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2015/09/28 16:42:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Automatically Appended Next Post: BTW, one guess how I finally killed that squad of, which was a formation of some sort with 2 HQ Psykers attached on Eldar Jetbikes: more dakka. A fresh unit of 14 regular BikerBoyz rolled on and even with 2+ I was able to kill 3 Warlocks. Then he assaulted me, killed 2 more to over watch, then we ground it out over 3 turns of assault. Thankfully the Mob rule actually kept me in the battle since, of course, he had hit me with terrify to reduce my Ld to 6!!
Awesome game I was able to win at bottom of turn 5 due to wiping him. He said at the end: "your lucky I didn't get the power that lets me reroll failed saves."
FML Eldar are ridiculous!!
So my game against Harlie Elves's last night didn't quite go aswell as yours did. Where the mob rule seemed to save you the mob simply destroyed me. Started out I was steam rolling him, turn 1 I removed a whole 10 man troupe; I seized and then put a serious amount of firepower into it, rolling plenty of 6's for my lootas and gitz in my Big T squadrons.
However after turn 1 it was down hill. Maelstrom cards didn't go my way; I placed 4 objectives in a diamond pattern, had that side of the board and didn't draw a single objective card till turn 4. But generally it was my leadership that really failed me. Failed almost all ldrship rolls, which with the DJ, so -2 to LD resulted in my units running which ever way he wanted (typically towards a harle squad ready to assault), Every BP roll resulted in me either doing more wounds to my own units (Flash gitz take 1 casualty from DJ and then kill 2 of themselves - 6+ gitz).
Not to mention my WL BM on bike with bike squad and painboy failing a LD check and then failing BP roll, running, getting charged and getting wiped simply because they failed another check. It was just rediculous, he didn't even need any LD modifying powers and I failed almost everything. I know not all games will go that way but when the mob rule simply starts killing more models than the enemy its so depressing.
Taking an 1850 ork army only to spend most of the game tidying away units is sad times!
Ld has always been the bane of da Orks! At least since 3rd edition. That's what made the previous Mob Rule so awesome: Ld equals model count, 11+ is fearless. BP was a simple reroll. Considering 6th and 7th overall are a dumbed down, simplified version of the game, it's a head scratcher that they ADDED a new table, with modifiers.
I was also quite unlucky with my draws on Maelstrom cards. Cause a pinning test, to Eldar, whose basic troops are Ld 9!
I ran one unit of Max Lobbas (and one of max KMK's and a third full unit of Tractor Kannonz for testing purposes) and as in most games since forever, the Lobbas were my MVP's. 3+ Armor saves don't help too much when you have 17-21 wounds on a unit.
*Eldar are Ld 9*
*Checks DE Codex I have*
*Units are Ld 8*
Of course they are.
In Orker news, had a chance to try Tankbustas and MANz that Deep Striked (narrative mission in GW). MANZ did really well, Tankbustas would have won the game but I was required to roll to hit against a building as per the GW employee made me (forge the narrative and whatnot). BikerStar performed as it always does (no Zhadsnark, stayed away from FW for this event).
LOL on the DELd! Seriously though my Mek Gunz units are so large (Max extra grots every time) that to cause a Ld against T7 absorbs a lot of enemy firepower. Other wise I also stay away from FW headaches. Codex Orks only, not even supplements, and I'm having a blast every game.
BikerBoss with Bikers and PB on Bike
Two full units of Tankbustas
2 min sized Grot Mobs
Maxed out Heavy Slots with maximum size mobs of Mek Gunz, 2 of which have HQ generic Meks.
Extra points go to more bikes or whatnot.
Fighting crime in a future time!
2015/09/29 03:31:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I have not had mob rule issues yet but it will happen eventually. I tend to try and bypass LD checks to begin with by bringing as many walkers as I can because i just like our walkers. This includes the orkanauts of which I have 5. One of my favorites yet it taking the FW dread mob in the great waaagh detachment for deep striking dreads. It causes mayhem. Aside from the dread mob formation my other favorite is the red skull kommandos. Take the max size with power klaws for I think 820 points and you can fly up the field with the rest of your army and hit them from behind with the kommandos.
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
2015/09/29 04:11:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Mob Rule rarely ever does me dirty. The only thing about it that pisses me off is it doesnt mention Fear, and as i mentioned before were the only race that is vulnerable to Fear that it actually screws over. Everyone else is immune, LD10, or screwed whether they pass it or fail it anyway.
Charging big bugs actually poses a problem for orks because of Fear. Freaking hate that.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2015/09/29 12:07:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Ya the not being immune to fear is really annoying.
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
2015/09/29 12:32:33
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
PipeAlley wrote:
LOL on the DELd! Seriously though my Mek Gunz units are so large (Max extra grots every time) that to cause a Ld against T7 absorbs a lot of enemy firepower. Other wise I also stay away from FW headaches. Codex Orks only, not even supplements, and I'm having a blast every game.
BikerBoss with Bikers and PB on Bike
Two full units of Tankbustas
2 min sized Grot Mobs
Maxed out Heavy Slots with maximum size mobs of Mek Gunz, 2 of which have HQ generic Meks.
Extra points go to more bikes or whatnot.
I like your style.
cranect wrote:I have not had mob rule issues yet but it will happen eventually. I tend to try and bypass LD checks to begin with by bringing as many walkers as I can because i just like our walkers. This includes the orkanauts of which I have 5. One of my favorites yet it taking the FW dread mob in the great waaagh detachment for deep striking dreads. It causes mayhem. Aside from the dread mob formation my other favorite is the red skull kommandos. Take the max size with power klaws for I think 820 points and you can fly up the field with the rest of your army and hit them from behind with the kommandos.
Yes. Out of approximately 12000+ points I have:
2 stompas
2 morkanauts
3 gorkanauts
5 deff dreads
16 kills kanz
Those are just the walkers and I have a few trukks and battlewagons and about 220 boyz, some lootas burn as and all that good stuff. I like the walkers the most though so I'm working on making some more dreads including meka and mega dreads.
Automatically Appended Next Post: I might even see if I can get more off eBay cheap in no just to use for conversions and such because there are 100+ prices in that kit I think.
This message was edited 1 time. Last update was at 2015/09/29 14:36:37
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
2015/09/29 16:17:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Ya I like our walkers a little bit. Also I like how for the local tournaments I will have less models than the opposition!
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
2015/09/29 18:34:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
i love our walkers. My complaint about them is solo deffdredds and expensive kanz. Kanz arent as bad since theyre still pretty good, but deffdredds just cant do ANYTHING without a trio of them which eats your FOC immediately. Ive ran the Wall of Steel formation in the past which is 2 gorks (or morks), 3 deffdredds, 9 kanz, big mek, and painboy where they all have D3 HoW and 'Ere we Go! - That formation is damn good because you can actually FIELD THEM in the numbers they require - drawback is i'd rather max out my kan units than split them into trios.
Im seriously hoping next Ork dex we get squadrons of deffdredds. Since they made Dreadnaughts come in squads, it would officially say GW just wants to raise the middle finger to Orks if we didnt get that too (or even higher numbers than 3). Deffdredd squads makes WAY more sense than Dreadnaught squads, but of course Imperials get the good stuff first like usual. Even if they dont need it.
/bitterrantoff
This message was edited 1 time. Last update was at 2015/09/29 18:36:23
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2015/09/29 18:50:51
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I agree with deff dread squads. I also love the dread mob formation. Ere we go is a huge bonus. Also I think GWs intent was at least 3 kanz so that you couldn't bring them as singles. J would allow more in the squads personal.
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
2015/09/29 22:11:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The forgeworld one is ok. I use it paired the the great waaagh detachment to try and deepstrike some of them so at least something isnt blown up before it reaches combat. In my personal opinion the Ghazghkull one is much better purely due to the Ere we go rule. The FW one is a lot of fun and has other cool vehicles and such but Ere we go on walkers is huge. The ability to run and charge on the WAAAAGH and reroll one of the charge dice is just amazing. The d3 HoW is just gravy on top of that. Then again my dreads like to have ones rolled when determining charge distance. Thats my view anyway.
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
2015/09/30 04:49:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Frozocrone wrote: Vineheart01, have you ever considered the Dread Mob FW army? Deff Dreads can be taken in vehicle squadrons and as Troops.
Or do you feel Ere We Go and D3 HoW are too big a loss for squadrons?
I have, but it suffers heavily from outdated rules (least the last time i looked at it). Lot of rules make no sense, made obsolete, or potentially broken because the new ork dex changed things so much and the Dredd Mob didnt update with it.
If i could, i would totally field 9 Deffdredds, 2 Mega Deffdredds, a Meka Deffdredd, and a fistfull of Kanz just because i can lol. But i got a headache reading the rules and trying to make them make sense with the new dex.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2015/09/30 07:07:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote:I agree with deff dread squads. I also love the dread mob formation. Ere we go is a huge bonus. Also I think GWs intent was at least 3 kanz so that you couldn't bring them as singles. J would allow more in the squads personal.
Cranect, if your looking for some more models to add to your walker collection.... How about some gundam models? I ordered a couple at about £20 each and am in the process of Orkifying them up! must admit they look badass! Yeh tournies might not like it, but I think you probably have enough official GW to not have to worry about bringing them
Spoiler:
This message was edited 1 time. Last update was at 2015/09/30 07:08:28
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
I run the dread mob all the time. I love it. Now you are forced to take a unit of spanna boyz. which is kind of cool. shoota boyz in a scrap trukk. Even tho you can put deff dreads in squads, I'm not a big fan of the vehicle squad rules. I have picked up another deff dread. So I was thinking about running 2 solo and a unit of 2. Then attaching the Kustom Mega dread to it. I think its funny he can repair things and himself.
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
2015/09/30 13:41:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Personally I take the FW dread mob in the great waaagh detachment because it has a ton of troops slots and they can deepstrike. This helps with the loss of ere we go but not as much as I would like.
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
2015/09/30 14:30:12
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Troops 24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
Fast Attack Deffkopta [Twin-linked Rokkit Launcha]
Deffkopta [Twin-linked Rokkit Launcha]
Deffkopta [Twin-linked Rokkit Launcha]
Heavy Support 2x Kustom Mega-kannon
2x Lobba
I think it's looks pretty solid, while still having elements I like. Straightforward like most of my stuff. Koptas outflank, Bustas kamikaze at Knights and other big vehicles, Boyz try to survive past 3rd turn and kill something, Meks roll dice with Big Gunz.
I haven't used TBustas before, so should I have more/less?
2015/09/30 14:37:24
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The next Escalation league in my area is getting ready to start. I actually get to compete this time. So below is the list i'm thinking about running for 500 points.
Zhadsnark (why not? )
5 biker boy Nob BPPK
10 ard boyz in a trukk Nob BPPK
Gun trukk with kannon and rokket launcher.
Basically just going to rush the other side of the table and start kickin' teeth in. Thoughts?
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
2015/09/30 19:35:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Automatically Appended Next Post: BTW, one guess how I finally killed that squad of, which was a formation of some sort with 2 HQ Psykers attached on Eldar Jetbikes: more dakka. A fresh unit of 14 regular BikerBoyz rolled on and even with 2+ I was able to kill 3 Warlocks. Then he assaulted me, killed 2 more to over watch, then we ground it out over 3 turns of assault. Thankfully the Mob rule actually kept me in the battle since, of course, he had hit me with terrify to reduce my Ld to 6!!
Awesome game I was able to win at bottom of turn 5 due to wiping him. He said at the end: "your lucky I didn't get the power that lets me reroll failed saves."
FML Eldar are ridiculous!!
So my game against Harlie Elves's last night didn't quite go aswell as yours did. Where the mob rule seemed to save you the mob simply destroyed me. Started out I was steam rolling him, turn 1 I removed a whole 10 man troupe; I seized and then put a serious amount of firepower into it, rolling plenty of 6's for my lootas and gitz in my Big T squadrons.
However after turn 1 it was down hill. Maelstrom cards didn't go my way; I placed 4 objectives in a diamond pattern, had that side of the board and didn't draw a single objective card till turn 4. But generally it was my leadership that really failed me. Failed almost all ldrship rolls, which with the DJ, so -2 to LD resulted in my units running which ever way he wanted (typically towards a harle squad ready to assault), Every BP roll resulted in me either doing more wounds to my own units (Flash gitz take 1 casualty from DJ and then kill 2 of themselves - 6+ gitz).
Not to mention my WL BM on bike with bike squad and painboy failing a LD check and then failing BP roll, running, getting charged and getting wiped simply because they failed another check. It was just rediculous, he didn't even need any LD modifying powers and I failed almost everything. I know not all games will go that way but when the mob rule simply starts killing more models than the enemy its so depressing.
Taking an 1850 ork army only to spend most of the game tidying away units is sad times!
Ld has always been the bane of da Orks! At least since 3rd edition. That's what made the previous Mob Rule so awesome: Ld equals model count, 11+ is fearless. BP was a simple reroll. Considering 6th and 7th overall are a dumbed down, simplified version of the game, it's a head scratcher that they ADDED a new table, with modifiers.
I was also quite unlucky with my draws on Maelstrom cards. Cause a pinning test, to Eldar, whose basic troops are Ld 9!
I ran one unit of Max Lobbas (and one of max KMK's and a third full unit of Tractor Kannonz for testing purposes) and as in most games since forever, the Lobbas were my MVP's. 3+ Armor saves don't help too much when you have 17-21 wounds on a unit.
*Eldar are Ld 9*
*Checks DE Codex I have*
*Units are Ld 8*
Of course they are.
In Orker news, had a chance to try Tankbustas and MANz that Deep Striked (narrative mission in GW). MANZ did really well, Tankbustas would have won the game but I was required to roll to hit against a building as per the GW employee made me (forge the narrative and whatnot). BikerStar performed as it always does (no Zhadsnark, stayed away from FW for this event).
LOL on the DELd! Seriously though my Mek Gunz units are so large (Max extra grots every time) that to cause a Ld against T7 absorbs a lot of enemy firepower. Other wise I also stay away from FW headaches. Codex Orks only, not even supplements, and I'm having a blast every game.
BikerBoss with Bikers and PB on Bike
Two full units of Tankbustas
2 min sized Grot Mobs
Maxed out Heavy Slots with maximum size mobs of Mek Gunz, 2 of which have HQ generic Meks.
Troops 24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
24x Shoota Boyz
Boss Nob [Bosspole, Power Klaw, Shoota]
Fast Attack Deffkopta [Twin-linked Rokkit Launcha]
Deffkopta [Twin-linked Rokkit Launcha]
Deffkopta [Twin-linked Rokkit Launcha]
Heavy Support 2x Kustom Mega-kannon
2x Lobba
I think it's looks pretty solid, while still having elements I like. Straightforward like most of my stuff. Koptas outflank, Bustas kamikaze at Knights and other big vehicles, Boyz try to survive past 3rd turn and kill something, Meks roll dice with Big Gunz.
I haven't used TBustas before, so should I have more/less?
I like this list. I would personally use slugga boyz but that's just personal preference. I think it should do fairly well.
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
2015/09/30 22:29:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: Personally I take the FW dread mob in the great waaagh detachment because it has a ton of troops slots and they can deepstrike. This helps with the loss of ere we go but not as much as I would like.
I am pretty sure you cannot combine them.
The dreamob FW army list is a detachment. The great waaagh is another separated detachment.
Sadly, only units from the great waaagh detachment can use the "tellyporta strike "rule, not all your army.
2015/10/01 03:01:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Actually you can. It is an army list that replaces the standard force org. Since it is outdated you can houserule it. I wouldn't try to bring it to a tournament without asking first though. I actually emailed FW and they said that since it is out of date just to houserule I and expect it to be addressed in the next faq/updated book.
Automatically Appended Next Post: So basically so long as your TO/opponent don't mind its perfectly legal. It is definitely a lot of fun though. Deep striking dreads is hilarious. Also I bring a second detachment with my gork and morkanaut and try to deep strike them too. I also personally have a no guts no glory philosophy to deep striking. It has mishapped once out of about 15 so far and normally I try to drop them within flamer range. Or behind a gun line that's fun too. My deep striking units hit more than my blasts of any sort...
This message was edited 1 time. Last update was at 2015/10/01 03:08:08
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
2015/10/01 10:11:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
i've always been underwhelmed by bomb squigs. Previously i hated them because they were somewhat pricy and literally did nothing to nonvehicles, which was annoying since vehicles that they can reliably hurt kinda vanished.
They fixed that. But then made it AP4 for some reason. Making it not very good against anything except vehicles once again. Still dont use'm
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2015/10/01 18:26:30
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Bombs squigs are almost guaranteed hit and relatively cheap, but they have shorter range, AP4 and can't hit flyers.
I had practice match against (Traitor) Guard with the list I posted above today and Bomb Squigs scored one hullpoint out of 3 I managed to shoot. All hit, but others didn't pen or glan.
Rest of my list was as solid as I assumed it would be. Didn't lost any of Boy squads, though one was reduced to single Boy. Had great Ld-check luck.
Tank Bustas didn't proved themselves, but it was more because of my opponent being wary of them. They shot a lot, hit less. Mostly because I was either speeding forward or shooting at flyers. Other hand sole survivor of other squad scored me 3 VP by capturing Tactical Objectives. Definitely MVP of my team. Deffkoptas made suicide Outflank at opponents Wyvern and scored two hullpoints, one being weapon destroyed, other shaken.
SAG Meks and Mek Gunz didn't felt like they earned their points back. I got them to high-ground, but there was multiple 'mountains' blocking the LOS. I made some mistakes in deployment regarding range and LOS. SAG rolls were bearable, but opponent was vehicle heavy so they didn't do much. Warboss+Painboy combo would give better profit for points ratio, but I want to keep using Big Meks for personal fluff reasons...
In the end I won by 1 VP thanks to most of my Maelstorms being Obj.Secs from my end of table. This feels like decent army, but I wonder should I fine-tune it somehow. Changing squad or two to Sluggas, taking more competitive HQs, increase amount of Mek Gunz?
2015/10/01 21:50:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Bomb squiggs have tank hunters... What armor value were you shooting at that only 1 in 4 wounded?
Also in units of Tankbustas I usually take 5 in a trukk for assaults x2-3, or a single unit of 15 with 3squiggs a nob and bosspole. The latter is if it's a friendly game
Warboss Troil
"Less chat, more splat!"
2015/10/02 02:53:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Tank busters in general have tank hunter, its not a bomb squig specific thing.
Problem is S8 even with tankhunter is lousy against AV13/14 and thats the AV you actually have to worry about. 11/12 is usually not a problem unless its in the air.
Slightly off topic but thats why i despise the Broadside Railgun in the tau codex. S8 means absolutely nothing to me in terms of anti-vehicle, but auto-splat-wise its awesome.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys