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Made in se
Sneaky Kommando




Gothenburgish

Oh, and has anyone tried any of the fortifications, besides the ADL?

 
   
Made in us
Heroic Senior Officer





Western Kentucky

Model the guardsmen as grots. You can get spare lasguns off bits sites for relatively cheap, and grots are cheaper than guardsmen anyways. Maybe buy helmets and other little pieces of guard kit, and bam, gretchin platoon! Plus, kromlech makes an awesome ork commissar you could use for them.

Just make it clear to your opponent in some way which grots are ork grots and which ones are "guardsmen" and you'll be golden. There's your troop choice. From there, you could either take a primaris pysker and make him look like a wierdboy, take a lord commissar and use the kromlech model, or make a gretchin command squad (which would look awesome) I would love to play against an ork/IG army done that way, but that may be because I plan on doing one myself

This message was edited 1 time. Last update was at 2012/08/03 04:06:59


'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Purged Thrall






Just looked up Look Out Sir!, and am I reading this right? If a nob takes an unsaved wound, another can take it instead? And if he fails, then another can check it? And another? Or can you only do that once per unsaved wound?
Either way, I think Nobz will be my next purchase.

This message was edited 2 times. Last update was at 2012/08/01 21:12:09


 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

virx67 wrote:Just looked up Look Out Sir!, and am I reading this right? If a nob takes an unsaved wound, another can take it instead? And if he fails, then another can check it? And another? Or can you only do that once per unsaved wound?
Either way, I think Nobz will be my next purchase.


I'm fairly sure it's just one 4+ look out sir! save.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Heroic Senior Officer





Western Kentucky

We've been playing it as nob 1 either LOS! or takes his save. If he makes the LOS! the nob that takes the hit for him then rolls the save. If the nob fails the LOS!, then he has to make his save as normal.

At least, thats how it came across when I read the book. I know its very different than how a nob in a squad of boys would do LOS!

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Purged Thrall






So you the ideal loadout for a couple of nobz be ones with PK's (or whatever,) and then one or two with nothing but heavy armour? Then the ones in heavy armour LOS on the others?

This message was edited 1 time. Last update was at 2012/08/01 21:20:33


 
   
Made in se
Sneaky Kommando




Gothenburgish

@mrmoustaffa: I considered something similar, but going down a more extreme route. Keeping the officers as human advisors, and using cadian guardsmen, with their faces dremmeled out and replaced with goblin/grot faces, legs shortened, ans torso shortened... But as I stated earlier, nearly 200pts of guardsmen, without a proper purpose, just to start getting the stuff I'll have use for...

Though, one could give 'em as many autocannons as possible though, to help with anti air/transports...
Hmm.., maybe a command squad, and a vet squad with a demo-charge to help discourage deepatrikers near my big-guns...

//Calle

 
   
Made in us
Heroic Senior Officer





Western Kentucky

Jag_Calle wrote:@mrmoustaffa: I considered something similar, but going down a more extreme route. Keeping the officers as human advisors, and using cadian guardsmen, with their faces dremmeled out and replaced with goblin/grot faces, legs shortened, ans torso shortened... But as I stated earlier, nearly 200pts of guardsmen, without a proper purpose, just to start getting the stuff I'll have use for...

Though, one could give 'em as many autocannons as possible though, to help with anti air/transports...
Hmm.., maybe a command squad, and a vet squad with a demo-charge to help discourage deepatrikers near my big-guns...

//Calle


Could get a flier, make those grots a vet squad, give em shotguns, meltas, and demo doctrine, and make em grot kommandos. Then you'd have an airborne attack unit in your army that would look hilarious and be very useful. Maybe even run some stormtrooper grots as well to back them up.

Otherwise, I'd just use them as a tougher version of grots that can actually shoot at things far away, and camp an objective with them. The PCS you can do all kinds of crazy things with depending on your list as well.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in ca
Mekboy on Kustom Deth Kopta




virx67 wrote:So you the ideal loadout for a couple of nobz be ones with PK's (or whatever,) and then one or two with nothing but heavy armour? Then the ones in heavy armour LOS on the others?


And the pain boy for FNP.

I did this with Ghaz, 9 nobz and a painboy. I lead with Ghaz so for every wound you roll LOS passing to a unwounded nob, take armor save, make FNP roll. Should he fail to pass the wound he'd get his 2+ save. Its lots of rolling and really slows down the game, but it works a whole lot better than the old wound allocations ever did.


 
   
Made in us
Liche Priest Hierophant






@BeerGod- also, Zzap guns still do the 'Auto-Shaken' thing, even on Glances, which means they're one of the best ways to keep vehicles inneffectual, since every hit, Glancing and up, will at the very least keep the enemy vehicle from shooting normally.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beer4TheBeerGod wrote:There was also the Mob Up! rule which let you combine retreating boyz with units behind them to make larger and larger squads.

I'm not sold that Orks HAVE to be shooty. Slugga boyz seem to do really well in battlewagons, and that extra attack gives you the flexibility to do things like multi-charge weaker units.

Actually, it doesn't. When multi-charging you lose both your bonus attack and one point of strength. Unless you're charging gretchin or ratlings, you basically allowed your opponent to charge you without overwatch fire.

Jag_Calle wrote:Not trying to turn this thread into nostalgia week, but darn how I miss the mob-up rule... It was so full of character.

On a more current note, as I think we've hashed through most of our stuff now.
How have you guys been utilising the "you get a second FOC at 2k, if you have 1 HQ, 2 troop bit?
Whilst I haven't made use of it myself yet, I gotta say that I feel less chained by the FOC now, weirdboys, and the SAG mek got more viable now, as it's not that hard, nor pointswise expensive for us to get 4 Troops.
Oh, and having the possibility of getting 18 kans and 4 Dreads in a 2k list, should make dreadstomp lists relatively viable, that's roughly 1400 pts with the bigmekks. (dreads as troops should fill the troop criteria). Even stompier, 4 bigmekks, 10 dreads...

I really enjoy not being forced to take nobz for my fourth(and fifth!) battlewagon. The battlewagons full of boyz accompanied by a burna and a loota wagon provides you with much higher model counts than the 5th edition battlewagon bash ever could.

sirlynchmob wrote:
virx67 wrote:So you the ideal loadout for a couple of nobz be ones with PK's (or whatever,) and then one or two with nothing but heavy armour? Then the ones in heavy armour LOS on the others?


And the pain boy for FNP.

I did this with Ghaz, 9 nobz and a painboy. I lead with Ghaz so for every wound you roll LOS passing to a unwounded nob, take armor save, make FNP roll. Should he fail to pass the wound he'd get his 2+ save. Its lots of rolling and really slows down the game, but it works a whole lot better than the old wound allocations ever did.


That's a 500 point unit that will overkill anything three or four times over. Unless they simply get shot to pieces by flanking/deepstriking units or particularly nasty psychic powers. If you want to do that kind of shenanigans, use a regular MA warboss and some MANz behind him, but don't sink 25-33% of your points in a single unit.


Anvildude wrote:@BeerGod- also, Zzap guns still do the 'Auto-Shaken' thing, even on Glances, which means they're one of the best ways to keep vehicles inneffectual, since every hit, Glancing and up, will at the very least keep the enemy vehicle from shooting normally.

Considering their low chance to actually glance anything (they still suffer from not being "true" 3d6), you'll probably be better off just using the cheaper kannons to wreck the enemy vehicle right away.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Waaagh! Warbiker





Jag_Calle wrote:Allies; I've considered getting some IG allies, but the whole allies idea makes me feel a bit... Dirty... Dunno why, as it's easily fluffed for me as I play blood axe, but still...*shudders* each time I've toyed with the idea of bringing my old looted demolisher out of retirement, it just feels like a waste having to pay nearly 200pts of guatdsmen just to be able to pay the 200 for the demolisher, and I feel I can spend those 400 pts on something better.

Shouldn't be that much I would have thought. Min vet squad and HQ can't be much.

From a non fluff perspective, what do you guys feel are the niches for our most likely allies to fill for us, what stiff would you get?

Guard: Ranged AT, decent dakka on vehicles.
CSM: Oblits, MCs.
Tau: Ranged AT, this is where I'll be going.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

So... with the new Slow and Purposeful, it should be possible to team up a Warboss in mega armour or Meganobz with a Shokk Attack Gun and have it move and fire.

Can anyone think of a use for this?
   
Made in gb
Waaagh! Warbiker





Yup, has come up earlier in the thread.

Megamek + Lootas

Meganobs + SAG

Etc.

Put them in a wagon and fire at full BS at Combat Speed (firing out of a transport at Cruising is always Snap Shot, SnP or not).

This message was edited 1 time. Last update was at 2012/08/02 10:32:42


Deffwing Nutta.

Codex: Bad Moons 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

'k, missed that (only saw the tread a few days ago and haven't gone though the full 37 pages) - thanks!

Have to work out if it's something I'd find worth doing, mind you.
   
Made in gb
Waaagh! Warbiker





Graphite wrote:Have to work out if it's something I'd find worth doing, mind you.

Exactly. While the idea of having the ability to move and fire with a unit of lootas seems appealing, what does it really bring that's of real use?
Lootas have the range to generally not need to re-position and 6" isn't going to change fire arcs from their usual support location that much.

Putting them in a wagon might be an idea, but then the wagon's moving quite slowly compared to the rest of the force.
You're also 'wasting' either the ability to have a KFF or SAG in the unit or a megaboss stuck at the back when he should be up front hitting things.

Meganobs too are a front line unit, do you want a SAG that close to the enemy?

Deffwing Nutta.

Codex: Bad Moons 
   
Made in ca
Mekboy on Kustom Deth Kopta




Dribble Joy wrote:
Graphite wrote:Have to work out if it's something I'd find worth doing, mind you.

Exactly. While the idea of having the ability to move and fire with a unit of lootas seems appealing, what does it really bring that's of real use?
Lootas have the range to generally not need to re-position and 6" isn't going to change fire arcs from their usual support location that much.

Putting them in a wagon might be an idea, but then the wagon's moving quite slowly compared to the rest of the force.
You're also 'wasting' either the ability to have a KFF or SAG in the unit or a megaboss stuck at the back when he should be up front hitting things.

Meganobs too are a front line unit, do you want a SAG that close to the enemy?


I still camp lootas, put them in any building I can and leave them there. the only reason I would move them is if I was going to be shooting at a flier and just wanted to move a few models around to make sure everyone had a shot. As in this case moving does not hinder my shooting anyways. Or even if they had the shots anyways, it gives me a chance to move them a bit for the next turns shots.

 
   
Made in us
Stinky Spore




Some Swamp

More Dakka wrote:

I'm totally down with buying some fortifications, and am looking forward to making the Orky version of the Aegis+Quad gun (Orkgis?) and the Bastion.



Already ahead of ya with the AE-GORK DEFENS LINE
(work in progress, just using the ork barricades for the "line")





Made entirely with spare bits from the ork bommer kit
   
Made in ca
Mekboy on Kustom Deth Kopta




Jidmah wrote:

sirlynchmob wrote:
I did this with Ghaz, 9 nobz and a painboy. I lead with Ghaz so for every wound you roll LOS passing to a unwounded nob, take armor save, make FNP roll. Should he fail to pass the wound he'd get his 2+ save. Its lots of rolling and really slows down the game, but it works a whole lot better than the old wound allocations ever did.


That's a 500 point unit that will overkill anything three or four times over. Unless they simply get shot to pieces by flanking/deepstriking units or particularly nasty psychic powers. If you want to do that kind of shenanigans, use a regular MA warboss and some MANz behind him, but don't sink 25-33% of your points in a single unit.


That is true, I wanted to play around with the LOS rules, and challenges in assaults. With the wagon it was closer to 1/2 my points at 1500, but then at the last minute we upped it to 1850. They survived taking the fire of his entire vallia marines army, a forge world flier, a smaller flier, and 2 land raiders, a rhino, and some other troops. They then went on to get rid of both land raiders and a rhino. so they earned their points back. I now want to get the nob biker squads as I'm thinking those should work even better. I'm thinking 2 nob squads with warbosses on bikes.

I was disappointed in the battle wagons though, Lost both the first turn. but that was purely luck on his side, one to a pen and explosion during shooting, then he sent in 5 termies with hammers into my burna wagon, I did 25 wounds, he made 25 saves.

for clarity, round 1 he takes out both wagons, round 2 he unloads everything into the nobs, round 3 & 4 I take out all his tanks and he concedes.

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

DA KURGAN wrote:
More Dakka wrote:

I'm totally down with buying some fortifications, and am looking forward to making the Orky version of the Aegis+Quad gun (Orkgis?) and the Bastion.



Already ahead of ya with the AE-GORK DEFENS LINE
(work in progress, just using the ork barricades for the "line")





Made entirely with spare bits from the ork bommer kit



and THIS is why orks are awesome

well, one of many reasons why...
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Just to mirror a lot of other comments on allies, I too was really skeptical about ever taking any, as it made my feel "dirty" too.
Then, like a lot of the others here have mentioned, I realised that Orks have the very best of fluff reasons to take any frakin allies they want. Looting other armies, and really modeling them up well to appear to be looted is just the biggest gold mine ever for orks. I have about 100 ideas already for how it would work.
My first project is already sprung to life in my head. Now I just need to get the Tau it requires to do so.
   
Made in nz
Longtime Dakkanaut





New Zealand

Strongly considering some Tau Allies, e.g. broadsides, for the long range shootyness the orks don't have.

Fluffwise though, I agree that simply including tau models in an ork army feels wrong - instead, I'll be modelling them as ork walkers with looted tau weapons
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

sirlynchmob wrote:
Dribble Joy wrote:
Graphite wrote:Have to work out if it's something I'd find worth doing, mind you.

Exactly. While the idea of having the ability to move and fire with a unit of lootas seems appealing, what does it really bring that's of real use?
Lootas have the range to generally not need to re-position and 6" isn't going to change fire arcs from their usual support location that much.

Putting them in a wagon might be an idea, but then the wagon's moving quite slowly compared to the rest of the force.
You're also 'wasting' either the ability to have a KFF or SAG in the unit or a megaboss stuck at the back when he should be up front hitting things.

Meganobs too are a front line unit, do you want a SAG that close to the enemy?


I still camp lootas, put them in any building I can and leave them there. the only reason I would move them is if I was going to be shooting at a flier and just wanted to move a few models around to make sure everyone had a shot. As in this case moving does not hinder my shooting anyways. Or even if they had the shots anyways, it gives me a chance to move them a bit for the next turns shots.



I've played several games with the Loota Wagon and it has been the MVP of all my games because:
1) you get 12" move and fire which is amazing (60" threat range)
2) you can fire from any point on the hull ( example park behind a ruin with only a small part of the front of the vehicle visible, and fire with all 15 lootas)
3) More survivability with the Lootas
   
Made in gb
Waaagh! Warbiker





Oh, the Loota wagon itself is a good idea, it's just that it doesn't need a SnP IC to make it work; in fact it's downright detrimental to the concept in general.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

MrMoustaffa wrote:Model the guardsmen as grots. You can get spare lasguns off bits sites for relatively cheap, and grots are cheaper than guardsmen anyways. Maybe buy helmets and other little pieces of guard kit, and bam, gretchin platoon! Plus, kromlech makes an awesome ork commissar you could use for them. http://kromlech.eu/?p=657

Just make it clear to your opponent in some way which grots are ork grots and which ones are "guardsmen" and you'll be golden. There's your troop choice. From there, you could either take a primaris pysker and make him look like a wierdboy, take a lord commissar and use the kromlech model, or make a gretchin command squad (which would look awesome) I would love to play against an ork/IG army done that way, but that may be because I plan on doing one myself


I got a javaScript Obfuscation report off that link



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in us
Fresh-Faced New User




I've been thinking about trying kannons, does anyone have any ideas about what I could use to proxy them in? I want to use 3 squads of 3, so 9 total but that's way too expensive to buy without testing to see if I even like them! With the buff to toughness and being less dependent on battlewagons taking up the heavy support slots I feel like there may be a place for them in some lists. Anyone making good use of them in 6th?

This message was edited 1 time. Last update was at 2012/08/03 01:59:36


 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

mondry wrote:I've been thinking about trying kannons, does anyone have any ideas about what I could use to proxy them in? I want to use 3 squads of 3, so 9 total but that's way too expensive to buy without testing to see if I even like them! With the buff to toughness and being less dependent on battlewagons taking up the heavy support slots I feel like there may be a place for them in some lists. Anyone making good use of them in 6th?


Kannons are arguably some of the easiest things to convert in the ork codex. All you really need is a pen or marker and some plastic card, or even cardboard. Find something for the wheels, and you're done. Just put on the wheels, use a doctored-up marker cap as the barrel, and cover it in scrap and rivets. After that, all you need is grots!

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Longtime Dakkanaut




Indiana

I was thinking of running a battlewagon with cannon and a unit of lootas inside with one mek(to try and repair) that sits in my deployment zone unloading on stuff.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Savage Khorne Berserker Biker





Tampa, FL

Holy crap Jidmah, you're so right. We can ignore Nobs for the 4th Wagon. Double FOC, oh yeah!

I came up with this list with that in mind:

KFF - 85
Mega Armor 'Boss, Attack Squig, Cybork - 125

6 Lootas - 90
6 Lootas - 90
6 Lootas - 90

10 Grots with Runtherd - 40
18 Shootas with 1 Big Shoota; Nob PK BP - 159
19 Shootas with 1 Big Shoota; Nob PK BP - 165
19 Shootas with 1 Big Shoota; Nob PK BP - 165
20 Shootas with 1 Big Shoota; Nob PK BP - 171

Dakkajet with extra Supa Shoota and Fighta Ace - 130
Dakkajet with extra Supa Shoota and Fighta Ace - 130

Battlewagon with Deff Rolla, RPJ, Grot Riggers, Armor Plates, Big Shoota and Boarding Plank - 140
Battlewagon with Deff Rolla, RPJ, Grot Riggers, Armor Plates, Big Shoota and Boarding Plank - 140
Battlewagon with Deff Rolla, RPJ, Grot Riggers, Armor Plates, Big Shoota and Boarding Plank - 140
Battlewagon with Deff Rolla, RPJ, Grot Riggers, Armor Plates, Big Shoota and Boarding Plank - 140

2000 points

112 models, I like the sound of that.

EDIT: Need to find one point.

EDIT 2: Got it.

This message was edited 2 times. Last update was at 2012/08/03 03:38:49


 
   
Made in us
Heroic Senior Officer





Western Kentucky

loki old fart wrote:
MrMoustaffa wrote:Model the guardsmen as grots. You can get spare lasguns off bits sites for relatively cheap, and grots are cheaper than guardsmen anyways. Maybe buy helmets and other little pieces of guard kit, and bam, gretchin platoon! Plus, kromlech makes an awesome ork commissar you could use for them. http://kromlech.eu/?p=657

Just make it clear to your opponent in some way which grots are ork grots and which ones are "guardsmen" and you'll be golden. There's your troop choice. From there, you could either take a primaris pysker and make him look like a wierdboy, take a lord commissar and use the kromlech model, or make a gretchin command squad (which would look awesome) I would love to play against an ork/IG army done that way, but that may be because I plan on doing one myself


I got a javaScript Obfuscation report off that link


That's wierd, my computer didn't notice anything. I'll disable the link just to be safe though.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
 
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