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Made in us
Mekboy Hammerin' Somethin'






I was wondering if it was possible to be a Trixy and Taktikal Ork Boss...

I have been fight the people at the FLGS and I am pretty sure that they all know how to fight orks and have a balanced enough list to also fight MEQS...

My problem lies with rarely getting the assault and being left with I2 (I3 never really helped anyway), S3, and only 3 attacks each.

Any Ideas on how I can secure the assault for the lads with out relying on the classic, "You assault Squad 1, Squad 2 directly behind it assaults your unit"...

I have tried Kommandos, but because they have to be deployed more than 12" out of LOS (Something that rarely happens) or more than 18" within LOS, after they threaten a next turn charge (by moving 6"). They usually are Shot to death and then their corpses or the 10 boyz that are left are assaulted and cut down (I did not get the charge). For the Kommandos I am thinking 1 or 2 things to do in the future.

  • 1. Only move them 3-5" so that way they are 13-15" away and therefore cannot be charged, and I could charge with a WAAAGH!

  • 2. Pick a spot in cover and leave them there with 2 Rokkits to harass enemy transports at a distance, and have this 15"-18" bubble that the Kommandos threaten


  • This message was edited 1 time. Last update was at 2009/09/30 14:43:26


    Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
    starbomber109 wrote:Behold, the true ork player lol.
    I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

    ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

    Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
     
       
    Made in at
    Deranged Necron Destroyer





    I use a screen of vehicles (Battlewagon, Killa Kans, KFF Mek) to provide a nice wall for my boyz. Generally, this will lead to the opponent dealing with the big things, allowing the boys to charge through the wreckage and pound faces.

    Kommandos: you could try Snikrot so that your opponent has to deploy farther from the table edge

    What are you facing exactly?

    https://atlachsshipyard.blogspot.com/
    Just a tiny blog about Dystopian Wars and Armoured Clash 
       
    Made in us
    Junior Officer with Laspistol






    The eye of terror.

    Yes, kommandos are a pretty worthless unit until you give them snikrot, then they become marginally useful as a scare tactic.

    Why did the berzerker cross the road?
    Gwar! wrote:Willydstyle has it correct
    Gwar! wrote:Yup you're absolutely right

    New to the game and can't win? Read this.

     
       
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    Hollerin' Herda with Squighound Pack




    Getting the charge is absolutely key for ork armies. I like throwing them in trukks or BWs, driving up, unload everyone then charge into assault. The effective assault range is 13"(w/ RPJ) + 2" disembark +6" assault, add a d6" to that with the waaagh!. A 21"-27" assault range should make it easy to get the charge on just about anything.

    If you're not into Speed Freaks, try a nice tasty grot screen in front of your boyz. Throw 10 or so gretchin in a horseshoe formation around a mob of boyz to act as an assault screen. They'll almost certainly die (they're grots, so what?), but it gives you the charge with your boyz.

    Kommandos aren't good without Snikrot. Its the only strategy that I've found effective with kommandos. Don't give them rokkits, as you want Snikrot to get a charge on to some sweet back armor, and with 6 re-rollable str 6 attacks, he usually blows something up (that isn't a LR). Its best to multi-charge something if possible, so Snikrot can popo some tank and your kommandos go to work on some infantry. Give the squad 2 burnas to use as power weapons on some unsuspecting devastator squad hanging back.

    Even then kommandos are a one-shot wonder usually. They'll charge, destroy something, then die. But if used right it can really take some fire off of your boyz so they can advance, as well as making a good dent in your opponents support fire. He's fun, but I don't bring him to tournaments.

    "Your orks are givin me the worst diarehhea ever."

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    Made in us
    Dark Angels Librarian with Book of Secrets






    Connecticut

    There are a few ways to get the assault.

    Vehicles
    Truuks and BWs can really get your army to the fight, and fast. As all the ork vehicles are open topped, that provides a huge assault range for your boys. Of course the risk is that MEQ will kill you boys before they hit on I3, but it solidifies your ability to get all 4 attacks from your sluggas at STR 4.

    Waaaaagh
    This is a huge boon the ork player, as it can really turn the tide. A well placed waaaugh can put your army into the advantage, and move them up close enough to get the assault.

    Its a grots life
    ~100 points buys you a lot of grotz, about 29 of them with 2 runtherders. Don't sacrifice boys, and let them die instead.

    Bigga is betta
    A non-assault MEQ unit will be reluctant to assault a squad of 30 orks, even if they have the assault. Use this to your advantage and play with 4-5 squads that size. Even if his marines assault and kill 8 orks, you still have 22 that can return strikes -- one of which has a PK. Being I3 on the charge does not matter much if you have 30 boys in a squad.

    Shoot em first!
    If your opponents are your FLGS are playing heavy assault armies, instead of going head to head, change your tactics and build a shooty army. Get lots of shootas, big shootas, deffkoptas, lootas, etc. Surprise him with the strength of ork shootin!
    Think of it like this : Nintendo decided instead of going head to head vs Sony and Windows to build a complete different system with a different route. They did not play the same game as Sony/M$ and have blown them out of the water on sales.
    Just like Nintendo, don't play your opponents game, and instead make him play yours.

    This message was edited 1 time. Last update was at 2009/09/30 19:52:00


     
       
    Made in jp
    Regular Dakkanaut




    I agree with labmouse. Grot screens, vehicles and waaagh are the three key ways you get those assaults.

    I like to use a combination of a fast moving wing (trukks, wagons and bikes) and a solid core of shoota boyz with grot screens. I prefer the shootaz because if he doesn't take the grot bait then you can get into a shooting battle with him and 25 shoota boyz with 4+ cover saves actually will usually win that shooting battle against most units in the game that aren't dedicated heavy weapon toting squads.

    Fast stuff takes out serious shooting threats (devvys, russes, etc) whilst the main body advances firing big shootas and whittling his squads away. By the time I get there he gets swamped in boyz.
       
     
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