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Made in us
Stabbin' Skarboy




Pittsburgh

At 1850 I haven't kept the MFF outside of a naught yet. They almost let a gorkanaut survive against grab but the necessary three out of the seven wounds got through. I dont have any special bikers yet so that's part of why. Part of the reason is also because the big mek has the MFF and due to the hatred it has caused around here he would get bombarded by everything turn one with ignores cover high strength shots. Especially by guard... *shudder*

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






 Tainted wrote:
What do people consider the optimal unit size for stormboyz? If run as a smaller unit is it worth deepstriking with them or just jump-packing across the board?


The thing about stormboyz is that they are priced the same as truckboyz. 10 storm boyz costs the same as 10 boyz and a truck. Whether you run 10 or 30 boyz I wouldn't deepstrike, having no armour and unable to charge is their biggest downfall (unless you run the ghaz formation, a d6 scatter is easy enough to control to put them in cover).
Try 30 storm boyz with a pain boy on bike, it is survivable and fast. Add other bike character with Klaus to do that damage.
Another cool thing about storm boyz is that they can use freely use their jump packs for runs (they have to take dangerous tetrain tests, but that isn't so bad when they have fnp).
I like stromboyz, they are the fast 30man footsloggers. With characters they can bring the pain. Since they are 30 strong it is worth getting a boss pole since they can reliably use the mobrule table. They are easy to make from normal boyz. If you do maximum boyz in the ghaz formation you can bring easy deepstrike hordes of boyz, drop them in front of the enemy, weather a turn of shooting and then charge in (still risky, but with boss pole then you probably won't run)

This message was edited 1 time. Last update was at 2015/12/23 19:18:43


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in ru
!!Goffik Rocker!!






 Tainted wrote:
What do people consider the optimal unit size for stormboyz? If run as a smaller unit is it worth deepstriking with them or just jump-packing across the board?


I've had some luck with a unit of 9-11 with a bp+pk nob. They're very random and have chances of running off the board if you get too many ones on your speshul move. But on the other hand, they could possibly get some nice charge range on WAAAGH! 2d6 over bikers. And thy can go over stuff on the first 12".

The record currently is like this:
In a game vs CSM they acted as a deepstrike deterrent for oblis, got charged by a lonely biker sorc with 2+ armor who killed a nob in challenge but than got chopped to death somehow.

In a game vs Space wolves, they've wrecked a demolisher and than got charged by a worn out unit of a named wolf-on-wolf with a wolf axe + wolves (actual wolves) but than suddenly killed everyone without much casualties.

In a game vs eldar they acted as a bauble wrap for mek gunz, got sent into the warp by WWP d-flamers. But that allowed unharmed kmk to obliterate those d-flamers next turn. Good exchange.

In a game vs dark angels they rolled snake eyes for a special run and than 3" for a charge and didn't manage to get to the bikes. The game was barely won nevertheless. But not thanks to stormboyz.

In another game vs dark angels they rolled three ones for dangerous terrain checks on a special run, failed all the saves, failed ld, failed mob rule with reroll and fled. Than proceeded to fail ld and kill themselves on dangerous terrain. Never managed to regroup again. That cost me a game.

So, yep - they can be decent but random indeed. Never tried to deepstrike them. Seems pretty pointless in most cases. Can be done, however. And this 2d6 run can be used to reposition after deepstrike which is not a bad thing. They're quite fine if there's enough blos to hide behind. I mainly hold them around midfield cause with their potential charge range, stormboyz can both attack and defend which is a good thing cause ork backlines are quite vulnerable for assault threats. Heck, even a single bike will wipe out all your grot artillery if you let it roll around the backlines.

As for larger squads, don't really see why would you want larger squads. If you want to go big and offensive, just use bikers. They're way tougher, shootier, more reliable and can't get pinned. Storm boyz have a place on board but they don't do the same thing as bikers do. They should be used differently.

Tried Zaggy formation once. It's not great. Mass deepstrike with 6+ armored dudes is pretty awful.

This message was edited 1 time. Last update was at 2015/12/23 20:10:01


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

I like running max units just for fun. I've only got a few games in and so long as I don't do something overwhelming stupid they are great. I deepstriked a 30 man blob once and they scattered a bit and lost one due to dangerous but then I ran them 11 inches and they covered half the board it seemed like so they couldn't be targeted by blasts very 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 
   
Made in us
Bonkers Buggy Driver with Rockets






I have had success with the zagy ghaz formation with stormboyz. I would do 3 separate 5 man squads with nob and pk. It's a surgical blade, small deepstrike coupled by small squad size means they will almost always hit where you want them, they wait a turn in cover and then pounce for well placed klaw.
I used this vrs tau, but with bogchoppas. I had a mobile list with defkoptas, bikes and zadsnark, tankbusts and flashgitz in warkoptas. The tau player had tau suit spam fotmation with the new stealth Cadre so he was highly mobile as well. It was a game of speed and it took a lot to get my various elements into combat. The stormboyz deepstriked and received little fire due to the other threats on the board, in the resulting turn they harassed the tau enough to keep fire off my other units, if I had invested in power klaws I would have done more damage but they were successful for how much they costed (zagstruk was the suit killer).

This message was edited 2 times. Last update was at 2015/12/23 20:31:24


"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Longtime Dakkanaut




Wichita, KS

geargutz wrote:
Another cool thing about storm boyz is that they can use freely use their jump packs for runs (they have to take dangerous tetrain tests, but that isn't so bad when they have fnp).

If you put a bike in there you lose the 2D6 run. But that is OK. A Normal D6 run is enough, and a Painboy makes them considerable more durable.
   
Made in us
Bonkers Buggy Driver with Rockets






tag8833 wrote:
geargutz wrote:
Another cool thing about storm boyz is that they can use freely use their jump packs for runs (they have to take dangerous tetrain tests, but that isn't so bad when they have fnp).

If you put a bike in there you lose the 2D6 run. But that is OK. A Normal D6 run is enough, and a Painboy makes them considerable more durable.


Many players have used footsloggers with a bike warboss. It's a well contested ruleing, there's a lot confusion about it, but many have done it in the past.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Stabbin' Skarboy




Pittsburgh

In this case you would lose the 2d6 run because it says a unit made up exclusively with models with rokkit packs. It's under the rokkit pack equipment in the ork codex. So even if you could attach someone on a bike you would lose the 2d6 run.

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






 cranect wrote:
In this case you would lose the 2d6 run because it says a unit made up exclusively with models with rokkit packs. It's under the rokkit pack equipment in the ork codex. So even if you could attach someone on a bike you would lose the 2d6 run.


Man, that sucks, having stormboyz run alongside bikers is a cool sight. At least they can keep up still in the movement phase.

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Mutilatin' Mad Dok





Georgia

Definitely take them in squads larger than ten, but be careful with anything more than twenty. I only have ten models, and while they've only been shot to death twice, that's because they ran off the board every other time. The only useful thing my squad of ten stormboyz did was explode a rhino, because they're just too damn flimsy otherwise.

That being said, I dunno if I'd bother with any character other than the boss nob with a PK.

"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

Also I am starting up a scions army and I was wondering if you guys had any ideas for allying them into the orks. They give me deepstriking anti-tank/mc and I was thinking they might help out a lot since I don't need to worry about having them on the field at the start.

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





United States

Pwnt my friend tonight with my blitz brigade. He ran a Gladius list filling it up with three Land Raiders, two vindicators, and like six whirlwinds, and a small squad of devs.

I only had to get first turn, move in, take some saves, lost one wagon and some of the tankbustas in it.

Multi assaulted two land raiders(edit, with the other wagon of tankbustas), flopped a third with my ma warboss in the lootas star, destroyed one vindicator with one pk nob in some boyz. This was after one dakkajet glanced the other vindicator to death. On top of turn two : /

Quantity is a quality all its own. So long as we didn't mess up any big rules, orkz assault ruled the day.

This message was edited 2 times. Last update was at 2015/12/24 19:57:45


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 gb
Longtime Dakkanaut





UK

Aside the fact Nobz would only glance multi-charged Land Raiders (Furious Charge doesn't work when multi-charging) then it's all good. Good to see Orks hanging with the top dogs.

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 cranect wrote:
Also I am starting up a scions army and I was wondering if you guys had any ideas for allying them into the orks. They give me deepstriking anti-tank/mc and I was thinking they might help out a lot since I don't need to worry about having them on the field at the start.
This is a great thought experiment for me. I haven't played Scions alongside Orks, but I've played against Scions with my Orks and Tyranids.

I'm not feeling deep strikers per-se. It could be helpful to have some scions deep strike in and pop transports on 2, so you can WAAAGH charge the contents, but generally Orks are pretty decent against vehicles, and don't need the help there so much.

I would look at the "Ground Assault" formation, and mix it with an Ork Trukk list. Trukks and Tauroxes would work really well together.

Something like this:
Spoiler:
Ground Assault Formation
Commisar (Melta Bomb)
Command Squad (Medi-Pac, 2 Volly Guns) in a Taurox (TL- Autocannon)
Scions (2 Volly Guns) in a Taurox (TL- Autocannon)
Scions (2 Meltaguns) in a Taurox (TL- Autocannon)
Scions (2 Meltaguns) in a Taurox (TL- Autocannon)

Ork CAD
Painboy

3 Meganobs (Killsaws, Komb-Skorcha) in a Trukk (Ram)
3 Meganobs (Killsaws, Komb-Skorcha) in a Trukk (Ram)

10 Boyz + Nob (PK, BP) in a Trukk (Ram)
10 Boyz + Nob (PK, BP) in a Trukk (Ram)
10 Boyz + Nob (PK, BP) in a Trukk (Ram)
10 Boyz + Nob (PK, BP) in a Trukk (Ram)

Deff Kopta (Rokkit)
Deff Kopta (Rokkit)

5 Lobbas (5 Ammo Runts)

If you want, you can drop 1 Trukk of Boyz for a Void Shield Generator and another Deff Kopta. Also you could sub out the Deff Koptas for Warbuggies to put a bit more armor on the table.
   
Made in us
Stabbin' Skarboy




Pittsburgh

That could work. I prefer to footslog it though just because. So I was thinking they could pop some of the vehicles/superheavies/gc/mcs for me so that the boys can just get stuck in with infantry or whatever since the nobz have been lazy recently and don't like to hit. Or maybe if the scions can just kill superheavies that would be great. I also think it could be fun to run the tide and the air assault. Of course none of this is likely to be as effective as the taurox and trukk spam because that sounds like it would work very 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 
   
Made in us
Nasty Nob





United States

 Frozocrone wrote:
Aside the fact Nobz would only glance multi-charged Land Raiders (Furious Charge doesn't work when multi-charging) then it's all good. Good to see Orks hanging with the top dogs.


I had 15 Tankbustas multi assault two land raiders. My bad telling the story too short. Battlewagonz get them their bestest.

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 gb
Longtime Dakkanaut





UK

Well tankbustas I would believe. You could multi charge 5 vehicles and I'd still assume they would be removed from the table.

YMDC = nightmare 
   
Made in us
Tunneling Trygon





NJ

Hey so I posted something over in YMDC but I wanted to get your guys' perspectives on HYWPI since I think RAW is decently clear:

Troop bikes in a Zhadsnark army that are part of a second detachment (not Zhadsnark's detachment). Seems like it's OK but I feel like I've seen a lot of players run a second detachment with Gretchen troops instead of bike troops and/or Mek guns, which Zhadsnark prohibits.

I definitely am doing a biker army and was thinking double CAD to get another HQ slot might be worthwhile, but I just don't want Gretchen or boys unless they're on bikes

That being said.....a grot biker army though......even just as counts-as for regular bikes would be hilarious. Maybe I'll magnetize the riders lol
   
Made in gb
Longtime Dakkanaut





UK

I used to play it as across all detachments.

That might change with the new book (Zhadsnark isn't even playable at the moment officially, since the download was removed)

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut





You can download the Ork Dread Mob Army List Update here (includes Zhadsnark) . . .

http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf
   
Made in us
Mutilatin' Mad Dok





Georgia

So I used by MANz missile and Blitza-Bommer for the first time vs a Dark Angels setup.

The MANz missile did pretty good. They took out two of those goddam 2+ rerollable jinking ravenwings before dying to some meltas and some boltas (after I rolled three ones out of four armor saves). The bommer didn't do as good, but that's probably because I aimed it at the wrong targets. There were some termies that I should have hit rather than the bikers I went for, but it stayed alive the entire game and was a good harasser that drew some fire. I'll definitely add another MANz missile to my army, though I'm still on the fence about the bommer. Lost the match by one point, but it went a lot better than I thought.

"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
Longtime Dakkanaut




Wichita, KS

 Vitali Advenil wrote:
So I used by MANz missile and Blitza-Bommer for the first time vs a Dark Angels setup.

The MANz missile did pretty good.
I ran a MANZ missile today as well. They took a wound from opponent shooting round 1, then a second on Overwatch as they Charge Mephiston. Mephiston swings with his AP:3 weapon and does 4 wounds, and I rolled 4 1's (Which finished off the Squad). Ouch.

Took out my Weirdboy as well. He did pretty good. I would have done better with a warboss in the list, but Kill Bolt is one hell of a psychic power.

ETA: I also Rolled with some lobbas. I'll bet they racked up 400 points in kills. Give them a good target (Like Marines), and they come up big. Turn 1, they killed 4 Long Fangs with Missile Launchers. Turn 2, they killed 6 Grey Hunters including 2 Melta. Turn 3, I tank shocked a group of 10 Grey Hunters to group them up, and then put 21 wounds on them. They lost 7 including at least one plasma gun. Turn 4 I shot at some Kataphron Breachers that were eating up our vehicles. They only killed 1.

This message was edited 2 times. Last update was at 2015/12/27 04:04:08


 
   
Made in us
Stabbin' Skarboy




Pittsburgh

I keep hearing good things about Meganobz but have yet to use them. As soon as my gargantuan squiggoth is done they will definitely have a ride to battle.

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 ru
!!Goffik Rocker!!






I'm going to try out a couple MANz missiles in an upcoming 1k tourney - won't have enough points for bully boyz, unfortunately.

So, i'm gona be running something like that:

2 wierdboyz
20 shootaboyz [nob, rokkits] - nob will be a warlord, i guess.
grots
2*manz with one combi-skorcha without saws
probably 2 solo koptas
lootas
1-2 solo kmk.
VSG with 1-2 extra shields

The idea is that manz are there at the brink of void shields ready to charge in or defend my part of the board. VSG will offer enough protection for the entire army in 1k but it's going to eat up 10% of the list, so i'm not entirely sure how it's gona perform. Wierdboyz will provide 6 extra dice to summon something daemonic on the first couple turns like horrors or a herald if i'm lucky. Peril, take a wound and than hope for the best. From there on, horrors or herald will continue to summon different useful things like daemonettes or dogs and wierdboyz will just throw some random powers on low wc to not suffer s2 hits every turn. If i'm gona be in need of emidiate threats, wierdboyz will simply summon something choppy right away.

Alternatively, can take daemon allies - i do want to try out Masque but it's true effectiveness is against deathstars and i don't think there are gona be a lot of deathstars in 1k. At least none that can't be bauble-wrapped by daemonettes.

I also wanted to try out a solo biker boss with DLS. But next time, i guess.

This message was edited 2 times. Last update was at 2015/12/29 04:34:20


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

I'm helping some people out with prep for an ITC event tomorrow.

I want to show them a Buzzgob's Stompa list, but I hired someone to paint my Warbikes, and don't have them back yet. So I've come up with this list that I can field.
Spoiler:

Ork CAD
Big Mek (DFK) <- Warlord

5 Tankbustas (2 BS) in a Trukk (RR)
5 Tankbustas (2 BS) in a Trukk (RR)
5 Tankbustas (2 BS) in a Trukk (RR)

9 Boyz + Nob (PK, BP) <- Goes in the gunwagons
9 Boyz + Nob (PK, BP)

Deff Kopta
Deff Kopta
Deff Kopta

5 Lobbas (5 Ammo Runts)
Gunwagon
Gunwagon

Buzzgob's Stompa (Double D)

Ork CAD
Wierdboy (ML 2)

3 MANZ (Killsaw, Kombi-Skorcha) in a Trukk (Ram)

Gretchin
Gretchin

Deff Kopta
Deff Kopta
Deff Kopta

The Weirdboy is in there because I only have 2 Big Meks, and wanted to keep it cheap. When Building the list I ended up with exactly 25 points left, so I made him ML:2. I'll probably roll on the Ork powers, but if I'm facing someone that I expect to kill the stompa, I'll roll on Demonology, and try to turn him into a bloodthirster.


It feels uncomfortable to me to run an ork list that is so shooty. I could consolidate the Tankbustas and get rid of the MANZ to put them in Gunwagons as well, but then I lose some of the dynamism, and aren't quite as effective against battle company.
   
Made in us
Battlewagon Driver with Charged Engine





tag8833 wrote:
 Vitali Advenil wrote:
So I used by MANz missile and Blitza-Bommer for the first time vs a Dark Angels setup.

The MANz missile did pretty good.
I ran a MANZ missile today as well. They took a wound from opponent shooting round 1, then a second on Overwatch as they Charge Mephiston. Mephiston swings with his AP:3 weapon and does 4 wounds, and I rolled 4 1's (Which finished off the Squad). Ouch.


Dont let it get you down about it though! MANz missiles are legit if you get them to the right target. They woulda krumped mephiston with some better luck

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Tunneling Trygon





NJ

I'm definitely interested in the bullyboyz formation sitting under a VSG (at 1850, of course). That plus a bunch of bikes and a big squad of lootas....man I'm stoked. Going to take a bit to get that many meganobz though haha
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

How do meganobz work out for y'all?

Someone in this thread told me "Buy Meganobz. You will thank us later".

I hear they're really good, but I want some input from meganob players about Meganobz.

What do you have to say about them?

INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
 
   
Made in ru
!!Goffik Rocker!!






They're decent and sometimes awesome.
   
Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

 koooaei wrote:
They're decent and sometimes awesome.


Define "Decent and Sometimes Awesome"

INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
 
   
 
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