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2015/10/12 16:20:24
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Yeah after that game I was what when did boy squads become so awesome! Going have to try to do more with them. His list was crazy good and countered mine really hard. He whipped out Zhadsnark and his biker boyz in one turn. I was pretty sure I was going to lose until the boyz started fighting things and he just started picking up models. Honestly, my trukk boy squads are some serious punch when they get into a fight. Currently in the league I am 4-1. I have one more game this week. Most likely space wolves or Raven guard.
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
2015/10/13 05:36:42
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Matthew wrote: Guys, the best way to counter Deathwing Knights with TH/SS?
Shot them. They are basic terminators. If they are all TH/SS then assaulting them could be a good option since you would strike first. Last I checked the Deathwing Knights could not take TH. They have power mauls and once per game they can use some ability to make themselves str 10. I believe this was before the new codex. If the new one is now they are just TH/SS.
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
2015/10/13 20:23:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
They don't get thunderhammers, just an ap3 maul in essence, and can do individual smite attacks now which basically limits them to one attack that phase but at str 10, possibly ap1? at least ap2
2015/10/13 21:18:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
jackl1324 wrote: They don't get thunderhammers, just an ap3 maul in essence, and can do individual smite attacks now which basically limits them to one attack that phase but at str 10, possibly ap1? at least ap2
In that case, Fearless Sluggas or Grots will tie them up.
Fighting crime in a future time!
2015/10/14 06:45:52
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
In all seriousness, it's no worse for us than facing a couple broadsides teams and a riptide or two. Except, you can't kill it. And it's cheaper. Yep, it's gona probably screw greentides up but what doesn't nowadays. Demolisher formations, scat bikes, apoc eldar psy blasts, wivern squadrons.
You generally alpha-strike it or hope that your opponent doesn't bring it in the first place cause in case of mass wiverns or demolisher squadrons, they're not too great against the meta. In this case of a tau superwalker...you clearly can't alpha-strike this armless thing. Your best bet would be to tarpit it with fast stuff hoping for bad stomp rolls and than catching it up and tarpit even more with your green tide having gotten the rest of tau army envolved in a glorious multi-assault.
This message was edited 2 times. Last update was at 2015/10/15 11:57:28
2015/10/15 11:35:17
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
It's T6 8W 3+ with fnp, gets access to support systems. Has a lot of shooting...and can anchor itself in place to shoot twice the following turn. That said on average on average 42 powerklaw attacks milk it in one turn, basic irks can wound it on 6s, and all basic ork shooting can hurt it unlike WKs and IKs
2015/10/15 18:58:41
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
How do you beat Space Marine Battle Company with Orks?
I normally run Mech Orks with Battle Wagons and Gun Wagons with a couple squads of boyz, and the rest Tankbustas + max solo deff Koptas for msu scoring.
Other ideas I can run are up to 10 KMKs, Green Tide, a MANZ missile, or a Kustom Battle Fortress.
This is the list I was considering.
Spoiler:
CAD #1
Warboss (EA, DFK, PK) <- Warlord
Painboy
5 Tankbustas (Bomb Squig) in a Trukk (Ram)
5 Tankbustas (Bomb Squig) in a Trukk (Ram)
Battlewagon (Ram, Rokkit)
5 Lootas
5 Lobbas (5 Ammo Runts)
Void Shield Generator (3 Void Shields, Barricade)
Cad #2
Warboss (EA, DLS, PK)
Painboy
5 Tankbustas (2 Bomb Squigs) in a Trukk (Ram)
5 Tankbustas (Bomb Squig) in a Trukk (Ram)
17 Boyz + Nob (PK, BP)
Gretchin
Deff Kopta (Rokkit)
Deff Kopta (Rokkit)
Battlewagon (Ram, Rokkit)
5 Lootas
The VSG hopefully keeps my Battle Wagons alive for 1 turn, and if need be I will deploy outside the wagons to prevent drop podding inside the VSG range.
A warboss + painboy inside each wagon with boyz. I'm hoping for +1 to seize or Stealth in Ruins, but Master of Ambush lets me outflank Tankbusta Trukks, which can be good.
I'm generally going to be hemorrhaging units, but feel like I have enough that I can tolerate that, and I feel like I will have better overall board control which should put me in position to win. What do you guys think?
2015/10/17 10:29:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Tide is hurting but still Fearless due to 20 point upgrade!! Shoot and assault Eldrad's squad, kill all Wraith Guard, he uses Gate of Infinity to get away!! I kill 3 more drop pods in assault and get 15 wounds against me due to explosions. Normal Ork Life.
What 20point upgrade makes them Fearless? Am i missing something?
6K 6K 6K 4K
2015/10/17 11:49:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Yeah, most Greentide players take the formation (couple of Nobz with PK so you can kill tougher stuff), GreenTide Warboss with Big Bosspole for Fearless + CAD w/ Painboy/Mad Dok (if you don't take Big Boss Pole) and Warboss w/ Da Lucky Stikk
YMDC = nightmare
2015/10/18 02:40:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!