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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

tag8833 wrote:
Deff Kopta stars work, but aren't as ideal as Warbike stars. Warbike stars rely on Zhardsnark (skilled Rider) + turbo boosting for a 2+ cover save.

Zhardsnark gives them scout, and makes them OS troops.

Getting Hit and run from Deff Koptas is good, but scout is wasted. Also, you can't take a character Deff Kopta to eat challenges, and it is harder to control objectives.

If Deff Koptas had Exhaust Cloud I think it would be a more viable strategy, but the difference between a 2+ and a 3+ on turn 1 is significant, and tanking on a Warboss is an expensive gamble.


I may too tired to remember this, but where are you getting the 2+ cover save from? I know you have a 4+ from jinking and then +1 to that for if you turbo boost? Its my understanding that the Exhaust cloud rule for him does nothing now, but I can be wrong.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Longtime Dakkanaut





UK

Skilled Rider confers to the unit.

There is also Night Fighting but that's first turn only.

YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Frozocrone wrote:
Skilled Rider confers to the unit.

There is also Night Fighting but that's first turn only.


I thought Skilled rider just means you ignore difficult and dangerous terrain? Night fight would help with giving you stealth, but you can rely on that all the time.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Longtime Dakkanaut





UK

Skilled Rider also improves your Jink save by one

YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Frozocrone wrote:
Skilled Rider also improves your Jink save by one


Okay, so where does the awesomeness stop with Zhadsnark

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Longtime Dakkanaut





UK

Only has a 6+ armour save at the minute but I'm cool with that for:

Skilled Rider
Scout
I4 S10 AP2
Biker Troops
Tank Shock (comes in handy every now and again)

The biggest downside to Zhadsnark is no Mek Gunz though. That's why I don't use him as much these days. I love Traktors and KMK too much.

YMDC = nightmare 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Frozocrone wrote:
Only has a 6+ armour save at the minute but I'm cool with that for:

Skilled Rider
Scout
I4 S10 AP2
Biker Troops
Tank Shock (comes in handy every now and again)

The biggest downside to Zhadsnark is no Mek Gunz though. That's why I don't use him as much these days. I love Traktors and KMK too much.


I called FW about his armor save. They told me he has a 4+ armor save. That his bike is consider to be a unique warbike.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Longtime Dakkanaut





UK

Sweet, it'll be updated when IA:8 v2 comes out then.

Can't use it at the minute though in my meta, everyone is strict RAW.

YMDC = nightmare 
   
Made in us
Stabbin' Skarboy




Pittsburgh

 Glitcha wrote:
 cranect wrote:
So between pages 15 and 20 I think there was a post saying you can use the Great WAAAAAGH Detachment for the dread mob from forgeworld. If this is the case can I still run Mork/Gorkanauts in the same detachment? I love our walkers and I would like to try deepstriking them for fun.


Nope, Mork/Gorkanauts are not part of the Dread mob army list. Its sad that they are not. I would expect that to change when the new IA:8 2nd edition comes out.



Ahh oh well. I can't wait for it to be updated then. I did make a list with a different waaaagh detachment for the orkanauts. Oh well here is hoping it is updated soon.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 cranect wrote:
 Glitcha wrote:
 cranect wrote:
So between pages 15 and 20 I think there was a post saying you can use the Great WAAAAAGH Detachment for the dread mob from forgeworld. If this is the case can I still run Mork/Gorkanauts in the same detachment? I love our walkers and I would like to try deepstriking them for fun.


Nope, Mork/Gorkanauts are not part of the Dread mob army list. Its sad that they are not. I would expect that to change when the new IA:8 2nd edition comes out.



Ahh oh well. I can't wait for it to be updated then. I did make a list with a different waaaagh detachment for the orkanauts. Oh well here is hoping it is updated soon.


Nice, I don't know when the IA:8 2nd edition will be out. Well I just saw the results to nova. No ork players in the top 16.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Flashy Flashgitz





I don't believe the armor change in zhad. Read his description in IA8. It literally says he eschews heavier armor for speed and maneuverability in combat. I get that it's what you want, but it was not an unintentional slip.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Longtime Dakkanaut




Wichita, KS

ITC treats him like he is riding a special warbike with Exhaust Cloud, 4+, and 'Ere We Go.
   
Made in us
Flashy Flashgitz





They likely didn't read his description either.

It's not like warbikes aren't in IA8 with 4+ armor saves. But they are the TO's so it's their show.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Well I ran the dread mob list from forgeworld and since I don't have any meka/mega dreads I think ill stick with the ghazghkull version for now. I was able to deep strike lots and that was great and I even allied my gork and morkanauts in with another great WAAAGH detachment but missing out on ere we go is huge. I failed so many charges due to losing that rule. So it was fun but I like the formation better as of right now. Deep striking deff dreads and orkanauts was a ton of fun though.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Bonkers Buggy Driver with Rockets





I'm pretty sure the deep striking only applies to, "non-vehicle," units. So no deep striking walkers unfortunately.

This message was edited 1 time. Last update was at 2015/09/17 23:11:04


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in hk
Regular Dakkanaut




Hong Kong

You mean Ghazkull Great Waagh detachment? It is non-flyer only. Walkers can "telyporta strike"
   
Made in us
Flashy Flashgitz





No...i assume he means the Dread Mob formation. 1 Big Mek, 1Painboy, 2 Nauts (either), 3 Deff Dreads, and 3 units of Killa Kans with 3 models each.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Nope I meant the forgeworld one where it just replaces the units you take in the force org. Then I took another great waaagh detachment for the orkanauts. It wasn't great but it was a ton of fun. The one game 4 deff dreads fell from the sky.


Automatically Appended Next Post:
Although I do prefer the formation since it gives you ere we go.

This message was edited 1 time. Last update was at 2015/09/18 16:09:11


My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Bonkers Buggy Driver with Rockets





XC18 wrote:
You mean Ghazkull Great Waagh detachment? It is non-flyer only. Walkers can "telyporta strike"


Thank you for correcting me. I knew there was some restriction on it but I was away from my codex.

This message was edited 1 time. Last update was at 2015/09/19 04:56:35


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in hk
Regular Dakkanaut




Hong Kong

You are most welcome sir ;D
   
Made in us
Krazed Killa Kan






Zhadsnark does not have a warbike. He is a bike infantry.

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
Stealthy Grot Snipa





So I ran this list on Saturday (this list roughly);

Bike Mek - SAG
Big Mek - SAG
Big Mek - SAG

1 max grot unit
3x 11 trukk boyz, Nob, PK, BP, challenge Mek

2x 5 Tankbusta's 3 Bomb Squigs
1 MANz Missile
5x Kommandos

2x Deff copta
2x 1 Skorcha trakks
1 Burna Bommer

2x 2 lobbas
-----------------------------------------------------

Playing against a Decurion Cron army with some extra CAD crons thrown in. Judicator battalion and 3 wraiths. I lost on Maelstrom, but it was part of a campaign and I stole the relic (an item added by the campaign which I now have for the rest of the campaign - I got Grav grenades and Grav mine)


So Burna bommer was mightily underwhelming, I used the missiles to attempt to kill some warriors (thinking you know, AP4 would be a good start) but first shot scattered well off and second 2 simply killed a few warriors. The large blast bomb also scattering off. For its points, it felt truly underwhelming and I wont be bringing again.

Skorcha trakks were pretty good, easily made there points back, came on, burnt a unit of 5 immortals down to 1 immortal and the lord (which he was forced to use the ress-orb).

My SAG meks were in the lobba units, this gave me a 10W T7 unit that output a SAG shot and 2 lobba shots. Very useful, as the lobbas could keep up with the range and also could be shot at the parts of the unit I couldn't see with the SAG. For example some warriors half behind a building, i'd aim for the necron with the SAG and get as many as possible, while the lobbas could then also hit those behind the building, pretty certain they made their points back, even despite all the ridiculous saves on crons. I mean a 4+/4+RP from the Decurion was absolutely horrible to deal with. I think I like this little unit, it shoots every turn and against some less durable stuff im sure will fair much better. Sadly his main unit was shield Lychguard, so the AP2 from the SAG was useless against a 3++

Tank bustas struggled against his only vehicle - the walker. As AV13 reliably negated all the shooting and also all bomb squigs, then charging, his overwatch of D3 hits was enough to make it difficult, but in the end both units combined killed it, leaving me 1 TB after. Boyz units did ok, I think I spread them too thin, I had one unit of 10 boyz stuck in combat with 1 praetorian for 3 turns, he simply refused to fail his 3+/5+ and my Nob was whiffing all his hits. Overall he got some good cards which gave him a good starting boost, Destroy a vehicle (oh a trukk in my face), destroy something in assault, secure objective he was on and also score my objective because it was Spoils of war. So end of T1 was 1-4 for him. But overall great fun game and I learned a lot about damn saves!

Burna bommers are a no go
SAG lobba combo will be making some more appearances.

This message was edited 1 time. Last update was at 2015/09/21 08:52:34


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I've tried the 3 SAG Mek list and it was underwhelming. Too much cover for the AP 2 to shine.

Last week's game had an all time first for me: one of my 2 units of Tankbustas actually got First Blood, thus granting me an extra VP. Ended up winning the game by a few points but was still awesome! It was a lucky win too since I had my whole deployment zone full of Orks and the got Seize the Initative with a Droppodded Heavy Flamer Dreadnaught AND 2 Thunderfire cannons. I also missed an early crucial charge with my main Biker Unit due to be greedy! Orks are so durable though.

Fighting crime in a future time! 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Yep orks are certainly tough. Or at least they are tough enough to take some damage and have a lot of expendable bodies. I prefer either a horde or dread mob myself.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

My Iron Waagh went to an ork Apocalypse game. It was 12k of orks vs 12k of chaos. We almost won, but them dirty chaos players summoned back their daemons we killed. My lifta dropa battle wagon fired its D shot and get Ang'rath in the face. Did 10 wounds to him. Then chaos used an assault that allowed them to bring back d3 of the daemons that were dead.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

What do you guys think of using the Promethium Pipeline Relay shenanigans for orks?

I'm thinking of a pair of battlewagons filled to the brim with burnas.

My burna-wagons might make a comeback after 5th edition after all with torrent burnas.

Live Ork, Be Ork. or D'Ork!


 
   
Made in gb
Stealthy Grot Snipa





Hows this seem for a list? The BM on bike is a mandatory unit, as he's my warlord in a campaign;

--------------------------------------------------------------------------------
Blitz Brigade - Rams, 4x Rokkits
BullyBoyz -3x(1xKillSaw, 3x Skorcha)

BMek - Bike, Killsaw, GitFinda, BP, 3runts, SAG/KFF (Not sure which yet, think KFF most useful)
Painboy - Orderly
2x17 Boyz - Nob, PK, BP
mek
mek
--------------------------------------------------------------------------------
So basically a nice big rush list.

All units go in a BW, painboy go with the boyz - as I think they probably benefit the most, later game they can jump into the meganobs unit.
I think that I could drop the killsaws on the MANz, I could then also drop some of the kombi-skorchas and a couple boyz and pick up another Painboy for the other Boyz unit.


Automatically Appended Next Post:
-----------------------------------------------------------------------------------------------------------------------------------
I think im going to have to re-think my list. I am playing harlequins in the next game and I have a feeling MANz will get eaten horribly by all the rending, not to mention if he brings a Shrieking shadowseer with the Mask, those 3D6 Ldrship checks will be putting out plenty of wounds.

Biggest threats will be?;
  • Harle's bring plenty of rending, HoW and ID weapons.
  • Fast moving and want to be in assault (potentially move, run charge)
  • All have Invuns (5+)
  • plenty of psychic and -ldrship modifiers
  • DJ can force me to fallback


  • How would you guys deal with harlequins?
    Lootas? large volume of shots to help deal with jinking skimmers and piling on wounds on their infantry.
    Staying in vehicles? By allowing them to charge my vehicles, I could then counter assault; as I think the casualties of the explosion are probably worth getting the charge.
    Does fearless prevent wounds from psy shriek?

    This message was edited 3 times. Last update was at 2015/09/22 06:20:12


    Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

     
       
    Made in us
    Bonkers Buggy Driver with Rockets





    Indianapolis, IN

    So my local store is getting ready to run an escalation league. Normally I'm the judge and can not win, but this time i'm not the judge and I want to win. But i'm having a hard time coming up with a list that I like for the 500 point level. I have to keep in mind that this 500 points has to be used in all my games. I have several list ideals, just don't know what to take. Any suggestions?

    First List (Red skull formation)
    Boss Snikrot, 10 kommandos Nob BP BC with burna in the squad, 5 kommandos Nob BP BC with big shoota in squad, 5 Kommandos Nob with BP BC with rokket launcha, and 5 Kommandos Nob with BP BC with rokket launcha.

    Basically a super sneaky ork army. Boss Snikrot will go with the big blob of guys and stay in reserve so they can come on from any table edge. I don't think this army would be very durable, but it defiantly gives me some strategic edge. First, I can go first and not deploy any of my guys during deployment since the kommandos have infiltrate. So I can step up in places to grab objectives and get side armor on some vehicles.

    This message was edited 1 time. Last update was at 2015/09/22 14:56:27


    Armies:
    The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
    Salamanders: 5,000 8th Edition Tournament Record: 4-2
    Ultramarines: 4,000
    Armored Battle Company (DKoK): 4000
    Elysians: 500
    Khorne Daemons: 2500
     
       
    Made in gb
    Raging Ravener




    UK

    I've got to say, I'm a massive fan of pskers, and an excuse to bring an ork one is a brilliant opportunity for me! Of course they aren't great, and of course more big-meks or warbosses is pretty much always the better option. But I love them, and their psychic powers can be situational, but earn their points back at times. A usually 'meh' option when competitive list building though.

    The armies that I collect:

    - Tyranids, 2,000 pts.
    - Orks, 1,250 pts.
    - Tau, 750 pts.
    - Guard (PDF), 750 pts.

    (Yes I have a thing for horde armies to some extent) 
       
    Made in us
    Stabbin' Skarboy




    Pittsburgh

    Solar Shock wrote:
    Hows this seem for a list? The BM on bike is a mandatory unit, as he's my warlord in a campaign;

    --------------------------------------------------------------------------------
    Blitz Brigade - Rams, 4x Rokkits
    BullyBoyz -3x(1xKillSaw, 3x Skorcha)

    BMek - Bike, Killsaw, GitFinda, BP, 3runts, SAG/KFF (Not sure which yet, think KFF most useful)
    Painboy - Orderly
    2x17 Boyz - Nob, PK, BP
    mek
    mek
    --------------------------------------------------------------------------------
    So basically a nice big rush list.

    All units go in a BW, painboy go with the boyz - as I think they probably benefit the most, later game they can jump into the meganobs unit.
    I think that I could drop the killsaws on the MANz, I could then also drop some of the kombi-skorchas and a couple boyz and pick up another Painboy for the other Boyz unit.


    Automatically Appended Next Post:
    -----------------------------------------------------------------------------------------------------------------------------------
    I think im going to have to re-think my list. I am playing harlequins in the next game and I have a feeling MANz will get eaten horribly by all the rending, not to mention if he brings a Shrieking shadowseer with the Mask, those 3D6 Ldrship checks will be putting out plenty of wounds.

    Biggest threats will be?;
  • Harle's bring plenty of rending, HoW and ID weapons.
  • Fast moving and want to be in assault (potentially move, run charge)
  • All have Invuns (5+)
  • plenty of psychic and -ldrship modifiers
  • DJ can force me to fallback


  • How would you guys deal with harlequins?
    Lootas? large volume of shots to help deal with jinking skimmers and piling on wounds on their infantry.
    Staying in vehicles? By allowing them to charge my vehicles, I could then counter assault; as I think the casualties of the explosion are probably worth getting the charge.
    Does fearless prevent wounds from psy shriek?


    Well if you have the models I would run the dread mob formation. The mob wants to be in CC as well and leadership shenanigans will have no effect. HoW and ID will be similarly useless. Rending will potentially do damage if they are str3 or 4. If they don't have a ton of high str weapons to shoot you with the mob will chew through them.

    Lootas could potentially work but their ld may cause them to run early. Fearless does not prevent wounds from pys shriek as far as I know. Staying in transports would be good. Also if you can a single gorkanaut can probably do a lot of work as well if you can't run the whole mob. Even against dreads the harlequins should have a hard time. If you keep the dreads near the other units they will definitely think twice about charging you.


    Automatically Appended Next Post:
     Glitcha wrote:
    So my local store is getting ready to run an escalation league. Normally I'm the judge and can not win, but this time i'm not the judge and I want to win. But i'm having a hard time coming up with a list that I like for the 500 point level. I have to keep in mind that this 500 points has to be used in all my games. I have several list ideals, just don't know what to take. Any suggestions?

    First List (Red skull formation)
    Boss Snikrot, 10 kommandos Nob BP BC with burna in the squad, 5 kommandos Nob BP BC with big shoota in squad, 5 Kommandos Nob with BP BC with rokket launcha, and 5 Kommandos Nob with BP BC with rokket launcha.

    Basically a super sneaky ork army. Boss Snikrot will go with the big blob of guys and stay in reserve so they can come on from any table edge. I don't think this army would be very durable, but it defiantly gives me some strategic edge. First, I can go first and not deploy any of my guys during deployment since the kommandos have infiltrate. So I can step up in places to grab objectives and get side armor on some vehicles.


    I would personally run with two weirdboyz and as many shootas as I can get in two squads. If you can sacrifice a few boyz to make them both warpheads that's great but I wouldn't dip below 20 shoota boyz in each squad. I am not the most competitive but that has worked for any 500 point game I've ever played.

    This message was edited 2 times. Last update was at 2015/09/22 15:14:09


    My Armies:
    Orks about 15000-16000 mostly unpainted but slowly being worked on
    Militarum Tempestus about 2000 points just built
    Inquisition about 2000 points unpainted
    Officio Assassinorum 570 unpainted
    I dont paint quickly 
       
     
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