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2016/02/27 16:18:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
warhead01 wrote: I'm not really a fan of trukks.
Trukks = Death traps.
We need a medium wagon between trukks and Battle wagons.
With larger transport capacity than trukks and maybe a higher front armour.
I used to like that idea, but after the Gorka/Morkanaut fiasco I'd rather not see yet another redundant unit in our roster. So, why not giving trukks larger transport capacity then? Trukks hail from an era when 10 was the standard unit size, but that was like 15 years ago. A transport capacity of 20 would put Trukks back in line with the rest of the army, and help the transported unit withstand the (inevitable) destruction of their vehicle, even if they take a few wounds in the process.
War does not determine who is right - only who is left.
2016/02/27 16:54:59
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Orks should be able to exceed the capacity of the vehicle by 1/2 its max, but if they do then it takes danger tests every time it moves. Since we already use rams every single time we take a trukk or wagon, not THAT big of a risk and it lets us actually move our bigger boy blobz around that W!G is kinda forcing us to bring.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2016/02/27 17:24:56
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Have anyone here any experience with playing big squiggoths and Gargantuan squiggoths with the current rules? I like the fact that they don't explode and can fight back. Also I guess you can fire with full BS even if they moved? Maybe even flash gitz can use their Gitfindas? I'm planning on buying both kinds when I got the money.
This message was edited 1 time. Last update was at 2016/02/27 17:26:21
2016/02/27 17:55:06
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Trukks die yes however in the great waaagh detachment you only need one turn for them to get into a first turn charge range.
And spamming truk boyz makes it hard for your opponent to hit everything in one turn of long range shooting. I find this list works best like this.
Take trukks with rokkits and spam them as such.
Orks 1850 Pts
WAAGH!-Band
Warboss, Mega armour and Lukky stick 1
Mek – 1
Nobs, big choppa 3
Trukk 1
Council of WAAGH!
Ghaz – 1
Mad Dok – 1
Big Mek Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Nobs w Waaagh banner– 3
Totals 103
That’s a lot of rokkits (19) and powerklaws (9) and big choppas (6) and two decent beatstick units. It's pure MSU and only misses the ob secured. Ghaz will likely outflank since he gets two rerollable warlord traits in his formation. Alternatively you can drop ghaz formation and just make the warlord in the waagh band your warboss and hope you get fearless with your reroll trait.
You're missing the transport for the Council. Are you using a trukk?
Also, what about reinforced rams on the trukks?
I'm getting 1858 on what you listed with no rams and no trukk for the council.
This message was edited 3 times. Last update was at 2016/02/27 18:02:42
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.
2016/02/27 18:00:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Brokk wrote: Have anyone here any experience with playing big squiggoths and Gargantuan squiggoths with the current rules? I like the fact that they don't explode and can fight back. Also I guess you can fire with full BS even if they moved? Maybe even flash gitz can use their Gitfindas? I'm planning on buying both kinds when I got the money.
Big squiggoths move like monsters, just ask yourselves if you would like to spend ~200 points on that. ( I wouldn't)
On top of it is isn't really that sturdy sure it is sturdier then a trukk but 6W at T7 isn't that tough. The big bonus is that never explode and are simple to get into cover.
Can they fire at full BS? no one knows for sure. There are no rules really for it. The best way to handle it is just assume that the unit is in a open topped vehicle.
This message was edited 3 times. Last update was at 2016/02/27 18:09:03
Inactive, user. New profile might pop up in a while
2016/02/27 20:46:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
For the big squiggoths you fire at full since you basically treat it as a vehicle. The gargantuan if you only move up to 6 you fire full otherwise you snapfire since it is also treated like an open topped vehicle. They are a lot of fun. While the big squiggoths are not the most effective with the 3+ armor they function just like other walking MCs so if you treat them as such they can get something done even if that something is just being a meatshield. The gargantuan I've only used to pick on stuff weaker than it while transporting meganobz with a MFF. I do want to try filling it with burnas though. I don't know if it can take something like a knight yet but if your lucky it might be able to. It is a neat transport and if you put the MFF in it then it is touch to kill.
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
2016/02/27 20:48:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Vineheart01 wrote: its also banking on turn 1. If it works thats very powerful but if you dont get first turn 3-4 of those trukks will explode turn 1 and there goes your entire game.
A race shouldnt have to have first turn to be viable. But i guess they do in GW's eyes
This is true. But we are a race that doesn't get what we should, so we have to make due. If we lose that die roll we lose, but if we win it, we need to try to win 100% of the time. That's the Orks challenge.
If we lose the roll, we should just concentrate on losing as fast as we can so we can start another game.
2016/02/27 20:58:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The only thing I put in trukks are 3 MANz for a MANz missile. Twelve sluggas alone won't do much work in assault, though 12 shootas in a trukk might get some damage done. Issue is they explode to easily and you're going to lose a lot of boyz. Battlewagons hold more boyz, are a lot harder, and they're actually pretty cheap in the grand scheme of things. Just don't expect it to do any work once it's dropped its payload.
"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
2016/02/28 02:35:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I don't know who all has seen but I think the new objectives on the ghazzy update are interesting. My favorite by far is dead kunnin I think it was called.
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
2016/02/28 04:31:14
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
So I played against some wulfen today and, after hearing about how they have everything we dream about, was obviously nervous.
They basically ate my biker squad, who have yet to do anything but score one point in a game once. Granted, it was a game winning point, but seriously, they get shot off the table so damn fast.
Anyway, I managed to deal with them with lootas. Honestly, as long as you have lootas on the table, I wouldn't be too scared of them. Lootas are s7 ap4, which denies them their armor save and wounds on 2+. Lootas also throw enough shots to not care about the 3++ stormshields a few will be carrying. KMKs are great, too, which I threw at the pack. Only one was left, which I sent in a squad of boyz to clean up. Basically, my strategy for wulfen is going to be shoot the gak out of them with lootas and then charge them once they're weakened.
Still burns that space marines get a melee unit better than any melee unit we have.
"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
2016/02/28 04:42:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
First match was against chaos demons of slaanesh. The painboyz themselves put in work, but the formation rule only came into play once and didnt actually net me any kills at all. Granted it was about 10 boyz, a painboy and a nob trying to hurt a keeper of secrets so it was not likely they would get through its 5 up invuln and 4 up FNP (he rolled the gift for it).
Deff Dreads never lived long enough to use it. Nobs I didnt put any points into (overcosted) so they never got to use it.
I did win the match barely on objectives going 9 - 8 but I utterly lost the actually fighting. Stole the victory thanks to game ending on a 5.
Next game was against Chaos Space Marines. This time I put a painboy on a bike with the bikers. Again the pain mob formation itself did nothing as it only got to come into play once. It was 12 boys with 1 PK nob against 3 termies. Inflicted 1 PK wound that was saved with an invuln.
Managed to win that match easier however (My deff dreads got screwed pretty bad. One got immobed turn 1 and just had to take pot shots at cultists the whole game with a big shoota and the other got immobed by a melta against some havocs who would later krak him to death.
This match was really close and ended at the end of the top of turn 4 when my Biker warbosses chopped the head right off of his chaos lords shoulders with his HeadWoppas killchoppa. He conceeded after that, but the match still coulda gone either way.
The pain mob itself I think its neat, but its not good IMO. You have to take a nob squad which I think is not point efficient on their own and a deff dread which IMO I dont see myself taking again. However it was only two games so I cant say I used it a lot, but first impressions are that its just too situational and the unit taxes make it something I plan to avoid.
2016/02/28 14:31:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
You know what a Posterchild is? It's the race that's spawned a million memes that've spread into the popular geek consciousness. I was talking to a guy the other day who had no idea what Warhammer 40K was, but he described shooting guns as 'Dakkadakka'. People who play Orcs in cosplay or LARP or Boffer, you know what they yell before charging? WAAAGHH!! Red wunz go fasta, pile-on boyz, Neva Enuff Dakka... Heck, even the other races in-game have started writing in a subtly Orky fashion (Flakk rounds, anyone?)
That's a Poster Child- not the half-baked, over-pauldron'd, vanilla a-f boys in blue that GW's Spaec Mehrines are.
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube!
2016/02/28 16:20:59
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
It really seems like the Painmob was intended for large mobs, 20-30 strong. I have yet to play a game with it but I wouldn't expect much from it in a trukk mob (they don't usually do anything for me anyway unless I'm assaulting them into small to midsized softer units like Guard).
I have a list that uses two of them at max boyz with an unbound warboss thrown in for the Waaagh. It's a small list (seems like Painmob is the Ork small-game solution rather than the great waaagh-band) I'm excited to try it out:
Spoiler:
Painboy50 Painboy50
30 Boyz: Boss Nob (power klaw) 215 30 Boyz: Boss Nob (power klaw; bosspole) 220
4 Nobz: kombi-weapon with skorcha; 3× big choppa 97 4 Nobz: kombi-weapon with skorcha; 3× big choppa 97
Deff Dread: rokkit launcha; power klaw 90 Deff Dread: rokkit launcha; power klaw 90
Warboss: power klaw; bosspole 90
999 points
This message was edited 1 time. Last update was at 2016/02/28 16:27:37
2016/02/28 16:41:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
You know what a Posterchild is? It's the race that's spawned a million memes that've spread into the popular geek consciousness. I was talking to a guy the other day who had no idea what Warhammer 40K was, but he described shooting guns as 'Dakkadakka'. People who play Orcs in cosplay or LARP or Boffer, you know what they yell before charging? WAAAGHH!! Red wunz go fasta, pile-on boyz, Neva Enuff Dakka... Heck, even the other races in-game have started writing in a subtly Orky fashion (Flakk rounds, anyone?)
That's a Poster Child- not the half-baked, over-pauldron'd, vanilla a-f boys in blue that GW's Spaec Mehrines are.
Orks are the posterchild's b****. Theyre known as much as space marines because theyre usually on all the advertisements getting butchered. Only reason they would be known more than space marines is because ork fanbase is a lot more funny and outspoken while the Space Mahreens dont do a damn thing to advertise they play an army. I dont know how many times ive uttered the phrase "Orks is the master race" when i overhear something related to 40k or orks of any setting not just 40k.
This message was edited 1 time. Last update was at 2016/02/28 16:41:21
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2016/02/28 17:28:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Have to agree with Vineheart01. The only memorable things that SM (BA are alright I guess ) produced are spess mahreens, perfection in blue and METAL BAWKES
YMDC = nightmare
2016/02/28 17:34:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
i never got into dawn of war so i cant comment on marines vs orks in that, but in the game Space Marine even though it was clearly a marine game since the main character was a captain, almost all the memorable gimicks were Ork related.
Still say that fight with the MA Boss felt authentic as hell. One hit, dead, but hes slow enough to predict.
So much crap from that game i wish were normal Ork rules, while i cant think of a damn thing space marines dont already have that were in that game i'd like to see in the tabletop.
It just proves that the Ork crap is more memorable and cool, but are nothing more than the target dummy for space marines.
This message was edited 1 time. Last update was at 2016/02/28 17:36:32
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2016/02/28 17:40:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I am building my army again and have decided that I would like to have a traditional heavy tank. I consider battle wagons and landraiders medium tanks in the current meta.
The most obvious candidate seems to be the Kill Bursta. I used to use them a lot in appoc battles, but spending 400 pts for a single 7" sD blast doesn't seem to be such a good idea any more. What do you guys use? The other obvious answer would be stompa but I would like to have a tank, and not aged titan.
This message was edited 1 time. Last update was at 2016/02/28 18:30:09
Inactive, user. New profile might pop up in a while
2016/02/28 18:35:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Hellstorm flamer one is fun and surprisingly decent from what i've heard. It also provides an opportunity to go nuts and ride forward to overrun stuff and than explode gloriously not being overly expensive for the job.
2016/02/28 19:25:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Personally I want to use the kill bursta with the belly gun for the ridiculous main blast.
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
2016/02/28 21:15:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
oldzoggy wrote: Yeah the Flamebelcha is wonderful does any of our non stompa super heavies have it ?
The Killkrusha has some good options.
Hellstorm template, low str but shred and rending.
So it'll be wounding on a 6 most times, but with a re-roll that'll be AP2 (and ignore cover obviously).
2016/02/28 23:50:12
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Now that trukks have come up I feel like I have something to say haha. I have used everything from trucks to gun wagons to battle wagons with everything from Gretchin to meganobz. I have found the following:
Trucks:
Good if you get the infiltration rule on strategic table because they are dedicated transport to most things.
Can turbo boost into opponents face turn 1, and if numerous enough they cans do anything to prevent themselves being smashed turn 2.
Good to save heavy slots for other things.
You MUST ONLY put either Eavy armour boyz or mega nobz inside because when they go boom, you don't want the dudes inside to die!
However, if there are more juicy targets then softer units like t shirt boyz can be used too.
Gun Wagons:
Sadly take a heavy slot
Can be taken in squads of up to 3 though!!! This means swapping nearest wagon to spread hull point damage which is very cheeky.
Has 13 front armour and 12 side!!!! What the hell!!!
Around double the cost of a Trukk.
Should be used with more valuable orks such as tank bustas or lootas who will want protection and will get more value from the armour.
Are VERY annoying to deal with.
Battlwagons:
Only really useful for delivering elite units like large Manz squads or a boy squad with Warboss etc.
Can also be used with tank bustas or ranged squad.
If it's delivering units turn 2, then give it some guns to do something useful when it's done its job besides tank shocking.
Are very expensive so make sure they have a useful role to play.
As an example I have made a 1750 list. I will explain transport options at the bottom
Spoiler:
CAD 1
+ No Force Org Slot +
Mek
+ HQ +
Warboss, Bosspole, Cybork Body, Da Lucky Stikk, Mega Armour
+ Elites +
Meganobz, 3 Kombi- Skorcha, boss pole
TRUCK, ram
10 Tankbustas, Bosspole
10 Tankbustas, Bosspole
+ Troops +
15 Boyz, Power Klaw
10 Gretchin, Squig Hound
10 Gretchin, Squig Hound
+ Heavy Support +
Battlewagon, Reinforced Ram, 4x Rokkit Launchas
2 Gun Wagons,
Reinforced Rams
CAD 2
+ HQ +
Big Mek, Da Finkin' Kap
Warlord
+ Elites +
3 Meganobz, 3 Kombi- Skorcha, boss pole
TRUCK, ram
3 Meganobz, 3 Kombi- Skorcha, boss pole
TRUCK, ram
+ Troops +
10 boyz, nob, power Klaw, boss pole
TRUCK, ram
10 boyz, nob, power Klaw, boss pole
TRUCK, ram
OK,
So, the 15 boyz, Mek, big Mek and Warboss go in the battle wagon because it is transporting valuable, potentially game winning damage across the table to the enemy. It also has a warlord inside (the big Mek) who can choose to camp in the vehicle if it's safer, which has 4 rokkits to do some damage with here and there.
Next, the 2 units of tank bustas are in gun wagons because they need more protection and could be a prime target for the enemy, especially if they have vehicles or monsters that need stomping. The vehicles can happily stay alive for the most part without much problem, especially because the enemy AV will likely be shooting other things, which brings me to...
Meganobz and boyz are in trukks. Ideally I'd like everything in gun wagons as it ensures their delivery. However, points do not permit, and since I have da finkin cap, there is a 55% chance of infiltrating 3 of these units closer ... *evil laugh* ... Ahem! The meganobz all turbo boost first turn, at which point it doesn't matter if the trucks blow up as the 2+ armour and 2 wounds each should survive an exploding truck. The fact there are 3 squads of Manz means the risk of putting boyz in trukks is not as bad because hey, if they are shooting boyz, then they aren't shooting Manz. And considering the amount of heavy flamers, I don't think swarms of nidz, marines or even terminators will trade well with them haha.
Please let me know what you think
2016/02/29 02:41:37
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I pretty much agree with everything you've said here. Normal boyz are too squishy for trukks (and I find that 12 boyz isn't going to get much work done anyway), and in fact I don't like putting boyz in trukks at all. Those are for MANz missiles only. I also pack my battlewagons full of boyz with a warboss, but I honestly don't put many weapons on them. Two big shootas is all, and I find that it's enough once the payload has been dropped. Either the enemy shoots at a vehicle that has outlived its usefulness, or I get to drive a rather large model around to block things.
"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
2016/02/29 05:34:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I don't like Trukk boyz at all. On average 5 will die when it blows up (assuming you have 12 in it) without ard boy upgrades and I like ard boyz even less because I feel they are not cost efficient.
I dont really use trukks much at all to be honest. I really, really like gun wagons however and my FLGS is cool with me using them. They are so much better for carrying units than the trukks and while they are 2x as costly they are easily worth it. The twin linked big shoota is also nice to have. They are only capacity ten, but thats enough for a full Mega nob squad and more than enough for all the burna boyz or tankbustas you would want.
2016/02/29 06:19:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Trukks are best suited for Ard boyz and manz, as has been said, but you can get away mixing and matching footslog and speed units. I only have two trukks but opponents have to decide what they want to kill first turn (if I have them on the board during deployment). Do they focus on whittling down a 20/25/30 strong boyz mob or the trukks that will be in their faces?
What's fun is to send boyz up the board turn 1 then bring a few trukks in as reserves, especially if they're manz missiles. Typically by the time you get boyz where they need to be, or close to it, there will be a lot less shooting free to deal with the trukks coming on the board.