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2016/07/20 18:05:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Saythings wrote: Excuse the noob questions that I'm about to put forth:
What Imperial Armour book has the Kustom Stompa rules in it? The IA:8? Is that the same book that has the Buzzgob Mek Stompa as well?
Is there a limit to how many weapons you can put on the Kustom Stompa?
Finally, does the 12" fearless bubble from a stompa come with every stompa variant or specific ones?
The Kustom Stompa is indeed from IA8, and there are a LOT of weapons you can stack on top of a stompa but you are limited based on what they offer you, so you can only choose 2 large arm weapons, a couple of primary belly/hull weapons, a head-mounted weapon, some extra add-on stuff like the deff arsenal and otherwise a smattering of other smaller weapons (rokkits, big shootas, skorchas) bolted on based on how much leftover points you have.
Also, pretty sure the Effigy rule you're speaking about (the fearless bubble) applies to all types of stompas though the codex version for some reason is only 6" rather than 12".
2016/07/20 18:28:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gameandwatch wrote: Ive been running a kustom stompa in my ork list and it is BONKERS fun
It certainly levels the playing field against armies that typically hard-counter us like Tau.
In other news, our FAQ has been released. Unsurprisingly, it's a letdown. No changes to CB or bonuses for going past a 6 for Mob Rule results. Only okay thing is that they fixed the Tankbusta Nob not having a melee weapon to exchange for a PK and the clarification of being allowed to use the Green Tide formation and previous WG! Detachment.
2016/07/20 21:30:09
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Sad day for Orks. GWFAQ dropped. The things that looked like obvious typos (+2 to mob rule in Ghaz formations, Unit type of Gorkanaught) weren't. No Fixes for Cybork or Gitfindas. Ork Dreads aren't worth upgrading like Space Marine Dreads.
Overall, Orks got nothing from the FAQ but confirmation that they suck as a codex, and clarification on the degree of suckatude, and their status as a 2nd Class Codex.
2016/07/20 21:31:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gameandwatch wrote: Ive been running a kustom stompa in my ork list and it is BONKERS fun
It certainly levels the playing field against armies that typically hard-counter us like Tau.
In other news, our FAQ has been released. Unsurprisingly, it's a letdown. No changes to CB or bonuses for going past a 6 for Mob Rule results. Only okay thing is that they fixed the Tankbusta Nob not having a melee weapon to exchange for a PK and the clarification of being allowed to use the Green Tide formation and previous WG! Detachment.
Well, the FAQ part does what it's supposed to do - it answers questions about the rules. The errata added clarifications and amendmends to the wordings. None of that would have been able to improve the codex. Orks can only be fixed by a new codex.
This message was edited 1 time. Last update was at 2016/07/20 21:36:50
2016/07/20 22:15:34
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
hordrak wrote: Well, the FAQ part does what it's supposed to do - it answers questions about the rules. The errata added clarifications and amendmends to the wordings. None of that would have been able to improve the codex. Orks can only be fixed by a new codex.
Do you really think that the penalty to mob rule was intentional in the Ghaz supplement? They are more disciplined, therefore they run away more often? It was an obvious typo that they doubled down on instead of fixing.
Orks are the only codex that has formations that taking exactly the same units from a CAD is better in most situations than taking the formation. I expected them to fix that by fixing the typo.
So yeah, it is an FAQ. But an FAQ that leaves Orks in a worse state than before it found it, because at least before the clarification there was a hope that typo would someday be fixed.
2016/07/20 23:58:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
hordrak wrote: Well, the FAQ part does what it's supposed to do - it answers questions about the rules. The errata added clarifications and amendmends to the wordings. None of that would have been able to improve the codex. Orks can only be fixed by a new codex.
Do you really think that the penalty to mob rule was intentional in the Ghaz supplement? They are more disciplined, therefore they run away more often? It was an obvious typo that they doubled down on instead of fixing.
Orks are the only codex that has formations that taking exactly the same units from a CAD is better in most situations than taking the formation. I expected them to fix that by fixing the typo.
So yeah, it is an FAQ. But an FAQ that leaves Orks in a worse state than before it found it, because at least before the clarification there was a hope that typo would someday be fixed.
Technically most of the waaagh ghazskull formstions and/or units are either fearless or 20+ model units making it appear very intentional that those units benefit from its mob rules version. It also further encourages 10+ model units by repeating the same HoW benefit on multiple detachments. Ya the +2 mob rule is very obviously intended to encourage players to make large boy squads.
This message was edited 1 time. Last update was at 2016/07/21 00:06:23
2016/07/21 03:30:06
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
#1 Orks vehicles are silly/good against super heavy walkers. Stay!
#2 I just exchanged my warbikes, meganobz, stormboyz, gorkanaut and stompa for an Imperial Guard army to work with my marines. No more sitting at the bottom of the list.
#3 Yet I want to bring my boyz to the next event - we're required to bring soft lists and there is a preset FOC, because orks are just cooler. Looking at my Good Bye Greens post somewhere complete else I can see I vowed to make a fun list with nobz, flash gitz and kanz, and before that I looked into boyz in all shapes - big mob, ardmob, shoota boyz, trukk boyz. So that is what I will bring.
With love from Denmark
2016/07/21 07:52:25
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
tag8833 wrote: Sad day for Orks. GWFAQ dropped. The things that looked like obvious typos (+2 to mob rule in Ghaz formations, Unit type of Gorkanaught) weren't. No Fixes for Cybork or Gitfindas. Ork Dreads aren't worth upgrading like Space Marine Dreads.
Overall, Orks got nothing from the FAQ but confirmation that they suck as a codex, and clarification on the degree of suckatude, and their status as a 2nd Class Codex.
To be fair, the grabbin' klaw stops Imperial Knights from charging so that's good. GreenTide is also allowed if you have the rules.
On the other hand (and the rest of body), the FAQ can be summed up in 'No'.
I had already decided on quitting, but it's nice to get justification in my reason why.
Spoiler:
Saw this on the Facebook comments (The rage is hard on this particular FAQ), couldn't help but laugh.
YMDC = nightmare
2016/07/21 08:17:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
KFF affects friendlies and enemies alike!
Tankbusta nob errata was good so they can now take a PK!
other than that its mostly business as usual. Basically as Frozocrone said except mine are staying on the shelf rather than in the trash because one day GW Gork and Mork might get their collective acts together.
2016/07/21 09:17:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Nithaniel wrote: KFF affects friendlies and enemies alike!
Tankbusta nob errata was good so they can now take a PK!
other than that its mostly business as usual. Basically as Frozocrone said except mine are staying on the shelf rather than in the trash because one day GW Gork and Mork might get their collective acts together.
I think that is the way most ork players will behave. More money to work on my HH Thousand Sons...
2016/07/21 12:34:34
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I still don't understand why people thought it was a typo. So many people wanted it to be a -2 which would be awful because a 1 is running away unless you're in combat. At least with this if you have a mob and 10+ guys then you wont run no matter what. Plus its the Goff book so you should be rewarded for taking tons of boys and you are. It isn't effective right now but you are rewarded for playing a Goff themed list in the Goff book.
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
2016/07/21 17:08:31
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Well I posted my suggestions on the FAQ. Basically nothing has change. KFF is a little annoying. Deffkoptas bombing run is kind of dumb now. Its been years since I took bombs on them. Green tide being back is awesome. A lot of questions felt like some people don't read the codex. Of course the FNP does not stack. That is an IF special rule. Why even ask the question? Gork/Morkanauts don't have fire points. I think the entire first page of questions where BS ones they thought up just get an extra page number. I think there were other things that could have been addressed.
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
2016/07/21 17:49:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: I still don't understand why people thought it was a typo. So many people wanted it to be a -2 which would be awful because a 1 is running away unless you're in combat. At least with this if you have a mob and 10+ guys then you wont run no matter what. Plus its the Goff book so you should be rewarded for taking tons of boys and you are. It isn't effective right now but you are rewarded for playing a Goff themed list in the Goff book.
It isn't really playable either. Does anyone want to field 5 squads of 20+ Orks? How do you get your nobz above 10?
Orks take leadership primarily from 2 things. Exploding trukks, and losing close combat. Yes, we take a few leadership test from shooting, but that is by far the minority compared to the other 2. Additionally, leadership tests from shooting are easier to pass because they are unmodified.
If you are riding in a trukk and it dies, very good chances the explosion kills enough to drop you below 10. With +2 that means you have a 1/6 shot of making mob rule. With -2 that means a 2/6 shot. not great, but twice as good.
If you lose combat. With 10 or more models you pass on all checks whether it is +2 or -2. If you have fewer than 10 models and a character with +2 you pass on 1/6 times. With -2 you pass on 5/6 times. Yes, amazing, but -2 makes you more disciplined and less likely to run away from CC. 5 times less likely. If you have fewer than 10 models and no character with +2 you can never, ever pass. With -2 you pass on 3/6 times. It is infinitely better if you get your character challenged out, and because of the FOC limitation on the Great Waaaghband, that is going to happen most of the time, because you can't get meks to eat challenges.
+2 makes Orks much, much, much more likely to fail leadership where it matters. In close Combat. -2 Makes Orks more likely to stick in Close combat. What makes sense about +2 again? If you have 10 or more models? How often do you still have 10 or more models after losing combat?
Now if you were to swap the 2-3 results with the 4-6 results, the Ghaz +2 modifier would make sense. They actually are more disciplined, and less likely to run from CC or shooting.
The problem with the idea that "Goff's are supposed to have big units" is that given time, big units become small units, and they force you to take so many unit that it is logistically unfeasible to run big ones. Also, maneuvering 5 squads of 20+ around the table is a nightmare. You are constantly getting in your own way. If they wanted you to take big squads they would have set the composition to 2 units of boyz rather than 5. It is playable to run 2 big squads of boyz.
2016/07/21 20:42:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Again nearly every unit of boyz in ghaz supplement is either fearless, 20+ models, or has a detschment bonus that only works if your 10+ models anyway. The few nob unit choices are also immune to the breakin heads result since they are characters making the detriment on increased breakin heads in the ghaz supplment meaningless.
And if your not getting shot to death in the shooting phase then you must not be playing any tau, eldar, space marine, or necron armies that obliterate Ork Squads with thier insane shooting potential.
It's obviously intended to make large blobs 10+ Boyz move, run, charge; not run speed freak style trukk boy spam. That may be how you play but that's not the design for this supplment. This is why the detschment bonus is for hammer of wrath on 10+ boys squads. You can complain about moving 3 squads of 20+ boyz or greentide style 100 boyz or waagh band style 6 units of 10+ boyz that gain HoW when over 10 models but that is exactly what this supplement expects you to play.
I would love a speed freak supplement myself. Lord knows we need formations for trukk boyz, warbikers, deffkoptas, warbuggies/wartrakks/skorchas considering we have none for them and they are some of our best units.
This message was edited 1 time. Last update was at 2016/07/21 20:46:10
2016/07/21 20:53:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Personally I can finish a 200-250 model game in 3ish hours with 5 turns. I do like to run upwards of 100 boys on the table so the +2 to the mob rule is crucial for me. I lose some combats but when 30 boys hit normally they don't kill over 20 of them. +2 is awful for speed freaks but for a Goff horde style list it is one of the best things to happen for the list. If it were a -2 my mobs would never make it across the table. As is about 100 boys normally make it across into combat even against tau. Against the eldar lists people run here even more make it since they don't have the same number of shots as the tau and they can't run if there is no space for them. Also in big mobs if you do it right your klaw gets at least one turn of attacks because he can't accept any challenges. Also to answer your question I normally have more than 10 left after a combat unless they only started with 15 or so. And because I normally have more than 10 and a Nob I always pass mob rule. Sure I take a few extra hits and maybe a few wounds but that's better than them all running because 6 got shot to death.
Also just because speed freaks are what is considered the most effective and such doesn't mean its the only way to play. While you hate moving mobs of boys I don't like trucks or bikes. The only bikes I enjoy are the proxied snakebite bikes using cyboars. Even then there are still boys mobs and squiggoths.
This message was edited 2 times. Last update was at 2016/07/21 21:36:28
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
2016/07/22 01:31:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: The few nob unit choices are also immune to the breakin heads result since they are characters making the detriment on increased breakin heads in the ghaz supplment meaningless.
What? No part of that is true. A unit of Nobs has 1 character. Having characters only matters on a 1 vs in the normal codex (2 & 3) so it is 1/2 as good from that angle and worse if you consider that a 1 will save you often when not suffering the Mob rule penalty.
gungo wrote: And if your not getting shot to death in the shooting phase then you must not be playing any tau, eldar, space marine, or necron armies that obliterate Ork Squads with thier insane shooting potential.
Yes. Shot to Death. Not shot to lose 5 models but still have more than 10 so mob rule can help. One unit of 4 Scat Bikes will drop a squad of 20 Ork Boyz below 10.
gungo wrote: IYou can complain about moving 3 squads of 20+ boyz or greentide style 100 boyz or waagh band style 6 units of 10+ boyz that gain HoW when over 10 models but that is exactly what this supplement expects you to play.
I don't think it does. If it expected me to play that way the core choices wouldn't involve so many units of boyz. By forcing you to take 6 units of boyz it is kinda forcing you to play speed freaks or with lots of min squads. You can't play with 6 big units of boyz the game doesn't work on a 6 x 4 table with that sort of army, especially when every other army is faster.
Honestly, I wish we had a core formation for running multiple large units of boyz. This is what it would look like.
Spoiler:
Warboss
Painboy Painboy Painboy
Ork Boyz Ork Boyz Ork Boyz
Restrictions: Units of Ork Boyz must number 20 or more and include a nob with a boss pole.
Special Rules: Scout, Move Through Cover, Send in Gitsmack: As long as the Nob Lives, he can choose to send a boy into a challenge instead of accepting it myself, Endless Waaaagh!: If you choose the warboss from this formation as your warlord, you can declare a Waaaagh every turn.
This message was edited 2 times. Last update was at 2016/07/22 01:32:49
2016/07/22 02:43:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The guy who posted above you proved you are not only full of it but completely wrong. The fact greentide was so competitive in organized play which runs at 2-3hour rounds also proves your full of crap claiming you can't fit that many boyz on a 6x4 table.
In fact your math is completely off on the scat bikes as well.
And your opinion that it is meant to be played as speed freak trukk spam list is head scratchingly dumb. The entire point of the ghaz supplement is endless waaagh that allows you to move, run and charge ...... Which you can't do in trukks
And Hammer of wrath with 10+ model count units which is less effective with min size squads.
In fact there is NOTHING in the ghaz supplement that even suggests or promotes min size squads, from the mob rule change to Any of the detschment benefits.
We all realize you think your opinion is somehow valid. You are just flat out wrong and keep doubling down on your bad opinion without anything that remotely makes sense backing it up.
2016/07/22 02:54:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
To be fair at an 1850 points level trukk boys are about all you can fit points wise to be effective. You really can't even get 90 boys effectively in 6 squads. If you go up to even 2500ish then you're good but 1850 no. I used to run them in the great waaagh detachment though so that's where the experience comes from. That and the tide but I never brought more than 100 in that for some reason. There are exceptions where the games will take a while as well. If they get the pyromancy power that forces dangerous terrain then the turn just about doubles in length right there. Also against IG if they reposition the blobs it takes a lot longer for the game as well. If you don't end up with two horde armies though you can finish in 2-3 hours fairly easily assuming both people know their armies.
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
2016/07/22 03:04:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The ghaz nor any GW book has absolutely no restriction or intention of fielding 1850 pts as a standard list. (It's likely 2000 if anything as that tends to be what they use to showcase in thier battlereps) however tags rant was less about time and more about how you can't fit 6 big units of boys on a 6x4 table which is just insanely dumb comment considering you already said you played with 250 models and armies like the green tide regularly are played with well over 100 models on the same table.
However I actually play the orkurion at 1850 NOT in trukks but use the waaagh band as fearless foot blobs that move, run and charge each turn. However ghaz makes the entire army fearless so mob rule doesn't even matter.
Also the greentide is minimum 101 models, 102 with a painboy.
This message was edited 1 time. Last update was at 2016/07/22 03:11:47
2016/07/22 05:14:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: Personally I can finish a 200-250 model game in 3ish hours with 5 turns.
I'm not nearly that quick. I try to improve but i spend a lot of the time on the movement phase - in fact, most of the time. In our meta, if you place a few boyz out of 30 wrong, you emidiately get bottleneck charged and slaughtered without retaliation. It's not a rare thing to loose >20 boyz in a single cc phase against melee deathstars before ini2, so you deal 0 retaliation damage at all and they don't even need invis if they bottleneck you. They usually still have invis just in case...
Anyway, +2 to mob rule doesn't do anything meaningful to large squads - it's an improvement from 1/36 (with bp) to run away from shooting to 0. And you pay with 3+d3 hits on mob rule and warlord dead-in-challenge. On the other hand, when you eventually get dropped below 10, you can only stick in melee on a lucky 1 - which is around 30% with bp while with a regular mob rule you do it 75% of the time. And you got a chance to not take further damage if you roll a one. Which is exactly 25% to not loose anything and stick in melee. AND you drop below 10 models faster cause you take more damage on mob rule. And you are more vulnerable to it in melee cause of ld modifiers where ghaz mob rule is way worse than a regular mob rule. That's why people call ghaz mob rule a nerf. Cause it kinda is.
This message was edited 3 times. Last update was at 2016/07/22 05:27:39
2016/07/22 10:55:48
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: The ghaz nor any GW book has absolutely no restriction or intention of fielding 1850 pts as a standard list. (It's likely 2000 if anything as that tends to be what they use to showcase in thier battlereps) however tags rant was less about time and more about how you can't fit 6 big units of boys on a 6x4 table which is just insanely dumb comment considering you already said you played with 250 models and armies like the green tide regularly are played with well over 100 models on the same table.
However I actually play the orkurion at 1850 NOT in trukks but use the waaagh band as fearless foot blobs that move, run and charge each turn. However ghaz makes the entire army fearless so mob rule doesn't even matter.
Also the greentide is minimum 101 models, 102 with a painboy.
Yes I did mean just 100 boys. Also may I inquire as to what you use in the list? I couldn't figure out a good one with the council included for footslogging. Just couldn't find a way to have enough boys to actually make it to the shooting heavy armies which are the majority here.
Yet again I have to disagree about it being useless for large mobs. It garuntees you wont be running until you go below 10. And while some things may somehow do over 20 wounds in one round its probably because they are much more expensive points wise so it isn't really surprising. Although I have never had that many wounds done to me in combat in sure something like the wulfen can do it easily.
This message was edited 1 time. Last update was at 2016/07/22 11:02:53
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
2016/07/22 11:49:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
As long as your Nob is alive the base Mob Rule with a large boy squad is going to pass the mob rule part for failed pinning and morale from shooting 35/36 times until you drop below 10 then its something like 55% of the time. In close combat you pass 100% of the time until your below half which then puts it at 75% I think. With +2 on the table you can't fail until you drop below 10 which then means you pass 30% of the time. Only time I see the Ghazz formation being better is if your Nob gets killed when you have 10+ models left but when you have a character and a few models left (this situation happens a lot) you are FAR less likely to pass mob rule, especially when locked in CC.
I know GW writers seem to like forging that narrative and don't look at the math as much but the +2 to the table is both counter intuitive to being more disciplined and is a very mathy solution to something that is suppose to be fluffy. BTW if it was the character smacking the boyz about on a 5+ result and the 10+ models squabble was 2-4 then that would make more sense. Even better if the rule was that having a character in the unit gave +2 to the result and 5+ was "busting skulls" then it would be even more fluffy and actually really good. Sadly the type of gak people on the internet can whip up in 5 minutes is often times better than what their paid professionals can come up with.
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise"
2016/07/22 14:45:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: The ghaz nor any GW book has absolutely no restriction or intention of fielding 1850 pts as a standard list. (It's likely 2000 if anything as that tends to be what they use to showcase in thier battlereps) however tags rant was less about time and more about how you can't fit 6 big units of boys on a 6x4 table which is just insanely dumb comment considering you already said you played with 250 models and armies like the green tide regularly are played with well over 100 models on the same table.
However I actually play the orkurion at 1850 NOT in trukks but use the waaagh band as fearless foot blobs that move, run and charge each turn. However ghaz makes the entire army fearless so mob rule doesn't even matter.
Also the greentide is minimum 101 models, 102 with a painboy.
#1 Cool it.
#2 prior to the ITC change tot he Big Mek Stompa I was playing Green Tide in my tourney army. I've logged more than 50 games with a Green tide. Maybe 100. That list had 150+ models and I ran it regularly in 2.5 hour tournaments.
I also play lots of games with units of 20 boyz. I run 4 squads of 20 shoota Boyz in one of the armies I use regularly in campaign play. Those squads get into eachother's way all the time. It is a great army for a campaign, because it is hard to blow someone off the table with it.
I have run 200 boyz in lists. I don't get games done in 3 hours when I do, but I've done it quite a number of times both in and out of a Decurion. You can easy fit 250 models on a table. But you aren't making effective use of that table when you do so. The green tide has advantages that multiple squads don't because it can't get in its own way, and a savvy player will make sure that happens. If you and I were in the same area, I'd offer to meet up for a game to show you. It is a gimmick that can work if opponents don't know how to handle it. If it is fearless, it can work regardless. The Great WAAAGH used to help you run multiple large squads of boyz because you could deep strike some, but that was also a problem, because deep striking large squads is problematic. I remember losing 16 boyz to a Blood Angel dread with double flamer once, and failing leadership and running.
If I wanted to spam the table with boyz, and win games, I would use a CAD or an Ork Horde detachment. I wouldn't use an Orcurion (unless I'm running Council of the Waagh which doesn't fit with boyz because they get in eachother's way). I went to an RTT a while back and Ran 150 boyz in an army. It was a fun gimmick. It worked until I ran into Tau, and they tabled me. There was a Skathach Wraithknight in the field that could have tabled me all by itself, because they had ruled it can't be locked in CC.
I see that you and I play in very different ways, and I respect the way you play. If you find that in your meta it is fun and effective to use massive squads of boyz in the Orkurion, then I encourage you to do so. I find that in my meta it isn't very effective or fun. If you think the Orcurion is good as it is, and shouldn't be changed in any way, then you are in luck. It ain't changing. That makes me Sad, because I'd like to use it more often.
Rather than name calling, perhaps we could share a few lists and experiences of how they worked or didn't work with the Orkurion. I'll post something up about some of my recent experiences.
2016/07/22 15:00:42
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: The ghaz nor any GW book has absolutely no restriction or intention of fielding 1850 pts as a standard list. (It's likely 2000 if anything as that tends to be what they use to showcase in thier battlereps) however tags rant was less about time and more about how you can't fit 6 big units of boys on a 6x4 table which is just insanely dumb comment considering you already said you played with 250 models and armies like the green tide regularly are played with well over 100 models on the same table.
However I actually play the orkurion at 1850 NOT in trukks but use the waaagh band as fearless foot blobs that move, run and charge each turn. However ghaz makes the entire army fearless so mob rule doesn't even matter.
Also the greentide is minimum 101 models, 102 with a painboy.
#1 Cool it.
#2 prior to the ITC change tot he Big Mek Stompa I was playing Green Tide in my tourney army. I've logged more than 50 games with a Green tide. Maybe 100. That list had 150+ models and I ran it regularly in 2.5 hour tournaments.
I also play lots of games with units of 20 boyz. I run 4 squads of 20 shoota Boyz in one of the armies I use regularly in campaign play. Those squads get into eachother's way all the time. It is a great army for a campaign, because it is hard to blow someone off the table with it.
I have run 200 boyz in lists. I don't get games done in 3 hours when I do, but I've done it quite a number of times both in and out of a Decurion. You can easy fit 250 models on a table. But you aren't making effective use of that table when you do so. The green tide has advantages that multiple squads don't because it can't get in its own way, and a savvy player will make sure that happens. If you and I were in the same area, I'd offer to meet up for a game to show you. It is a gimmick that can work if opponents don't know how to handle it. If it is fearless, it can work regardless. The Great WAAAGH used to help you run multiple large squads of boyz because you could deep strike some, but that was also a problem, because deep striking large squads is problematic. I remember losing 16 boyz to a Blood Angel dread with double flamer once, and failing leadership and running.
If I wanted to spam the table with boyz, and win games, I would use a CAD or an Ork Horde detachment. I wouldn't use an Orcurion (unless I'm running Council of the Waagh which doesn't fit with boyz because they get in eachother's way). I went to an RTT a while back and Ran 150 boyz in an army. It was a fun gimmick. It worked until I ran into Tau, and they tabled me. There was a Skathach Wraithknight in the field that could have tabled me all by itself, because they had ruled it can't be locked in CC.
I see that you and I play in very different ways, and I respect the way you play. If you find that in your meta it is fun and effective to use massive squads of boyz in the Orkurion, then I encourage you to do so. I find that in my meta it isn't very effective or fun. If you think the Orcurion is good as it is, and shouldn't be changed in any way, then you are in luck. It ain't changing. That makes me Sad, because I'd like to use it more often.
Rather than name calling, perhaps we could share a few lists and experiences of how they worked or didn't work with the Orkurion. I'll post something up about some of my recent experiences.
Personally regardless I'd like to hear how its run for you. I have had moderate success with the two times I've run it but that isn't even close to enough to figure it out. One was an apoc game and ghazzy himself mauled a lot. The other was against space Marines and I kicked their teeth in but it wasn't a very good list imo but I could be wrong. Ya the tide is cool because it can't get into its own way. I used to play against a flesh tearers guy regularly and he would just make me deploy first if he could and then go all to one side and with his death company and sanguinary gaurd he would jump unit to unit and make mince meat of them one at a time with the two units of death company and the sanguinary gaurd. It was always fun but not normally very good for the boys because he would use terrain well and bottleneck them. We did use more terrain than for the tournaments around here though because it looks cooler with more terrain.
Also I am going to the beef and wing brawl with a goofy list of some models I normally don't use all that much. Well except for the gorkanauts... Personally since I'm just going to assume you have more games in than I do I wouldn't be opposed to any tips for footslogging it. As of right now it seems you need at least 200 boys to reach the front lines of a tau army with enough to do anything. Just what I've noticed around here... The tide used to make it there with just a few nobz and boys left but that was only with 100 boys. With 200 boys in the tide I might be able to make it to the lines and actually do something. Or that was the thought process anyway.
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
2016/07/22 15:17:31
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
This is the most effective list I've playtested for making use of the Great Waaaaagh-Band:
Spoiler:
*Note: I know that this is speed freaks, but it has won more games than my non-speed freaks lists using the Waaaaagh-Band.*
Command Painboy
Waaaagh-Band Warboss (Da Finkin Kap, PK, EA)* warlord. 10 Boyz + Nob (PK, BP) in a Trukk (Ram) 10 Boyz + Nob (PK, BP) in a Trukk (Ram) 10 Boyz + Nob (PK, BP) in a Trukk (Ram) 10 Boyz + Nob (PK, BP) in a Trukk (Ram) 10 Boyz + Nob (PK, BP) in a Trukk (Ram) 9 Boyz + Nob (PK, BP) in a Trukk (Ram) <- this squad is smaller so the Boss and painboy can ride. 3 Meganobz (Kill Saw, Kombi Skorcha, Bosspole) in a Trukk (Ram) Gretchin
Auxiliary Warbuggy (Rokkit) Warbuggy (Rokkit) Warbuggy (Big Shoota) <-Wysyg is why my buggies aren't all rokkits. Warbuggy (Skorcha) 5 Tankbustas (BS) in a Trukk (Ram) 5 Tankbustas (BS) in a Trukk (Ram) 5 Tankbustas (BS) in a Trukk (Ram) 5 Lootas 5 Lootas 5 Lobbas (Ammo Runts)
I've played around with similar lists for a while and arrived at this one finally which I'm fairly happy with, though it could be improved. The key to this list is the Lobbas. They give me a place to stash my warboss if I don't have 1st turn. I was finding with other variations of this list, it wasn't uncommon for an alpha-striky opponents (Tau, Eldar, Battle Company) to focus down the warboss on turn 1 even when he was with a full squad of ard boyz in a battlewagon.
I always roll on the Ork Warlord trait table, fishing for fearless. On the Strategic table I'm hoping for Stealth in Ruins or night fight are helpful. So is Infiltrate.
My deployment with this army is insanely cinematic. I use the entire deployment zone and fill it.
So far I'm 6-1 with this army. I lost to an invisible Dark Angle / Wolf Star in the relic. My previous iterations of this list have probably been about 12-4. So pretty successful overall. I've only had one game where I lost 6 or more trukks on turn 1, and that was a fluke which I still one because he used bad target priority, and took out the Tankbusta trukks 1st. I find that I do quite well with progressive missions, obviously I auto lose kill points. By the end of most games I've still got a good section of the board under control and some stuff left which is awesome.
Here are some pics of a version of this list with the battlewagon:
The reason I'm deployed so far back, and the Eldar so far forward is that we were playing a mission out of the Battle Missions book.
I'll post about my most successful walking boy oriented version of the Orkurion later.
ETA: Pictures
This message was edited 2 times. Last update was at 2016/07/22 15:32:12
2016/07/22 15:25:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Hmm that's a very interesting list. Yet again it reinforces something I already knew.... I need tankbustas! Then more mek guns too. I have like the look of buggies. How do they perform for you? I'm in the process of converting probably 5 or so since I don't like the deff koptas for some unknown reason. It isn't that they perform poorly (unless I do something stupid) I just don't like the koptas. Ya I agree that foot slogging in the orkurion seems less than ideal. I also need to get two more battlewagons and 10ish meganobs. Then I should be able to run just about any formation that I want.
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
2016/07/22 16:14:58
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Mogrok's Bossboyz:
Big Mek (Da Finkin Kap, Killsaw, KFF) *Warlord
Big Mek (Killsaw, KFF)
Big Mek (Killsaw, KFF)
Warboss (MA, DLS)
Wierdboy (ML2)
This is an area denial list. The way it works is I try to outflank as many squads of Shoota Boyz as I can. Tanky McTankerson then leads a shoota squad if they didn't get to outflank, and if not a slugga squad. The Warlord goes in there, and sometimes the painboy and Wierdboy. The other characters usually distribute evenly in the remaining squads. The Wierdboy is rolling on Sanctic. Hoping for Gate, Hammerhand or Sanctuary. He almost always perils himself to death.
I've done OK with this list. Often people don't know how to deal with it, and kinda freak out. Opponents tend to suffer paralysis of Analysis, and we have trouble getting games done quickly. It struggles against Battle Company mainly, though as always a Skathach can obliterate it.
I mainly quit playing and working on this list because I was never finishing games vs Battle Company, and that was always in their favor. I don't remember my final W/L. I was probably about 8-3 with 1/2 of those being the CAD version of the same list. I remember smashing the holy bejesus out of a Min / Maxed Eldar list. He was pissed. I also beat Tau Riptide spam at least twice with this list, and tabled a 5 Knight player.
I've got another list based on spamming painboyz to add to the Orcurion that is probably more in keeping with the way you all like to play. I can't find it this minute, but I remember posting about it on facebook, so I'll look it up later. It didn't perform as well for me, but that might have been more related to matchups.
Automatically Appended Next Post:
cranect wrote: I wouldn't be opposed to any tips for footslogging it. As of right now it seems you need at least 200 boys to reach the front lines of a tau army with enough to do anything. Just what I've noticed around here... The tide used to make it there with just a few nobz and boys left but that was only with 100 boys. With 200 boys in the tide I might be able to make it to the lines and actually do something. Or that was the thought process anyway.
Thankfully Tau lists have been changing recently. Gone are the spammed missilesides and double flamer deep striking crisis suites.
About all I see from Tau any more is Riptide Wings, Stormsuges and Ghostkiels, and way fewer marker lights. Riptides aren't quite as good at killing Orks, and are easily Tarpitted. Ghostkiels are easily killed in assault, and Stormsurges are a problem is a slightly different way. The 1st thing you need if you want to footslog boyz is Painboyz. Between Painboyz and terrain your Orks will hold up better than you expect. Another thing to consider is spamming solo Deffkoptas. They can serve as both a distraction carnifex, a tarpitter and an eater of overwatch. It's a tough matchup. The best way to beat Tau is to play Eldar, Space Marines or Demons.
Automatically Appended Next Post:
cranect wrote: I have like the look of buggies. How do they perform for you?
Buggies work alot like deffkoptas. They work better in squads than koptas because they can't run away. For the Orkurion speed freaks list I use buggies to double down on my Armor 10 Spam. They don't do much damage, but they sit on objectives and harass stuff.
This message was edited 2 times. Last update was at 2016/07/22 16:41:15