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Made in us
Battlewagon Driver with Charged Engine





 grendel083 wrote:
 PipeAlley wrote:
I think one simple fix to the Waaagh-Band requirement would be the option to combine all the required units into a mini-Green Tide. You'd get up to 20 Nobz in the unit and only have to pay for 60 Boyz. You could have 30 ablative grots with Majority Toughness 4!

One simple fix and I'd play it every game.
Just combining the Ork boyz I'd be happy with.
You can still get them to over 100 models, and I rarely took more than 6 Nobz anyway.

I also would find that acceptable. Too bad we can't do anything about it.
   
Made in gb
Longtime Dakkanaut





UK

I find it sad and depressing that FLG did an Ork Warband and only just fit it in, completely neglecting one part of the formation benefits (HoW). Le sigh

YMDC = nightmare 
   
Made in us
Battlefortress Driver with Krusha Wheel






Green tide confirmed gone.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Stabbin' Skarboy




Pittsburgh

So I just though of I list I need to try out. So you take ghazghkulls and his council with the only upgrades being the nobz take the banner and the big mek gets a KFF, the WAAAGH band is barebones and so is a deffkopta. Then you take a CAD with big mek and 2 units of gretchin. All of this is so that ghazghkull can bring his favorite pet/transport with him into battle. The council rides in on a gargantuan squiggoth. It seems like fun to me. Sure probably nowhere near effective but the squiggoth did better than I though he would in the one game he has been used in so far so you never know lol. Poor tigerius and his grab cents got munched... Along with other assorted Marines.

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
Battlewagon Driver with Charged Engine





 cranect wrote:
So I just though of I list I need to try out. So you take ghazghkulls and his council with the only upgrades being the nobz take the banner and the big mek gets a KFF, the WAAAGH band is barebones and so is a deffkopta. Then you take a CAD with big mek and 2 units of gretchin. All of this is so that ghazghkull can bring his favorite pet/transport with him into battle. The council rides in on a gargantuan squiggoth. It seems like fun to me. Sure probably nowhere near effective but the squiggoth did better than I though he would in the one game he has been used in so far so you never know lol. Poor tigerius and his grab cents got munched... Along with other assorted Marines.
Just to make it more crazy, take a weirdboy instead of the CAD big mek. You might get the +1 Attack or Da Jump...Not sure if Ghaz's squiggoth can Jump or not...it's technically not a vehicle, so who knows?
   
Made in us
Stabbin' Skarboy




Pittsburgh

Not enough points at 1850. At 2000 sure plus ghazzys council gets kitted out. Of course the weirdboy can't join the council sadly because nobody can unless they changed that. I'll find out when I get my hard copy.


Automatically Appended Next Post:
No jumping for the squiggoth sadly since the weidboy can't join the unit. He can however go along for the ride and fire witchfires out of the top lol.

This message was edited 1 time. Last update was at 2016/02/27 07:05:57


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!!






 cranect wrote:
So I just though of I list I need to try out. So you take ghazghkulls and his council with the only upgrades being the nobz take the banner and the big mek gets a KFF, the WAAAGH band is barebones and so is a deffkopta. Then you take a CAD with big mek and 2 units of gretchin. All of this is so that ghazghkull can bring his favorite pet/transport with him into battle. The council rides in on a gargantuan squiggoth. It seems like fun to me. Sure probably nowhere near effective but the squiggoth did better than I though he would in the one game he has been used in so far so you never know lol. Poor tigerius and his grab cents got munched... Along with other assorted Marines.


I've tried ghaz council once. 2 Megabosses, MFF mek. Slingshot them with a bunker. They didn't manage to catch anything due to SNP and only 1 turn of WAAAGH! Ate some fire and managed to get extra lukky with Ghaz killing a few eldar bikers with a bs3 bigshoota that failed ld10 and ran away with 2 farseers. Even with this crazy 1-st turn luck, i barely pulled a win cause they're just so slow and the rest of the list got obliterated cause they're also so expensive.

Fun but weak in a regular game.
   
Made in us
Krazed Killa Kan






 Orock wrote:
Green tide confirmed gone.

Amazing update to W!G. Exactly what I wanted. Thanks Games Workshop Tournament winning list deleted, yes! Awesome!

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Stabbin' Skarboy




Pittsburgh

Ya I've played the council before and when I did I ate the sanguinor Dante, Gabriel Seth, and some death company and then went on to eat some grey knights. The invul allowed it to kill the snaguinor and all the death company and those characters then later some grey knights got to close and they all killed each other.


Automatically Appended Next Post:
For those who haven't seen there are some neat objectives in the back of the new book. My favorite is dead kunnin... You tell your opponent an objective number that you will try to capture next turn. If you lied to them about which one you were going to capture and you capture the one you were actually trying to capture then you get one point. If you told the truth and captured it then you get d3 points for the sneaky double bluff you just pulled off.

This message was edited 1 time. Last update was at 2016/02/28 02:07:49


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 dk
Flashy Flashgitz




Most talk is about the Warband as core choices, which only get udgraded rules. When looking at the Goff Killmob you get Waaargh!-band rules as well as formation rules.

If leaving out Ghaz, there is room for support.

Killmob
Grukk. 130
3 nobz. 54
20 boyz, nob. 130
20 boyz, nob. 130
Gorkanaut. 245
Deff dread. 80
Deff dread. 80
3 killer kans. 150
999

There is room for big mek w. MFF
Tankbusta mobs by the dozen

With love from Denmark

 
   
Made in gb
Longtime Dakkanaut





UK

I think the Kill Mob needs 3 unit of Boyz.

I'm not sure whether I would even play the walkers if they don't have 'ere we go. I'd be more inclined if they could run and charge.

YMDC = nightmare 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 JimOnMars wrote:
 grendel083 wrote:
 PipeAlley wrote:
I think one simple fix to the Waaagh-Band requirement would be the option to combine all the required units into a mini-Green Tide. You'd get up to 20 Nobz in the unit and only have to pay for 60 Boyz. You could have 30 ablative grots with Majority Toughness 4!

One simple fix and I'd play it every game.
Just combining the Ork boyz I'd be happy with.
You can still get them to over 100 models, and I rarely took more than 6 Nobz anyway.

I also would find that acceptable. Too bad we can't do anything about it.


At this point with Green Tide officially gone I think the greater 40K community would be okay with it. My opponents loved facing green tide and wiping out 10-20 Orks a turn. If you have an issue, only run a max of 10 Nobz between the required Nobz unit and Boyz mobs. Although 16 Nobz all with BC and only needing 60 Boyz is pretty awesome.

Besides, only Ork players read these Ork posts so who's gunna know? Just chalk it up to Orky Cunnin'!

Fighting crime in a future time! 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i imagine in friendly games nobody would care if you run the green tide. Probably one of the most scenario-favorable formations in the game.

Competitive play, i'd be surprised if its allowed still. Even though its not even a "formation" since its special rules were basically nonexistant, its just a giant unit. Yes i know its still considered a formation but i dont lol.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ru
!!Goffik Rocker!!






I propose to rename it Meh WAAAAAGH! Band.

This message was edited 1 time. Last update was at 2016/02/28 18:04:12


 
   
Made in gb
Longtime Dakkanaut





UK

Surely that would be Meh Waaagh? Band

YMDC = nightmare 
   
Made in us
Dakka Veteran





California

Waaargh wrote:
Most talk is about the Warband as core choices, which only get udgraded rules. When looking at the Goff Killmob you get Waaargh!-band rules as well as formation rules.

If leaving out Ghaz, there is room for support.

Killmob
Grukk. 130
3 nobz. 54
20 boyz, nob. 130
20 boyz, nob. 130
Gorkanaut. 245
Deff dread. 80
Deff dread. 80
3 killer kans. 150
999

There is room for big mek w. MFF
Tankbusta mobs by the dozen


Kill mob requires 3 mobs of 20 + boyz.

In experience those 20 boyz melt with out any painboy or kff coverage , faster with Da bass is watching.

This message was edited 1 time. Last update was at 2016/02/28 20:49:21


- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

If they just mad the Oddboyz part of the 1-10 units, this could have been great.

So what if we maxed out the six units of Boyz?

Six 30-Ork strong mobs of just Boyz, no Nobz, running up the field, with the front row providing cover. With the Council they are Fearless, which is the Orks biggest issue.

Let's say the opponent can shoot a Mob per Turn: so what. You still have the council and another unit of Nobz and Meganobz to assault along with anything to bring: DeffKoptas or Mek Gunz.

Assuming 5+ cover, just how many Orks can be shot of the table per turn? Even on foot they could attempt a turn two charge. And any unit with just a couple of models left can eat overwatch.

Fighting crime in a future time! 
   
Made in ru
!!Goffik Rocker!!






Max units without painboyz are very mediocre. And that's 1290 pts for just boyz and pk nobz.

It could be fine if we could get Ghaz without his council so that there'd be more threat saturation. As is, we won't even have enough points in 1850 game. If we run 20 strong squads, which would be more appropriate, boyz+pk nobz would cost 930. There are still grots, boss and mek. And you're left with like 100 pt for ranged support.

This message was edited 1 time. Last update was at 2016/03/02 05:36:44


 
   
Made in us
Dakka Veteran





So A couple days back I emailed both GW and Black Library bashing this release and how I wasn't going to buy the new book when I had physical copies of the other books.

Well they sent me a 10 page pdf with the new updated rules and Great Waaghband detachment. It also came with the following message:

"Hi Matthew,

We were provided the new content from Waaagh! Ghazghkull, which has been made available as a PDF. You should be able to use this alongside your existing title.

I hope this helps."

This in a sense means that if you own a copy of the original waagh ghazghkull then the green tide is still a legal formation. I think that they didn't include it in the reprint because the Great Waagh detachment rules are kind of similar in that the ork player can waagh more than once.

I just printed the 10 pages and put it in my old book.

This also goes for Mogrok's bossboys or any other formation that didn't get included.


   
Made in gb
Fully-charged Electropriest






I was all wide-eyes and smiles when the updated supplement came up for pre-order, you can probably imagine my disappointment when I opened it up and about 95%+ of the content in it is from books I've already paid for. Did I hear somewhere that the people who bought the digital copies of the original received the update for free? That's maddening for us hardcopy purchasers.

As far as tactics go, I won't ever be using the big detachment without fielding the Council but as I play large point games I can probably get more use out of it than most. I'll kit out the Council until the cost of it makes my eyes green, load up the boyz in a Blitz Brigade or Trukks and then spam Tankbustas until I run out of auxiliary slots. Might not be that good in practise but I'll have a right laugh with it I think!
   
Made in us
Dakka Veteran





xlDuke wrote:
I was all wide-eyes and smiles when the updated supplement came up for pre-order, you can probably imagine my disappointment when I opened it up and about 95%+ of the content in it is from books I've already paid for. Did I hear somewhere that the people who bought the digital copies of the original received the update for free? That's maddening for us hardcopy purchasers.

As far as tactics go, I won't ever be using the big detachment without fielding the Council but as I play large point games I can probably get more use out of it than most. I'll kit out the Council until the cost of it makes my eyes green, load up the boyz in a Blitz Brigade or Trukks and then spam Tankbustas until I run out of auxiliary slots. Might not be that good in practise but I'll have a right laugh with it I think!


Yes the e=book users got an update automatically. However if you complain to customer support they will send you a pdf to go with your hard copies
   
Made in gb
Fully-charged Electropriest






Haha I just saw your post above after I had sent my reply. It's too late for me and my wallet but that's useful information for those that haven't got it yet, quite a nice gesture from the company as well really.
   
Made in us
Stabbin' Skarboy




Pittsburgh

Ya I bought the hard copy as well.

This message was edited 1 time. Last update was at 2016/03/02 18:42:32


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

I played two games with the new Orkurion formation this weekend and I have to say I like it. I walked this 1850 list into an Iron Hands list featuring three Land Raider Redeemers with some Space Marine occupants, two Vindicators, four Whirlwinds, and a singular 2W Side Car space marine bike with Multi-Melta, one or two techmarines, and a vanilla Devastator squad.
Spoiler:
Orks: Codex (2014) (Ork Great Waaagh!-band)
Command
"Council of Waaagh!"

Mad Dok Grotsnik, Da Painboss

Big Mek w/ Mega Armour (WG)
Gubbinz: Mega Force Field, Kustom Mega-blasta, Mega Armour

Ghazghkull Thraka - Warlord

Nobz
Waaagh! Banner
Boss Nob
Choppa, Slugga
Nob
Choppa, Slugga
Nob
Choppa, Slugga

Warboss
Power Klaw, Shoota

Warboss w/ Mega Armour
Gift: Da Lucky Stikk, Mega Armour, Power Klaw, Twin-linked Shoota

Core
"Waaagh!-band"

Boyz
10x Boy
10x Slugga

Boyz
10x Boy
10x Slugga

Boyz
10x Boy
10x Slugga

Boyz
10x Boy
10x Slugga

Boyz
10x Boy
10x Slugga

Boyz
10x Boy
10x Slugga

Gretchin
10x Gretchin
Runtherd
Grabba stik

Mek
Choppa, Slugga

Nobz
Warbikes for Mob
Boss Nob
Choppa, Slugga
Nob
Choppa, Slugga
Nob
Power Klaw, Slugga

Warboss (WG)
Power Klaw, Slugga, Warbike

Auxiliary

Stormboyz
5x Stormboy

Stormboyz
5x Stormboy

Tankbustas
5x Tankbusta

Tankbustas
5x Tankbusta

Tankbustas
5x Tankbusta

Tankbustas
5x Tankbusta


We played the first Malestrom mission. With some lucky dice the Stormboyz almost came up with first blood turn one, while they didn't get their job done the aggression coupled with the biker boss's aggression put my opponent in a defensive mindset. This led to him moving to his table edge and firing away with all templates while my fearless mobs moved to the middle for board control. Turn two I thought he might turn the fight when I spread assaults too thin to try and satisfy malestrom cards. I lost many models that turn, but this list has ways of seemingly never running out of bodies. On turn three, I made 8 successful assaults on top of two ongoing assaults, would likely destroy two landraiders, a vindicator, the bike, two space marine squads, and up my score to a total of 9 expected victory points. On that note, my opponent conceded. Ghaz'guls squad seemed immortal, losing only one nob on a LoS! role because I put him a little bit in front of my mega armored warboss.

Spoiler:
\Walkers (1998pts)
Orks: Codex (2014) (Ork Great Waaagh!-band) (1998pts)

Command (819pts)
"Council of Waaagh!" (819pts)

Mad Dok Grotsnik, Da Painboss (160pts)

Big Mek w/ Mega Armour (WG) (150pts)
Gubbinz: Mega Force Field (75pts), Kustom Mega-blasta, Mega Armour (40pts)

Ghazghkull Thraka (225pts)
Warlord

Nobz (74pts)
Waaagh! Banner (20pts)
Boss Nob (18pts)
Choppa, Slugga
Nob (18pts)
Choppa, Slugga
Nob (18pts)
Choppa, Slugga

Warboss (85pts)
Power Klaw (25pts), Slugga

Warboss w/ Mega Armour (125pts)
Gift: Da Lucky Stikk (25pts), Mega Armour (40pts), Power Klaw, Twin-linked Shoota

Core (1134pts)

"Goff Killmob" (1134pts)
Gorkanaut (245pts)

Boyz (120pts)
20x Boy (120pts)
20x Slugga

Boyz (120pts)
20x Boy (120pts)
20x Slugga

Boyz (120pts)
20x Boy (120pts)
20x Slugga

Deff Dread (95pts)
Power Klaw (10pts), Skorcha (5pts)

Deff Dread (95pts)
Power Klaw (10pts), Skorcha (5pts)

Killa Kans (150pts)
Killa Kan (50pts)
Rokkit Launcha
Killa Kan (50pts)
Rokkit Launcha
Killa Kan (50pts)
Rokkit Launcha

Nobz (79pts)
Boss Nob (18pts)
Choppa, Slugga
Nob (43pts)
Power Klaw (25pts), Slugga
Nob (18pts)
Choppa, Slugga

Warboss (WG) (110pts)
Power Klaw (25pts), Slugga, Warbike (25pts)

Auxiliary (45pts)

Stormboyz (45pts)
5x Stormboy (45pts)


This 2000 point list played against basically the same army as the 1850 game, except he gave more equipment to the models in the land raiders, put a big beefy HQ on the field, and put plasma cannons on the devastators. We picked the Malestrom game where you get six cards on turn one, and fewer cards per turn. First turn of the game, I manage to capture twice as many objectives (four) as my opponent, score 3 Victory Points. The aggressive turn one move prompted my opponent to move to the edge of the board with everything except one Land Raider that he used to move up, unload on my Bikerboss, and assault him with the troops inside. With an amazing cover save of 2+ due to a combination of jink, turbo boost, and +1 Cover mysterious objective, the Warboss lived through the turn. The whirlwinds shot roughly 12 ork boyz, the other land raider destroyed two killa kanz (Assault Cannon OP), he fired the Vindicator shots at the Gorkanaught, who rolled two MFF saves. My opponent's poor luck lead to only picking up one of his expected four victory points that turn. On my turn two all I needed to do was kill things to win (lucky Malestrom cards were lucky). The Gorkanaught first blooded his melta bike with his TL Big Shootas(I never got to fire the Kewl Deffstorm Mega Shoota), I failed two expected assaults, one of which was because 3 of 5 stormboyz killed themselves using their rokkit packs (the mek boy really got them good!), I piled in roughly15 Boyz into the fight my Bikerboss was in (expected too win easily) and the 79 points squad of Nobz one klaw assaulted the Land Raider. It was a long shot, but sure enough, I picked up those four dice and rolled two Vehicle Destroyed! Results on the land raider. If that wasn't BS enough, it now meant I would be rolling for D3 Victory points on top of the two points I was already expected to get that turn. Meaning I was already up 6-9 Victory to my opponents 1. Sadly, he was done with that game already, and I sort of understood, that Nob killing that Land Raider was Hurr Durr Ork BS (Not saying I wasn't dying to laugh on the inside however ). This game was unique in that five of the six objectives were in a third of the game board, and Ghaz'Gul's unit was already there and my opponent had nothing for him.

The Orkurion performs well for me, and I can't understand how fearless PermaWAAAGH! Orkz are terribad at all. I would recommend it to anyone, the Goff Killmob walkers need some special care, I kept the Gorkanaught and the Deff Dreads under the MFF from Council, but if the game went on I'm not sure they wouldn't get insta gibbed by some melta (but with Nobz handing out free Vehicle Explodes! results I'm not sure it would have mattered).

This message was edited 3 times. Last update was at 2016/03/08 04:19:59


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

PermaWaaagh! isn't bad, the problem is that the base cost for it is huge so you're left with little customization.

YMDC = nightmare 
   
Made in gb
Nasty Nob on Warbike with Klaw





Liverpool

 Frozocrone wrote:
PermaWaaagh! isn't bad, the problem is that the base cost for it is huge so you're left with little customization.
The cost is way too high, it's a real struggle to use that book in anything short of a 2k game.
Yet other forces don't have this issue.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I played my friend last night using the new waagh band. His dice really save his butt in the game, but orks started out strong. I have the Goff killmob and blitz. My warboss, pain boy, and nobz where all on bikes. The boyz were in the battle wagons. The other two battle wagons where equiped with supa-kannons. The played pretty good. Didn't get to see much action out of the warboss unit because of the fist of khorne hitting them first turn.

All in all, kind of my general feeling about these big detachments is they work great at 2000-2500. Anything less and you might as well not use it.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Huge Hierodule





Louisiana

 grendel083 wrote:
 Frozocrone wrote:
PermaWaaagh! isn't bad, the problem is that the base cost for it is huge so you're left with little customization.
The cost is way too high, it's a real struggle to use that book in anything short of a 2k game.
Yet other forces don't have this issue.



Okay this is just patently false. I've seen many folks post that the "waaagh band" is too expensive for a core detachment, other "combi-detachments" don't have this issue, blah blah blah. I'll break it down : Here's how the orks compare to 3 other popular books' combi detachments taken with no upgrades.

Space Marines - Gladius Strike Force. Minimum 1 Core and 1 Aux (Demi Company and 10th Company) - 575 points, 37 models.

Eldar Craftworlds - War Host. Minimum 1 Core and 1 Aux (windrider host and outcasts) - 418 points, 17 models.

Necrons - Decurion. Minimum 1 Core and 1 Aux (Reclamation Legion and Flayed Ones) - 544 points, 34 models.

Orks - Great Waaagh detachment. Minimum 1 Core and 1 Aux (Waaaghband and 1 warbuggy) - 549 points, 77 models.


So, going by the base numbers, Orks get twice as many models as the space marines or necrons for similar cost. The problem is people get hung up on putting power klaws in every boy unit, or mounting them all with trukks, or putting the nobs on bikes, etc etc which are all fine options but not necessary. The boys units can be simple MSU, objective grabbers while you use the specialists auxiliary choices instead for the power units if you like. Overall the ork detachment is just as good and as flexible as any others that have come out. I don't like the Boss is watchin' rule, but other than that it's a good command benefit. The other argument i keep seeing is that the council of WaAAgh is too expensive. And it is - you're taking a unit that is gimmicky and slow, so that your entire army can have the fearless rule. That's a great benefit but for the same points you could add a stompa and have a similar effect. Overall the ork detachment is a good one, and I enjoyed playing with it once i got the book a few weeks ago.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in ca
Gargantuan Gargant






 tetrisphreak wrote:
 grendel083 wrote:
 Frozocrone wrote:
PermaWaaagh! isn't bad, the problem is that the base cost for it is huge so you're left with little customization.
The cost is way too high, it's a real struggle to use that book in anything short of a 2k game.
Yet other forces don't have this issue.



Okay this is just patently false. I've seen many folks post that the "waaagh band" is too expensive for a core detachment, other "combi-detachments" don't have this issue, blah blah blah. I'll break it down : Here's how the orks compare to 3 other popular books' combi detachments taken with no upgrades.

Space Marines - Gladius Strike Force. Minimum 1 Core and 1 Aux (Demi Company and 10th Company) - 575 points, 37 models.

Eldar Craftworlds - War Host. Minimum 1 Core and 1 Aux (windrider host and outcasts) - 418 points, 17 models.

Necrons - Decurion. Minimum 1 Core and 1 Aux (Reclamation Legion and Flayed Ones) - 544 points, 34 models.

Orks - Great Waaagh detachment. Minimum 1 Core and 1 Aux (Waaaghband and 1 warbuggy) - 549 points, 77 models.


So, going by the base numbers, Orks get twice as many models as the space marines or necrons for similar cost. The problem is people get hung up on putting power klaws in every boy unit, or mounting them all with trukks, or putting the nobs on bikes, etc etc which are all fine options but not necessary. The boys units can be simple MSU, objective grabbers while you use the specialists auxiliary choices instead for the power units if you like. Overall the ork detachment is just as good and as flexible as any others that have come out. I don't like the Boss is watchin' rule, but other than that it's a good command benefit. The other argument i keep seeing is that the council of WaAAgh is too expensive. And it is - you're taking a unit that is gimmicky and slow, so that your entire army can have the fearless rule. That's a great benefit but for the same points you could add a stompa and have a similar effect. Overall the ork detachment is a good one, and I enjoyed playing with it once i got the book a few weeks ago.


While I appreciate the attempt at making the best out of a mediocre formation, I think the main issue is that despite the number of models that we start with, they really don't stand on their own very well in comparison to the other units from the other faction's formations. MSU barebones boyz means you don't get to use the benefits of mob rule, and they do little besides likely give away first blood. Unlike Necron troops who inherently can do something without transports (and get a super-boost with the Decurion bonus to RP) or Space Marines with free Obsec transport spam Orks don't have an equivalent that makes the boyz worth taking in the core unit unless you have the gimmicky Council of WAAAAGH! with them.

Sure you can add the aux units to make up for the lacklustre core, but at that point I feel that multiple CAD's with grots as the tax instead of boyz would be a more flexible way of doing so anyways. Endless WAAAGH! only really works best in a mechanized list anyhow which is why you're pretty much forced to run trukk boys with a WAAAGH-band based list.

   
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To be fair, you dont get free transports with just 1 demi company, just a bunch of min squads of obsec marines.

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