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Made in us
Frightnening Fiend of Slaanesh



New England

What is the most broken, overpowered thing you can do? What's their most powerful unit?

   
Made in ca
Ork-Hunting Inquisitorial Xenokiller





Hamilton, Ontario, Canada

Nob Bikers

40k 7th Edition Record
11 Games played
5 Games Won 
   
Made in ca
Dark Angels Librarian with Book of Secrets






Connecticut

Nob bikers make a great deathstar.

When you do it, give them wound allocation magic. IE, 10 nob bikers should look something like this:

1. Painboy
2. Bosspole
3. Waaugh! Banner
4. Powerklaw
5. Powerklaw, Ammo Runt
6. Powerklaw, Skorcha
7. Big Choppa
8. Big Choppa, Ammo Runt
9. Big Choppa, Skorcha
10. Normal nob

You can use different varieties of kombi-weapons and wargear, just make sure that they are all equipped differently. You can choose to take cybork bodies or not; that's your style. You can turbo-boost before combat and get a 3+ cover save, in which case the 5+ invul isn't really necessary.


Another great piece of advice
Orks can do anything that any other army can do and do it better than they can. However, they cannot do everything that any other army can do. Make sense? If you make an ork assault army, they'll out-assault any other army in 40k. If you make a shooting army, you can outgun IG or Tau. If you go foot-slogging, or mechanized, or kan-wall....all those options make you a completely awesome army, but there's a catch. You can only do one of them at a time with an army list.

If you combine a mechanized and a foot-slogging list, you're going to lose. If you have part assault, party shooting, you're probably going to lose. Your strength is in being able to pick something and be completely awesome at it. So before giving you advice on where to go next with your army, you need to pick a theme and build around it. If you want a bike army, or a shooting army; an outflanking army, mechanized, assault, figure out what your playstyle is and start building your units and armylist around that idea.

THAT is the strength of Orks.

This message was edited 2 times. Last update was at 2010/09/09 18:13:16


 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

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Be sure to use logic! Avoid fallacies whenever possible.
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Made in us
Regular Dakkanaut




I'm not sure I agree with that last quoted post. I really don't think Orks can out-shoot IG or Tau. I also don't think they can out-assault all assault armies.
   
Made in us
Regular Dakkanaut



CT

Interesting opinion. You are turning your nose up at a core army of per round 240-360 str4 shots and 45-135 str7 shots a round not counting special weapons, HQs or heavy choices. That core is all assault and will still do damage when the lines hit. IG can bring alot of armor to the table, but nothing the orks can't handle. Tau can shoot better gun for gun, but against that much low cost horde they are going to struggle.

This message was edited 3 times. Last update was at 2010/09/09 18:43:10


 
   
Made in us
Regular Dakkanaut




The Front Arm of Russes is 14, which means every single one of those shots is now useless. I know you can get rokkits, but come on, we all know their effectiveness versus AV 14. Plus I want to see an all Ork shooting army handle Land Raiders like IG can. Plus Nids can get well over 360 Strength 4 shots a turn.

This message was edited 1 time. Last update was at 2010/09/09 18:43:54


 
   
Made in us
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On a boat, Trying not to die.

matthc wrote:The Front Arm of Russes is 14, which means every single one of those shots is now useless. I know you can get rokkits, but come on, we all know their effectiveness versus AV 14. Plus I want to see an all Ork shooting army handle Land Raiders like IG can. Plus Nids can get well over 360 Strength 4 shots a turn.


That's why you send the PK Kommando Nob With Snikrot in to blow the snot out of it.

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Regular Dakkanaut



CT

matthc wrote:The Front Arm of Russes is 14, which means every single one of those shots is now useless. I know you can get rokkits, but come on, we all know their effectiveness versus AV 14. Plus I want to see an all Ork shooting army handle Land Raiders like IG can.


Not really a problem it's only front armor. If my fast attacks/heavy options can't get it I'll just kill them later on when my gunline hits assault range. It's LRs and Monoliths that were always Ork's issue, and that's significantly less of an issue if the ork's use deff rollas and boarding planks. It isn't a shooting solutions, but those options would still be open to a list built for shooting. Also glancing something until it's useless is good enough. I don't have to blow up all those tanks. The ork's str 8 is fine most of the time.

This message was edited 3 times. Last update was at 2010/09/09 18:48:11


 
   
Made in us
Regular Dakkanaut





Santa Rosa, CA.

For me going aginst Orks. Fill a battle truck with boyz, put in a Nob/boss, and turbo boost across the table. Engage the enemy. If you can block the doors of a transport then PC/PF it to death. You can also kill off the unit inside. Rhino based Armor 10 no problem. yes, Nob bikers Suc to go aginst, they are worse then the battle wagons.
A mass (15)of flashgets(?) Always shoot the heck out of my infantry.

This message was edited 1 time. Last update was at 2010/09/09 18:53:49


"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
 
   
Made in us
Regular Dakkanaut




I'm not trying to put down the Ork army as I know how heated those debates can get. I'm just saying that an all shooting army or an all assault army doesn't really sound like the best thing. Take for instance said all shooting army, When you are facing mass russes you really have nothing besides assault that actually hurt those vehicles, which consist of Deff Koptas and BW. When that's all you have to worry about ( The rear armor of some russes is 11 so the normal boy can't touch it) you just shoot your vendettas at the BW to immobilize or remove the deffrollas and target everything else at the Koptas. Now you literally have no way of dealing with the Russes except for a couple PK hear and there and Russes just get better when you get closer (ie Demolisher). I'm just arguing that instead of going all shooting it might help to throw some Nobs in there, maybe some bikers ect. The same goes for a all assault Ork army. You actually mean to tell me that you are going to recommend leaving Lootas out of any Ork list?
   
Made in us
Regular Dakkanaut



CT

matthc wrote:I'm not trying to put down the Ork army as I know how heated those debates can get. I'm just saying that an all shooting army or an all assault army doesn't really sound like the best thing. Take for instance said all shooting army, When you are facing mass russes you really have nothing besides assault that actually hurt those vehicles, which consist of Deff Koptas and BW. When that's all you have to worry about ( The rear armor of some russes is 11 so the normal boy can't touch it) you just shoot your vendettas at the BW to immobilize or remove the deffrollas and target everything else at the Koptas. Now you literally have no way of dealing with the Russes except for a couple PK hear and there and Russes just get better when you get closer (ie Demolisher). I'm just arguing that instead of going all shooting it might help to throw some Nobs in there, maybe some bikers ect. The same goes for a all assault Ork army. You actually mean to tell me that you are going to recommend leaving Lootas out of any Ork list?


Everything in the ork heavy slot except overcosted flashgits can hurt russes in the front and every single squad can hurt russes on the side and rear because every ork squad is going to have a power klaw. 9 Killa Kans with rokkits would like to take a swing. Everything in the fast attack will be able to hit either side or rear armor quite easily.

In any event I believe that quote is from Dash and what he is really saying is don't split your ork army. He isn't saying don't take some lootas in an assault list. He's saying don't take a half mech half footsloggin army because they elements won't be able to support each other. If you are marching a kan wall across the table while your fast truks sprint ahead they will get picked apart seperately. Now an assaulting line of ork boyz supported by a few lootas to crack transports is a synergized army and it's exactly what Dash was suggesting you do (support the core assault). In a foot gunline having fast attacks or infiltrating kommandos to tie up units that threaten your gunline is also syngerizing the theme of the lists, which is ork gunline.

Also weapon destroyed results and deff rollas is a bit of a controversial debate.

This message was edited 3 times. Last update was at 2010/09/09 19:22:55


 
   
Made in us
Charing Cold One Knight




Lafayette, IN

My unit of cheese? Out flanking Snikrot kommandos with Ghaz in it. Can we say nasty unit of death in your deployement zone with a 6 inch Waaaaargh available? Not much can survive all the PW and PK attacks that unit will put out.

 
   
Made in us
Regular Dakkanaut





@notabot187
Does Ghaz get the outflanking rule (is he allowed to join that unit)?

When the squad comes in, do they roll for Ghaz's slow and purposeful rule? If so, is he allowed to leave the squad and attack his own target?

This message was edited 1 time. Last update was at 2010/09/09 20:43:26


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Made in ca
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Tied and gagged in the back of your car

notabot187 wrote:My unit of cheese? Out flanking Snikrot kommandos with Ghaz in it. Can we say nasty unit of death in your deployement zone with a 6 inch Waaaaargh available? Not much can survive all the PW and PK attacks that unit will put out.


That is really, really questionable in it's validity. My gaming group doesn't roll with that, and most won't.
   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

Battlewagon with Deathroller and 15x Burna Boyz inside. It's an AV14 vehicle that multiplies template hits by 15, ignores cover and wtfpwns vehicles by ramming them.

If it ever gets into range you can wave goodbye to whatever it touches.

L. Wrex

This message was edited 1 time. Last update was at 2010/09/09 21:23:34


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Made in us
Regular Dakkanaut





Lycaeus Wrex wrote:Battlewagon with Deathroller and 15x Burna Boyz inside. It's an AV14 vehicle that multiplies template hits by 15, ignores cover and wtfpwns vehicles by ramming them.

If it ever gets into range you can wave goodbye to whatever it touches.

L. Wrex


Is it worth upgrading 1 Burna to a Mek inside to allow the Wagon to remobilize on a 4+? The Mek upgrade is free.

I've always wondered this.

This message was edited 1 time. Last update was at 2010/09/09 21:34:22


Armies | Orks (2000 - Magna-Waaagh!) - | Blood Angels (1500 - Sylvania Company) - | Dark Eldar - (1500 - Kabal of the Golden Sorrow) - | Salamanders (1000 - Vulkan Ravens) - | Chaos (1500 - Wisdom and Wrath) -  
   
Made in us
Longtime Dakkanaut





The most overpowered thing?

Id say shooting 30 lootaz through their own units open topped vehicles and cans.

30 BS2 models firing machine guns, manage to miss their own fellows? Where do all the misses go? It even looks wrong. It just sucks.
   
Made in us
Lord Commander in a Plush Chair






chowderhead13 wrote:
matthc wrote:The Front Arm of Russes is 14, which means every single one of those shots is now useless. I know you can get rokkits, but come on, we all know their effectiveness versus AV 14. Plus I want to see an all Ork shooting army handle Land Raiders like IG can. Plus Nids can get well over 360 Strength 4 shots a turn.


That's why you send the PK Kommando Nob With Snikrot in to blow the snot out of it.


Where are you getting this PK kommando Nob with Snikkrot? You get one or the other never both; that line for taking snikrot says: "Instead of a Nob, one mob may be led by:"

Matthc: The fleshborer is only a 12" weapon, so Orks can out-range it; The devourer on the other hand does get the same range and an extra shot, but the termagaunts carrying it still only have 1 attack(to the orks 2), less WS(doesn't always make a difference), and makes them cost 4 points more/model, all while not having furious charge.

Yes Orks can out-shoot even horde-guard, and easily out-shoot tau; but they do this while closing to assault.

Orks can out-fight other dedicated Close combat armies; 30-ork strong mobs with 4 attacks apiece at str 4(4 attacks at Str 9) and fearless means you will be in combat until you die, Break, or the Orks finally break(after losing more than 2/3 their unit, and good luck with that by the way); sure they cannot run-down units in SA very often but they can set those units up to be assaulted again(if enough of them survive to not be constantly running off table/they are Space marines)


This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in ca
Dangerous Skeleton Champion



Canada

chowderhead13 wrote:
matthc wrote:The Front Arm of Russes is 14, which means every single one of those shots is now useless. I know you can get rokkits, but come on, we all know their effectiveness versus AV 14. Plus I want to see an all Ork shooting army handle Land Raiders like IG can. Plus Nids can get well over 360 Strength 4 shots a turn.


That's why you send the PK Kommando Nob With Snikrot in to blow the snot out of it.


I don't think you can do that. Snikrot replaces the potential nob.
   
Made in us
Regular Dakkanaut






Nob Bikers win games, with the wound allocation rules and FNP they are just evil.

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Made in us
Battlewagon Driver with Charged Engine




Attaching ICs to Snikrot's squad and bringing them in behind the enemy is quite overpowered indeed. And yes, it's entirely legal. Sort of an donkey-cave move, but legal.

You can even attach more than one, if you like; Ghazghkull and a Bikeboss would be REALLY nasty. You won't make friends that way, but you might win games.

 
   
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Longtime Dakkanaut






KFF makes Kanz incredibly overpowered for their cost.

Kanz, definitely. Very undercosted for what they are. A trashcan with legs has the same armor value as a Rhino APC? Yeah OK...

This message was edited 1 time. Last update was at 2010/09/10 04:17:42


Tier 1 is the new Tactical.

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Longtime Dakkanaut






chowderhead13 wrote:
That's why you send the PK Kommando Nob With Snikrot in to blow the snot out of it.


Ahhh no nob with Snikt mate.

Fafnir wrote:
That is really, really questionable in it's validity. My gaming group doesn't roll with that, and most won't.


No it's fine RAW.

resinmann wrote:...and turbo boost across the table....


Umm flat-out mate wrong rule.

resinmann wrote: If you can block the doors of a transport then PC/PF it to death. You can also kill off the unit inside.

Accurate but remember it only works with wrecked results.

Magnalon wrote:
Lycaeus Wrex wrote:Battlewagon with Deathroller and 15x Burna Boyz inside. It's an AV14 vehicle that multiplies template hits by 15, ignores cover and wtfpwns vehicles by ramming them.
If it ever gets into range you can wave goodbye to whatever it touches.
. Wrex

Is it worth upgrading 1 Burna to a Mek inside to allow the Wagon to remobilize on a 4+? The Mek upgrade is free.
I've always wondered this.


Yes and no, if you're taking more than 12 I'd say defiantly from the testing I've done, the free KMB is always fun too... but one loses 2 PW attacks *shrug*

BeRzErKeR wrote:
You can even attach more than one, if you like; Ghazghkull and a Bikeboss would be REALLY nasty. You won't make friends that way, but you might win games.


Just remeber they can't split on the turn they come on.

This message was edited 1 time. Last update was at 2010/09/10 06:33:45


"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
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Albany, Australia

ChrisCP wrote:
BeRzErKeR wrote:
You can even attach more than one, if you like; Ghazghkull and a Bikeboss would be REALLY nasty. You won't make friends that way, but you might win games.


Just remeber they can't split on the turn they come on.

And if you roll reserves like me - you'll be screwed if they don't show up till turn 5...

   
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Charing Cold One Knight




Lafayette, IN

Kommissar Kel wrote: Yes Orks can out-shoot even horde-guard, and easily out-shoot tau; but they do this while closing to assault.

Orks can out-fight other dedicated Close combat armies; 30-ork strong mobs with 4 attacks apiece at str 4(4 attacks at Str 9) and fearless means you will be in combat until you die, Break, or the Orks finally break(after losing more than 2/3 their unit, and good luck with that by the way); sure they cannot run-down units in SA very often but they can set those units up to be assaulted again(if enough of them survive to not be constantly running off table/they are Space marines)



How often do 30 ork strong mobs actually get into CC fully intact? Fearless means you take extra wounds when you lose. I2 even with FC means you go at the same time as guard, and after nearly everything else. So you will lose models in CC. On average a unit of 30 boyz without any klaws will kill 10 space marines, the nob if you take it will kill just under 2. But what happens when you actually play the game? I've found that those 30 boy fearless squads tend not to be fearless for long, and their power drops of dramatically when you get below half starting size. What dedicated CC armies are you playing against? A boy squad barely holds its own against tacticals when you actually play the game. Something about the shooting phase and how orks lose windrows of boyz during it. How does your barely fearless squad look? Looks like it can take on a tactical squad and win? Sure, but barely... and they will just combat tactics away and shoot you some more. Face a real close combat army, and expect flamers, and assault marines... maybe both. Or units that eat boyz for breakfast (which is nearly every dedicated CC unit in the game)

Now if you can deliver a big squad of orks on your own terms, fully intact, then I will get behind that unit. That is why Kommandos are good. Its part of the reason why I like stormboyz (even though they aren't anything resembling efficient, they are still the fastest jump troops in the game, your opponent has one turn to kill them.) Heck, put 20 boyz in a battle wagon with KFF, they aren't terrible that way. A 30 man squad walking? Good luck catching anything that doesn't want to be caught.

I've been on both sides of 100+ boyz lists, and they aren't all that hard to kill, assuming you brought a balanced list. The big unit of boyz is pretty much a noob slayer unit. It only beats people who don't know better, or brought a unbalanced list.

 
   
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BeRzErKeR wrote:Attaching ICs to Snikrot's squad and bringing them in behind the enemy is quite overpowered indeed. And yes, it's entirely legal. Sort of an donkey-cave move, but legal.


No it isn't. Outflanking is not conferred upon IC's that join the squad. In fact, if you attach an IC to a unit of kommandos, they all lose the ability to infiltrate.

This message was edited 1 time. Last update was at 2010/09/10 07:48:50


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Rubidoux, CA

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vikings vs mafia wrote:
BeRzErKeR wrote:Attaching ICs to Snikrot's squad and bringing them in behind the enemy is quite overpowered indeed. And yes, it's entirely legal. Sort of an donkey-cave move, but legal.


No it isn't. Outflanking is not conferred upon IC's that join the squad. In fact, if you attach an IC to a unit of kommandos, they all lose the ability to infiltrate.


I think what you are missing is that it isn't outflanking or infiltrating - it is Snikrot's unique Ambush rule that is conferred to his unit. I suggest if anyone still has a problem with it, they should move it to YMDC though (again )

   
Made in au
Longtime Dakkanaut






vikings vs mafia wrote:
BeRzErKeR wrote:Attaching ICs to Snikrot's squad and bringing them in behind the enemy is quite overpowered indeed. And yes, it's entirely legal. Sort of an donkey-cave move, but legal.


No it isn't. Outflanking is not conferred upon IC's that join the squad. In fact, if you attach an IC to a unit of kommandos, they all lose the ability to infiltrate.


Could you, pehaps show us where Sniktrot makes use of Outflank or Infiltrate in the execution of this action?

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