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Made in us
Bonkers Buggy Driver with Rockets






now that codex orks has finally come out, and the old tactics thread that revolved around the index is now over a year old https://www.dakkadakka.com/dakkaforum/posts/list/0/727761.page
i have decided to start the discussion anew!
rejoice and WAAAAAAGHHHH!!!!!

now my own participation is spotty on dakkadakka. ill admit it. but while im active ill go ahead and get the thread started.
unlike jidmah i dont have the dedication to have a unit analysis. but anyone who posts after me can do so. if someone makes a better formatted thread then thats fine. im mainly making this as a place holder till a better one is started (but if we keep this one thats fine too).

but hey, lets not keep us from discovering new ways to krump,smash,bash,stomp,blast and zzap our many enemies in the meta,

and remember,try to be kind and to always...
WAAAAAAAAAAAAAAGGGHHHHHHHH!!!!

edit-
Since i much prefer all our cool vehicles to run in my lists i have usually tried to bring as many as i can in any game. This is a comprehensive list on how to run these as best as we can for our codex (just my thoughts, i imagine some of these tactics would be obvious). Note. this is is not to see what vehicles are the best to take in games, but rather a list to make the most out of any vehicle we might bring in a list. Why am i not doing normal infantry? simply is that they have the widest access to the stratagems and thus harder to narrow down what to use for them but also i have much more experience with our vehicles. Note, if you don't see a strat not listed on a vehicle though it can be used by that vehicle then its one ive deemed not worthwhile to use (at least it takes too many cp just to use for that particular vehicle and it might've best be used elsewhere).

Spoiler:
=Klan kulture Key
ES (evil sunz)
DS (death skulls)
BM (bad moon)
FB (freebooters)
SB (snakebites)
BA (blood axe)

=Codex vehicles/bikers

-Meganobz:cheaper than previously and even cheaper with their base loadout then last edition (i know they are neither a vehicle or warbiker but its worth to take a look at them with the codex). ES for faster manz and can get a better charge. Goffs if you want that chance for an extra attack or DS for rerolling an attack if you run them in smaller squads and can contest objectives. BA if you want to use “deadsneaky” to drop small groups of 4 around the table for a type of manz missile barrage. “Get stuck in ladz” but only if you have a large squad of manz in combat. “Mob up” and dajump (and warpath) can send a very large batch of manz in to the enemy. Tellyport can be useful. Cheap basic loadout manz are good to soak up the wounds while some of the squad can be the dual killsaws. If they are DS and in a large unit then use “wreckers” against vehicles. “Loot it” might be worth it but there is still debate on what plus one armor on a 2up save unit will do.

-Nobz on warbikes: ES if want to equip for melee and to get into combat as soon as possible. If you want dakka versions of these models then use index wpn options and give them all kombi skorchas and run them as BA to be able to get out of combats and still shoot when they are charged.billowing exhaust clouds is essential to help this unit survive (especially if its a large expensive unit).DS and “wreckers” might make for a good combo with a melee focused large squad.

-Warbikers:for their points warbikers seem more suited as a short ranged shooting unit, use them to clear chaff units so that better units can charge the main target. ES for still being able to shoot full BS after advancing. BM to improve their shooting. BA to get out of unwanted combat and still shoot. Shooting min squads of warbikers with a nob with killsaw/bigchoppa as a fast unit to claim objectives and occasionally charge smaller weaker enemy units. Billowing exhaust clouds is best for a large squad. “More dakka” would help in their shooting. ES and Drive by krumping to do the tau “move shoot move”.

-Kustom boosta blasta:this is a confused vehicle. Flamers are good for close range killing of chaff, and the ram is good for the charge but with a lack of a melee wpn you will want to keep this out of combat. BA to stay out of combat and still shoot. The kannon is good for decent ranged shooting of killing MEQs, so BM might work well for better long range shooting. Since all new buggies split into individual units then stratagems are not worth it (unless you have extra cp you won't be using for anything else..take this same advice for the rest of the new buggies).

-Shockjump dragsta: while this model a melee wpn its not that great, its far better used as a shooting unit. DS for the best result for getting the most out of the shokk rifle. ES so that you can get a better shock tunnel chance and still fire the shock rifle at full bs after the jump (the 24inch range of the gun might make it better for ES so it can better get at enemy backfield units).

-Boomdakka snazzwagons:this vehicle wants to get as close to the enemy as possible. Using the grenades and the main gun to kill chaff and MEQs but to increase the chances for it to be killed and to use that better chance to explode on a 4. BM for better shooting, BA to get out of unwanted combats so it can shoot some more
.
-Megatrakk scrapjetutside the defkilla watrike this will be the best melee unit out of the new buggies.BM or DS for better shooting, but BA seems better for combat. With BA you can use the ram again and again (since it only works on the charge), this along with the nosedrill (pretty much a pk with 4 attacks) will make this a good anti knight unit.

-Rukkatrukk squigbuggie:this is a shooting unit. Its saw blades are barly worth mentioning. Run as BM for best shooting output or DS for some decent shooting but to also get a 6invul save so it has the chance to drop its mine (mines will help slow enemy movement and help guard objectives).

-Deffkopta:being cheaper makes this a more viable shooting unit. The speed/fly of this unit will help it get its twin rokets into range. BM seems best for shooting potential. Either run as a single model for objective grabbing or in a full squad to best get the most out of its shooting with stratagems. billowing exhaust clouds will help with survivability. “More dakka” for maxing shooting.“long uncontrolled bursts” if you want to shoot anything that flies.run as ES to use “drive by krumpin” to pop out of cover to shoot and pop back in (convert from crisis suits to further rub this in the face of your tau opponents).

-Mek gunz: with no access to kultures or any strategem the only thing to help support this unit is the KFF. run with smasha guns for cheapest option and best for killing anything around T6 (3 smashas with DDD killed a riptide in one of my games in a strong alpha strike). Run the traktor kannon for auto hitting anything and to bring extra devastation to most eldar players and any vehicle that flies (also no issue moving this unit since it will always shoot at full BS). run the KMK to be the ultimate knight hunter (the only thing that benefits mek guns is DDD and it procked more often than i thought it would).bubble chucka seems too randum for its price (bring if you want your shooting to be more quirky i guess).

-Battlewagon:this is pretty much only should be a transport/shooting platform for units embarked inside. No real reason to take the ardcase since if you want that then might as well take the other wagon variants. Any wargear should be taken in its cheapest and if you have the points (priority for deathrolla for some good combat after it drops whatever it transported).ES for as much speed as possible to deliver its cargo or DS to get the 6up invul. A battlewagon can hold a squad of 15 tankbustas with 5 bombsquigs and “tellyported” for a true missile boat bomb (give it a killkanon with DS for decent shooting). “Boarding action” was designed for this model and if you want to charge the wagon in and disembark after then use this strat to get the embarked units a chance to swing (any embarked unit that can take pk or killsaws in mass would hit the hardest), combo this with ramming speed. Tellyport with ramming speed and boarding actions can make this a good charge bomb.

-Gunwagon:not suited for about any transport if you want to use the periscope ability (maybe grots or boys to disembark to help keep this vehicle from being charged). The best main gun to use the periscope is the killkannon despite it being only 24inch range (since the killkannon is S8 it can hurt large vehicles now). Run as BM for best shooting. Run as DS for durability combined with some shooting bonuses. There is an argument to run this in a FB detachment and keep it nearby good shooting units so it can become BS4. “more dakka” can help its shooting.

-Bonebreaka:a sleeper hit, we might see a comeback of the 6th edition dethrolla blitz brigades. Only ever run this thing with the dethrolla. Don't bother with shooting wpns since this thing wants to go fast and keep charging (all its big wpns are hvy and can't shoot after advancing). ES to help with closing the distance. BA to best use the ram (only works on the charge) on leaving combat and charging again. Maybe have a small melee focus unit inside to get out before this hits the enemy lines repeatedly. ”ramming speed” will help this start its charging spree. Tellyporta will help this close the distance without relying on ES. goff for best combat.

-Killa kans:while they got cheaper the inability for this unit to benefit from kulture or stratagems will be a limitation. Their bonuses will have to come from other units. Bring a snakebite warlord with associated trait to prevent moral losses. Run these models cheap with big shootas and run along side the wartrike to help their charges, have a banner nob there to make them hit the hardest. Running kans as FB with a FB warlord with associated trait will allow reroll 1s to hit in combat. For a shooting focused kan army the DDD will be useful and run them along the KFF for protection, for best shooting run the index kmb option or the codex roket.

-Deff dreads: can now take nothing but guns if you want to make gun dredds (but since they separate into individual models there are few stratagems this unit can make useful) but it might be best to keep one melee wpn to use the models attacks with a good profile. ES for speed and charges. DS for protections and decent shooting (a 3 kmb dredd can be nasty). Run FB for a chance to increase to BS4. tellyport is probably the best and only stratagem for this unit (since a whole unit of 3 will fit and only will split after its tellyported). Running an all claw/saw tellyport deffdredds can rival the gorkanaut in the category of deepstrike melee goodness.

-Morkanaut:might be the only model worthwhile to use the “force field projeckta” strat on since its bubble will be the biggest to cover the most. Run as BM to use its anti tank dakka to the the fullest. Tellyport with KFF to help cover any other deepstriking units and get a chance to charge..

-Gorkanaut: with its price this model might only ever be best used in a tellyporta with ramming speed to make the most out of this unit. ES to ensure the charge. DS to get an invul and help with combat. Goff for the best melee output. Ramming speed will make this thing a nightmare for your opponents.

-Trukk:run as cheap as possible and give it a wrecking ball if you have the extra points in order to make it a little useful in combat. I would suggest running cheap melee units in this transport so you can take multiple trucks with similar units just for enemy target saturation. ES for speed, DS for some survivability. Just like the new buggies there is little use for stratagems for use with trucks except maybe “boarding action”.

-Dakkajet:BM semes the best fit to get the most out of its six super shootas. Long uncontrollable bursts will make this thing pretty deadly against anything that sports the fly keyword.

-Burna bommer:BM to max shooting. ES to make its burna bomb runs more successful. This thing is best used to clear infantry.

-blitza bommer: same advice as the burna bommer except that this unit is better against big vehicles/monster.

-Wazbomblastajet:KFF on this might not be very useful since it cant stick with any unit you have. With the improvement of any kustom mega weapon then that will probably be the best gun to keep.BM will work best will making this thing the shootiest and combine with more dakka to hit the hardest with the mega kannons.

-Stompa:still super expensive. But if you plan to run a fluffy game and want the stompa in it then youll want a KFF in it or nearby. Its pricey to get any kulture since it has to be put in a supreme command detachment. BM for its shooting, ES for speed and to get into combat., goffs to help get it combat worthy. Ramming speed helps charges, more dakka for shooting. DS for a native invul and to use wreckers to help it in combat against knight equivalents.

-mek shop: buy it for terrain….that's it. Any benefit it can do is not enough to sacrifice a units whole turn (a unit on average will shoot more/move more in 2 turns then being stuck at the shop to get a worthless upgrade). Maybe it can be a nice line of sight blocker since it can't be targeted but that doesn't seem worth the price. This thing isn't even worth it if it was free.

=Index

-Warbuggie:without DDD these index options buggies won't have the same damage potential as the new buggies, but since they can be taken in squads of 5 they can get more bang for the buck out of a few stratagems better than the new buggies. Run BM to max out shooting. DS with wreckers can make a rocket equipped squad good against many tough vehicles. Tellyporta can help get a squad with rockets in closer to the enemy.

-Wartrack: is just a little beefier then the warbuggie if not as much speed. What was said for buggies works for wartracks.

-Skorcha (wartrack with skorcha): good for burning any MEQ, run them as ES to get to range quicker but it's more useful to run them as BA in order to get out of unwanted combats and still skorch anything (went to a tournament with 15 of these skorchas and my most common problem was getting the skorchas combat locked by units that don't care about the flamers).

-Defkopta with killsaws:the index only option to take the killsaw on this unit completely changes how this unit should be ran so i separated it from the normal codex entry. The killsaw is using only 2 attacks but the mobility of this unit can make it useful for hitting hard to reach targets fairly hard. Would run with twin big shootas to keep them cheap. Run in small single units if you have the extra points or as large squads to max out the damage on a charge. ES so they can get better charges when they scout around. Run them as goffs to improve their melee. DS if you run them individually. Ramming speed can guarantee the charge. Billowing exhaust clouds if they are stuck out in the open.

-big guns:so far without DDD and any access to any codex stuff makes this unit not as killy as the mek gun. this unit still has the grot crew that works in the old way and can be used to get plenty of small screens of gretchin infantry that can fuel the “grot shields” stratagem for other units.
edit=big guns can use kultures and stratagems, since the gretchin are a separate unit and the gun itself is not gretchin, also while the grots nearby allow the gun to shoot it is still the gun that shoots. DS is the best for any squad of biggunz (except BM for lobbas). no strats are quite worth it becasue the squad still separates. grot shield for grots for another orc infantry unit. maybe throw some guns in tellyport?

=Imperial armor (not gonna bother with the faq units, they are narrative only units)

-Grottanks: suffers from the same issues that mek guns and bigguns have but FW was gracious enough to give everything in the index DDD. run these as cheap units to get the benefit of shooting with DDD. the KMB will be the best option for these with its price and its great damage output.

-Grot mega tank:take the same advice of the grottanks, run with KMB in mass and destroy any vehicle that gets close.

-Squigoth:probably best to run as BA so its charge ability can be used repeatedly. Tellyport can get these closer and transport something in the meantime (any good shooting unit to make use of the howdah). ES if your worried its too slow.

-Meka dread:the mega charga is a free upgrade and combined with ES can make this thing blindingly fast. KFF can help cover nearby units (but at that point it might be more useful to run a morkanaut). with access to the now better killkannon can make this unit more useful in the shooting phase. Bring the killkannon to shoot large targets or the rattler cannon to shoot chaf. This model is not as tough as gorkanaut but with 2 claws it has the same amount of attacks (except no smash profile) and its attacks don't decrease if it takes damage. Tellyport this for good charging with a guarantee with ramming speed. BM and More dakka would work well already with this models native BS4. make that BS3 if you run this as FB shenanigans.

-Lifta wagon:this model has essentially a long range auto hitting smasha gun that instead does mortal wounds. Use against T6 models (because it autohits it will ignore the benefit of any shooting kulture or stratagem).dethrolla can make this useful in combat (run either as ES or goff).

-Big trakk:my experience with this model was using it with the supa skorcha. Run as BA to still shoot after leaving combat. Open Topped makes this a decent shooting platform that has good shooting itself.

-Battlewagon with supa kannon: this can be a decent shooting platform for small units of lootas and with BM it can get some good shots out along with more dakka.

-Kill tank:same issues as the stompas/gargantuan squiggoth, you will have to run in a supreme command detachment to just get a kulture. BM to get most out its dakka. Run as FB to get the chance to become BS3. gigga shootas vrs MEQ and bursta kannon against knight equivalents.

-Chinrok warkopta:the fly keyword can make this more useful than a truck. ES for the speediest. BM if you equip this with better guns. Long uncontrolled bursts can make this good against other fly units.use this to transport any good shooting unit.

-Kustom stompa: same advice as the normal stompa, but the double claws can be useful in taking down a knight (did so in an apok game).

-Gargantuan squiggoth:same advice as the squiggoth (but cannot be tellyported) but a focus to get a kff nearby or inside. And to get the use of the kultures it will need to be taken in a supreme command detachment.


for any one with a list of they would like added to this post under a spoiler tag then feel free to private message me. ill review it and then post it on here.

This message was edited 2 times. Last update was at 2018/11/19 00:05:32


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Longtime Dakkanaut




Wondering on grenades, we have the "one in ten may carry a tankbusta bomb" thing, usually only one model can lob a grenade - but the "morr stickbombs" thing allows up to ten.

guessing a mob of 30 boys that would mean three tankbusta and seven normal?

still sounds moderately dangerous but does mean marking who has them, and just a nasty suprise
   
Made in us
Bonkers Buggy Driver with Rockets






leopard wrote:

still sounds moderately dangerous but does mean marking who has them, and just a nasty suprise


does sound good, but a few issues/suggestions.
grenades are very short range. more efficient to throw from inside a transport that rush to the enemy.

but if you want to do a squad of 30...
run the big blob of boyz as bloodaxe. use dead sneeky to get them close to the enemy.
charge, then fsll back, throw grenade strat and then charge again with blood axe trait.

this seems the most likely way to use "extra stickbombs" if you want to do it for a large 30man blob.

This message was edited 1 time. Last update was at 2018/11/03 10:40:55


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in fi
Decrepit Dakkanaut





Evil sun for reliable charge. Not much that can survive 2 rounds vs 30 charging boyz so fall back thing not neccessary. And if you really want that have warlord nearby

https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Longtime Dakkanaut




Ironically enough all my boyz are indeed blud axes and did wonder on the fall back strat, however its fall back then shoot or charge so can't drop back, grenade then pile back in.

there is however nothing to stop a mob of 30 being kunning, charging in fighting and the survivors pulling back, chucking grenades and then another unit piling forwards to whats hopefully now not a very large enemy unit.

it comes over as an ability thats not game breaking, just nice when you can get it as most squads anti tank grenades are one per squad, as I read it we can give one in ten boyz the tank busta bomb, nothing says onely one model in ten of a units current size can use it so when the mob is down to four models it can be three with bombz and a nob...
   
Made in gb
Norn Queen






Boyz are finished IMHO. You're going to want to take CP Battery Big Mek+Grot Battalions and then other good stuff.

This message was edited 1 time. Last update was at 2018/11/03 11:06:50


Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND TWENTY TWO (122) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
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Made in gb
Longtime Dakkanaut




Not sure boyz are finished, despite GWs efforts, but they are going to need a CP battery to manage anything and its going to be an even more fragile army as a result, but likely a much more mobile one, I suspect we still have a good mix of T1 charges then plenty of ways to get boyz in on T2 as a follow up.

can see the Ork version of the "loyal 32" featuring a fair bit, indeed scope for doing it twice then a third formation of "the rest"
   
Made in de
Waaagh! Ork Warboss on Warbike





geargutz wrote:
now my own participation is spotty on dakkadakka. ill admit it. but while im active ill go ahead and get the thread started.
unlike jidmah i dont have the dedication to have a unit analysis. but anyone who posts after me can do so. if someone makes a better formatted thread then thats fine. im mainly making this as a place holder till a better one is started (but if we keep this one thats fine too).


No offense, but the whole point of starting the thread is keeping the first post up to date. People are going to be reading the first post to find out what's going on with orks, so if you start the thread, it's your job to make sure people find what they are a looking for. I didn't write the unit analysis either (I think I gave proper credit in the thread) you can just ask the people to do it for you.

Don't worry, I would happily have someone else take care the tactics thread, as long as it's properly done.

On topic, my analysis after my first read-through of the codex:

Datasheets:
- Warboss gained two(!) sluggas and must take a kombi-shoota in addition. Gukk is the basic warboss model now.
- SAG d6 damage (up from d3) and mortal wounds in addition to normal damage, rather than instead
- Snikrot T5 now, up from 4
- Badrukk's weapon now causes d3 wounds to him when overheating instead of 1 (missing from table in the back, so maybe a typo?)
- Zagstrukk can now make 3 attacks with his legs (up from 2) and gained "Blitz Missiles": 18" Assault 1 S6 Ap-1 D1d3
- Boss Nobz in boyz mobs have same options as nobz in nobz mobs (killsaws, powa stabbas).
- No more killsaw for pain boyz
- 'urty syringe grants an additional attack, but wounds on 4+ now (6+ for vehicle/titanic), was
- Minimek is now stuck with kustom mega slugga with no weapon options
- Runtherd lost its stikkbombs again
- You must field one unit of gretchin for every runtherd you field, but runtherds no longer need elite slots
- Waaagh! Banner nob gained a choppa
- No more options for kommandoz but a tankbusta bomb per 5 models, only nob that can't have nob weapons (stuck with PK)
- Warbiker boss nobz and nob bikers have full access to all nob gear except kombi-weapons
- Stormboyz boss nob has full access to nob gear including kombi-weapons
- Koptas lost KMB option and gained a free slugga
- Mek guns are now WS5+ S2 A6 from WS6+ S3 A1 (meh?), gretchin must be within 1" of the gun but they and the gun count as one model, similar to Azrael's helmet carrier. For casual games, just don't put gretchin on the table.
- Killkannon is S8 now, up from S7
- New wagon upgrades: Lobba can be taken in addition to other turret weapons, stikkbomb chukka (12" assault stikkbomb if passengers are inside), killkannon and kannon/zzap gun now exclude each other (could have both previously)
- Neither killkannon nor 'ard case reduce transport capacity
- All transports can transport FLASHGITS or <CLAN> models (so no freeboota boyz unless the BW is freeboota as well)
- No deff rolla for gunwagon, all other options available
- Bonebreaka has no limitation on options
- All four arms of the deff dread can be switched for skorchas, kmb, rokkit or dreadsaw. So you can have a dread with four skorchas or KMB
- You cannot trade for big shootas for dread klaws. Therefore you can only have maximum of two dread klaws plus up to two dread saws if you want to go all combat weapons
- Wrecking Ball now +2S AP-1 D2 (up from +1S AP-1 D1)
- Ramshackle for Trukks unchanged
- Max dice rolled for Blitza Bommer's Boom Bomb is 12(up from 10), no change to burna bommer
- Tellyporta Mega-Blasta up to D1d3 (from D1), still teleports stuff into the ground
- Super-Heavy Aux is excluded from detachment benefits, but regular aux detachment (-1 CP) is not
- Exceptions only for FLASHGITS, not for freebootas in general
- A weirdboyz casting fists of gork on himself has 5 S9 AP-1 D1d3 attacks, you'll never lack a target for this

Stratagems:
- Heal ork character within 3" of a pain boy for d3 wounds (1 CP)
- Ramming speed causes d3 mortal wounds on 2+
- Grot screen can only protect infantry
- Deff skulls stratagem allows re-roll to wound against vehicles and can be used in any phase

Relics:
- 'Eadwhompas killchoppa still does mortal wounds instead of regular damage (was leaked as MW and damage)
- Gitstoppa Shells only affect shoota profiles, and all of them are S4 AP0, which become S5 AP-1. Skorcha and rokkit explicitly not affected
- Da Lukky Stikk can go on a goff wartrike to make it a scary fighter
- Red armour triggers mortal wounds for models with 1" at the beginning of your movement phase, making it all but useless
- Bad Moons character can have the blunderbuss replace the shoota have of a kombi-skorcha, giving him 3d6 S5 AP-1 auto-hits
- Freebootas banner is used at the beginning of your moral phase, so you can't accidentally waste it

Warlord traits:
- First generic trait also gives the warlord the breakin' heads ability in addition to Waaagh!, very useful for a wartrike. Warbosses that get this trait get +3" on both their Waaagh! and breakin' heads. Last, but not least, one free CP, no matter who you made the boss.
- Kunnin but brutal moves d3 ork units of any type (one of the rumors said infantry only)
- Snakebite warlord trait makes kanz fearless


 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in es
Fresh-Faced New User




Went to my local store, I see Boyz very cheese, jeez you can destroy the whole army with 60 boyz deepstrike or just fail.

I think Orks are in a good place now, but I think they are not enough solid to face top armies

8th Codex Orks 1500p: 3-1-0 
   
Made in ru
!!Goffik Rocker!!






What about Endless greentide and fight twice strategems?
   
Made in gb
Norn Queen






 koooaei wrote:
What about Endless greentide and fight twice strategems?
Spending 3CP (which for Orks is 120points) to generate 112-203 points worth of Boyz isn't a very efficient use of CP. I can see the use to teleport them late on in the battle, but still rather niche.

The problem with the fight again stratagem is that by the time you get to use it, the Boyz will have been decimated to the point of it not being worth the CP cost.

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+++++There are currently ONE HUNDRED AND TWENTY TWO (122) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
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Made in us
Nasty Nob






That warlord trait to add 3" to an advance could make a world of difference on a green tide. Combining that with evil sunz would give them a very considerable reach.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Norn Queen






My favourite part is getting 1+ save Meganobs with the Loot It stratagem, 2+ Bodyguards with Grot Shields and 6+++ from a Painboy/Snakebites. Clearly we have entered the age of the Final Meta.

This message was edited 1 time. Last update was at 2018/11/03 13:20:05


Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND TWENTY TWO (122) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
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Made in se
Krazy Grot Kutta Driva






Unit analysis requested !
   
Made in de
Waaagh! Ork Warboss on Warbike





 BaconCatBug wrote:
 koooaei wrote:
What about Endless greentide and fight twice strategems?
Spending 3CP (which for Orks is 120points) to generate 112-203 points worth of Boyz isn't a very efficient use of CP. I can see the use to teleport them late on in the battle, but still rather niche.

The problem with the fight again stratagem is that by the time you get to use it, the Boyz will have been decimated to the point of it not being worth the CP cost.


Every ork infantry unit can fight twice.

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in nl
Longtime Dakkanaut




 BaconCatBug wrote:
Boyz are finished IMHO. You're going to want to take CP Battery Big Mek+Grot Battalions and then other good stuff.


There are tons of ways to still use boyz. Especially because many of the buff-stratagems are best used on very big units.

1) Take 4-10 minimum squads of Death skulls boyz with a Rokkit Launcha. They have objective secured, they can deal with hordes and screens, they give you CP's, and with their rokkits and tankbusta-bombs they can threaten even heavy stuff, because each unit can reroll the hit, wound and damage die. You can give them an inexpensive trukk to ride in, which in of itself is a very useful tool.

2) Another use is to Jump in 30-40 Evil Sunz boyz on Turn 1. With their plus 1 and buffed charge reroll, they are pretty likely to get into combat. That has to be one of the best T1 bombs in the game right now.

3) Combine the above with the fight twice stratagem and you can easily tie up a gunline on turn 1. You Jump in, charge, pile in and fight his screen. The you consolidate, use the stratagem and pile in to whatever he was screening. You would be surprised by how many players forgets to keep 7" minimum distance between screen and gunline. Sometimes it is not even possible in a crowded 12" deployment zone.

4) Another idea is to jump in 30-40 Bad Moon shoota-boyz into cover and shoot twice with them. They will do some damage, command a LOT of attention, and on T2 they will engage something with certainty. It is very much like that Tyranid troll strategy, with the six-shot per model deep striking Termagents. The boyz will do less damage on the turn they arrive, but they will also be slightly less exensive, far harder to remove, and their CC-threat will be much greater.

5) Another idea is to put 30 Goffs in the tellyporta, 30 Death Skullz in reserve, and then deploy them T2 with some kommandos and Storm boyz. That way you can deploy your tough multiwound units on the board, and deprive your opponents anti-horde weapons something to shoot at, even though you are in fact bringing a balanced army. Which leads us to...

6) Many of the above strategies combines well with an army not made entirely out of boyz. This contrasts nicely with the index, where boyz were very good, but only combined well with even more boyz.


Automatically Appended Next Post:
 Jidmah wrote:
 BaconCatBug wrote:
 koooaei wrote:
What about Endless greentide and fight twice strategems?
Spending 3CP (which for Orks is 120points) to generate 112-203 points worth of Boyz isn't a very efficient use of CP. I can see the use to teleport them late on in the battle, but still rather niche.

The problem with the fight again stratagem is that by the time you get to use it, the Boyz will have been decimated to the point of it not being worth the CP cost.


Every ork infantry unit can fight twice.


Yes, but the bigger the unit, the more you can engage when consolidating. But I agree with what you are saying: The biggest knock on boyz is that Nobz can do a lot of the things boyz can do, and in some cases do it better.

This message was edited 1 time. Last update was at 2018/11/03 13:50:24


 
   
Made in ca
Regular Dakkanaut




pismakron wrote:
 BaconCatBug wrote:
Boyz are finished IMHO. You're going to want to take CP Battery Big Mek+Grot Battalions and then other good stuff.




5) Another idea is to put 30 Goffs in the tellyporta, 30 Death Skullz in reserve, and then deploy them T2 with some kommandos and Storm boyz. That way you can deploy your tough multiwound units on the board, and deprive your opponents anti-horde weapons something to shoot at, even though you are in fact bringing a balanced army. Which leads us to...



How do you get the 30 Death skullz in reserve if you've already used the tellyporta?
   
Made in gb
Norn Queen






 Jidmah wrote:
 BaconCatBug wrote:
 koooaei wrote:
What about Endless greentide and fight twice strategems?
Spending 3CP (which for Orks is 120points) to generate 112-203 points worth of Boyz isn't a very efficient use of CP. I can see the use to teleport them late on in the battle, but still rather niche.

The problem with the fight again stratagem is that by the time you get to use it, the Boyz will have been decimated to the point of it not being worth the CP cost.


Every ork infantry unit can fight twice.
Yeah, but what unit is going to have enough bodies/attacks by the time it gets into combat to make the 3CP worth spending? Maybe Stormboyz, but they are just more expensive Boyz. Nobz won't survive unless you Battlewagon them and by that point you've automatically lost the efficiently fight.

My point still stands that using the Fight Again stratagem on Boyz is a waste.

This message was edited 1 time. Last update was at 2018/11/03 14:16:55


Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND TWENTY TWO (122) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
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Made in us
Mekboy Hammerin' Somethin'





United States

In matched play, are we allowed to use the Tellyporta Stratagem more then once?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in de
Waaagh! Ork Warboss on Warbike





pismakron wrote:
 Jidmah wrote:
 BaconCatBug wrote:
 koooaei wrote:
What about Endless greentide and fight twice strategems?
Spending 3CP (which for Orks is 120points) to generate 112-203 points worth of Boyz isn't a very efficient use of CP. I can see the use to teleport them late on in the battle, but still rather niche.

The problem with the fight again stratagem is that by the time you get to use it, the Boyz will have been decimated to the point of it not being worth the CP cost.


Every ork infantry unit can fight twice.


Yes, but the bigger the unit, the more you can engage when consolidating. But I agree with what you are saying: The biggest knock on boyz is that Nobz can do a lot of the things boyz can do, and in some cases do it better.


Something to not forget is that warbosses (and other characters, like thrakka) are infantry, too. A warboss with the relic klaw and the +1 damage trait can fight, fight again, then die and fight another time. Don't forget to name him Warboss Slams-gits-for-us

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in dk
Longtime Dakkanaut




Shrapnelbait wrote:


How do you get the 30 Death skullz in reserve if you've already used the tellyporta?


My mistake. You can put a mob of Boyz into the tellyporter and the other mob has to be blood axes, with their dead sneaky stratagem. That way you can have a combined army without getting destroyed in your first turn

This is what I like the best about the codex, the apparent ability to combine Boyz with something else than more Boyz, grots and characters.

Edit: Mixed up two clans. Srz

This message was edited 1 time. Last update was at 2018/11/03 14:51:25


 
   
Made in us
Grisly Ghost Ark Driver





The Eternity Gate

Orks seem like they have the tools to be perfect for the meta. Horde, cheap, but lots of deadly tools. Tankbusters in truks (also great for drive by grenades), bonebreaker party bus, mek guns, dakka jets, most the new buggies, etc. The meta rewards a high/lo style army and orks can deliver.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in us
Dakka Veteran





Okay so with the deffkilla wartrike, it allows bikes and vehicles to charge after advancing, so now we need to also grab a warboss over the other useful characters.

Unless.

You spend the CP for an extra relic, take the relic for extra warlord trait and grant a weirdboy the waagh ability. Now you can advance boyz and vehicle qithout having to invest in the warboss. I know people were going to be taking the weirdboy anyway. Is there any restriction to doing this?

Also why wouldn't you do this? Apparently the follow me ladz WT grants +1 CP so the point spent is essentially refunded.

This message was edited 1 time. Last update was at 2018/11/03 15:41:29


 
   
Made in us
Longtime Dakkanaut




 buddha wrote:
Orks seem like they have the tools to be perfect for the meta. Horde, cheap, but lots of deadly tools. Tankbusters in truks (also great for drive by grenades), bonebreaker party bus, mek guns, dakka jets, most the new buggies, etc. The meta rewards a high/lo style army and orks can deliver.


I disagree. The meta definitely strongly favours spamming lots of the same stuff combined with more of the same stuff. The reserve-stratagems is a way of getting around that.
   
Made in no
Growlin' Guntrukk Driver with Killacannon




Overall I'm really happy with the 'dex after flipping through it. I am however disappointed that spanners are now 1 for every 5 models instead of simply up to 3.

Tankhammers have also been nerfed in that regard, now you can only have 1 for every 5 models instead of 2 for every 5. That basically makes them useless IMO since the majority of the unit doesn't want to be in CC even if you give the nob a power klaw. Shame
   
Made in gb
Norn Queen






Guys, I just realised (slash was told) that if Meganobz "Loot it!" then they become effectively 2++.

Because you cannot modify below 1 thanks to the Designers Commentary, and the Dark Eldar FAQ confirmed the RaW that only unmodified 1's fail, not modified 1's (the wording is the same for both To Hit and To Save, "A roll of 1 always fails, irrespective of any modifiers that may apply." therefore the same rules apply).

That means if you have Meganobz that are 1+ save, and are hit by an AP-5 weapon, you roll a D6-5, which due to the Designers Commentary can be modified to the following values: 1, 1, 1, 1, 1 or 1, which means all rolls other than a natural 1 pass. The same applies for all other AP values (even AP0, since the natural 1 fails).

Remember, FAQs are Rules as "Intended", so if anyone argues with you they must be trying to abuse the rules! /s (Mod Disclaimer: This is a lighthearted, tongue-in-cheek joke, not an attack on anyone.)

This message was edited 3 times. Last update was at 2018/11/03 15:18:28


Add me on Discord: BaconCatBug#0294
+++++There are currently ONE HUNDRED AND TWENTY TWO (122) documents required to play Warhammer 40,000 8th edition+++++
+++++List of "broken" RaW in Warhammer 40,000 8th edition+++++
Disclaimer: My YMDC answers are from a "What the rules, as written (or modified by Special Snowflake FAQ) in the rulebooks, actually say" perspective, not a "What I wish the rules said" perspective. Even GW agrees with me, send an email to 40kfaq@gwplc.com for a confirmation reply "4. Apply The Rules As Written. If you still don’t have a satisfactory answer, use the rule just as it is written if you possibly can, even if you are not completely happy with the effect the rule has."
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Yellin' Yoof




 BaconCatBug wrote:
Guys, I just realised (slash was told) that if Meganobz "Loot it!" then they become effectively 2++.

Because you cannot modify below 1 thanks to the Designers Commentary, and the Dark Eldar FAQ confirmed the RaW that only unmodified 1's fail, not modified 1's (the wording is the same for both To Hit and To Save, "A roll of 1 always fails, irrespective of any modifiers that may apply." therefore the same rules apply).

That means if you have Meganobz that are 1+ save, and are hit by an AP-5 weapon, you roll a D6-5, which due to the Designers Commentary can be modified to the following values: 1, 1, 1, 1, 1 or 1, which means all rolls other than a natural 1 pass. The same applies for all other AP values (even AP0, since the natural 1 fails).

Remember, FAQs are Rules as "Intended", so if anyone argues with you they must be trying to abuse the rules! /s (Mod Disclaimer: This is a lighthearted, tongue-in-cheek joke, not an attack on anyone.)


Is misunderstanding rules and making nonsensical generalizations your "thing"? Because looking at your signature, that seems to be the case. Meganobz with "Loot it" hit by an ap-5 weapon go to a 6+ save. Or is this all just joking self-parody? Because, you know... Poe's Law.
   
Made in fi
Decrepit Dakkanaut





He is just here to cause trouble. Plus he is proven lier. Not worth wasting time reading him


Automatically Appended Next Post:
 Rismonite wrote:
In matched play, are we allowed to use the Tellyporta Stratagem more then once?


Yes. Its pregame so unless Specified otherwise like extra reiics you can use strategem in deployment as much as you wish cp and other restrictions(like half points max into reserves.

Good thing too. Deep strike is only thing holding orks together now

This message was edited 1 time. Last update was at 2018/11/03 16:02:35


https://middleagedstrategybattlegamers.home.blog/2019/11/16/tneva82-goblins-humans-and-elves/ <- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
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Bonkers Buggy Driver with Rockets






 Jidmah wrote:

No offense, but the whole point of starting the thread is keeping the first post up to date. People are going to be reading the first post to find out what's going on with orks, so if you start the thread, it's your job to make sure people find what they are a looking for. I didn't write the unit analysis either (I think I gave proper credit in the thread) you can just ask the people to do it for you.

Don't worry, I would happily have someone else take care the tactics thread, as long as it's properly done.


no offence taken. i didnt see credit for the unit analysis on the post with it so i thought you had done it.

ill gladly post a unit analysis up if someone else does it. if someone does it then a private message should be enough to inform me to put it out at the front (especially if the unit analysis is somehow hidden in the thread and i dont notice it).

ill try my best in that regard, but no guarantee. in a few weeks i might lose interest in dakkadakka. like i said, im not the most active. but i started this to help get a ball rolling. ill try my best to come back. if there is any good/fair unit analysis then please message me it and ill put it at the front.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Battlewagon Driver with Charged Engine





leopard wrote:
Wondering on grenades, we have the "one in ten may carry a tankbusta bomb" thing, usually only one model can lob a grenade - but the "morr stickbombs" thing allows up to ten.

guessing a mob of 30 boys that would mean three tankbusta and seven normal?

still sounds moderately dangerous but does mean marking who has them, and just a nasty suprise
That's what I'm doing. I cannibalized all of mine for kitbashed tankbustas. As soon as i heard about boyz with meltabombs, I bought out all of them from WindowBox on ebay. Should have 14 in my mailbox today.

This message was edited 2 times. Last update was at 2018/11/03 16:50:39


 
   
 
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