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Made in us
Wicked Warp Spider





TheunlikelyGamer wrote:

1cp Telly porta

Check the codex

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in us
Regular Dakkanaut




2 CP for telaporta
   
Made in gb
Norn Queen






ArmchairArbiter wrote:
I know this isn't tactics related but I did not want to create a whole new thread for it.

Did the Ork Boyz box come with 25mm bases before this most recent Codex? and they upgraded to 32mm? Or did they just give the box a face lift?
Boyz are now on 32mm bases. Since RaW you can put them on any base you want from a 2mm to a 60mm base, it's a moot point. However, allegedly the general consensus is to use the base your actual models came with and don't try to play silly buggers with it. TO's are free to House Rule however they want so make sure you confirm with them beforehand. If you're just starting out you're better off just putting on 32's to begin with to save yourself tears and tantrums in the future. If you already have 25mm based Boyz my advice is to either glue them on top of 32s, hollow out 32's so they wrap around the 25 and extend your basing, or just zogging re-base them.

This message was edited 1 time. Last update was at 2018/11/15 18:42:13


 
   
Made in fi
Locked in the Tower of Amareo





 CthuluIsSpy wrote:
 Kap'n Krump wrote:
An interesting strategy I saw is that more dakka causes DDD to proc on 5s and 6s, and DDD causes auto-hits and extra shots.

So, if you move a squad of lootas, and hit em with the more dakka strat, they're back up to hitting on 5s thanks to DDD.


But why though? They have 48" range? They are more of a sit and shoot unit.


Like do what i did today. Out of los, da jump(or move if speed enough), shoot. Safe from enemy shooting. Good if you have 2-3 units that you want to protect(for me loota and tank busta) as if enemy sees both i can just choose which he shoots. Plus any high damage weapon would be killing orks a lot anyway grots or not

I even had kunning but brutal to ensure they are out of los if i go second. In los if i go first

This message was edited 1 time. Last update was at 2018/11/15 18:42:18


2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!

This message was edited 2 times. Last update was at 2018/11/15 19:19:07


 
   
Made in fi
Locked in the Tower of Amareo





gungo wrote:
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


Plasma s7. To kill on 2 needs overcharge so even better for orks

2024 painted/bought: 109/109 
   
Made in us
Shadowy Grot Kommittee Memba






gungo wrote:
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


I imagined this screamed at absolute maximum volume, and it made the post that much more enjoyable.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fi
Locked in the Tower of Amareo





Tuesday game night I had to skip due to fever. On flipside it gave me 13h paint session + painting on wednesday so got basically all critical ork painting done for now so can concentrate on titans again for a while. Anyway for today I had game against rookie(this would be his 2nd game in 8th. Had played in 4th ed or so) so I opted to not bring up all tooled up list. Wanted to try out lots of my scratch build mek guns though so:

Evil sun battallion:

trike w/kunning but brutal, super cybork body
weirdboy(fist of gork)
10xgrot
2x30 boyz(one with 10 shootas and big choppa, one with power klaw)

Death skull battallion:

mek w/SAG
2xweirdboy(da jump)
4x10 grots
30xboyz(19 shoota, big choppa)
10xtank busta
15xloota
4xsmasha gun+3xtraktor gun+2xkmk

After coming with list I remembered hadn't he mentioned his faction sometime before? Double check and oh yes...And it was dark eldars! Priority orders received! Forget about winning. I don't care about that. I just want to KIIIIIIIIL! I have won vs dark eldars before(once literally killing no models...) but killing them has been issue all the time(1.5"+ tall places enough and you can't assault them and index orks couldn't shoot either...). However I thought these mek guns might be bit much against rookie so I toned down list leaving 2 of each and took up 5 bikes with big choppa nob instead.

He had archon, squad of kabalites in raider, wyches in raider, incubi on venom, wracks on raider with haemonoculus something, some 4w monsters, talon, 3 jetbikes, 2 ravagers with dark lances. Oh and some flyer with S6 d6 missiles, 2 dark lances and splinter guns.

We got race to victory as scenario. I put up fast stuff on left, guns on center, dethskull boys and lootas on right. Evil sun boys into deep strike. As he got 1st turn though I used warlord trait to reposition stuff. Lootas went to my far right outside LOS, evil sun grots were repositioned left and front of trike to ensure his flier can't park next to my warlord and snipe him. I btw am starting to love this warlord trait.

T1 dark eldar. He moved forward and shot. And boy what a horrible luck. Dark lances struggled to wound mek guns so best he got was 5 wounds to both traktor kannons. Some death skull boys died(guess who forgot 6++ now that I think about it...) but all in all light.

T1 orks. I had kill unit in h2h. Well I'm an ork. I don't think too much if it's smart if there's chance to kill stuff in h2h so trike+bikes raced toward the 4W guys. Other than that I just shuffled around. Psychic da jump repositioned lootas back into position they could shoot at dark eldar vehicles. Fist of gork to trike. Shooting. This was fun. I started with smasha guns against raider with wyches dropping it to 4 wounds. Traktor kannon 1 bounced on 5++. Traktor kannon 2 failed to wound but command CP and wound and through save. 5 wounds and autoexplosion which took 3 more wounds to the one with kabalite warriors. Lootas fired up with more dakka and took that down too. And tank bustas vs flier dropped it down to 5 wounds.

I might have trippled my lifetime wounds caused vs dark eldars? Too bad attack against monsters went less stellar. 4 wounds past inv saves but after wound rolls and feel no pains only 1 died and 1 was down to 1 wound and regular bikes failed utterly.

T2 dark eldar. Wracks and incubi disembarked and prepared to charge trike. Whoops. Monsters fell back to allow shooting vs trike and bikes. Some haywire dark eldars appeared out of deep strike to my right killing weirdboy that had da jumped lootas but that's all right. I had 1 more and he ensured lootas were well out of charge range from deep strikers if that would have been his plan. Shooting and his atrocious luck(seriously 3 dark lances hit and fail to wound...And this happened twice in this game) but flyer did get the traktor kannons finished off at least. Grots were dying but those are sacrificiable. H2h and my trike was charged by everything but somehow survived with 3 wounds suffered. I even panicked and used counter attack but failed to kill haemonoculus(sp) warlord. Damn inv+fnp.

T2 orks. Time to bring in more orks. One mob appeared behind wracks to help my trike. Second went right behind kabalite. Not that it was best ideas(wyches nearby) but I want to kiiiiil and I had 2 cards depending on killing stuff on h2h. Another was clear center. Magic. I tried da jump further into safety but failed. Fist of gork again. Shooting. Lootas split with more dakka. 3(no LOS to vehicles) to the haywire guys but failed to kill anything. Rest shot at ravager. 16 wounds and FNP was useless. Tank bustas blew out the flyer out of the sky. Mek guns didn't do much this turn nor did big mek w/SAG.

H2h. Boys make charge and kill bunch of wracks and all kabalite warriors(2 vp's there). Trike then decided rather than 4++ hq that is wounding me on 6 anyway let's kill incubi. 8 attacks. 6 hits, 6 wounds, 5 past armour save. Scratch squad of incubi....WAIT? Only 1 died? That was 4 1's for damage followed by 3 6's and one 2 wound followed by double 6...

You got to be kidding me!

Well to be fair neither did he do much and I was still sitting there with 3 wounds.

T3 dark eldar. More wracks deep striked and charged boys on right that were sandwiched by archon and wyches. Ouch. Talos charged trike boss. Shooting saw stuff here and there die but not much. I still had 2 KMK and smasha gun left(his rolling...). H2h both boys unit took horrendous damage though wyches and wracks died in return. Trike boss barely died as well. Morale phase I rolled 6 for BOTH boys unit losing 8 from both. OUCH OUCH OUCH.

We started T3 but realized we had 15 minutes to pack and leave before place close. I would have got 3 advance(2 grots+weirdboy) and was going to get another vp. Defend same objective front of talos&co would have been tough. But I had got evil sun boys out of combat at least so would have used lootas, tank bustas and mek guns to shoot at talos, bikes and other stuff so I think I might have been able to do that. Even without that though it was 9-7(I think something like that. 2-3 vp lead anyway) win for orks.

[Thumb - 20181115_173332.jpg]

[Thumb - 20181115_191139.jpg]


2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran






 BaconCatBug wrote:
ArmchairArbiter wrote:
I know this isn't tactics related but I did not want to create a whole new thread for it.

Did the Ork Boyz box come with 25mm bases before this most recent Codex? and they upgraded to 32mm? Or did they just give the box a face lift?
Boyz are now on 32mm bases. Since RaW you can put them on any base you want from a 2mm to a 60mm base, it's a moot point. However, allegedly the general consensus is to use the base your actual models came with and don't try to play silly buggers with it. TO's are free to House Rule however they want so make sure you confirm with them beforehand. If you're just starting out you're better off just putting on 32's to begin with to save yourself tears and tantrums in the future. If you already have 25mm based Boyz my advice is to either glue them on top of 32s, hollow out 32's so they wrap around the 25 and extend your basing, or just zogging re-base them.


Thanks but I was asking if the old boxes came with 25mm or the reboxing put them on 32. Sounds like it put them on 32mm now so I’ll avoid eBaying the boyz. I want the proper size base as I am just starting out.

Thanks!
   
Made in gb
Norn Queen






32mm bases are super cheap though, you can save money with eBay Boyz (especially since people will be rage selling) and just glue them onto the 32mm bases or rebase them on the cheap.
   
Made in au
Flashy Flashgitz






 BaconCatBug wrote:
32mm bases are super cheap though, you can save money with eBay Boyz (especially since people will be rage selling) and just glue them onto the 32mm bases or rebase them on the cheap.
Semper, can I buy all your kommandos?
   
Made in fi
Locked in the Tower of Amareo





BTW army lists for the saturday tournament were put online.

https://docs.google.com/document/d/1Y-qWNgcFXIXAqLMUFRir7K2S-8zmz5bzTnGQG-o_1qI/edit

1 imperial knight among dark angels and one chaos knight. Well that one could be worse one. I think I can live with that one. Dark angel army could be lots of dakka in lots of vehicles. Getting first turn would be good.

Drukhari list I can live with. 1 ravager, not huge venom spam, no black heart cabal.

Tyranids #1 probably will walk over my list. (if nothing I have zero experience playing vs bugs)

Other ork list is weird. 10 strong evil sun mobs? Goff deep strikers with S5 and trike T1 charge plan? Could be brutal mirror match.



2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
gungo wrote:
The one real good thing about orks vs plasma spam is generally orks don’t care about plasma spam... becuase overcharged and regular plasma have the same rolls to kill an ork boy however!!! Plasma spam really messes up high armor save 2 wound models...in other words warbikers and Meganobz are not a fan of plasma!!! Vs dark angels plasma spam you want boyz or grots to eat that overwatch!!!! He is going to tear up your warbikers!!!


Plasma s7. To kill on 2 needs overcharge so even better for orks
true but It doesn’t make a whole lot of difference plus if you are overcharging to turn that 3+ to a 2+ I’ll take that deal since mortal wounding a plasma marine to kill an ork boy is a good trade off.
   
Made in us
Nasty Nob





United States

Deffskull Big Mek Warlord w/Tellyporta Blasta and Oppurtunist. Is this a good character sniper?

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 us
Dakka Veteran




How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.

This message was edited 4 times. Last update was at 2018/11/16 00:33:23


 
   
Made in us
Battlewagon Driver with Charged Engine





fe40k wrote:
How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.
I'll let you know. I'm trying to keep a few around to hover in front of the trike boss, in case he fails his charge and is sticking out and targetable. Not that I have much faith in the deffkoptas lasting long, but maybe just enough to let the boss live until turn 2.
   
Made in us
Regular Dakkanaut




Savannah

 JimOnMars wrote:
fe40k wrote:
How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.
I'll let you know. I'm trying to keep a few around to hover in front of the trike boss, in case he fails his charge and is sticking out and targetable. Not that I have much faith in the deffkoptas lasting long, but maybe just enough to let the boss live until turn 2.


I prefer the Koptas because you can take them as solo models (and I find them funnier). Fills up FA slots and plays well with the DeathSkulls kulture (especially if you have the spare points to chuck a KMB on there). The bomb is a nice little bonus, too. As is fly, so you can get places the bikes can't, like over the enemy's lines and onto upper floors to flush out campers.

Though if you were planning on running a max unit, you might do better with the warbikes, just due to the -1 to hit strat and the ability to protect the odd weapon upgrade with the "cheap" nobz.

Not that either is going to be setting the world on fire, so you might as well go with whichever you think is cooler, really.
   
Made in fi
Locked in the Tower of Amareo





 Trimarius wrote:
 JimOnMars wrote:
fe40k wrote:
How do we feel about DeffKoptas?

I was comparing [DeffKoptas] and [Nobs w/Warbikes] (Choppa+Kustom Shoota), and I'm curious which we might want to use. They're both 40 points, and you get...

Deffkoptas: FLY, +6" move guaranteed, +1W, but 2d3 attacks (2-6), Scoutin' Ahead, Deffbomm
Nobs w/Warbikes: +4 shots at 18", 3+1 attacks base, +1LD, -1 to-hit w/Stratagem; can have 9 models instead of 5 in a group

Actually, now that I type this out - Deffkoptas are much better, but slightly more random. Nobs w/Warbikes get a little bit more damage output at range, but... I guess Nobz are more customizable; but then you lose the equal points comparison. Nobz can have a -1 to-hit on them, but they're 1 less wound, so; it balances out.
I'll let you know. I'm trying to keep a few around to hover in front of the trike boss, in case he fails his charge and is sticking out and targetable. Not that I have much faith in the deffkoptas lasting long, but maybe just enough to let the boss live until turn 2.


I prefer the Koptas because you can take them as solo models (and I find them funnier). Fills up FA slots and plays well with the DeathSkulls kulture (especially if you have the spare points to chuck a KMB on there). The bomb is a nice little bonus, too. As is fly, so you can get places the bikes can't, like over the enemy's lines and onto upper floors to flush out campers.

Though if you were planning on running a max unit, you might do better with the warbikes, just due to the -1 to hit strat and the ability to protect the odd weapon upgrade with the "cheap" nobz.

Not that either is going to be setting the world on fire, so you might as well go with whichever you think is cooler, really.


Well koptas can benefit from the -1 to hit as well. Albeit whether it's that good for koptas is another thing. Lone models meanwhile is good for deathskulls and brigade filling

2024 painted/bought: 109/109 
   
Made in gb
[DCM]
Fireknife Shas'el





Leicester

Hoping that koptas have gone back to fulfilling the role they did back in 5th; solo koptas were great distraction / harassment units. Scout ahead and use high movement to get right in the enemy’s flanks with enough shooting to present a threat and enough durability to require a bit of fire to remove them. They probably won’t see turn two, but if they’ve stopped your opponent from shooting at the boyz or dragged them away from objectives, they’ve done their job. Hopefully killed something too, but that’s actually a bonus.

DS:80+S+GM+B+I+Pw40k08D+A++WD355R+T(M)DM+
 Zed wrote:
*All statements reflect my opinion at this moment. if some sort of pretty new model gets released (or if I change my mind at random) I reserve the right to jump on any bandwagon at will.
 
   
Made in gb
Norn Queen






Koptas suffer the same issue that Nobs, Primaris and other multi wound models have, they are multi wound models, which makes them LESS durable than single wound models.
   
Made in gb
Mekboy on Kustom Deth Kopta






I had a good laugh with Koptas last game.

I run them with rokkits to act as mobile AA threats.

Over the course of a battle I had one use ramming speed to deal 3 mortal wounds to a squad of Dire Avengers turn 1. Mostly to guarantee charge (was on top of building) and to atop DA shooting though.

Another managed to snipe a jetbike farseer by shooting him, getting particularly lucky then charging him and mulching him in combat. I did cheat though as I left combat and thought I could charge back in to go first because of fly. So it took like 2 turns total but it put decent pressure on my opponent.

Use them as the pests they are but don't overinvest in them would be my advice.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 BaconCatBug wrote:
Koptas suffer the same issue that Nobs, Primaris and other multi wound models have, they are multi wound models, which makes them LESS durable than single wound models.


If they take even one Lascannon shot away from my Battlewagons I'm a happy Warboss.

7000+
3500
2000 
   
Made in gb
Norn Queen






I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".
   
Made in gb
Mekboy on Kustom Deth Kopta






 BaconCatBug wrote:
I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".

They already gave index units DDD.

Not sure they fixed Big Guns though.
   
Made in gb
Regular Dakkanaut




tneva82 wrote:
Tuesday game night I had to skip due to fever. On flipside it gave me 13h paint session + painting on wednesday so got basically all critical ork painting done for now so can concentrate on titans again for a while. Anyway for today I had game against rookie(this would be his 2nd game in 8th. Had played in 4th ed or so) so I opted to not bring up all tooled up list. Wanted to try out lots of my scratch build mek guns though so:

Evil sun battallion:

trike w/kunning but brutal, super cybork body
weirdboy(fist of gork)
10xgrot
2x30 boyz(one with 10 shootas and big choppa, one with power klaw)

Death skull battallion:

mek w/SAG
2xweirdboy(da jump)
4x10 grots
30xboyz(19 shoota, big choppa)
10xtank busta
15xloota
4xsmasha gun+3xtraktor gun+2xkmk

After coming with list I remembered hadn't he mentioned his faction sometime before? Double check and oh yes...And it was dark eldars! Priority orders received! Forget about winning. I don't care about that. I just want to KIIIIIIIIL! I have won vs dark eldars before(once literally killing no models...) but killing them has been issue all the time(1.5"+ tall places enough and you can't assault them and index orks couldn't shoot either...). However I thought these mek guns might be bit much against rookie so I toned down list leaving 2 of each and took up 5 bikes with big choppa nob instead.

He had archon, squad of kabalites in raider, wyches in raider, incubi on venom, wracks on raider with haemonoculus something, some 4w monsters, talon, 3 jetbikes, 2 ravagers with dark lances. Oh and some flyer with S6 d6 missiles, 2 dark lances and splinter guns.

We got race to victory as scenario. I put up fast stuff on left, guns on center, dethskull boys and lootas on right. Evil sun boys into deep strike. As he got 1st turn though I used warlord trait to reposition stuff. Lootas went to my far right outside LOS, evil sun grots were repositioned left and front of trike to ensure his flier can't park next to my warlord and snipe him. I btw am starting to love this warlord trait.

T1 dark eldar. He moved forward and shot. And boy what a horrible luck. Dark lances struggled to wound mek guns so best he got was 5 wounds to both traktor kannons. Some death skull boys died(guess who forgot 6++ now that I think about it...) but all in all light.

T1 orks. I had kill unit in h2h. Well I'm an ork. I don't think too much if it's smart if there's chance to kill stuff in h2h so trike+bikes raced toward the 4W guys. Other than that I just shuffled around. Psychic da jump repositioned lootas back into position they could shoot at dark eldar vehicles. Fist of gork to trike. Shooting. This was fun. I started with smasha guns against raider with wyches dropping it to 4 wounds. Traktor kannon 1 bounced on 5++. Traktor kannon 2 failed to wound but command CP and wound and through save. 5 wounds and autoexplosion which took 3 more wounds to the one with kabalite warriors. Lootas fired up with more dakka and took that down too. And tank bustas vs flier dropped it down to 5 wounds.

I might have trippled my lifetime wounds caused vs dark eldars? Too bad attack against monsters went less stellar. 4 wounds past inv saves but after wound rolls and feel no pains only 1 died and 1 was down to 1 wound and regular bikes failed utterly.

T2 dark eldar. Wracks and incubi disembarked and prepared to charge trike. Whoops. Monsters fell back to allow shooting vs trike and bikes. Some haywire dark eldars appeared out of deep strike to my right killing weirdboy that had da jumped lootas but that's all right. I had 1 more and he ensured lootas were well out of charge range from deep strikers if that would have been his plan. Shooting and his atrocious luck(seriously 3 dark lances hit and fail to wound...And this happened twice in this game) but flyer did get the traktor kannons finished off at least. Grots were dying but those are sacrificiable. H2h and my trike was charged by everything but somehow survived with 3 wounds suffered. I even panicked and used counter attack but failed to kill haemonoculus(sp) warlord. Damn inv+fnp.

T2 orks. Time to bring in more orks. One mob appeared behind wracks to help my trike. Second went right behind kabalite. Not that it was best ideas(wyches nearby) but I want to kiiiiil and I had 2 cards depending on killing stuff on h2h. Another was clear center. Magic. I tried da jump further into safety but failed. Fist of gork again. Shooting. Lootas split with more dakka. 3(no LOS to vehicles) to the haywire guys but failed to kill anything. Rest shot at ravager. 16 wounds and FNP was useless. Tank bustas blew out the flyer out of the sky. Mek guns didn't do much this turn nor did big mek w/SAG.

H2h. Boys make charge and kill bunch of wracks and all kabalite warriors(2 vp's there). Trike then decided rather than 4++ hq that is wounding me on 6 anyway let's kill incubi. 8 attacks. 6 hits, 6 wounds, 5 past armour save. Scratch squad of incubi....WAIT? Only 1 died? That was 4 1's for damage followed by 3 6's and one 2 wound followed by double 6...

You got to be kidding me!

Well to be fair neither did he do much and I was still sitting there with 3 wounds.

T3 dark eldar. More wracks deep striked and charged boys on right that were sandwiched by archon and wyches. Ouch. Talos charged trike boss. Shooting saw stuff here and there die but not much. I still had 2 KMK and smasha gun left(his rolling...). H2h both boys unit took horrendous damage though wyches and wracks died in return. Trike boss barely died as well. Morale phase I rolled 6 for BOTH boys unit losing 8 from both. OUCH OUCH OUCH.

We started T3 but realized we had 15 minutes to pack and leave before place close. I would have got 3 advance(2 grots+weirdboy) and was going to get another vp. Defend same objective front of talos&co would have been tough. But I had got evil sun boys out of combat at least so would have used lootas, tank bustas and mek guns to shoot at talos, bikes and other stuff so I think I might have been able to do that. Even without that though it was 9-7(I think something like that. 2-3 vp lead anyway) win for orks.



Cool report dude. Did you run bikes and how did you find them. How did the 30 blob of boys get on in cc?
   
Made in si
Foxy Wildborne







 An Actual Englishman wrote:
 BaconCatBug wrote:
I just realized that Index Ork units are now somewhat worse because they don't benefit from Dakka! Dakka! Dakka!

I wonder if GW will errata the index to give them DDD and/or fix the Big Gunz "issue".

They already gave index units DDD.

Not sure they fixed Big Guns though.


Source? I know they gave Forgeworld units DDD, haven't seen anything about Index.

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40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in gb
Regular Dakkanaut




With regards deffcoptas, keep them close to a blob of 30 boyz for an easy +1 armour save strat. Their range with evil sunz (guaranteed 23" move and advance) means they can quiet easily keep up with da jumped boyz.

I never thought of using the ramming speed. 2 CP is too pricey to use on a single model imo but the option is nice to have.

   
Made in gb
Pyromaniac Hellhound Pilot






So what's our most optimal green tide at the moment? I feel like there's a lot of excitement around our new options, but the tide remains viable.

7pt boyz and 9pt stormboyz are a bit grim, but the benefits they gained probably outweigh this I feel.

(clan cultures, DDD, buffed ere we go, access to green tide strat, fight again strat, grot shield strat, tankbusta bombs, stormboyz can DS, tellyporta strat, warpheads for support)

Perhaps something like this:


Deathskull battalion

2 weirdboyz (usually warpheads - one warpaths and jumps boyz, one FoG for warboss and smites)
2 x 30 slugga boyz with PK
3x10 gretchin (backfield scoring)
30 gretchin (grot shield for stormboyz)

Evil suns battalion

Smash-warboss on bike
Foot warboss with PK
3 x 30 slugga boyz with PK
10 slugga boyz (for mob up and jump)
30 Stormboyz with PK
Smasha gun - enemy will shoot it to provide a handy 'loot it' strat for boyz or stormboyz

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in nl
Dakka Veteran





Netherlands

I see all of you stating the Mek Guns do not profit from the clan kulture because of the Gretchin keyword. To me that doesn't sound correct.

The text in the codex states: "Units comprised entirely of GRETCHIN cannot benefit fromany Clan Kultur." The Mek gun entry says: "This unit contains 1 Mek Gun and 6 grot krew". Now of course there are the keywords. But these state Gretchin (for the grots) as well as artillery (for the gun). Thus imho this is a mixed unit of Gretchin and arty. Not?

   
Made in fi
Locked in the Tower of Amareo





CaptainO wrote:

Cool report dude. Did you run bikes and how did you find them. How did the 30 blob of boys get on in cc?


Like first game they lost couple members in opponents first turn and didn't do much in combat or shooting either. Mostly just distracted attention from the trike.

Getting h2h was easy enough. Deep strike, 8" charge, hack&slash. Issue was more of trouble vs T5 inv save getting kills and then getting creamed by return attacks.

2024 painted/bought: 109/109 
   
 
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