Switch Theme:

No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Oilers, orderlies, and ammo runts have statlines. They just dont have any weapons so other than a measily grot punch in melee and the ability they offer theyre just a wound.

Its rather common for Nobz to bring 2 ammo runts as random multi-wound soakers.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in gb
Regular Dakkanaut




PiñaColada wrote:
The knight strat to target characters can be avoided by grot shield but honestly, just take a grot oiler and let him take the hit. Watch the IK player lose 12 points and 3CP for a 4point grot, he's never doing that again.


Nice I forgot about that.


Automatically Appended Next Post:
Has anyone tried hiding a squad of evil sunz stormboyz in a battlewagon with 10 grots. The +3" when getting out combo'd with the distance they cant move, advance and charge pretty much guarantee a T1 charge (only using the 6/7" turbo advance if really necessary). Nob with powerklaw is to be feared. If they're fighting near the inevitable da jumped squad of boys they're leadership shouldn't be an issue.

Even if the wagon blows up its the grots taking the mortal wounds and the remaining grots can even give the stormboyz "grot shield" if they're positioned properly.

Im really pushing for a substanital T1 cc element. I found the ard top battlewagon supported by a KFF is a tough cookie to crack. Keeping them low points with just a deff rolla means they're pretty point efficient. Now if only there was a way to equip them with a scorcha/flamer without getting rid of the ard case....

This message was edited 1 time. Last update was at 2019/02/18 12:29:58


 
   
Made in us
Trustworthy Shas'vre





Philadelphia

Has anyone run mono-faction Goffs with Ghazzy? Is he worth the points? Are Skarboyz worth going Goffs? Are the extra attacks necessary? How do you best take advantage of Goff/Ghazzy abilities?

Rule #1 is Look Cool.

4000 Tau'Arn Desert Raiders

2000 Sa'Cea Sept Urban Assault Cadre

1000 V'iet Jungle Insurgents (Under Construction)  
   
Made in us
Been Around the Block




Edmonds, WA

Since I have the models I'm tempted to run Ghaz and 20 Mega Armored Nobz and just mob 'em up to Da Jump and roll up one end of the enemy line in close combat.

Problem being; to be fluffy they should all be Goffs, but to make the charge more easily the MANz should be Evil Sunz.
   
Made in us
Trustworthy Shas'vre





Philadelphia

You better have a real reliable way to clear screens too because those MANZ caught out in the open would probably get shot down.

Rule #1 is Look Cool.

4000 Tau'Arn Desert Raiders

2000 Sa'Cea Sept Urban Assault Cadre

1000 V'iet Jungle Insurgents (Under Construction)  
   
Made in us
Dakka Veteran





I agree with some of the statements going on in this thread. I think it applies to both the competitive and casual scene. One of the things I noticed and have an issue with is the CA that arrived after our codex. It lowered the price on many other units from other codices. The ork codex couldnt receive anything with how new it was and when the books were released but many of those changes pushed other armies into better spots. I play a Nid player regularly who runs what he wants as well as I do and we always seem to come close my orks were actually performing better overall and I won more than I lost. As soon as CA hit and he had whatever amount of extra points they got, I started having trouble having decent games running the things I wanted to run. I referred to this thread for extra advice but I still have some trouble. Almost everything he was running got a price drop. IDK if any other casual players ran into this issue.
   
Made in us
Ork Boy Hangin' off a Trukk





Long Island, NY

Yea the timing of the CA was kind of unfortunate for us. We'll just have to wait for the next points adjustment I guess.

DA KRIMSON KLAWZ
 
   
Made in ca
Ork Boy Hangin' off a Trukk





Any1 know when te next CA will drop? supposed to be every 6 months right?
   
Made in us
Rotting Sorcerer of Nurgle




In My Lab

 Dr.Duck wrote:
Any1 know when te next CA will drop? supposed to be every 6 months right?


Once a year.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut





So we just have to wait for Orktober again
   
Made in de
Waaagh! Ork Warboss on Warbike





Yes, though we might see some "emergency" point changes in the March FAQ, since CA2018 didn't cover knights and dark eldar because they were too new. Orks might or might not get some random changes out of that.

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in se
Lead-Footed Trukkboy Driver





Stockholm, Sweden

I just hope it covers a substantial points drop for the Stompa, and perhaps the new buggies. And please, I would love for Burnas to be made useful, because the models are so lovely...

Oguhmek paints Orks (and Necrons): 'Ere we go!
 
   
Made in gb
Dive-Bombin' Fighta-Bomba Pilot






We'll only see changes if we inform GW that we believe changes are needed. There's a thread for discussing points changes to make us competitive here;

https://www.dakkadakka.com/dakkaforum/posts/list/771599.page

I implore you to write to GW, regardless of whether you contribute to the thread above, because otherwise GW may well do nothing. Even in the next CA there is no guarantee we'll see any amendments unless we fight for them.

Back to tactics, I recently looked at adding a Morkanaut to my competitive list to give it some Anti Armour punch and to provide a KFF my army so desperately needs. However, I also own a magnetized dakkajet and I have an unbuilt flyer ready to be made. So I wonder, could 2 Wazzbomb blastajets actually do the job better than the Mork? For 159 pts (11 more than a fully outfitted Dakkajet) you get a KFF on a flyer, 2d3 str 8, -3 d6 damage and a smasha gun that hits on 4s. You get 2 of them for 10 points more than the Mork. The only weakness is the T6, 4+ compared to T8, 3+ but they have 24W as opposed to 18W and that sweet -1 to hit. Oh and of course the utter lack of a melee profile. But do the melee profiles on Morks get used much anyway?

I'm thinking this might suit my list that has too many bikes and buggies to be truly competitive but either way is rapid.

E-link.

This message was edited 1 time. Last update was at 2019/02/19 07:55:48


 
   
Made in no
Growlin' Guntrukk Driver with Killacannon




CaptainO wrote:
Has anyone tried hiding a squad of evil sunz stormboyz in a battlewagon with 10 grots. The +3" when getting out combo'd with the distance they cant move, advance and charge pretty much guarantee a T1 charge (only using the 6/7" turbo advance if really necessary). Nob with powerklaw is to be feared. If they're fighting near the inevitable da jumped squad of boys they're leadership shouldn't be an issue.

Even if the wagon blows up its the grots taking the mortal wounds and the remaining grots can even give the stormboyz "grot shield" if they're positioned properly.

Im really pushing for a substanital T1 cc element. I found the ard top battlewagon supported by a KFF is a tough cookie to crack. Keeping them low points with just a deff rolla means they're pretty point efficient. Now if only there was a way to equip them with a scorcha/flamer without getting rid of the ard case....

Stormboyz take up 2 slots per model in a transport so even in a battlewagon you'll get 5 of them if you wan those 10 grots. That's not a real T1 threat. I personally don't think that combo has much going for it.

T1 charges are pretty rough to come by for Orks, da jumping anything Evil Sunz has a good chance of working. Other than that it's mostly warbikers and deffkoptas and both of those units are a bit too expensive for their melee acumen. A big blob of stormboyz could work, but they are so vulnerable if you don't get T1 so that's a gamble. I personally think our best option is just crazy amount of anti-chaff T1 and then let loose everything else T2 when all their screens are gone. That method is achieveable, I'm not sure if enough T1 charges to shut down the opponent is. At least not until we get some sweeping point drops. Happy to be proven wrong though.


Automatically Appended Next Post:
 An Actual Englishman wrote:
Spoiler:
We'll only see changes if we inform GW that we believe changes are needed. There's a thread for discussing points changes to make us competitive here;

https://www.dakkadakka.com/dakkaforum/posts/list/771599.page

I implore you to write to GW, regardless of whether you contribute to the thread above, because otherwise GW may well do nothing. Even in the next CA there is no guarantee we'll see any amendments unless we fight for them.

Back to tactics, I recently looked at adding a Morkanaut to my competitive list to give it some Anti Armour punch and to provide a KFF my army so desperately needs. However, I also own a magnetized dakkajet and I have an unbuilt flyer ready to be made. So I wonder, could 2 Wazzbomb blastajets actually do the job better than the Mork? For 159 pts (11 more than a fully outfitted Dakkajet) you get a KFF on a flyer, 2d3 str 8, -3 d6 damage and a smasha gun that hits on 4s. You get 2 of them for 10 points more than the Mork. The only weakness is the T6, 4+ compared to T8, 3+ but they have 24W as opposed to 18W and that sweet -1 to hit. Oh and of course the utter lack of a melee profile. But do the melee profiles on Morks get used much anyway?

I'm thinking this might suit my list that has too many bikes and buggies to be truly competitive but either way is rapid.

E-link.

I toyed with the dual wazbom idea in this thread a few weeks ago, mostly people were unenthused about the potential but you play a similar list to mine, so it might work. I haven't gotten around to building the second wazbom yet but I still believe that idea has some traction. A fast force wants fast KFFs and the wazboms are pretty decen offensively as well. Let me know how it goes if you do try it out!

This message was edited 1 time. Last update was at 2019/02/19 08:07:14


 
   
Made in fi
Decrepit Dakkanaut





CaptainO wrote:

Has anyone tried hiding a squad of evil sunz stormboyz in a battlewagon with 10 grots. The +3" when getting out combo'd with the distance they cant move, advance and charge pretty much guarantee a T1 charge (only using the 6/7" turbo advance if really necessary). Nob with powerklaw is to be feared. If they're fighting near the inevitable da jumped squad of boys they're leadership shouldn't be an issue.


3" disembark, 13" move, 8" charge, 1" threat range=25". Sure it's juuuust about doable IF enemy doesn't realize that speed. If they do they deploy like 3.5" behind DZ line and you are looking over average.

And really how scary 5 stormboyz are? Just have the proper 30 and accept some casualties with advance move.

https://middleagedstrategybattlegamers.home.blog/2019/11/29/tneva82-daemon-of-an-ancient-world/<- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Dive-Bombin' Fighta-Bomba Pilot






PiñaColada wrote:
[

Automatically Appended Next Post:
 An Actual Englishman wrote:
Spoiler:
We'll only see changes if we inform GW that we believe changes are needed. There's a thread for discussing points changes to make us competitive here;

https://www.dakkadakka.com/dakkaforum/posts/list/771599.page

I implore you to write to GW, regardless of whether you contribute to the thread above, because otherwise GW may well do nothing. Even in the next CA there is no guarantee we'll see any amendments unless we fight for them.

Back to tactics, I recently looked at adding a Morkanaut to my competitive list to give it some Anti Armour punch and to provide a KFF my army so desperately needs. However, I also own a magnetized dakkajet and I have an unbuilt flyer ready to be made. So I wonder, could 2 Wazzbomb blastajets actually do the job better than the Mork? For 159 pts (11 more than a fully outfitted Dakkajet) you get a KFF on a flyer, 2d3 str 8, -3 d6 damage and a smasha gun that hits on 4s. You get 2 of them for 10 points more than the Mork. The only weakness is the T6, 4+ compared to T8, 3+ but they have 24W as opposed to 18W and that sweet -1 to hit. Oh and of course the utter lack of a melee profile. But do the melee profiles on Morks get used much anyway?

I'm thinking this might suit my list that has too many bikes and buggies to be truly competitive but either way is rapid.

E-link.

I toyed with the dual wazbom idea in this thread a few weeks ago, mostly people were unenthused about the potential but you play a similar list to mine, so it might work. I haven't gotten around to building the second wazbom yet but I still believe that idea has some traction. A fast force wants fast KFFs and the wazboms are pretty decen offensively as well. Let me know how it goes if you do try it out!

Lol I just went back and read your thoughts, i was about to ask if you had a chance to try them yet. It seems that we run virtually the same sort of list and so we're running into similar problems. Mostly that a competitive speed freaky list isn't very good at dealing with armour and folds to a stiff breeze.

I think its better than the KFF Mek on bike because it actually has some punch. The Mek on bike has character protection though.

A KFF Mek on foot is protected and way cheaper but ultimately too slow and again lacks AA firepower.

The KFF is only part of the reason I want the wazboms, the other primary reason is their anti armour potential. It's why I had the Mork in (instead of Gork) the list. But these seem better in almost every way except for 2 reasons (as I see it anyways) -

1. They can't melee worth a damn.
2. I was taking Mork in the Dread WAAAGH! detachment so it could shoot twice. There is no stratagem to allow my planes to do this.

Hmmm this is a toughie. On one hand I'm worried the Mork would just get wiped T1 if I don't go first but on the other I like the sound of shooting him twice.
   
Made in de
Waaagh! Ork Warboss on Warbike





Planes have the +1 to hit stratagem against other fliers though - when facing eldar or tau most of their armor has the fly keyword anyways.

 Daedalus81 wrote:
SemperMortis wrote:
Yes, because everyone lines up on the deployment line when facing off against orkz, especially when said orkz are fielding 3 Bonebreakers...which rely exclusively on getting into CC to inflict any kind of actual harm. All of your arguments rely upon your opponent being a brain dead muppet who just lets you maul him.


Yea...that's called board control.
 
   
Made in gb
Dive-Bombin' Fighta-Bomba Pilot






 Jidmah wrote:
Planes have the +1 to hit stratagem against other fliers though - when facing eldar or tau most of their armor has the fly keyword anyways.

Good shout, I meant to look that stratagem up actually and you just reminded me because I wasn't sure if it only worked on dakkajets. Just checked. It's any flier. Awesome.
   
Made in ru
!!Goffik Rocker!!






Played in a local 18-man tourney.
1k pts:
Biker boss with relik klaw
Wierdboy
28 shootaboyz + bc nob
10 grots
10 grots
10 meganobz
3 smashas
2 trukks

Yeah, trukkgrots.

Also, there were some odd missions from ca.

First game was vs nids+gsc. 2x20 genestealers, some deepstrikers, mage, gaunts and a dakka flyrant.
Was my first game vs nids.
Mission was to controle the central point with troops.
Orks got first turn, trukks disembarked grots to screen boyz, smashas and a wierdboy killed like 5 genestealers.
In return nids ran up the field. One squad ran a whole 20", shooting killed a bunch of grots, genestealers charged boyz, lost like 5 to overwatch, killed a whole lot of boyz, suffered some return damage, fought again and killed all but 2 boyz. Those had to spend 2 cp to autopass morale and than 3 to return on the field. And together with meganobz, trukks and leaders they wiped almost all genestealers and a flyrant.
Than deepstriking gsc character dropped, moved and charged a large distance and killed a warboss but the game was allready over and orks won 9-3.

Next game was vs deathwatch. Watchmaster, jumpcaptain, intercessors, 2x10 shield vets with stormbolters and additional bike and termie and 2 rhinos.
Was first game vs deathwatch and as i've heard they're the killiest marines out there, i wasn'tawareof how many buffs for how cheap they got.
Anywayz the mission was to controle the central marker with characters and vp for characters being alive.
Dw got 1st turn, deployed defensively with rhinos on the flanks and everything else located along the front covered up by ruins, rhinos and intercessors.
Orks decided to go in with a teleport strike and deployed far from the front away from overwhelming stormbolter firepower.
Deathwatch moved a bit forward, shot 5 wounds away from one smasha with what little was in range and advanced rhinos.
Orks moved forward, surrounded one rhino, one trukk moved towards center behind a huge ruin, another charged towards the second rhino. Smashas killed some intercessors while boyz dropped a rhino down to 3 wounds and managed to lock it in combat getting some well needed protection against return fire.
Dw shuffled around preparing for the second turn and denying good position for meganob deepstrike. Rhino got killed, boyz moved towards the dw line.
Next turn orks went up the flank where intercessors, 2 characters and a squad of vets was. Shot vets but he passed all the saves like crazy. I knew there was an anti-ork strategem that forced our charge range down, so it was impossible to charge 10 stormbolter vets with full rerolls to hit and 2+ poisoned ammo. There was no good place to drop manz, so orks decided to wait with that. Had to charge intercessors and pile in to lock vets down. So, charged, killed intercessors, suffered like 12 casualties with return mellee attacks from shooty vets and than...found out he can simply teleport them out of action. So, it was a mishap for orks. He ported out and shot down all the boyz. Whelp.
Than orks shuffled around to score the middle with characters while hiding from shooting behind a ruin. Trukks disembarked grots and charged up the field to disrupt the backline. Than i started casting and...realized i forgot to deepstrike meganobz in the movement phase. But it was too late, my opponent said, ok, roll 4+ and i rolled a 2. Thus, my 350 pts of meganobz got destroyed as you can't deepstrike after the 3d turn now. A mighty-mighty fethup. Niceeeeee. Well, orkz iz never beaten. I still scored the center amd still had a couple grots and trukks facing an almost un-damaged deathwatch army full of cheeze. Not all iz lost, ladz! Trukk charges a gunline, gets destroyed and explodes killing a bunch of vets and damaging characters.
Dw moves forward shooting down another trukk and charging grots with characters.
Orks still score and boss kills dw master. Wierdboy perils and has 2 wounds remaining. There are still 10 grots and smashas.
Dw charges a jumpcaptain towards boss, kills him but gets killed in return with the last 2cp for dead character fighting again. Marines kill remaining grots.
Orks still score and now a wounded wierdboy falls back behind the smashas that have advanced to protect the last character.
Dw shoots down the guns but the wierdboy remains.
Wierdboy runs further away and scores.
Game ends with orks...winning a super unexpected 12-6 victory via faith in Gork or possibly Mork.

3d game later.
   
Made in gb
Regular Dakkanaut




tneva82 wrote:
CaptainO wrote:

Has anyone tried hiding a squad of evil sunz stormboyz in a battlewagon with 10 grots. The +3" when getting out combo'd with the distance they cant move, advance and charge pretty much guarantee a T1 charge (only using the 6/7" turbo advance if really necessary). Nob with powerklaw is to be feared. If they're fighting near the inevitable da jumped squad of boys they're leadership shouldn't be an issue.


3" disembark, 13" move, 8" charge, 1" threat range=25". Sure it's juuuust about doable IF enemy doesn't realize that speed. If they do they deploy like 3.5" behind DZ line and you are looking over average.

And really how scary 5 stormboyz are? Just have the proper 30 and accept some casualties with advance move.


The stormboyz would be supported by a Warboss which means they can charge even if they advanced so their average threat range is 29". (actually longer as 8" charge is a low estimate thanks to ere we go). If I really wanted to make a charge I use full throttle and risk the mortal wounds

I run normally run evil sunz with 2 battlewagons with deff rollas supported by a mek KFF. The battelwagons are pretty low points but are a pretty punchy in cc and the T8 18 W means they're tough. Previously I put the 2 x 10 grotz inside. I know it seems like a waste but the reason is two fold. 1) lower the number of drops 2) dropping 20 objective secured (less if it blows up obviously) models right on an objective is a hilarious way to steal an objective in ITC games. Especially if, as is highly probable, I'm going second.

I take 3 x 5 stormboyz to fill out a brigade. I've found Kommandos are better at deep striking especially if they're able to assault something in cover. Obviously I da jump a max squad of 30 boyz but having two other units (with power klaws) that can get in there T1 is always good.
   
Made in fi
Decrepit Dakkanaut





Yes but point is you better count on full throtle. If you don't then against any sane opponent either you do what he wants(he wants your 5 stormboyz to charge...and frankly what do opponent care if you sacrifice 5 stormboyz?) or you are looking at well over odds.

https://middleagedstrategybattlegamers.home.blog/2019/11/29/tneva82-daemon-of-an-ancient-world/<- lotr painting blog

12 factions for Lord of The Rings
11772 pts(along with lots of unpainted unsorted stuff)
5265 pts
5150 pts
~3200 pts Knights

 
   
Made in gb
Regular Dakkanaut






Automatically Appended Next Post:

Stormboyz take up 2 slots per model in a transport so even in a battlewagon you'll get 5 of them if you wan those 10 grots. That's not a real T1 threat. I personally don't think that combo has much going for it.

T1 charges are pretty rough to come by for Orks, da jumping anything Evil Sunz has a good chance of working. Other than that it's mostly warbikers and deffkoptas and both of those units are a bit too expensive for their melee acumen. A big blob of stormboyz could work, but they are so vulnerable if you don't get T1 so that's a gamble. I personally think our best option is just crazy amount of anti-chaff T1 and then let loose everything else T2 when all their screens are gone. That method is achieveable, I'm not sure if enough T1 charges to shut down the opponent is. At least not until we get some sweeping point drops. Happy to be proven wrong though.




I tried warbikes but as you said they're too pricey for what they do in cc. Stormboyz are 1/3 of the points and being infantry can take advantage of the magic boxes in ITC. The deffkoptas weren't even good in cc (to be fair I was taking them as singles due to points). I always set up assuming I'm going second. Like the warbikes the large squad of stormboyz is likely to get shot off the table. If an opponent spends a full turn firing into 1/2 bog standard battle wagons they've done their job.



Automatically Appended Next Post:
tneva82 wrote:
Yes but point is you better count on full throtle. If you don't then against any sane opponent either you do what he wants(he wants your 5 stormboyz to charge...and frankly what do opponent care if you sacrifice 5 stormboyz?) or you are looking at well over odds.


Assuming an average advance roll of 3.5 its 4.5 with evil sunz. Thats 3"+13"+4.5"+ 10" (average roll from 2d6 rerollable +1" for evil sunz) is a T1 AVERAGE 30.5" T1 threat range (31" as you'll be within 1") Theres no need to rely on the full throttle. I'm not saying the 5 stormboyz will wipe the floor with any unit but they'd definitely cause hurt to a TEQ, trouble a MEQ and screw with any vehicles. Their main role would be to tag a few units reducing the return fire the next turn. Bear in mind they effectively a throw away unit for 67Pts. If they make it into one cc then they've served their purpose.


Automatically Appended Next Post:
PiñaColada wrote:
The knight strat to target characters can be avoided by grot shield but honestly, just take a grot oiler and let him take the hit. Watch the IK player lose 12 points and 3CP for a 4point grot, he's never doing that again.


Listening to a podcast who tried this. The knights were souped with Ad Mech who had snipers. Snipers took care of the grot orderly easily. The knight did the rest against his Supa SAG Mek. Just something to be aware of.

This message was edited 4 times. Last update was at 2019/02/19 11:41:11


 
   
Made in no
Growlin' Guntrukk Driver with Killacannon




CaptainO wrote:

PiñaColada wrote:
The knight strat to target characters can be avoided by grot shield but honestly, just take a grot oiler and let him take the hit. Watch the IK player lose 12 points and 3CP for a 4point grot, he's never doing that again.


Listening to a podcast who tried this. The knights were souped with Ad Mech who had snipers. Snipers took care of the grot orderly easily. The knight did the rest against his Supa SAG Mek. Just something to be aware of.

Sure, but if the opponent has snipers and a dominus class knight, then obviously you need to use the grot shield. My point was that if your opponent only has a dominus class knight then don't bother using the strat. A grot oiler is always a sound investment IMO. I mean, I get what you're saying, don't be too reliant on the little guy. But just scan what character killing capabilities your opponent has and choose whether the strat is worth it thereafter. Grot shield is something you often want to use elsewhere

The again, I would argue that the Oathbreaker stratagem is rarely worth it for the IK player anyways. Even using that combined with Order of companions the odds of one-shotting something like a SAG big mek aren't fantastic..


Automatically Appended Next Post:
 An Actual Englishman wrote:

Lol I just went back and read your thoughts, i was about to ask if you had a chance to try them yet. It seems that we run virtually the same sort of list and so we're running into similar problems. Mostly that a competitive speed freaky list isn't very good at dealing with armour and folds to a stiff breeze.

I think its better than the KFF Mek on bike because it actually has some punch. The Mek on bike has character protection though.

A KFF Mek on foot is protected and way cheaper but ultimately too slow and again lacks AA firepower.

The KFF is only part of the reason I want the wazboms, the other primary reason is their anti armour potential. It's why I had the Mork in (instead of Gork) the list. But these seem better in almost every way except for 2 reasons (as I see it anyways) -

1. They can't melee worth a damn.
2. I was taking Mork in the Dread WAAAGH! detachment so it could shoot twice. There is no stratagem to allow my planes to do this.

Hmmm this is a toughie. On one hand I'm worried the Mork would just get wiped T1 if I don't go first but on the other I like the sound of shooting him twice.
Yeah, you're the only other purist ES speed freeks player I know so we're bound to run into the same sort of issues. Namely bikes and buggies folding like damp tissue paper to plasma and lascannons etc. The bike KFF mek is probably the best way to go about it but I don't really use index options so I'm down to mega armoured meks (too slow/expensive) or the morkanaut or wazboms. Wazbom just fit thematically better IMO, has a decent amount of dakka (and can use the strat as noted by Jidmah), plus they keep up with the rest of the forces. The one wazbom I have already does decent work but I'm a bit hamstrung by trying to keep things in the bubble, so another one is something I'm looking into. But I decided my burna bomba needed some freehanded flames painted on it (in white) so now I'm regretting that haha. Mostly because I'm terrible at freehanding and I hate painting white so I don't know what I was thinking..

This message was edited 3 times. Last update was at 2019/02/19 11:54:58


 
   
Made in nl
Regular Dakkanaut





Netherlands

 An Actual Englishman wrote:
Lol I just went back and read your thoughts, i was about to ask if you had a chance to try them yet. It seems that we run virtually the same sort of list and so we're running into similar problems. Mostly that a competitive speed freaky list isn't very good at dealing with armour and folds to a stiff breeze.

I think its better than the KFF Mek on bike because it actually has some punch. The Mek on bike has character protection though.

A KFF Mek on foot is protected and way cheaper but ultimately too slow and again lacks AA firepower.

The KFF is only part of the reason I want the wazboms, the other primary reason is their anti armour potential. It's why I had the Mork in (instead of Gork) the list. But these seem better in almost every way except for 2 reasons (as I see it anyways) -

1. They can't melee worth a damn.
2. I was taking Mork in the Dread WAAAGH! detachment so it could shoot twice. There is no stratagem to allow my planes to do this.

Hmmm this is a toughie. On one hand I'm worried the Mork would just get wiped T1 if I don't go first but on the other I like the sound of shooting him twice.


I am currently building an army around a (single) Wazzbomm, Dakkajet and three Chinorks as well as buggies. The Wazzbom and tankbustat's in the Chinorks can deal well with armor. The Chinorks are easily shot from the sky but there are methods of working with that, such as deepstrike T2 with the Chiorks and bringing your flying KFF over for some cover. Not tested it yet and I have to say I don't expect very much from them....apart form a lot of fun and mayhem.

This message was edited 1 time. Last update was at 2019/02/19 13:44:04


   
Made in us
Nasty Nob on Warbike with Klaw





Nebraska, USA

Wazbomm looks solid to me ive been meaning to kitbash one of my dakkajets into one with a KFF.

An ork with an idea tends to end with a bang.

9000pts Big 'n Bad Orkz
4000pts Admech/Knights 
   
Made in us
Regular Dakkanaut





Need some advice on what to work on next. I'm leaning towards a mono-faction freebooter army for fluff reasons, grot-themed but not restricting to grot units (I'm actually modelling everything but boyz and nobz using converted grots).

What I've got that might not be finished, but is fieldable:
1 Big Mek with KFF and a kombi-skorcha (though I can swap the kombi-skorch arm). He's in an exoskeleton so I could also call him mega-armored since his 'other' arm has a utility klaw that could easily pass as a PK.
1 GrotzWagen (open-topped battlewagon with magnetized deffrolla thats intended to carry 20 grots -- no boyz allowed!)
1 Trukk
1 DeffDredd (2xklaw 2xsaw)
1 Kan (klaw/rokkit but I can swap out the rokkit arm)
1 Grot Cutta (WIP, but for friendly locals I can field it -- I called it an index buggy the one time I played with it but planning to make this into a deffkilla wartrike with a harpoon gun to represent the snagga klaw)
5ish tankbustas (one has a tankhammer, but for casuals they probably won't mind "all tankbustas are stock") but no bomb squigs yet
7ish kommandos including 1 boss with klaw, 1 that could be a boss since he's got a banner but otherwise has no special weapons, 1 with big shoota, and 1 with burna. For casual games my locals don't mind if I toss a few boyz in there to boost it to a squad of 10.
1 nob with BC and kombi-skorcha
A small handful of boyz
A larger handful of grotz (~20, intended to roll in the grotzwagen)
1 lobba with crew.
1 lone stormgrot (stormboy modeled as a grot)

What I've got bits to make :
1 dakkajet (in progress, but not on a base yet)
1 other flyer (1/72 hellcat base model and assorted bits to turn it into a jet with whatever weaponry matches the flyer-of-choice)
Kanz (at least 3 with robogear bits, more with plasticard but those will take alot longer)
Dredds (parts for 2-3 more)
Boys
Grots
TankBustas
Kommandoes
4 Nobs
Grot Tanks
Chinork (War Zeppelin)
DeffKoptas (Also balloon based)
StormBoyz (Grots flying on balloons -- detect a theme here?)
MANz (these are much more labor intensive since I'd be building them up from scratch with plasticard)
A bajillion lobbas
Assorted Mek Guns

I don't have specific bits, but I'm sure I could cobble together a warboss,a wierdboy, a counts-as snikrot, or the stormboy boss guy if I needed to fill more HQ slots.

I could probably make some Lootas, but I don't have alot of good base guns so I'd have to plasticard the snot out of those as well.

I also have some ideas for a megatrakk scrapjet, or could probably do a big trakk out of the bits that are slated for grot tanks.



So -- with all that out of the way, what would you recommend I focus on building next in order to have a cohesive list that actually works reasonably well together? I like the idea of a mechanized list (grotz in the wagon, bustas in the truck and/or chinork, and ork war machines of assorted flavors), and eventually I plan to have a 30-man "chain gang" of captive orks for da-jumping, but I'm wondering if I'm better off just saturating harder targets since there's no way I'm ever going to build/paint 180 ork boyz.

This message was edited 4 times. Last update was at 2019/02/19 16:18:55


 
   
Made in se
Rogue Grot Kannon Gunna






Is there any "competitive" freebootas army out there ?

 
   
Made in gb
Dive-Bombin' Fighta-Bomba Pilot






PiñaColada wrote:
Yeah, you're the only other purist ES speed freeks player I know so we're bound to run into the same sort of issues. Namely bikes and buggies folding like damp tissue paper to plasma and lascannons etc. The bike KFF mek is probably the best way to go about it but I don't really use index options so I'm down to mega armoured meks (too slow/expensive) or the morkanaut or wazboms. Wazbom just fit thematically better IMO, has a decent amount of dakka (and can use the strat as noted by Jidmah), plus they keep up with the rest of the forces. The one wazbom I have already does decent work but I'm a bit hamstrung by trying to keep things in the bubble, so another one is something I'm looking into. But I decided my burna bomba needed some freehanded flames painted on it (in white) so now I'm regretting that haha. Mostly because I'm terrible at freehanding and I hate painting white so I don't know what I was thinking..

I've just decided to revisit my Dakkajet lol! I started the magnetized bombs today and to be fair they don't look bad. I might have to magnetise a KFF to it though if I want to go as a Wazbom.

I reckon with 2 Wazboms we can do decent coverage and protect our precious buggies and bikes, especially on turn 2 when they're most vulnerable. After that who cares? They'll probably be dead anyway lol.

 Singleton Mosby wrote:
I am currently building an army around a (single) Wazzbomm, Dakkajet and three Chinorks as well as buggies. The Wazzbom and tankbustat's in the Chinorks can deal well with armor. The Chinorks are easily shot from the sky but there are methods of working with that, such as deepstrike T2 with the Chiorks and bringing your flying KFF over for some cover. Not tested it yet and I have to say I don't expect very much from them....apart form a lot of fun and mayhem.


Hmm this intrigues me but I'll struggle to fit the Chinorks and Tankbustas into my lists. They are my fall back if the buggies and Wazbom just don't cut it though.

 Emicrania wrote:
Is there any "competitive" freebootas army out there ?
Yea, Ben Jurek is running an interesting list (probably the most interesting Ork list atm) that's all Freebootas. It has a 2 Gorkanauts and a Morkanaut too, chaos.
   
Made in se
Rogue Grot Kannon Gunna






 An Actual Englishman wrote:
Spoiler:
PiñaColada wrote:
Yeah, you're the only other purist ES speed freeks player I know so we're bound to run into the same sort of issues. Namely bikes and buggies folding like damp tissue paper to plasma and lascannons etc. The bike KFF mek is probably the best way to go about it but I don't really use index options so I'm down to mega armoured meks (too slow/expensive) or the morkanaut or wazboms. Wazbom just fit thematically better IMO, has a decent amount of dakka (and can use the strat as noted by Jidmah), plus they keep up with the rest of the forces. The one wazbom I have already does decent work but I'm a bit hamstrung by trying to keep things in the bubble, so another one is something I'm looking into. But I decided my burna bomba needed some freehanded flames painted on it (in white) so now I'm regretting that haha. Mostly because I'm terrible at freehanding and I hate painting white so I don't know what I was thinking..

I've just decided to revisit my Dakkajet lol! I started the magnetized bombs today and to be fair they don't look bad. I might have to magnetise a KFF to it though if I want to go as a Wazbom.

I reckon with 2 Wazboms we can do decent coverage and protect our precious buggies and bikes, especially on turn 2 when they're most vulnerable. After that who cares? They'll probably be dead anyway lol.

 Singleton Mosby wrote:
I am currently building an army around a (single) Wazzbomm, Dakkajet and three Chinorks as well as buggies. The Wazzbom and tankbustat's in the Chinorks can deal well with armor. The Chinorks are easily shot from the sky but there are methods of working with that, such as deepstrike T2 with the Chiorks and bringing your flying KFF over for some cover. Not tested it yet and I have to say I don't expect very much from them....apart form a lot of fun and mayhem.


Hmm this intrigues me but I'll struggle to fit the Chinorks and Tankbustas into my lists. They are my fall back if the buggies and Wazbom just don't cut it though.

 Emicrania wrote:
Is there any "competitive" freebootas army out there ?
Yea, Ben Jurek is running an interesting list (probably the most interesting Ork list atm) that's all Freebootas. It has a 2 Gorkanauts and a Morkanaut too, chaos.


That sounds crazy, and fun! Care to link? I could onöy find a link to a podcast

 
   
Made in gb
Dive-Bombin' Fighta-Bomba Pilot






 Emicrania wrote:
 An Actual Englishman wrote:
Spoiler:
PiñaColada wrote:
Yeah, you're the only other purist ES speed freeks player I know so we're bound to run into the same sort of issues. Namely bikes and buggies folding like damp tissue paper to plasma and lascannons etc. The bike KFF mek is probably the best way to go about it but I don't really use index options so I'm down to mega armoured meks (too slow/expensive) or the morkanaut or wazboms. Wazbom just fit thematically better IMO, has a decent amount of dakka (and can use the strat as noted by Jidmah), plus they keep up with the rest of the forces. The one wazbom I have already does decent work but I'm a bit hamstrung by trying to keep things in the bubble, so another one is something I'm looking into. But I decided my burna bomba needed some freehanded flames painted on it (in white) so now I'm regretting that haha. Mostly because I'm terrible at freehanding and I hate painting white so I don't know what I was thinking..

I've just decided to revisit my Dakkajet lol! I started the magnetized bombs today and to be fair they don't look bad. I might have to magnetise a KFF to it though if I want to go as a Wazbom.

I reckon with 2 Wazboms we can do decent coverage and protect our precious buggies and bikes, especially on turn 2 when they're most vulnerable. After that who cares? They'll probably be dead anyway lol.

 Singleton Mosby wrote:
I am currently building an army around a (single) Wazzbomm, Dakkajet and three Chinorks as well as buggies. The Wazzbom and tankbustat's in the Chinorks can deal well with armor. The Chinorks are easily shot from the sky but there are methods of working with that, such as deepstrike T2 with the Chiorks and bringing your flying KFF over for some cover. Not tested it yet and I have to say I don't expect very much from them....apart form a lot of fun and mayhem.


Hmm this intrigues me but I'll struggle to fit the Chinorks and Tankbustas into my lists. They are my fall back if the buggies and Wazbom just don't cut it though.

 Emicrania wrote:
Is there any "competitive" freebootas army out there ?
Yea, Ben Jurek is running an interesting list (probably the most interesting Ork list atm) that's all Freebootas. It has a 2 Gorkanauts and a Morkanaut too, chaos.


That sounds crazy, and fun! Care to link? I could onöy find a link to a podcast


Yea its in this article.
https://spikeybits.com/2019/01/orks-gsc-break-into-top-40k-army-lists-at-athoria-gt.html
   
 
Forum Index » 40K Tactics
Go to: