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![[Post New]](/s/i/i.gif) 2016/06/29 12:17:17
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fully-charged Electropriest
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That's exactly the sort of kunnin' plan I'm looking for, now I need to figure out what to do with those Big Meks. Finkin' Kap is a no-brainer for Mogrok considering his fluff, he fits nicely with the walkers fluffwise as well. I might go really mad and try out the Tellyport Blasta as well. For the rest of the list I'm not so sure, perhaps some Lootas with MA Big Mek and a SAG for the other one. Competitive list building has gone out the window for this one I think
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![[Post New]](/s/i/i.gif) 2016/06/29 13:04:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Mogrok is cool in mega armour he has the free reroll on saves warlord trait. It's like a mini Lukky stikk.
At least you don't have to worry about repair rolls and can buy kffs if you want too.
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![[Post New]](/s/i/i.gif) 2016/06/29 13:53:01
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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I've been working on a competitive list lately. Trying to get away from my stompa and try some other stuff. The running theme I've come up with is 2+ LOS to a 2+ armor or invul (2++ or 4++ or 5++) plus FNP.
The only issue i'm coming up with is a lack of mobility. Either taking a battle wagon or a kustom battle fortress. Of course a battle wagon is the better of options based on points.
I ran this list the other day.
Great waagh band + CAD
Command: Big mek in mega armor with kff and da lucky stick (pretty much a must have)
Core: Waagh band: (Yeah the same bonus for the most part with the great waagh band only difference is great waagh band can waagh every turn. Where the waagh band allows you to waagh on turn 1)
-Warboss in mega armor with Da Supa Cybork body and attack squig and boss pole
-Grots no upgrades
-mek boy no upgrades
- nobs 5 man blob. 2 with power klaws that are not he boss nob. (This way a power klaw can't get challenged out) Unit in a Trukk.
- 1 'ard boy 14 man blob with nob with power klaw
-5 boys squads 10 man with shootas and nob with power klaw and shoota in trukks
Aux:
-Battle wagon with ram and big shoota
-Lootas 5 man
CAD
HQ: Pain boy
Troops: 2 grot squads
Fast attack: dakka jet with an extra set of gunz and fly boss.
The nice part about this list was when I rolled up my warlord trait for the warboss he got prophet of the waagh. Since he already has the waagh rule, made the whole army fearless. By Turn 2 most of my opponent it was dead. He was playing white scares bike army and the shoota boyz were laying on the dakka good.
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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
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![[Post New]](/s/i/i.gif) 2016/06/29 14:21:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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xlDuke wrote:That's exactly the sort of kunnin' plan I'm looking for, now I need to figure out what to do with those Big Meks. Finkin' Kap is a no-brainer for Mogrok considering his fluff, he fits nicely with the walkers fluffwise as well. I might go really mad and try out the Tellyport Blasta as well. For the rest of the list I'm not so sure, perhaps some Lootas with MA Big Mek and a SAG for the other one. Competitive list building has gone out the window for this one I think 
I found that giving all the meks mega armor and putting them in with squads of trukk boys (9 boys, 1 nob, and 1 mega armored big mek fills it to the 12 man capacity) works out pretty well. Especially if you give the meks killsaws. The mek can soak up the non- ap 1-2 hits, and the boys can be good LOS fodder. And you also get basically 2 power klaws per squad, one of which is armor bane. That's some pretty cool stuff
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![[Post New]](/s/i/i.gif) 2016/06/29 14:26:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Death-Dealing Ultramarine Devastator
Downers Grove Il
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I would say that orks need a formation and rule supplement.
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![[Post New]](/s/i/i.gif) 2016/06/29 14:32:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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We have formations and supplement rules. Heck you can play a game now in regular 40k with ghazghkul running around the table with a 2++ invul the whole game.
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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
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![[Post New]](/s/i/i.gif) 2016/06/29 14:59:17
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Has anyone tried a Mega-armored warboss (or even just a big choppa warboss) surrounded by a swarm of 19 grots for LoS? You have a 5pt runtherd for challenges.
Pretty cheap "death" star.
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![[Post New]](/s/i/i.gif) 2016/06/29 17:07:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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JimOnMars wrote:Has anyone tried a Mega-armored warboss (or even just a big choppa warboss) surrounded by a swarm of 19 grots for LoS? You have a 5pt runtherd for challenges.
Pretty cheap "death" star.
Don't think that would really work since you are common T2. You will be taking on a lot more damage. Even lasguns will wound you on 3's. yeah you can 2+ armor or 2+ LOS from the boss, but you'll be taking on more damage.
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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
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![[Post New]](/s/i/i.gif) 2016/06/29 18:33:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Then watch your warboss get swept by combat resolution.
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![[Post New]](/s/i/i.gif) 2016/06/29 18:47:17
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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That would be a time where you absolutely have to take the big bosspole.
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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
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![[Post New]](/s/i/i.gif) 2016/06/29 19:16:37
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Glitcha wrote:I've been working on a competitive list lately. Trying to get away from my stompa and try some other stuff. The running theme I've come up with is 2+ LOS to a 2+ armor or invul (2++ or 4++ or 5++) plus FNP.
The only issue i'm coming up with is a lack of mobility. Either taking a battle wagon or a kustom battle fortress. Of course a battle wagon is the better of options based on points.
I ran this list the other day.
Great waagh band + CAD
Command: Big mek in mega armor with kff and da lucky stick (pretty much a must have)
Core: Waagh band: (Yeah the same bonus for the most part with the great waagh band only difference is great waagh band can waagh every turn. Where the waagh band allows you to waagh on turn 1)
-Warboss in mega armor with Da Supa Cybork body and attack squig and boss pole
-Grots no upgrades
-mek boy no upgrades
- nobs 5 man blob. 2 with power klaws that are not he boss nob. (This way a power klaw can't get challenged out) Unit in a Trukk.
- 1 'ard boy 14 man blob with nob with power klaw
-5 boys squads 10 man with shootas and nob with power klaw and shoota in trukks
Aux:
-Battle wagon with ram and big shoota
-Lootas 5 man
CAD
HQ: Pain boy
Troops: 2 grot squads
Fast attack: dakka jet with an extra set of gunz and fly boss.
The nice part about this list was when I rolled up my warlord trait for the warboss he got prophet of the waagh. Since he already has the waagh rule, made the whole army fearless. By Turn 2 most of my opponent it was dead. He was playing white scares bike army and the shoota boyz were laying on the dakka good.
For the cost of a dakkajet with extra shoota and flyboss in a list with waaagh each turn you might as well just take a wazbom blastjet with the 5pt tellyporta upgrade(they are both 145pts). It's only 18in range but my god 2x str8 ap2 Insta death blasts with a single shot str d6+4 ap1 guns are amazing at killing things like MCs, GMC, most vehicles, and 2+/3+ infantry with or without fnp and it comes with a 5++ sv. The dakkajet just gives you a 12x str6 ap4 shooting and slightly better shooting for flyers.
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This message was edited 5 times. Last update was at 2016/06/29 19:41:09
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![[Post New]](/s/i/i.gif) 2016/06/29 22:09:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Glitcha wrote:
That would be a time where you absolutely have to take the big bosspole.
Which is really really hard to take now that the Great Waaagh detachment is no more. Automatically Appended Next Post: I'm taking some warbikes out to a GT soon.
They are nerfing the Void Shield Generator into oblivion, so I don't have that to protect them. Zhardsnark probably isn't in the list, at the very least he isn't my warlord. But I do have a Stompa, so I can mitigate leadership to some degree.
I'm looking for something fast, and relatively survivable. I will frequently be reserving them if I don't have 1st turn of a bonus to saves (Night Fighting, Stealth in Ruins).
What do you guys thinks works better:
Option A (Balanced): 3 units of 5 Warbikes with a BP + PK Nob
Option B (Shooty): 3 units of 8 Warbikers NO NOB
Option C ( MSU): 6 Units of 3 Warbikers + some extra meks in my Stompa.
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This message was edited 1 time. Last update was at 2016/06/30 05:48:46
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![[Post New]](/s/i/i.gif) 2016/06/30 12:33:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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tag8833 wrote: Glitcha wrote:
That would be a time where you absolutely have to take the big bosspole.
Which is really really hard to take now that the Great Waaagh detachment is no more.
According to GW's facebook page, the great Waagh detachment is still valid choice. Of course they put you should talk to your opponent first. So before you take it to an event, I'd check with the TO to see if they would allow it. Don't see why not. Gives the 4 different detachments to use. ( CAD, Horde, Great Waagh, and Great Waagh Band)
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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
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![[Post New]](/s/i/i.gif) 2016/06/30 12:50:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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tag8833 wrote:
I'm taking some warbikes out to a GT soon.
They are nerfing the Void Shield Generator into oblivion, so I don't have that to protect them. Zhardsnark probably isn't in the list, at the very least he isn't my warlord. But I do have a Stompa, so I can mitigate leadership to some degree.
I'm looking for something fast, and relatively survivable. I will frequently be reserving them if I don't have 1st turn of a bonus to saves (Night Fighting, Stealth in Ruins).
What do you guys thinks works better:
Option A (Balanced): 3 units of 5 Warbikes with a BP + PK Nob
Option B (Shooty): 3 units of 8 Warbikers NO NOB
Option C ( MSU): 6 Units of 3 Warbikers + some extra meks in my Stompa.
I would go for Option A. Do not underestimate the PK-bikernob.
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This message was edited 1 time. Last update was at 2016/06/30 12:51:08
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![[Post New]](/s/i/i.gif) 2016/06/30 13:22:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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I second this. Never underestimate the power of a Powerklaw. It is the most versatile tool we've got, and can really pack a punch. You will get a lot more damage out of a power klaw than you will get out of boys. (Unless you are fighting nothing but horde armies)
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This message was edited 1 time. Last update was at 2016/06/30 13:22:23
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![[Post New]](/s/i/i.gif) 2016/06/30 14:25:29
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Glitcha wrote:According to GW's facebook page, the great Waagh detachment is still valid choice. Of course they put you should talk to your opponent first. So before you take it to an event, I'd check with the TO to see if they would allow it. Don't see why not. Gives the 4 different detachments to use. ( CAD, Horde, Great Waagh, and Great Waagh Band)
I run events, and I wouldn't allow it. I had someone bring in an email from GW that said they could use the 3.5 edition of the CSM codex. I told them "Sorry, but the policy of our events is that we use the newest versions of the rules for each faction". I had another guy bring in an email from GW that told him he could use Apoc formations in normal 40K games. I told him "Sorry, but the policy of our events is that we only use 40K approved formations".
If you ask, GW will tell you that you can do it (So long as you talk to your opponent). That doesn't make it the rules, and an event that allows players to do anything GW gives them permission to do would be a really weird event, and probably not fun for anyone.
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![[Post New]](/s/i/i.gif) 2016/06/30 14:31:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battleship Captain
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If you feel like throwing points to the wind, you can try out morgrok's boss boys. You take three big meks, a warboss, and a ML 2 wierdboy. One mek must be the warlord, but he gets the ability to have D3 units outflank with acute senses. You can take this with the Krushin' Krew for some possible fun times.
If you do this, please take a picture of your opponent's face when he sees your gorkanauts outflanking in his backfield.
I saw an 1850 point army which was two Krushin' Krews and Mogrok's Bossboyz. It made for a nice orky equivalent to a knight army. Devastating, no, but the outflank gave it more of an edge than you'd expect. The 'deployed' krew had a big mek with a force field in each, whilst the outflanking ones provided quite a threat to units on the flank.
It also caught the opponent by surprise because people are used to things that size being superheavies - they weren't expecting them to be able to overwatch - and Gorkanauts put out a LOT of overwatch! A skorcha and many, many shots can put a serious hole in a charging unit.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2016/06/30 14:50:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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tag8833 wrote: Glitcha wrote:According to GW's facebook page, the great Waagh detachment is still valid choice. Of course they put you should talk to your opponent first. So before you take it to an event, I'd check with the TO to see if they would allow it. Don't see why not. Gives the 4 different detachments to use. ( CAD, Horde, Great Waagh, and Great Waagh Band)
I run events, and I wouldn't allow it. I had someone bring in an email from GW that said they could use the 3.5 edition of the CSM codex. I told them "Sorry, but the policy of our events is that we use the newest versions of the rules for each faction". I had another guy bring in an email from GW that told him he could use Apoc formations in normal 40K games. I told him "Sorry, but the policy of our events is that we only use 40K approved formations".
If you ask, GW will tell you that you can do it (So long as you talk to your opponent). That doesn't make it the rules, and an event that allows players to do anything GW gives them permission to do would be a really weird event, and probably not fun for anyone.
Those two example are just crazy stupid that players would go out of their way for. I guess we disagree on the point of allowing the Great Waagh detachment for an event. I'm fine with it. Just like i'm fine with the Green tide being used in a regular game of 40k.
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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
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![[Post New]](/s/i/i.gif) 2016/06/30 18:38:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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xlDuke wrote:So call me nuts but I want to try a list with three 'orkanauts (I know, I know...) and I was hoping someone could offer some pointers. I'm thinking about either using the Gorkanaut Krushin' Krew for the meagre bonuses the formation offers or two Gorkanauts and one Morkanaut for the KFF coverage. Personally I think Gorkanauts are better but if I'm running multiple hunk o' junks perhaps the 5++ for all three will make a big difference. Which do you think would be best/least bad?
Other than these walkers not being great units I have the problem of what else to take to support them. Perhaps some fire support in Gunwagons? Greentide for more madness? More Walkers? Comments much appreciated
So I can give you the rundown since I either footslog it or use the walkers. The orkanauts are overcosted but they seem to either die instantly or never die. I like the krushin krew especially with the changes since it was good before. Is it as good as 3 wraithknifbts probably not but its fun. The gorkanauts have a ton of firepower while the morkanaut is there to buff other units with the giant KFF. I like the gorkanaut better personally. Also if you take a big mek with the MFF then you can just shove him in a gorkanaut so that you can split them up some.
On a different note how do you guys think a 300 body list would do at 1850 points? Automatically Appended Next Post: locarno24 wrote:If you feel like throwing points to the wind, you can try out morgrok's boss boys. You take three big meks, a warboss, and a ML 2 wierdboy. One mek must be the warlord, but he gets the ability to have D3 units outflank with acute senses. You can take this with the Krushin' Krew for some possible fun times.
If you do this, please take a picture of your opponent's face when he sees your gorkanauts outflanking in his backfield.
I saw an 1850 point army which was two Krushin' Krews and Mogrok's Bossboyz. It made for a nice orky equivalent to a knight army. Devastating, no, but the outflank gave it more of an edge than you'd expect. The 'deployed' krew had a big mek with a force field in each, whilst the outflanking ones provided quite a threat to units on the flank.
It also caught the opponent by surprise because people are used to things that size being superheavies - they weren't expecting them to be able to overwatch - and Gorkanauts put out a LOT of overwatch! A skorcha and many, many shots can put a serious hole in a charging unit.
This is great. Now I need 3 nor gorkanauts to go with my other 5 nauts.... Outflanking nauts are hilarious since I've done it before. I also did deep striking nauts with the old great waaagh detachment. I have killed whole space marine squads with a gorkanauts oveewatch. At 2000 points you can take the dread mob formation and the gorkanaut krushin krew for maximum hilariousness. The gw dread mob is good due to the ere we go and d3 HoW on nauts can kill some vehicles at I10 easily.
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This message was edited 1 time. Last update was at 2016/06/30 18:43:37
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 |
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![[Post New]](/s/i/i.gif) 2016/06/30 21:58:39
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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So I'm going to a the harvester of souls tournament in Spokane Washington this fall (I went to it last year with the ghaz dreddmob. ..didn't win a single game). So this year I'm bringing something a little more competitive (that I hope will win me a game, maybe 2).
Da vulcha skwad formation
Boss zagstruk
5 stromboyz, nob, pk
5 stromboyz, nob, pk
5 stromboyz, nob, pk
1st cad
Zhadsnark
Warbikers x3, nob, pk
Warbikers x3, nob, pk
Warbikers x3, nob, pk
Defkopta x2, tl roket x2, buzzsaw x1
Defkopta x2, tl roket x2, buzzsaw x1
Defkopta x2, tl roket x2, buzzsaw x1
Mek gun x2, lobba x2, ammo runt x2
Mek gun x2, lobba x2, ammo runt x2
Mek gun x2, lobba x2, ammo runt x2
2nd cad
Painboy, bike, bp
Warbikers x3
Warbikers x3
Defkopta x2, tl roket x2, buzzsaw x1
Defkopta x2, tl roket x2, buzzsaw x1
Defkopta x2, tl roket x2, buzzsaw x1
Lootas x5
Lootas x5
Lootas x5
Aegis defense line, comms relay, ammo dump
So I know some of these choices aren't very competitive (such as the vulcha skwad ), that is all tying in with a theme of my list, but otherwise the competitive part of this list is "msu".
My adl will have the lobbas and lootas behind it (lootas use the ammo dump for improved shooting), and then my 2 squads of bare bones warbikers hang around out of line of site (turn one objective grabbers), on turn 2, the rest of my army held in reserves will pounce and will systematically grab objectives and kill anything week enough to die to surgical buzzsaw/pk, or combined roket fire, this whole time my lobbas and lootas are putting out as much dakka as possible.
Since almost everything is msu I will not feel bad about losing a single squad of any of my units, we'll maybe except my warlord zhadsnark, who will be attached to a pk Warbiker unit and the painboy for an Outflanking i4 pk.
Tell me what you think?
So far I've had the chance to play this list against imp guard with knight (that was a close game, but a loss at the end), and a humunculus covens list (that was a landslide victory).
Edit
Those 2 games were maelstrom, I have yet to do any other game types with my list. Though that'd what my list is focused on is grabbing objectives, I don't think it will do bad in killpoint games, but it's not an anti deathstar eaither, so Im not sure. Let me know what you guys think how this list will do in kill point or eternal war missions?
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This message was edited 1 time. Last update was at 2016/07/01 00:28:43
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2016/07/01 06:03:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fresh-Faced New User
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I like the list, I Dorn think the biker guy lets you take Mek GUNZ?
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![[Post New]](/s/i/i.gif) 2016/07/01 07:45:55
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stinky Spore
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geargutz wrote:So I'm going to a the harvester of souls tournament in Spokane Washington this fall (I went to it last year with the ghaz dreddmob. ..didn't win a single game). So this year I'm bringing
My adl will have the lobbas and lootas behind it (lootas use the ammo dump for improved shooting), and then my 2 squads of bare bones warbikers hang around out of line of site (turn one objective grabbers), on turn 2, the rest of my army held in reserves will pounce and will systematically grab objectives and kill anything week enough to die to surgical buzzsaw/ pk, or combined roket fire, this whole time my lobbas and lootas are putting out as much dakka as possible.
Since almost everything is msu I will not feel bad about losing a single squad of any of my units, we'll maybe except my warlord zhadsnark, who will be attached to a pk Warbiker unit and the painboy for an Outflanking i4 pk.
Tell me what you think?
So far I've had the chance to play this list against imp guard with knight (that was a close game, but a loss at the end), and a humunculus covens list (that was a landslide victory).
If your Lootas are close to eachother (e.g. in the same ammo dump) then there is a good chance that a riptide can just take them all out regardless of msu or not.
To this extent (and because I'm eternally paranoid of tau) I would maybe have the adl spread out more than normal, because any ignores-cover blasts will just ruin your day (I suspect that was one of the haemonculus' issues).
Otherwise, yeah this list looks great!
Not many armies would have enough firepower to wipe out all of those warbikers, (which are awesome btw).
Other than that, I would maybe take 3 buzzsaws off and put them towards more mek gunz or lootas (this would boost your first-turn presence and your overall firepower).
Looks amazing! would definitely not want to play against it
P.S: jealous of the fact that you have 6 mek gunz (damn you GW!)
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Blacksails wrote:Let's just answer every 'cheese' post all at once here.
Cheese is in the eye of the beholder.
Everything is both cheesy and not cheesy simultaneously. A schrodinger's cheese, if you will. |
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![[Post New]](/s/i/i.gif) 2016/07/01 08:31:29
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Don't be, I made my own out of Killa kanz.
These arnt my lobba mekgunz, but the design is pretty much the same as these kmk mekgunz
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"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2016/07/01 09:35:20
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Flashy Flashgitz
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geargutz wrote:
Don't be, I made my own out of Killa kanz.
These arnt my lobba mekgunz, but the design is pretty much the same as these kmk mekgunz
Awesome. Just awesome, man.
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![[Post New]](/s/i/i.gif) 2016/07/01 12:36:24
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Hey guys I'm having issues getting the ghaz council and the waagh band together in a list that is under 1850 and is still effective.
Any thoughts on loadouts for the squads?
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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
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![[Post New]](/s/i/i.gif) 2016/07/01 12:37:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nurgle Veteran Marine with the Flu
Southern California
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here is a potential and cheap way to do lobbas..I bought these things for cheap before I went on a long hiatus (2 years). Just got the itch again last week. Glad to be stuck in again!
Anyway.. with some converting and plasticard or my personal favorite..drizzling plastic glue and "shake and bake" in my bitz box  ..you can turn these cival war era plastic mortar models into lobbas!. And you get 8 for less then $20 including shipping. they are PERFECT size for lobbas to.
https://www.amazon.com/gp/product/B00AR17SJI/ref=oh_aui_detailpage_o01_s00?ie=UTF8&psc=1
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This message was edited 1 time. Last update was at 2016/07/01 14:40:44
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![[Post New]](/s/i/i.gif) 2016/07/01 15:44:43
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Glitcha wrote:Hey guys I'm having issues getting the ghaz council and the waagh band together in a list that is under 1850 and is still effective.
Any thoughts on loadouts for the squads?
Check this guys site out for play results with it and feedback.
http://www.da40korks.com/?m=1
As for mekguns lobbas are still cheap on the GW site. It's the KMK, traktor kannon, smasha gun model that's expensive.
Regarding geargutz list you can't take Mek gunz and zhardsnark as warlord.
If you take zhardsnark as warlord I would combine 2 of the bikes squad troop choices into one bigger blob since zhardsnark makes that unit so much better 2+ cover, skilled rider ignoring terrain, assault grenades and painboy 5+ sv.
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![[Post New]](/s/i/i.gif) 2016/07/01 15:49:42
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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"What can I say? the Council with it's ability to run and change isn't a small threat for anywhere on the table, and even jetbikes had problems staying way (if they wanted to shoot) but the rest of the army is just so incredibly fragile without much overall killing power.
I think I might be putting away the Decurion for a while. It's incredibly boring to play with a very unexciting and monolithic style. "
Seems like a good reason not to run it
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Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2016/07/01 17:01:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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oldzoggy wrote:"What can I say? the Council with it's ability to run and change isn't a small threat for anywhere on the table, and even jetbikes had problems staying way (if they wanted to shoot) but the rest of the army is just so incredibly fragile without much overall killing power.
I think I might be putting away the Decurion for a while. It's incredibly boring to play with a very unexciting and monolithic style. "
Seems like a good reason not to run it
He had marginal success with like a 50/50 ratio in tournaments.
Many of the people he lost to be beat prior but they learned the next time they played him to just ignore or tie up the council.
However in like the 10 games he played ghaz only died once to a guy who got lucky with multiple 6 results on the stomp table and no one left to LOS on ghaz. What I was impressed with is ghaz talking down normal deathstar lists like Thunderwolves. Even though that thunderwolf star killed everyone else but ghaz.
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![[Post New]](/s/i/i.gif) 2016/07/01 20:57:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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gungo wrote:
However in like the 10 games he played ghaz only died once to a guy who got lucky with multiple 6 results on the stomp table and no one left to LOS on ghaz.
You can't los a 6 on a stomp, right?
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