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Made in us
Longtime Dakkanaut




Wichita, KS

I was building a Stompa list for the 1st time in months, and remembered 1/2 through that it isn't an assault transport. What kind of War Effigy is that?
   
Made in ca
Gargantuan Gargant






tag8833 wrote:
I was building a Stompa list for the 1st time in months, and remembered 1/2 through that it isn't an assault transport. What kind of War Effigy is that?


Yeah, I always felt that was an oversight, something they also missed out on both the Gorkanaut/Morkanaut. Would make delivery into an assault much more interesting, but then again most of the time we fill them meks anyways so I guess its not too much of a loss, just feels weird that they're one of the few vehicles that Orks can't assault out of.
   
Made in pl
Regular Dakkanaut





Anyone got expirence with 243 models which is 240 boyz (8x30) plus warboss and 2 docs?
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

wow... No. Lol.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Mr.T wrote:
Anyone got expirence with 243 models which is 240 boyz (8x30) plus warboss and 2 docs?

Your opponent gets bored and walks away during deployment. 2 1/2 stars.
   
Made in us
Liche Priest Hierophant






My suggestion? Movement trays for when they're going through open terrain, (just a sheet of hefty plasticard or cardstock should work), and for when you're doing fancier maneuvers, don't worry about which Boy is which in particular. Specials, like Nobs or heavy weapons, of course, need to be moved properly, but for the rest, figure out where you want the front of the unit to move, and just take models from the back and put them there- moves the whole unit with fewer actual model movements.

Of course, run that technique by your opponent first, to make sure they're okay with it (and the TO of course, in organized play).

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 us
Mutilatin' Mad Dok





Georgia

Yeah. I was at one point completely down to clown with the greentide formation, but after actually playing a decent number of games, movement is tough for orks. The leapfrog method "leapwaagh?" is a good way to move models, but having over 200 boyz just seems silly. Don't know how effective it would be, either.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Most I've done is 190 I think. Play it with a few people who don't mind first and get good at moving them quickly. I think that many boyz could work. Most people don't have that many bullets in 7 turns. IG and some others will give you problems but the small elite armies will quake in fear seeing they are outnumbered by 10-1 or more. Unless they can reliably deal 10 wounds a turn without taking any. Practice doing it quickly. Also I know whenever I have played ill measure the first line and then move everyone up keeping the same spacing and maybe moving a nob less than his distance or moving boyz diagonally to shield said nobz. I have yet to have anyone complain in a while. I can get a turn done with the tide than some people and their space Marines lol.


Automatically Appended Next Post:
Also to be fair most of our assault vehicles only get the rule because they are open topped. I don't want my walkers to be open topped.

This message was edited 1 time. Last update was at 2015/11/15 03:26:11


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
Liche Priest Hierophant






I think the thing about Assault Vehicles is that it seems as though there's a ton of those fiddly, handy rules out there that are Marine specific, even if they'd make just as much sense (and are supposedly 'general rules') with other races. Like the Naughts- you'd think that Orks would love putting things like aggressively-opening breacher doors on their transports so that the Boyz can literally explode out of them, right? But nope. About the only non-open-topped Assault vehicle in the game is the Land Raider (and maybe one of the Eldar vehicles?)

Same with a couple other things that could be fluffy, and seem to have just been forgotten.

The Tankbusta's lack of Tankhunters in the last edition is a great example of this- it seemed so obvious, but was left out of the rules for some strange reason.

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 gb
Fully-charged Electropriest






Thanks to the people who posted advice for me and the game I had against Eldar & Grey Knights, I ended up using my Stompa for the first time with some KMK's and everything else in Battlewagons. It was a crazy game, the Stompa performed pretty well and got into combat with the Wraith Knight at the end of the game and killed it in one round (WK had no strength D, thankfully!) then got blown up by some strength D artillery when it tried to claim an objective. My tankbustas got first blood on a Dark Eldar skimmer, murdered a unit of War Walkers and shot a Storm Eagle Gunship carrying Terminators and a Dreadnaught out of the sky in one turn of shooting. My Warboss kept rolling 1's for LoS and armour saves but still managed to kill a Purgation squad (I think) with Psycannons and half of a combat-squaded Purifier squad. My KMKs spent a lot of the game moving forward but still took wounds off various things and helped out the Stompa's Deff Kannon to thin the numbers of a Paladin unit who swiftly used Gate of Infinity to escape to somewhere a bit safer and scare a unit of grots off an objective

It was a tough game to play and I ended up losing but had an absolute blast! The Eldar had an incredibly strong shooting phase, strength D and Lance attacks all over the place and I had to work very hard to try and pick these units apart. The psychic phase was on another level with all the buffs and de-buffs available to Eldar and GK. Great fun to play against though!
   
Made in us
Liche Priest Hierophant






Tankbustas are awesome. Remember that, and you will go far.

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 us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Anvildude wrote:
Tankbustas are awesome. Remember that, and you will go far.


WAIT!

Wait....


I'm writing this down... Tank... B...u...s...t..

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Nasty Nob






I was considering fielding a unit of Burna Boyz to assist in dealing with Necrons. They have some tempting features (template weapons, Overwatch d3 auto-hit, and they can use an AP3 weapon in CC). But geeze they are just too expensive points-wise! A minimum unit of Burna Boyz is 80 points, and each additional one is 16ppm. A minimum unit of Tankbustas is 65 points base, and each additional Tankbusta is 13ppm. This isn't new news I know, just sharing my thoughts.

I have the models, so I still might take a single unit of them. On the other hand, I could take two Skorcha Trakks for the same cost as 1 unit of Burna Boyz, and they can Outflank. And considering that I would certainly buy the Burna Boyz a Trukk, I could almost take 3 Skorcha Trakks for the same cost.


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in gb
Longtime Dakkanaut





UK

 Jancoran wrote:
Anvildude wrote:
Tankbustas are awesome. Remember that, and you will go far.


WAIT!

Wait....


I'm writing this down... Tank... B...u...s...t..


Best unit Orks have.

YMDC = nightmare 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

I was thinking of fielding 3 x 5-man kommando units each with 2 burnas

I still have 3 of the boxed sets of kommandos and lots of leftover burnas from my lootas to make this happen.

Anyone try this?
   
Made in us
Longtime Dakkanaut




Wichita, KS

 chaosmarauder wrote:
I was thinking of fielding 3 x 5-man kommando units each with 2 burnas

I still have 3 of the boxed sets of kommandos and lots of leftover burnas from my lootas to make this happen.

I'm starting an escalation league in a couple of weeks, and I have 40 Kommandos and Converted Kommandos ready to be painted as part of it. If there is a way to make a winning list built around Kommandos I'm going to try to find it.

If you are doing 3 squads of Kommandos, you might as well do 4 and run the formation.
   
Made in us
Stabbin' Skarboy




Pittsburgh

I drew up a list with 90 kommandos for fun. I'll let you know how it does. I like kommandos personally.

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 ca
Mekboy on Kustom Deth Kopta




 cranect wrote:
I drew up a list with 90 kommandos for fun. I'll let you know how it does. I like kommandos personally.


I've always wanted to try the Red Skulls Kommandoz formation.

 
   
Made in us
Stabbin' Skarboy




Pittsburgh

That formation is great. Especially if your opponent isn't familiar with snikrot.

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
Nasty Nob






Yes, Kommandos with Burnas. Now that's a good use for those Burna Boyz models.
I'll have to think about that Red Skull Kommandos formation too.


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 cranect wrote:
I drew up a list with 90 kommandos for fun. I'll let you know how it does. I like kommandos personally.


You sir, just became a hero to me. i love Kommandos. I must know hoe this goes becausse that is AWESOME.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Also - just for fun - im going to convert up a grot vindicaire assassin, still figuring out what bits to use but its gonna be epic - sort of like a mek created him as the ultimate weapon lol , if it works out ill do all 4 assassins and call them 'the sneaky gits'


Automatically Appended Next Post:
hmm just thought of throwing some night goblin fanatic bits into the mix...

This message was edited 1 time. Last update was at 2015/11/17 05:05:04


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 chaosmarauder wrote:


hmm just thought of throwing some night goblin fanatic bits into the mix...


Damn you and your cool ideas.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in ru
!!Goffik Rocker!!






I've tried out red skull kommandoes.
2*15 with pk nob
2*5 barebones

bunker with comms relay

Won a game vs IG gunline. Went out 2-d turn Basically, best possible scenario for kommandoes. Ig and successful reserves. They forced the opponent to hug backline border edges, so i could take and hold some middleboard points with stuff i got.

Here are some general thoughts after a game that might be useful for those who haven't tried them yet:

1. Comms relay - a must. Choose for yourself where you get it from. I've chosen a bunker (wall of martyrs) cause it could hide 8 shooting lootas inside. Another way i use a bunker is to get an escape hatch for dls megaboss + 15 tankbustas + sometimes wierdboy. That game i didn't use the combo, but it can help with midboard presence unless you face s10 ap2 blasts or things alike that are able to demolish a dls warboss in one go.
Alternatively, you could go crazy and ally in autarch or something.

2. Don't overinvest into kommandoes. Yep, i know, it's tempting to get 4 squads of 10-15, special weapons like burnas, pk everywhere but than it gets too expensive and you're left with 2/3 of your forces vs the whole enemy army for at least a turn. This is horrible for orks. And there's also another reason described in 3.

3. Don't expect to get into cover with all 4 squads. You're coming from a single board edge. The enemy knows you're coming soon and blocks the most tasty parts of the board. Furthermore, there's usually simply not enough terrain to hide everyone even if it's not blocked away. And even if there is enough terrain, you must remember that they're still footslogging boyz and need to get in right places to threaten the opponent and not just somewhere in ruins to sit there shooting sluggas. Besides, you don't really want to get charged. Mellee-oriented enemy will chew through your 10 ppm boyz like they're...6 ppm boyz. Hence 2 squads of 5 barebones dudes. To be the first line and grant 5+ cover and sorta charge protection for the larger squads when needed.

4. You need to build a list around them. They won't be great on their own. Kommandoes need to be an anvil. You need some forces pushing forward. And this is problematic cause you still spend a ton of points on kommandoes and backline dudes you can't do stuff without.

Oh, and expect to screw up at least 1/9 of the games when you simply don't get reserves turn 2 =P


Automatically Appended Next Post:
I've also tried Snikrot + 10 kommandoes with a pk nob and 2 burnas.

Overpriced. But i got lucky and they blew up a command landraider with a single hit.

Tactically usable squad. Burnas are way too expensive, however. I'll probably go with bigshootas, rokkits or simply more bodies next time.

This message was edited 6 times. Last update was at 2015/11/17 08:34:59


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Thinking about Kommandos special weapons. I've used them a few times as MSU.

Something like this: 5 Kommandos + 2 Big Shootas can camp an objective. Go to Ground for a 2+ in ruins, and provide a small amount of fire support. Generally I don't even bother with the Big Shootas, but I think I've come around on that. I was running 2 squads like this with my 2 Detachment Green Tide.

I've also run this: 5 Kommandos + 2 Burnas + Nob (BP, BC). The secret sauce here is that the Burnas are AP 3 in assault. So this can be suprisingly good in close combat, and threaten most backfield units.

But when I look at the formation, this is what I'm thinking
5 Kommandos (Stand in front of the others to give them a cover save).
5 Kommandos (2 Burnas) + Nob (BC, BP) <- This squad can shoot if need be the turn it arrives.
5 Kommandos + Nob (PK, BP)
5 Kommandos + Snickroot + Nob (PK, BP).

Bringing in over 400 points of assault oriented reserves feels problematic. But it is enough to occupy an opponent's backfield, and coupled with a mid field controller like a Bikestar, Stompa, or Green Tide, it feels like it might work.

Another thing I've been considering is bringing in a unit like this:
5 Kommandos (2 Big Shootas) + Nob (PK, BP) + Snikroot + Big Mek (Warbike) + Warboss (Warbike, PK, DLS).
Thanks to Shrouded, you can Tank with the Big Mek on a 2+ (Or the Warboss if you want to reroll), so you don't need cover to Walk on. Basically a delivery system for a Warboss on Bike to the Opponent Backfield. It might even be a place for Ghazbag's Blitzbike because it lets you pick your board edge to come on. The Big Mek and Warboss can go off a killing one thing while the Kommandos krump another.

Another application of this is Mogrok's Bossboyz. It gets you 3 Big Meks and a Warboss that you can put on bikes, and bring in attached to Snikroot. Give one Mek a KFF. Outflank yourself a Gorkanaut or 6 Killa Kans. It would maximize the potential of Power Vomit or Kill Bolt as well on the Wierdboy.

Something like this:
Spoiler:
Mogrok's Bossboyz
Big Mek (Bike, Killsaw, KFF) <- Mogrok
Big Mek <- Goes in Gorkanaut
Big Mek (Bike)
Warboss (Bike, DLS, PK)
Wierdboy

CAD
Painboy (Bike)

5 Kommandos (2 Burnas) + Nob (PK, BP) + Snikrot.
5 Tankbusts (2 BS) in a Trukk (RR)
5 Tankbusts (2 BS) in a Trukk (RR)

Gretchin
Gretchin

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

Gorkanaut <- Outflank priority #2
6 Killa Kans (Grotzookas) <- Outflank priority #1
5 Lobbas (5 ammo Runts)

Aegis Defense Line (Comms Relay).

You can null deploy except for some Gretchin, and the Lobbas behind the ADL. If you are worried about getting tabled, deploy the Deff Koptas. On turn 2....

Its not a great list, but I think it goes a long ways towards polishing the Turd that is the Gorkanaut and Killa Kans

   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during
deployment.


Wouldn't that mean you can't deploy big meks with the kommandos?
   
Made in ru
!!Goffik Rocker!!






 chaosmarauder wrote:
Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during
deployment.


Wouldn't that mean you can't deploy big meks with the kommandos?


you can if they're outflanking
   
Made in us
Bonkers Buggy Driver with Rockets





What are people's thoughts on the viability of Killkannons for Battlewagons now? I know that they are widely considered suboptimal, but with the new Eldar Bikes with 3+ armor, the space marine menace, and the necrons and their thick armor is it finally worth it to include the semi-reliable AP 3?

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

Well it's half price of what they were AND you can take them on DT for MANz so I think they could synergize with the 5 Scouting BW formation since you can scout to help with the 25" range.

They're the same cost as 6 upgrade Rokkits and cause other weapons to snap fire, but reroll armor penetration. If you got an average of 2 hits per Large Blast, that'd be equal to the 6 Rokkits. So maybe take 3 on the DT MANz Bully Boyz, but not on the other two that are filled with Tankbustas? Honestly I wish it was Str 8, it'd make it a lot easier to say yes.

Fighting crime in a future time! 
   
Made in us
Flashy Flashgitz





I use 1-2 in every game. We could even spam them for 67pts on looted wagons. I never have, but you could

Warboss Troil
"Less chat, more splat!" 
   
 
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