) 60pt transp 10 models
14/12/10 Battle wagon

On top of that we have the following odd transports that are not really worth it.
-Big Squiggoths transport monster
-Gorkanauts transport walker
-Stompa's transport super heavy walker
-Gargantuan squiggoth transport Gargantuan walker
-Warkopta transport skimmer
-Bomma transport non low superheavy flier for storm boyz only

So in reality we have tons of transports they are just all kept out of the codex for some reason :\


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:51:49


Post by: koooaei


Trukks are amazing for the points. I like them much more than battlewagonz.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 14:53:43


Post by: oldzoggy


I like looted wagons and used to love Gun wagons. Trukks are for grots or any other disposable unit.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 15:02:59


Post by: warhead01


As you said oldzoggy, Not in the codex for some reason.

I just last year grabed up two War Koptas but haven't had the chance to use them yet, I'd love to get my hands on a Big trakk.

I think what I was getting at is a middle sized plastic transport with in the codex. Ya, it's wish listing I guess.

I remember when the Gun wagon came out. Wish I had a few of those.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 15:07:53


Post by: oldzoggy


I just build them all my own. If GW doesn't want to sell me my av 13 transports then they don't. It is their right not to sell those to me : P


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 15:31:55


Post by: cranect


I prefer squiggoths for the hilarity and no explosion but that's just me. Finally getting around to painting and they look so much better.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 16:18:25


Post by: Agent_Tremolo


 warhead01 wrote:
I'm not really a fan of trukks.
Trukks = Death traps.

We need a medium wagon between trukks and Battle wagons.
With larger transport capacity than trukks and maybe a higher front armour.


I used to like that idea, but after the Gorka/Morkanaut fiasco I'd rather not see yet another redundant unit in our roster. So, why not giving trukks larger transport capacity then? Trukks hail from an era when 10 was the standard unit size, but that was like 15 years ago. A transport capacity of 20 would put Trukks back in line with the rest of the army, and help the transported unit withstand the (inevitable) destruction of their vehicle, even if they take a few wounds in the process.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 16:54:59


Post by: Vineheart01


Orks should be able to exceed the capacity of the vehicle by 1/2 its max, but if they do then it takes danger tests every time it moves. Since we already use rams every single time we take a trukk or wagon, not THAT big of a risk and it lets us actually move our bigger boy blobz around that W!G is kinda forcing us to bring.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 17:24:56


Post by: Brokk


Have anyone here any experience with playing big squiggoths and Gargantuan squiggoths with the current rules? I like the fact that they don't explode and can fight back. Also I guess you can fire with full BS even if they moved? Maybe even flash gitz can use their Gitfindas? I'm planning on buying both kinds when I got the money.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 17:55:06


Post by: TedNugent


gungo wrote:
Spoiler:
Trukks die yes however in the great waaagh detachment you only need one turn for them to get into a first turn charge range.
And spamming truk boyz makes it hard for your opponent to hit everything in one turn of long range shooting. I find this list works best like this.
Take trukks with rokkits and spam them as such.
Orks 1850 Pts
WAAGH!-Band
Warboss, Mega armour and Lukky stick 1
Mek – 1
Nobs, big choppa 3
Trukk 1

Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1

Gretchin w runt herder 11

Speshulists
Tankbustas 5
Trukk 1

Tankbustas 5
Trukk 1

Council of WAAGH!
Ghaz – 1
Mad Dok – 1
Big Mek Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Nobs w Waaagh banner– 3
Totals 103


That’s a lot of rokkits (19) and powerklaws (9) and big choppas (6) and two decent beatstick units. It's pure MSU and only misses the ob secured. Ghaz will likely outflank since he gets two rerollable warlord traits in his formation. Alternatively you can drop ghaz formation and just make the warlord in the waagh band your warboss and hope you get fearless with your reroll trait.

You're missing the transport for the Council. Are you using a trukk?

Also, what about reinforced rams on the trukks?

I'm getting 1858 on what you listed with no rams and no trukk for the council.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 18:00:10


Post by: oldzoggy


Brokk wrote:
Have anyone here any experience with playing big squiggoths and Gargantuan squiggoths with the current rules? I like the fact that they don't explode and can fight back. Also I guess you can fire with full BS even if they moved? Maybe even flash gitz can use their Gitfindas? I'm planning on buying both kinds when I got the money.


Big squiggoths move like monsters, just ask yourselves if you would like to spend ~200 points on that. ( I wouldn't)
On top of it is isn't really that sturdy sure it is sturdier then a trukk but 6W at T7 isn't that tough. The big bonus is that never explode and are simple to get into cover.

Can they fire at full BS? no one knows for sure. There are no rules really for it. The best way to handle it is just assume that the unit is in a open topped vehicle.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 20:46:10


Post by: cranect


For the big squiggoths you fire at full since you basically treat it as a vehicle. The gargantuan if you only move up to 6 you fire full otherwise you snapfire since it is also treated like an open topped vehicle. They are a lot of fun. While the big squiggoths are not the most effective with the 3+ armor they function just like other walking MCs so if you treat them as such they can get something done even if that something is just being a meatshield. The gargantuan I've only used to pick on stuff weaker than it while transporting meganobz with a MFF. I do want to try filling it with burnas though. I don't know if it can take something like a knight yet but if your lucky it might be able to. It is a neat transport and if you put the MFF in it then it is touch to kill.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 20:48:31


Post by: JimOnMars


 Vineheart01 wrote:
its also banking on turn 1. If it works thats very powerful but if you dont get first turn 3-4 of those trukks will explode turn 1 and there goes your entire game.

A race shouldnt have to have first turn to be viable. But i guess they do in GW's eyes
This is true. But we are a race that doesn't get what we should, so we have to make due. If we lose that die roll we lose, but if we win it, we need to try to win 100% of the time. That's the Orks challenge.

If we lose the roll, we should just concentrate on losing as fast as we can so we can start another game.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/27 20:58:21


Post by: koooaei


Vsg helps with it to some extent. Vsg + cover almost guarantees that losses won't be drammatic.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 01:51:39


Post by: Vitali Advenil


The only thing I put in trukks are 3 MANz for a MANz missile. Twelve sluggas alone won't do much work in assault, though 12 shootas in a trukk might get some damage done. Issue is they explode to easily and you're going to lose a lot of boyz. Battlewagons hold more boyz, are a lot harder, and they're actually pretty cheap in the grand scheme of things. Just don't expect it to do any work once it's dropped its payload.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 02:35:00


Post by: cranect


I don't know who all has seen but I think the new objectives on the ghazzy update are interesting. My favorite by far is dead kunnin I think it was called.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 04:31:14


Post by: Vitali Advenil


So I played against some wulfen today and, after hearing about how they have everything we dream about, was obviously nervous.

They basically ate my biker squad, who have yet to do anything but score one point in a game once. Granted, it was a game winning point, but seriously, they get shot off the table so damn fast.

Anyway, I managed to deal with them with lootas. Honestly, as long as you have lootas on the table, I wouldn't be too scared of them. Lootas are s7 ap4, which denies them their armor save and wounds on 2+. Lootas also throw enough shots to not care about the 3++ stormshields a few will be carrying. KMKs are great, too, which I threw at the pack. Only one was left, which I sent in a squad of boyz to clean up. Basically, my strategy for wulfen is going to be shoot the gak out of them with lootas and then charge them once they're weakened.

Still burns that space marines get a melee unit better than any melee unit we have.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 04:42:22


Post by: Vineheart01


Posterchild perks.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 07:52:03


Post by: Tibs Ironblood


So I tried the new pain mob formation today.

I had two pain mobs mixed with a CAD in 1500.

First match was against chaos demons of slaanesh. The painboyz themselves put in work, but the formation rule only came into play once and didnt actually net me any kills at all. Granted it was about 10 boyz, a painboy and a nob trying to hurt a keeper of secrets so it was not likely they would get through its 5 up invuln and 4 up FNP (he rolled the gift for it).

Deff Dreads never lived long enough to use it. Nobs I didnt put any points into (overcosted) so they never got to use it.

I did win the match barely on objectives going 9 - 8 but I utterly lost the actually fighting. Stole the victory thanks to game ending on a 5.

Next game was against Chaos Space Marines. This time I put a painboy on a bike with the bikers. Again the pain mob formation itself did nothing as it only got to come into play once. It was 12 boys with 1 PK nob against 3 termies. Inflicted 1 PK wound that was saved with an invuln.

Managed to win that match easier however (My deff dreads got screwed pretty bad. One got immobed turn 1 and just had to take pot shots at cultists the whole game with a big shoota and the other got immobed by a melta against some havocs who would later krak him to death.

This match was really close and ended at the end of the top of turn 4 when my Biker warbosses chopped the head right off of his chaos lords shoulders with his HeadWoppas killchoppa. He conceeded after that, but the match still coulda gone either way.

The pain mob itself I think its neat, but its not good IMO. You have to take a nob squad which I think is not point efficient on their own and a deff dread which IMO I dont see myself taking again. However it was only two games so I cant say I used it a lot, but first impressions are that its just too situational and the unit taxes make it something I plan to avoid.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 14:31:12


Post by: Anvildude


 Vineheart01 wrote:
Posterchild perks.


Posterchild? Posterchild!?

You know what a Posterchild is? It's the race that's spawned a million memes that've spread into the popular geek consciousness. I was talking to a guy the other day who had no idea what Warhammer 40K was, but he described shooting guns as 'Dakkadakka'. People who play Orcs in cosplay or LARP or Boffer, you know what they yell before charging? WAAAGHH!! Red wunz go fasta, pile-on boyz, Neva Enuff Dakka... Heck, even the other races in-game have started writing in a subtly Orky fashion (Flakk rounds, anyone?)

That's a Poster Child- not the half-baked, over-pauldron'd, vanilla a-f boys in blue that GW's Spaec Mehrines are.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 16:20:59


Post by: Multimoog


It really seems like the Painmob was intended for large mobs, 20-30 strong. I have yet to play a game with it but I wouldn't expect much from it in a trukk mob (they don't usually do anything for me anyway unless I'm assaulting them into small to midsized softer units like Guard).

I have a list that uses two of them at max boyz with an unbound warboss thrown in for the Waaagh. It's a small list (seems like Painmob is the Ork small-game solution rather than the great waaagh-band) I'm excited to try it out:

Spoiler:

Painboy 50
Painboy 50

30 Boyz: Boss Nob (power klaw) 215
30 Boyz: Boss Nob (power klaw; bosspole) 220

4 Nobz: kombi-weapon with skorcha; 3× big choppa 97
4 Nobz: kombi-weapon with skorcha; 3× big choppa 97

Deff Dread: rokkit launcha; power klaw 90
Deff Dread: rokkit launcha; power klaw 90

Warboss: power klaw; bosspole 90

999 points


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 16:41:12


Post by: Vineheart01


Anvildude wrote:
 Vineheart01 wrote:
Posterchild perks.


Posterchild? Posterchild!?

You know what a Posterchild is? It's the race that's spawned a million memes that've spread into the popular geek consciousness. I was talking to a guy the other day who had no idea what Warhammer 40K was, but he described shooting guns as 'Dakkadakka'. People who play Orcs in cosplay or LARP or Boffer, you know what they yell before charging? WAAAGHH!! Red wunz go fasta, pile-on boyz, Neva Enuff Dakka... Heck, even the other races in-game have started writing in a subtly Orky fashion (Flakk rounds, anyone?)

That's a Poster Child- not the half-baked, over-pauldron'd, vanilla a-f boys in blue that GW's Spaec Mehrines are.


Orks are the posterchild's b****. Theyre known as much as space marines because theyre usually on all the advertisements getting butchered. Only reason they would be known more than space marines is because ork fanbase is a lot more funny and outspoken while the Space Mahreens dont do a damn thing to advertise they play an army.
I dont know how many times ive uttered the phrase "Orks is the master race" when i overhear something related to 40k or orks of any setting not just 40k.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 17:28:21


Post by: Frozocrone


Have to agree with Vineheart01. The only memorable things that SM (BA are alright I guess ) produced are spess mahreens, perfection in blue and METAL BAWKES



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 17:34:49


Post by: Vineheart01


i never got into dawn of war so i cant comment on marines vs orks in that, but in the game Space Marine even though it was clearly a marine game since the main character was a captain, almost all the memorable gimicks were Ork related.

Still say that fight with the MA Boss felt authentic as hell. One hit, dead, but hes slow enough to predict.

So much crap from that game i wish were normal Ork rules, while i cant think of a damn thing space marines dont already have that were in that game i'd like to see in the tabletop.

It just proves that the Ork crap is more memorable and cool, but are nothing more than the target dummy for space marines.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 17:40:48


Post by: Multimoog


Orks are 40K: Hard Mode. Wins aren't just wins, they're achievements and bragging rights.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 18:28:33


Post by: oldzoggy


I am building my army again and have decided that I would like to have a traditional heavy tank. I consider battle wagons and landraiders medium tanks in the current meta.

The most obvious candidate seems to be the Kill Bursta. I used to use them a lot in appoc battles, but spending 400 pts for a single 7" sD blast doesn't seem to be such a good idea any more. What do you guys use? The other obvious answer would be stompa but I would like to have a tank, and not aged titan.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 18:35:36


Post by: Frozocrone


Kill Bursta is decent. Mitigates the bad BS that Orks have by having a massive blast that is D. Fill it with Meks and watch it do the work for you.

My one problem is that it never has enough Hull Points when it's being fired on by everything


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 19:10:32


Post by: koooaei


Hellstorm flamer one is fun and surprisingly decent from what i've heard. It also provides an opportunity to go nuts and ride forward to overrun stuff and than explode gloriously not being overly expensive for the job.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 19:25:00


Post by: oldzoggy


Yeah the Flamebelcha is wonderful does any of our non stompa super heavies have it ?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 21:06:15


Post by: cranect


Personally I want to use the kill bursta with the belly gun for the ridiculous main blast.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 21:15:58


Post by: grendel083


 oldzoggy wrote:
Yeah the Flamebelcha is wonderful does any of our non stompa super heavies have it ?
The Killkrusha has some good options.

Hellstorm template, low str but shred and rending.
So it'll be wounding on a 6 most times, but with a re-roll that'll be AP2 (and ignore cover obviously).



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/28 23:50:12


Post by: Tiny_Titan


Now that trukks have come up I feel like I have something to say haha. I have used everything from trucks to gun wagons to battle wagons with everything from Gretchin to meganobz. I have found the following:

Trucks:
Good if you get the infiltration rule on strategic table because they are dedicated transport to most things.
Can turbo boost into opponents face turn 1, and if numerous enough they cans do anything to prevent themselves being smashed turn 2.
Good to save heavy slots for other things.
You MUST ONLY put either Eavy armour boyz or mega nobz inside because when they go boom, you don't want the dudes inside to die!
However, if there are more juicy targets then softer units like t shirt boyz can be used too.

Gun Wagons:
Sadly take a heavy slot
Can be taken in squads of up to 3 though!!! This means swapping nearest wagon to spread hull point damage which is very cheeky.
Has 13 front armour and 12 side!!!! What the hell!!!
Around double the cost of a Trukk.
Should be used with more valuable orks such as tank bustas or lootas who will want protection and will get more value from the armour.
Are VERY annoying to deal with.

Battlwagons:
Only really useful for delivering elite units like large Manz squads or a boy squad with Warboss etc.
Can also be used with tank bustas or ranged squad.
If it's delivering units turn 2, then give it some guns to do something useful when it's done its job besides tank shocking.
Are very expensive so make sure they have a useful role to play.

As an example I have made a 1750 list. I will explain transport options at the bottom
Spoiler:

CAD 1

+ No Force Org Slot +
Mek

+ HQ +
Warboss, Bosspole, Cybork Body, Da Lucky Stikk, Mega Armour

+ Elites +
Meganobz, 3 Kombi- Skorcha, boss pole
TRUCK, ram

10 Tankbustas, Bosspole

10 Tankbustas, Bosspole

+ Troops +
15 Boyz, Power Klaw

10 Gretchin, Squig Hound

10 Gretchin, Squig Hound

+ Heavy Support +
Battlewagon, Reinforced Ram, 4x Rokkit Launchas

2 Gun Wagons,
Reinforced Rams

CAD 2

+ HQ +
Big Mek, Da Finkin' Kap
Warlord

+ Elites +
3 Meganobz, 3 Kombi- Skorcha, boss pole
TRUCK, ram

3 Meganobz, 3 Kombi- Skorcha, boss pole
TRUCK, ram

+ Troops +
10 boyz, nob, power Klaw, boss pole
TRUCK, ram

10 boyz, nob, power Klaw, boss pole
TRUCK, ram


OK,

So, the 15 boyz, Mek, big Mek and Warboss go in the battle wagon because it is transporting valuable, potentially game winning damage across the table to the enemy. It also has a warlord inside (the big Mek) who can choose to camp in the vehicle if it's safer, which has 4 rokkits to do some damage with here and there.

Next, the 2 units of tank bustas are in gun wagons because they need more protection and could be a prime target for the enemy, especially if they have vehicles or monsters that need stomping. The vehicles can happily stay alive for the most part without much problem, especially because the enemy AV will likely be shooting other things, which brings me to...

Meganobz and boyz are in trukks. Ideally I'd like everything in gun wagons as it ensures their delivery. However, points do not permit, and since I have da finkin cap, there is a 55% chance of infiltrating 3 of these units closer ... *evil laugh* ... Ahem! The meganobz all turbo boost first turn, at which point it doesn't matter if the trucks blow up as the 2+ armour and 2 wounds each should survive an exploding truck. The fact there are 3 squads of Manz means the risk of putting boyz in trukks is not as bad because hey, if they are shooting boyz, then they aren't shooting Manz. And considering the amount of heavy flamers, I don't think swarms of nidz, marines or even terminators will trade well with them haha.

Please let me know what you think


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 02:41:37


Post by: Vitali Advenil


I pretty much agree with everything you've said here. Normal boyz are too squishy for trukks (and I find that 12 boyz isn't going to get much work done anyway), and in fact I don't like putting boyz in trukks at all. Those are for MANz missiles only. I also pack my battlewagons full of boyz with a warboss, but I honestly don't put many weapons on them. Two big shootas is all, and I find that it's enough once the payload has been dropped. Either the enemy shoots at a vehicle that has outlived its usefulness, or I get to drive a rather large model around to block things.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 05:34:27


Post by: koooaei


Trukks work for mid sized units of tankbustas. They're better off in gun wagons, ofc but not everyone accepts FW.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 06:05:48


Post by: Tibs Ironblood


I don't like Trukk boyz at all. On average 5 will die when it blows up (assuming you have 12 in it) without ard boy upgrades and I like ard boyz even less because I feel they are not cost efficient.

I dont really use trukks much at all to be honest. I really, really like gun wagons however and my FLGS is cool with me using them. They are so much better for carrying units than the trukks and while they are 2x as costly they are easily worth it. The twin linked big shoota is also nice to have. They are only capacity ten, but thats enough for a full Mega nob squad and more than enough for all the burna boyz or tankbustas you would want.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 06:19:41


Post by: Multimoog


Trukks are best suited for Ard boyz and manz, as has been said, but you can get away mixing and matching footslog and speed units. I only have two trukks but opponents have to decide what they want to kill first turn (if I have them on the board during deployment). Do they focus on whittling down a 20/25/30 strong boyz mob or the trukks that will be in their faces?

What's fun is to send boyz up the board turn 1 then bring a few trukks in as reserves, especially if they're manz missiles. Typically by the time you get boyz where they need to be, or close to it, there will be a lot less shooting free to deal with the trukks coming on the board.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 09:35:01


Post by: Singleton Mosby


 Bardiel_03 wrote:
I forgot the Zhad tank shock ability, maybe it's time i learn how to use it


Darn, I use Zhadsnark in a tourney this weekend and forgot about tankshocking altogether.

 warhead01 wrote:
I'm not really a fan of trukks.
Trukks = Death traps.


Trukks are not so much a deathtrap as you might think. Use them for Manz or 'ard boyz and you are fine. Futhermore if you use them in numbers a lot of them will eventually arrive, the more if you use some scenery or bikes as cover. On the other hand I have been using a trukk for my Flash Gitz during a 3 game tourney this weekend and not once were they blown out of it.

 warhead01 wrote:

We have the following transports if you inlcude the FW IA8 ones. + all sorts of variants of these vehicles with more guns and less transport capacity.

10/10/10 Trukk
11/11/10 Looted wagon (WD) transpc 35 pts transp 12 models
12/11/10 Big trakk (IA8) Tanspc 50 pts transp 12 models
13/12/10 Gun wagon (IA8) 60pt transp 10 models
14/12/10 Battle wagon


You forgot the Junka 11 (12)/11 (12) /10 for 60 (80) pts. Which has some nice weapon options.
Of all the onees listed I prefer the Big trakks and invariably use two of them to transport my more precious units. The heavy plates work wonders to negate shaken/stunned and get your lads where they are needed. It is also a nice firing-platform for Flash Gitz, much preferable to the expensive Battlewagon.

Here's me talking about Flash Gitz again. I know the concensus is they are bad because they are not reliable. However I've had some considerable succes with a 5 men squad over the past games. I use Badrukk's FGs from the Sanctus Reach supplement, which gives you +1 LD and gives the serge a S5 AP1, gets hot, Snazzgun. Which is nice as it makes the unit more reliable. Do not forget to pack some ammo runts though.
- In one game they whiped a squad of 'legions of the damned' in one turn. Next turn they downed a landspeeder storm and wiped out the scouts in it all in the same turn forcing a jink on a stormraven the next turn.
- In another game they killed a Broadside, took two wounds from a ripptide in turn two and in killed farsight in the next turn.
- The last game saw them wiping a 9 men 'ard nob-squad in one turn of shooting forcing the enemy not to come within range for the entire remainder of the game.
- They however were more then ineffective against a unit of 8 cryptecs with (never heard of those).

Yes, I'm loving them for sure.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 13:14:04


Post by: Glitcha


You are off a bit on the mekboy junka. Its normally 12/12/10 and the 'eavy plates add a +1 to front and side for 13/13/10. <- ignore this. Its entered wrong into my battlescribe. I just double checked the FAQ about it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 13:17:08


Post by: Orlanth


Can 'eavy plates be given to anything else?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 13:29:50


Post by: Glitcha


 Orlanth wrote:
Can 'eavy plates be given to anything else?


Right now it is only the junka that can. I hope in the IA8: 2nd edition they give everyone the ability to buy it.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:11:46


Post by: KaptinBadrukk


Apologize if this has been asked already, but,

How does one form a MANz missile? How does it work? All I know is that you put 3 Meganobz in a trukk.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:16:47


Post by: Frozocrone


Boss Pole, Kill Saws for vehicles, possibly Skorchas and fly it up the field ASAP


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:17:30


Post by: KaptinBadrukk


 Frozocrone wrote:
Boss Pole, Kill Saws for vehicles, possibly Skorchas and fly it up the field ASAP


Fly it up to the field...does that mean move Flat Out?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:19:14


Post by: Hunam0001


 KaptinBadrukk wrote:
Apologize if this has been asked already, but,

How does one form a MANz missile? How does it work? All I know is that you put 3 Meganobz in a trukk.


That's pretty much all there is to a MANz missile

There is some debate about how to equip the nobs and Trukk, but I'm a fan of 3 bare bones Manz in a Trukk with a Reinforced Ram, and a Rokkit Launcha.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:21:46


Post by: FlashyGit


Its just moving flat out up the field as fast as possible (like a missile) expecting the trukk and 3 manz to smash into a target of your choosing. No one really has the option to ignore a trukk full of meganobz with killsaws flying at them so its a relatively effective distraction that can do some good damage if and when it reaches something tasty.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:22:54


Post by: KaptinBadrukk


 FlashyGit wrote:
Its just moving flat out up the field as fast as possible (like a missile) expecting the trukk and 3 manz to smash into a target of your choosing. No one really has the option to ignore a trukk full of meganobz with killsaws flying at them so its a relatively effective distraction that can do some good damage if and when it reaches something tasty.


So do you ram the trukk into a unit or do you stop in front of the unit, disembark the MANz, and then let the MANz do their stuff?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:33:33


Post by: Icculus


 KaptinBadrukk wrote:
 FlashyGit wrote:
Its just moving flat out up the field as fast as possible (like a missile) expecting the trukk and 3 manz to smash into a target of your choosing. No one really has the option to ignore a trukk full of meganobz with killsaws flying at them so its a relatively effective distraction that can do some good damage if and when it reaches something tasty.


So do you ram the trukk into a unit or do you stop in front of the unit, disembark the MANz, and then let the MANz do their stuff?


the point is to deliver MANZ in to close combat as quickly as possible. So dont drive a trukk into a unit if there are still passengers on the trukk.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 15:35:27


Post by: FlashyGit


You want to let the manz do what they do. You can pretty much expect the trukk to either get the manz to their target quick as possible or blow up gloriously, but the 2+ armor on the manz pretty much shrugs that off. If the trukk doesn't make it, you just keep marching them forward on foot. With the flat out move in the trukk, it just helps you close that gap a lot quicker, that's all


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 16:24:40


Post by: Frozocrone


Trukks were meant to die.

But adding on to this incase it does live, I use mine to block line of sight against units that can hurt the nobz. Sometimes Ram a vehicle if it has a hull point left. S7 aint bad


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:13:26


Post by: Hunam0001


Trukks ram at S6.

But on that note, does the returning hit roll for armour penetration against AV10 or AV12?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:28:39


Post by: Vitali Advenil


That has always confused me, too, since on a BW it would be hitting against 16. The rule only says +2 for the purpose of ramming, so it's vague.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:38:32


Post by: Glitcha


Has anyone tried to make use of the new ghaz supplement. I did it for our monthly apoc game on Sunday and it was super fun. I might have messed up on which table to roll ghaz warlord traits on. He end up with kunnin' but brutal and brutal but kunnin'. Which is amazing. Ghaz rerolls failed to hit or to wound and he re-rolls failed armor or inv. He had his 2++ the whole time. I put his council in a Kustom battle fortress and just drove across the table into the defense line of salamander marines. Ghaz killed a command squad and an IK by himself.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:45:26


Post by: KaptinBadrukk


 Glitcha wrote:
Has anyone tried to make use of the new ghaz supplement. I did it for our monthly apoc game on Sunday and it was super fun. I might have messed up on which table to roll ghaz warlord traits on. He end up with kunnin' but brutal and brutal but kunnin'. Which is amazing. Ghaz rerolls failed to hit or to wound and he re-rolls failed armor or inv. He had his 2++ the whole time. I put his council in a Kustom battle fortress and just drove across the table into the defense line of salamander marines. Ghaz killed a command squad and an IK by himself.


Sounds like Ghazghkull Thraka is awesome now. Maybe we should upgrade him from red to blue?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:46:23


Post by: cranect


The rules say plus 2 to the AV for ramming. So you only add one to the strength. I don't know about the return hit. It might be done against the normal AV +2.


Automatically Appended Next Post:
Yes with the new supplement he could definitely get bumped up to blue with the requirement of using this detachment.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:50:47


Post by: KaptinBadrukk


 cranect wrote:
The rules say plus 2 to the AV for ramming. So you only add one to the strength. I don't know about the return hit. It might be done against the normal AV +2.


Automatically Appended Next Post:
Yes with the new supplement he could definitely get bumped up to blue with the requirement of using this detachment.


Good! could someone type up a description so we can back up the blue?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:54:12


Post by: Cleatus


 Glitcha wrote:
Has anyone tried to make use of the new ghaz supplement. I did it for our monthly apoc game on Sunday and it was super fun. I might have messed up on which table to roll ghaz warlord traits on. He end up with kunnin' but brutal and brutal but kunnin'. Which is amazing. Ghaz rerolls failed to hit or to wound and he re-rolls failed armor or inv. He had his 2++ the whole time. I put his council in a Kustom battle fortress and just drove across the table into the defense line of salamander marines. Ghaz killed a command squad and an IK by himself.


Kunnin' but brutal and brutal but kunnin'? Making an educated guess here, but did you take Da Finkin' Kap? That relic lets you roll for a second warlord trait on the Strategic table from the BRB. Unless I've missed something special from Waaagh! Ghazzy v2.0?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:54:47


Post by: cranect


Ghazghkull Thraka is now truly a LoW when taken in his detachment. He can call the WAAAGH every turn and brings his personal bodyguard with him which can be considered good or bad. With the WAAAGH every turn he has a 2++ and gives your army fearless. Taken outside the detachment he is sub par.

No clue if that's any good but I gave it a shot.


Automatically Appended Next Post:
The council of WAAAGH hives him the fearless waaagh warlord trait as well as two others that you roll for on the ghazzy table.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:58:24


Post by: Frozocrone


Hunam0001 wrote:
Trukks ram at S6.

But on that note, does the returning hit roll for armour penetration against AV10 or AV12?


Oopsie

Speaking of S7, I got some Killa Kans earlier because they are nice models to look at and at this point in the game, I've gone beyond caring how best to optmise lists I'm only playing for fun.

How would you outfit the Kans? The GW staff who play Orks swear by Rokkits, but the Grotzooka looks pretty promising?

By beyond caring how best to optimise, I mean I don't want to roll over with what I do have, just I don't care what is competitive these days.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 17:58:28


Post by: Cleatus


 cranect wrote:

The council of WAAAGH hives him the fearless waaagh warlord trait as well as two others that you roll for on the ghazzy table.


Ah, there you go then. Awesome!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 18:08:34


Post by: gungo


 TedNugent wrote:
gungo wrote:
Spoiler:
Trukks die yes however in the great waaagh detachment you only need one turn for them to get into a first turn charge range.
And spamming truk boyz makes it hard for your opponent to hit everything in one turn of long range shooting. I find this list works best like this.
Take trukks with rokkits and spam them as such.
Orks 1850 Pts
WAAGH!-Band
Warboss, Mega armour and Lukky stick 1
Mek – 1
Nobs, big choppa 3
Trukk 1

Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1
Boyz Nob, Klaw 10
Trukk 1

Gretchin w runt herder 11

Speshulists
Tankbustas 5
Trukk 1

Tankbustas 5
Trukk 1

Council of WAAGH!
Ghaz – 1
Mad Dok – 1
Big Mek Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Nobs w Waaagh banner– 3
Totals 103


That’s a lot of rokkits (19) and powerklaws (9) and big choppas (6) and two decent beatstick units. It's pure MSU and only misses the ob secured. Ghaz will likely outflank since he gets two rerollable warlord traits in his formation. Alternatively you can drop ghaz formation and just make the warlord in the waagh band your warboss and hope you get fearless with your reroll trait.

You're missing the transport for the Council. Are you using a trukk?

Also, what about reinforced rams on the trukks?

I'm getting 1858 on what you listed with no rams and no trukk for the council.

Ghaz has 2 additional warlord traits with rerolls he needs to take from the ghaz supplement. Some of those are also useles for him such as fnp. However one of them is outflank which is perfect for his council and saves you another trukk cost. And according to the new waaagh rules he can call waagh fro. Reserves and it also protects him getting seized and sniped before he calls waagh. I didn't use rams because I didn't have the points and trukks will not last long they just need to get thier one movement across the board and then they can be immobilized for all I care.
There is a strong reliance on first turn without that you would probably lose 3 trukks. I don't think that's a huge issue because the other 6 trucks and outflanking ghaz council will still do the damage I need. My only issue is I don't have 9 trukks. I have 6 so right now I proxy with chimeras.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 18:16:25


Post by: cranect


 Frozocrone wrote:
Hunam0001 wrote:
Trukks ram at S6.

But on that note, does the returning hit roll for armour penetration against AV10 or AV12?


Oopsie

Speaking of S7, I got some Killa Kans earlier because they are nice models to look at and at this point in the game, I've gone beyond caring how best to optmise lists I'm only playing for fun.

How would you outfit the Kans? The GW staff who play Orks swear by Rokkits, but the Grotzooka looks pretty promising?

By beyond caring how best to optimise, I mean I don't want to roll over with what I do have, just I don't care what is competitive these days.


I normally only take kans in the dread mob. When I do I take 2 units of 3 with rokkits and one unit with grotzookas. If I'm not running the dread mob rokkits all the way since you get some good use out of them with the higher BS.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 19:37:45


Post by: Glitcha


 cranect wrote:
Ghazghkull Thraka is now truly a LoW when taken in his detachment. He can call the WAAAGH every turn and brings his personal bodyguard with him which can be considered good or bad. With the WAAAGH every turn he has a 2++ and gives your army fearless. Taken outside the detachment he is sub par.

No clue if that's any good but I gave it a shot.


Automatically Appended Next Post:
The council of WAAAGH hives him the fearless waaagh warlord trait as well as two others that you roll for on the ghazzy table.


yeah which i screwed up and rolled on the ork codex table for. it was pretty funny.

Here is a question for you: since ghaz can get two warlord traits in his formation, does this mean he is allowed to reroll 1 or both of them if you want to? I believe part of the new ork decurion is the warlord can re-roll their warlord trait.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 19:41:55


Post by: cranect


I would say he can reroll the two additional traits that he gets yes.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 19:46:45


Post by: grendel083


 Singleton Mosby wrote:
 warhead01 wrote:

We have the following transports if you inlcude the FW IA8 ones. + all sorts of variants of these vehicles with more guns and less transport capacity.

10/10/10 Trukk
11/11/10 Looted wagon (WD) transpc 35 pts transp 12 models
12/11/10 Big trakk (IA8) Tanspc 50 pts transp 12 models
13/12/10 Gun wagon (IA8) 60pt transp 10 models
14/12/10 Battle wagon


You forgot the Junka 11 (12)/11 (12) /10 for 60 (80) pts. Which has some nice weapon options.
Of all the onees listed I prefer the Big trakks and invariably use two of them to transport my more precious units. The heavy plates work wonders to negate shaken/stunned and get your lads where they are needed. It is also a nice firing-platform for Flash Gitz, much preferable to the expensive Battlewagon.
Also the Warkopta hasn't been mentioned!

A trukk that can Jink!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 19:50:14


Post by: oldzoggy


hey I wrote that and the warkopta was mentioned ( and more ) in the original post.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 20:01:43


Post by: grendel083


 oldzoggy wrote:
hey I wrote that and the warkopta was mentioned ( and more ) in the original post.
Sorry! Must have missed that


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 21:44:50


Post by: Vineheart01


warkopta is one of the few ork vehicles i know nothing about lol. I actually thought it was considered a jetbike (super deffkopta) that could transport a small unit for the longest time.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/02/29 22:41:40


Post by: geargutz


I've had decent experience with warkopta (not a lot mind you), but it's in theory a good transport. Can be taken in squadrons of 3 so you don't have to use that many fast attack slots.
It's main benefits is its faster then a trukk, it can jink, its got good dakka an it Flys over terrain.
While it could do for being a little cheaper, it is still everything a trukk should be.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 00:01:28


Post by: TedNugent


You know what would make trukks awesome? A Kustom Force Fiel - oh wait.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 11:45:46


Post by: Singleton Mosby


 grendel083 wrote:
Also the Warkopta hasn't been mentioned!

A trukk that can Jink!


Warkoptas are nice, altough not very point effective. I've had some fun with the flamer which can be fitted on it since people do not expect it. Here's a pic of my warkopta btw:



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 16:04:43


Post by: mhalko1


 warhead01 wrote:

We have the following transports if you inlcude the FW IA8 ones. + all sorts of variants of these vehicles with more guns and less transport capacity.

10/10/10 Trukk
11/11/10 Looted wagon (WD) transpc 35 pts transp 12 models
12/11/10 Big trakk (IA8) Tanspc 50 pts transp 12 models
13/12/10 Gun wagon (IA8) 60pt transp 10 models
14/12/10 Battle wagon


You forgot the Junka 11 (12)/11 (12) /10 for 60 (80) pts. Which has some nice weapon options.
Of all the onees listed I prefer the Big trakks and invariably use two of them to transport my more precious units. The heavy plates work wonders to negate shaken/stunned and get your lads where they are needed. It is also a nice firing-platform for Flash Gitz, much preferable to the expensive Battlewagon.

Here's me talking about Flash Gitz again. I know the concensus is they are bad because they are not reliable. However I've had some considerable succes with a 5 men squad over the past games. I use Badrukk's FGs from the Sanctus Reach supplement, which gives you +1 LD and gives the serge a S5 AP1, gets hot, Snazzgun. Which is nice as it makes the unit more reliable. Do not forget to pack some ammo runts though.
- In one game they whiped a squad of 'legions of the damned' in one turn. Next turn they downed a landspeeder storm and wiped out the scouts in it all in the same turn forcing a jink on a stormraven the next turn.
- In another game they killed a Broadside, took two wounds from a ripptide in turn two and in killed farsight in the next turn.
- The last game saw them wiping a 9 men 'ard nob-squad in one turn of shooting forcing the enemy not to come within range for the entire remainder of the game.
- They however were more then ineffective against a unit of 8 cryptecs with (never heard of those).

Yes, I'm loving them for sure.


________________________________________

I would just like to know how exactly you forced an AV 12 Stormraven to jink with their S5 guns? I wish this could happen but I think you're thinking of some other flyer? storm eagle? i don't know the name of the other flyers sorry. PS i suck at editing these posts as well


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 16:52:13


Post by: Tiger9gamer


 Singleton Mosby wrote:
 grendel083 wrote:
Also the Warkopta hasn't been mentioned!

A trukk that can Jink!


Warkoptas are nice, altough not very point effective. I've had some fun with the flamer which can be fitted on it since people do not expect it. Here's a pic of my warkopta btw:



Wow.... thank you my friend, as you showed me that there isn't as big of a size difference between a bloody trukk and a big trakk after all! I had a guy refuse to play me because of that


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 22:35:14


Post by: warhead01


There's no Big trakk in that picture.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 23:12:59


Post by: Vineheart01


Big Trakks are the size of a battlewagon arent they? or at least damn close?

Those treaded vehicles arent big trakks. Those are half trakks if they arent just variant trukks.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/01 23:32:43


Post by: gungo


Just a question but does gruks boss nob box have a new Dataslate?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 00:11:21


Post by: Grimskul


gungo wrote:
Just a question but does gruks boss nob box have a new Dataslate?


Nope, as far as I remember he should have the same stats and weapons as he did last time his datasheet was released in the Stormclaw supplement.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 00:14:49


Post by: tetrisphreak


gungo wrote:
Just a question but does gruks boss nob box have a new Dataslate?
no but it does include grukk's rules.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 01:28:23


Post by: geargutz


gungo wrote:
Just a question but does gruks boss nob box have a new Dataslate?


HIs dataslate is in wd 109


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 02:41:43


Post by: gungo


Yes I have grukks rules. I just figured if they went to the trouble of reboxing nobs with him maybe those nobs had a formation bonus.

Tetrisphreak answered my question its just trukks rules again for the third time... Thanks

This would have been a nice box to include special rules for his nobs kinda like a cheap council of waaagh.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 03:46:55


Post by: Tibs Ironblood


Hey guys I dont own the new ork book so I was wondering if you guys could help me out with something.

I have heard you can use both WAGGHH Ghazy and codex Orks relics in the same formation in the decurion. Is this true? Can you bring ghazy relics on a character who already has a codex orks relic?

So like in council of ghazy can you have a MA warboss with the DLS?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 03:52:57


Post by: oldzoggy


mhalko1 wrote:
 warhead01 wrote:

We have the following transports if you inlcude the FW IA8 ones. + all sorts of variants of these vehicles with more guns and less transport capacity.

10/10/10 Trukk
11/11/10 Looted wagon (WD) transpc 35 pts transp 12 models
12/11/10 Big trakk (IA8) Tanspc 50 pts transp 12 models
13/12/10 Gun wagon (IA8) 60pt transp 10 models
14/12/10 Battle wagon


You forgot the Junka 11 (12)/11 (12) /10 for 60 (80) pts. Which has some nice weapon options.



Again read the original post and stop quoting him as a source : P
I considered the junka a variant of the looted wagon with more guns just like the lifta wagon is a variant of the battle wagon with more guns. But you are right it should be in there if just for the mention of the Junka "KFF" generator and their ability to be a sort of fast vehicle.


Automatically Appended Next Post:
 Vineheart01 wrote:
warkopta is one of the few ork vehicles i know nothing about lol. I actually thought it was considered a jetbike (super deffkopta) that could transport a small unit for the longest time.


The reaon for this is that is it 65 points base and cost more pounds then points. That is just way to much.
They do have some fun rules, that would make them really interesting if they where 30~40 points.

FW still sells them.
https://www.forgeworld.co.uk/en-IE/Ork-Chinork-Warcopta


Automatically Appended Next Post:
I found it really strange that FW rebased them on a flyer base but did not give it flyer rules. This might be the only model that is on a flying stand but isn't a flyer. I wonder what will happen to them if orks do get an update.


Automatically Appended Next Post:
 Vineheart01 wrote:
Big Trakks are the size of a battlewagon arent they? or at least damn close?


This might help.



Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 04:42:43


Post by: gungo


 Tibs Ironblood wrote:
Hey guys I dont own the new ork book so I was wondering if you guys could help me out with something.

I have heard you can use both WAGGHH Ghazy and codex Orks relics in the same formation in the decurion. Is this true? Can you bring ghazy relics on a character who already has a codex orks relic?

So like in council of ghazy can you have a MA warboss with the DLS?

Afaik yes but the lucky stikk +1 ws won't stick with waaagh banner.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 05:50:16


Post by: geargutz


So, the green tide might disapear (from the competitive scene), but we might have a replacement. Da vulcha squad.
Pros.
1.You can max out the 3 units of stromboyz for 90 total, 3 nobz for pk
2.bike painboy and bike boss with the big boss pole can give the whole thing fnp and feerless (and they'll keep pace with the horde).
3.besides the add on hqs on bikes the formation is nothin but jumppacks, that is way more manuverable and faster then a green tide ever will be.
4.turbo boosting jinking dls warboss with fnp at the head of this faster green tide is pretty durable.

Cons
1. The whole formation has to deepstrike, but that's not as bad when they only deepstrike d6....and unless the enemy runs horde (unlikey) then if you pick a decent zone you won't misshap.
2. Other hqs that have bikes can't start the game in the formation. This can be resolved by hiding these hqs well enough until the vulcha come in, then they speed up and join the unit.
3.no multiple waaaghs like greentide....but with such fast units like stromboyz then you won't care so much about getting to run b4 a charge since they are crazy fast.
4. Buying that many stromboyz...this is orks though, take your wealth of boyz from your green tide and just kustom make/kit bash some roket packs on these gitz.

I would like some of your opinions on how this could be. What benefits or problems I missed? Could this have the potential to replace the green tide if it disapears? Could it be better then the greentide?


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 05:56:40


Post by: cranect


Personally I'd just replace it with the waaagh band and run large squads then add some stormboyz with the council. I haven't built that list yet but with the council and the waaagh band you can get 90 boys and a fully upgraded council.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 06:02:33


Post by: oldzoggy


I ran da vulca a few times and it really isn't that good.

Cons
- impossible to land safely
- If they have intercept and pie plates you are going to have a hard time not to cry.
- No pain boy or other protective trick when they land
- Not fearless vulnerable to ld tricks.
- Really expensive
- You will be stuck with ~ 100 storm boyz if you don't like it : P

Pros
-Deadly fast


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 06:08:51


Post by: cranect


I ran it but with only 30 once. They landed and then I ran them and between the running and the landing I lost about 5 to dangerous terrain out of 30. After that the slaaneshi Marines made them cry a bit and then they ate a few rhinos. It was a very sub par list and the stormboyz were the best part lol. The run after deepstrike is pretty nuts though. They were taking up a good 2 feet of board which was pretty great.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 06:24:35


Post by: koooaei


If only it was not forced to deepstrike, it'd have some uses as they're pretty fast and guarantee 2-d turn charge if noone shoots them down.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 07:58:53


Post by: cranect


So far if I don't deep strike my stormboyz they get annihilated by turn one shooting. It's really annoying.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 08:28:12


Post by: Singleton Mosby


 Vineheart01 wrote:
Big Trakks are the size of a battlewagon arent they? or at least damn close?

Those treaded vehicles arent big trakks. Those are half trakks if they arent just variant trukks.



Here are the three side-by-side. I prefer the Big trakks myself.


Nice models Oldzoggy. Altough I have to correct you; the Junka is something different from the Looted wagon due to the options. You can fit the Junka with a supa-skorcha, grot-bombs, boomgun or SAG. Next to that is has three big-shootas which can be upgraded. The AV can also be upgraded if you want to make it a bit more durable. I have build a couple of versions and they are rather nice on the battlefield. The Grot-launcha is useful, the version with 4 flamers (1 S6/AP3+ 3 S5/ap4) is downright scary to most opponents. Of course you have to take a risk to make it fast with the supacharga, but hey, we're ork-players, we like risks.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 12:13:58


Post by: warhead01


About the Storm Boys, why not just min max the Zagstruk formation? 16 models. Maybe just add a few for a meat shield to keep the Nobs safer? I'm looking forward to giving it a try but my expectations aren't very high.

The bit about the flight stand for the Warkopta got me thinking. Maybe it'll be back as a flyer with hover mode. Wouldn't that be a thing.

I'm working a deal to sell off a tau army right now and I'm thinking that going flyer heavy might actually be really good.
Air armada + Blitz bombers + ? burna Bombers or more Dakka Jets? Then just use maybe the Kill Mob, which I'll leave off the board as long as I can.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 19:57:58


Post by: Glitcha


Well I don't think I'll ever use the waagh-band detachment at the competitive level for 40k. Cost to much to get the good stuff. I will make use of some of the smaller formations in the book tho.

My first list with waagh-band was 2500pts. Felt pretty solid after I got it up to that point mark.

List
Goff mob formation (warboss on bike with nob bikers)
Pain boy on bike
3 battle wagons
1 Morkanaut


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/02 20:11:36


Post by: Frozocrone


For 1850 stuff, yeah it's a bummer. Reecius only just managed to fit it in and that was by skimping out on 'eavy armour for his Trukk Boyz (big no no in my book).

I would have preferred a Kult of Speed, Dread Mob (lite) and Green Tide Cores. I could get behind that. But we have what we have - and I intend to stick to CAD


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/03 00:22:52


Post by: Gosford


 Singleton Mosby wrote:
 grendel083 wrote:
Also the Warkopta hasn't been mentioned!

A trukk that can Jink!


Warkoptas are nice, altough not very point effective. I've had some fun with the flamer which can be fitted on it since people do not expect it. Here's a pic of my warkopta btw:



Dis iz a gewd 'n' propa Warkopta!


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/03 01:15:47


Post by: tag8833


 Frozocrone wrote:
For 1850 stuff, yeah it's a bummer. Reecius only just managed to fit it in and that was by skimping out on 'eavy armour for his Trukk Boyz (big no no in my book).
If the boyz are fearless you definitely don't want to pay for EA. In normal games, I have never really found it to be worth it. Better to take more boyz than try to upgrade them.

Is there a chance that Fearless boyz don't even need a Nob? Maybe we could take a traditionally good squad:
10 Boyz + Nob (PK, BP) in a Trukk (Ram)
and change it to:
10 Boyz (9 Shootas, 1 Big Shoota) in a Trukk (Ram)

That saves 26 points per squad, and changes the purpose of the boyz somewhat, but might work in an Orcurion with a Ghazstar.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/03 01:27:10


Post by: Vineheart01


 oldzoggy wrote:

Automatically Appended Next Post:
 Vineheart01 wrote:
Big Trakks are the size of a battlewagon arent they? or at least damn close?


This might help.



Ok, those look cool. Whats the hazard wagon for? Quite a bit larger than a battlewagon.


Making Orks Competitive- Gather the Council, Prepare to Waaagh! @ 2016/03/03 01:40:12


Post by: gungo


Ya I have a hard time fitting a proper list into 1850
I kinda hope we have a core codex revamp. A good drop in points across thd board like most full codex updates will make the waaagh band detachment a lot easier to work with