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Made in us
Stabbin' Skarboy




Pittsburgh

Nice that list looks awesome. I could use more than one painboy you are right there. I've never used the bossboys so that actually appeals to me a lot. Plus I like the weirdboys and just never field them for some reason. Ya I normally run either hordes of boys, a dread mob list, a blood axes list with various tanks stormboyz and kommandos, or a snakebite list with squiggoths and cyboars. Never really had an urge for speed freaks or bad moons so most of the walkers will eventually be painted as goffs or blood axes, the boys mixed between all 3 tribes I like, and the planes and buggies and such blood axes. We do have a few tau players that like the marker drone formation thing and somehow I always whiff when I target them.... Same goes for superheavies. I should be able to kill them but I always whiff lol.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in dk
Flashy Flashgitz




@tag, that's one sexy list you have got there. What's the reason for not doing it CAD and getting room for 2 painboyz? While at it why give sluggaboyz big shootas?

With love from Denmark

 
   
Made in us
Longtime Dakkanaut




Wichita, KS

I took 6th in a GT this weekend. I ended 3-1-1. I won best Orks by walking in the door, but was approached by 8-10 people who swear they wanted to bring Orks but didn't think they could win.

Here was the list I took (Yes it was single CAD):
Spoiler:
Ork CAD:
Mek

Big Mek (Da Finkin Kap, KFF)

5 Tankbustas in a trukk (Ram)
5 Tankbustas in a trukk (Ram)

10 Boyz + Nob (PK, BP) in a Trukk (Ram)
11 Boyz + Nob (PK, BP) in a Trukk (Ram)

5 Warbikers + Nob (PK, BP)
5 Warbikers + Nob (PK, BP)
5 Warbikers + Nob (PK, BP)

5 Lootas <- in the Stompa
5 Lootas <- in the Stompa
5 Lobbas with Ammo Runts

Buzzgob's Stompa (2 Deff Kannons)


Here is a little rundown of my games:
Spoiler:
Round 1: I played a necron player with a Lytchstar and an Obelisk. I got seized on. He pumped a ton of shots into the stompa, then I killed the Obelisk with some lucky rolls. I charged a 7 wound stompa into the lytchstar with only a single warsythe able to hurt me. Several rounds of combat later the stompa went down, but he only had enough left to control one objective, so I won pretty solidly. He ended up in 3rd place overall winning all the rest of his games usually with max points.

Round 2: I played a good buddy. He had the IG artillery formation with 2 Basilisks, a Manticore, and a wyvren. He also had a Grey knight detachment with 3 DreadKnights. It was the worst designed mission I've ever played at a GT. It came to Kill Points plus kill points with extra kill points. He had 12 kill points in his army to my 22. I figured my best bet to compete was to try and table him so I bum rushed him. I seized and I was well on my way to tabling him when he shunted his last Dread Knight to the corner of the board. At the end of the game. he had 2 wounds on a dread knight and was otherwise tabled. I got 11 kill points from him, and he got 11 from me, so it came down to secondaries, and we ended tied across the board. So a Tie! I can't believe I pulled it off.

Round 3: I played Thundwolves + 2 Dread Knights and some termmies and a Sicarin.. It was a bad matchup for me, but he didn't understand my army very well. I got 1st, and deployed in a corner with lots of bubble wrap around the stompa, and a couple bait units in the other corner. He spread out evenly and distributed his IC's throughout his wolf units. He seized, and moved up very aggressively across the board. That allowed me a superior concentration of force on the right flank. I Moved the stompa so that I could Shoot one unit of Thunderwolves to death with my S10 blast and assault and kill a 2nd. Then I sent all my bikes to assault and kill a Dread knight. I shot the dread knight to death instead. My Lobbas killed a termie. He was really demoralized at this point. He assaulted and killed my lobbas, and a squad of boyz, leaving only the knob who stuck with the last squad of wolves. So the Stompa moved up the board, and killed most of the termies, and assaulted the Sicarin. the rest of my army went at full speed to kill a servitor that was marked for death. I ended up tabling him. He didn't understand my army, and deployed badly so I won a game I should have lost.

Round 4: I played Warconvocation. Another hard counter for my army. He got 1st and deployed with his haywire and knight all on one side. I counter deployed putting my lobbas on that side, and my Stompa in the other corner. So he wasted basically 2 turns shooting at me while most of my army was out of range or in reserves. When my army came on I took it to him, moving up the Stompa and assaulting his assault units before he could make them S10, and killing a bunch of stuff. I put 4 powerclaws on his knight and killed it, and kept moving the stompa towards his gunline. Game ended on 4 after a powerclaw whiffed and couldn't kill Coteaz in CC. I had 1 of the 2 objectives, but coteaz was contesting the second, so I didn't score that well. Still, he only killed 4 units outright which added up to 287 points of Orks which is awful, so I knocked him out of contention by only allowing him 4 Tournament points. If the game had gone on, it would have got worse for him. I had neutralized most of his army by Turn 4, and had a decent chance to table him if it went to 6.

Round 5: I was sitting at 3-0-1, but only 50 battle points. They were matching based off of W/L, but ignoring that for battle points, so I kept matching up while players with more battle points were matching down and and that sucked.

I played a 3 Knight list with 3 Thunderfires, 2 Storm Talons, and some scouts. The mission was really janky. I had to kill his warlord and 5 units. It was blind deployment. My Stompa can't hand 3 knights so I deployed in a corner hoping he'd split the knights up, but he deployed all 3 in the opposite corner. I bum rushed my army at his warlord. Everything was moving at top speed to get there ignore the knights. The Stompa was hitting them, but primarily bouncing off their 3++. I did get a few hull points of them with tankbustas, but a 3++ is really tough. Eventually I got the shreds of my army in with his warlord and thunderfires and killed them. My stompa backed into a corner and kept pluck at knights who were throwing themselves into dismantling the rest of my army. At this point I found out that the Baronial court runs 3D6, so they were on me fast. I managed to kill one knight by making him fail enough 3++, and got another down to 2 hull points, but the full hull point one assaulted me. I lasted 4 rounds before it took me out. I was winning at the bottom of 4. Winning at the bottom of 5. But ended tabled at the bottom of 6. If only he'd failed a few more invuls.

I was real close to going undefeated, so I'd say that proves Orks can win a game or two.


ETA: I failed in my goal to get best Xenos. The Necron player took it. I beat him head to head, but his list was much more well suited to the missions.

Automatically Appended Next Post:
Waaargh wrote:
@tag, that's one sexy list you have got there. What's the reason for not doing it CAD and getting room for 2 painboyz? While at it why give sluggaboyz big shootas?
I had built the list and had run it as part of a CAD a couple times, and when the Orkurion came out it was one of my easiest lists to adapt. It works pretty well in a CAD. Once in a While the HOW has come up clutch in the Orkurion, but yeah it is better in a CAD.

The Big Shootas started as rokkits, and changed to big shootas. It isn't uncommon for those slugga squads to get shot up pretty good, pretty early on, so they tend to break off and go sit on objectives turn 3 while the characters transfer to the shoota squads. The big shootas let them contribute some while they sit on objectives. I'm not sure they are worth it. The 1st version had Rokkits instead of Big Shootas everywhere. I swapped them out for a bit more range. I might have gotten a little carried away with the special weapons.

This message was edited 2 times. Last update was at 2016/07/25 02:29:50


 
   
Made in nl
Dakka Veteran





Netherlands

 Nithaniel wrote:

Tankbusta nob errata was good so they can now take a PK!


Did you forget only one of them can use their meltabomb now? Fine they can take a PK but they shouldn't have to if they still could use a meltabomb each.

   
Made in pl
Regular Dakkanaut





tag8833 wrote:At this point I found out that the Baronial court runs 3D6, so they were on me fast.
Cheated, i checked that at this moment. The only thing makes them run faster is trait which gives him +1 to run or charge distance. or he got something that i missed
And imagine that 3d6 on run and then double it, becuase thats the way SHW works. Max 18 inch x2 = 36", okey something must be wrong or you were cheated so badly.
And one more thing. Knowledge is king.

Oh found it - its Cerastus Knight-Castigator, that can move 3d6 in shooting instead of shooting, but still can't find rules that it double run range.

This message was edited 2 times. Last update was at 2016/07/25 09:24:25


 
   
Made in ru
!!Goffik Rocker!!






In all honesty, meltabomb spam was a bit cheezy for the points. I currently run bully boyz in trukks protected by vsg as a source of heavy melee punch against shv and gmc. They're pretty decent with ws5 and fearless. Can even go toe to toe with psychic deathstars that are not wolf wolves. Not really sure what to do about them other than spread out and kill everything else in hopes of not getting wiped and winning on maelstorm.


Automatically Appended Next Post:
 Mr.T wrote:

Oh found it - its Cerastus Knight-Castigator, that can move 3d6 in shooting instead of shooting, but still can't find rules that it double run range.


He might have gotten it confused with 3d6 x 2 for difficult terrain.

This message was edited 3 times. Last update was at 2016/07/25 09:29:38


 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Mr.T wrote:
tag8833 wrote:At this point I found out that the Baronial court runs 3D6, so they were on me fast.
Cheated, i checked that at this moment. The only thing makes them run faster is trait which gives him +1 to run or charge distance. or he got something that i missed
And imagine that 3d6 on run and then double it, becuase thats the way SHW works. Max 18 inch x2 = 36", okey something must be wrong or you were cheated so badly.
And one more thing. Knowledge is king.

Oh found it - its Cerastus Knight-Castigator, that can move 3d6 in shooting instead of shooting, but still can't find rules that it double run range.
Nah. That was it. 3D6 add them together. So on one knight he rolled a 5+4+6 for a 15" run on top of a 12" move, and on another he rolled 6+6+6 for an 18" run on top of a 12" move. So he closed on me super fast towards the end. I think the 3rd knight only rolled like a 1+2+4, and wasn't that much of a problem.

He definitely used it on all 3 knights. I assume it is a benefit of the Baronial court. I'll look it up later.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Congrats on your good showing!! Your games are exactly why the tournament scene is not for me. Those lists look like no fun to play against.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Sal4m4nd3r wrote:
Congrats on your good showing!! Your games are exactly why the tournament scene is not for me. Those lists look like no fun to play against.
For what it is worth, I was playing at top tables all day so the lists I was facing aren't representative of the average lists at the event.

My opponents ended up: 3rd, 5th, 7th, 4th, 8th. <- Holy crap. How about that strength of schedule? I played 5 of the top 8 players. That doesn't happen often.
   
Made in ru
!!Goffik Rocker!!






Has anyone considered running Zaggy now that jumppacks give fleet for charging purposes for the whole unit? Or maybe stormboyz with a biker painboss and boss. Don't know if it's worth 1.5x the price over regular choppaboyz for just speed.

This message was edited 1 time. Last update was at 2016/07/26 07:24:02


 
   
Made in pl
Regular Dakkanaut





 koooaei wrote:
Has anyone considered running Zaggy now that jumppacks give fleet for charging purposes for the whole unit? Or maybe stormboyz with a biker painboss and boss. Don't know if it's worth 1.5x the price over regular choppaboyz for just speed.
Fleet doesnt work this way.
Or there is something like draft or faq or else?
   
Made in ru
!!Goffik Rocker!!






There's a faq that says that fleet doesn't work but fleet from jumppacks does. Probably because libconclave needs to also give a free re-roll for the unit.

This message was edited 2 times. Last update was at 2016/07/26 08:59:39


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

I've always loved zaggy and his shiny metal feet >_<

Didn't he used to count as charging if he and the unit deepstriked on top of an enemy unit?

This message was edited 2 times. Last update was at 2016/07/26 17:24:18


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

After a 7 game losing streak of NOT playing Bully Boyz and Tankbustas in the Blitz Brigade I reverted back and easily won my first game in a long time!

The opponent had two units of Death Company, min troops in Razorbacks, and a couple of Dreads in pods and a bunch of new Psykers with the new powers. The worst was Shifting Worldscape which he said he could assault after moving terrain up to 24"!! We couldn't find anything to say he couldn't so I allowed it. Although I knew the terrain had to be atleast 1" away from the battlewagons so I made sure he couldn't get an auto assault off. Turns out the terrain also has to be an inch away from other terrain but that didn't matter too much.

Our league is playing a specific campaign that guarantees 1st turn but the defender gets an extra 10% in points.

I roll up 12" in scout and unleash the Tankbustas on my opponents Razorbacks getting double first blood. With a total of 55 Rokkits, plenty of Marines die. Thankfully no invuls or FNP.

His dreads drop behind my BW's and immobilize 2 while the frag cannons wound quite a few Tankbustas and Bully Boyz. Lucky FNP rolls mean I only lose 2 Tankbustas. The rest of the game is just shooting Rokkits while he advances and then finally my Bully Boyz jump out and finish him off. His Death Company only had AP 3 Power Weapons, no AP 2 so I was fine there. Fearless is Orks best friend not that it mattered this game. Also a Grot squad shot a lone marine trying to assault them and killed him during Overwatch.

Tabled him on turn 5.
Simple but effective.

Fighting crime in a future time! 
   
Made in us
Longtime Dakkanaut




Wichita, KS

Off to an Oldhammer tourney on Saturday. That means single CAD no superheavies. They are using "Eternal War" missions or Older. They don't tweak invis, 2+ reroll, or ranged D, so I'm expecting deathstars, and am running a Lucky stikk boss to try to demonstrate to them how dumb it is.

I'm debating between 4 lists.

Option #1 (anti-vehicle):
Spoiler:
Ork CAD:

Mek
Mek

Warboss (MA, DLS)
Painboy

7 tankbustas (2 BS) in a trukk (Ram)
7 tankbustas (2 BS) in a trukk (Ram)
7 tankbustas (1 BS) in a trukk (Ram)

16 Boyz + Nob (PK, BP)
9 Boyz + Nob (PK, BP) in a trukk (Ram)
9 Boyz + Nob (PK, BP) in a trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

Battlewagon (Ram, Rokkit)
5 Lobbas (Ammo Runts)
5 KMK's (Ammo Runts)

The Good:
- KMK's give me AP2
- I can null deploy with just the artillery or Artillery + battlewagon
- I can throw the warboss in a trukk if the Battlewagon dies.

The Bad:
- If that battlewagon dies, I'm in trouble.
- I don't like running larger squads of Tankbustas, but I can't get other anti-vehicle power in the list easily because of the Heavy support slots


Option 2: Assaulty
Spoiler:
Ork CAD:

Mek
Mek

Warboss (MA, DLS)
Warboss (EA, DFK, PK, Shoota)

7 tankbustas (1 BS) in a trukk (Ram)
7 tankbustas (1 BS) in a trukk (Ram)
7 tankbustas in a trukk (Ram)

16 Boyz + Nob (PK, BP)
16 Boyz + Nob (PK, BP)
9 Boyz + Nob (PK, BP) in a trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)
Deffkopta (Rokkit)

Battlewagon (Ram, Rokkit)
Battlewagon (Ram, Rokkit)
5 Lobbas (Ammo Runts)

The Good:
- I've got redundancy in case I lose a wagon.
- I can null deploy with just the Artillery + battlewagons

The Bad:
- If both battlewagons die, I'm in trouble.
- I don't like running larger squads of Tankbustas, but I can't get other anti-vehicle power in the list easily because of the Heavy support slots


Option 3: Bikestar
Spoiler:
Mek
Mek

Zhardsnark
Warboss (Bike, DLS, PK)

5 tankbustas (2 BS) in a trukk (Ram)
5 tankbustas (1 BS) in a trukk (Ram)

14 Warbikers + Nob (PK, BP)
3 Warbikers
3 Warbikers
10 Boyz + Nob (PK, BP) in a Trukk (Ram)
10 Boyz + Nob (PK, BP) in a Trukk (Ram)

Deffkopta (Rokkit)
Deffkopta (Rokkit)

5 Lootas
5 Lootas
5 Lootas


The Good:
- If they don't Have ignores cover, I will kick the everliving bejesus out of them.
- The trukks can null deploy.
- Lootas give me some Anti-air.

The Bad:
- If they have ignores cover, I am screwed.
- I don't like deathstars.
- Zhardsnark works best when going 1st, or with a voidshield. They are using the GW Voidshield nerf.
- I am using every bike I own.


Option #4: Trukk rush
Spoiler:
Mek
Mek

Warboss (MA, DLS)
Painboy

3 Meganobz (Killsaw, BP, Kombi-skorcha) in a trukk (Ram)
5 tankbustas in a trukk (Ram)
5 tankbustas in a trukk (Ram)

9 Boyz + Nob (PK, BP) in a trukk (Ram)
9 Boyz + Nob (PK, BP) in a trukk (Ram)
9 Boyz + Nob (PK, BP) in a trukk (Ram)
9 Boyz + Nob (PK, BP) in a trukk (Ram)

Warbuggy (BS) + Skorcha
Warbuggy (rokkit)
Warbuggy (rokkit)

5 Lobbas (Ammo Runts)
5 KMK's (Ammo Runts)

The Good:
- KMK's give me AP2
- I can null deploy with just the artillery
- 7 Trukks and 4 Buggies means alot of AV10.
- I could swap the KMK's to 2 squads of 2 Kannons with a Traktor Kannon for some Anti-air or a Big squad of Lootas led around by the MA Boss.

The Bad:
- MA Warboss is less useful.

   
Made in us
Nasty Nob






 PipeAlley wrote:
After a 7 game losing streak of NOT playing Bully Boyz and Tankbustas in the Blitz Brigade I reverted back and easily won my first game in a long time!

The opponent had two units of Death Company, min troops in Razorbacks, and a couple of Dreads in pods and a bunch of new Psykers with the new powers. The worst was Shifting Worldscape which he said he could assault after moving terrain up to 24"!! We couldn't find anything to say he couldn't so I allowed it. Although I knew the terrain had to be atleast 1" away from the battlewagons so I made sure he couldn't get an auto assault off. Turns out the terrain also has to be an inch away from other terrain but that didn't matter too much.

Our league is playing a specific campaign that guarantees 1st turn but the defender gets an extra 10% in points.

I roll up 12" in scout and unleash the Tankbustas on my opponents Razorbacks getting double first blood. With a total of 55 Rokkits, plenty of Marines die. Thankfully no invuls or FNP.

His dreads drop behind my BW's and immobilize 2 while the frag cannons wound quite a few Tankbustas and Bully Boyz. Lucky FNP rolls mean I only lose 2 Tankbustas. The rest of the game is just shooting Rokkits while he advances and then finally my Bully Boyz jump out and finish him off. His Death Company only had AP 3 Power Weapons, no AP 2 so I was fine there. Fearless is Orks best friend not that it mattered this game. Also a Grot squad shot a lone marine trying to assault them and killed him during Overwatch.

Tabled him on turn 5.
Simple but effective.


Grats on the win!

55 Rokkits? Nice!
What else did you bring besides the Blitz Brigade + Bully Boyz + Tankbustas? Min CAD w/ Grots? Meks?


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Cleatus wrote:
 PipeAlley wrote:
After a 7 game losing streak of NOT playing Bully Boyz and Tankbustas in the Blitz Brigade I reverted back and easily won my first game in a long time!

The opponent had two units of Death Company, min troops in Razorbacks, and a couple of Dreads in pods and a bunch of new Psykers with the new powers. The worst was Shifting Worldscape which he said he could assault after moving terrain up to 24"!! We couldn't find anything to say he couldn't so I allowed it. Although I knew the terrain had to be atleast 1" away from the battlewagons so I made sure he couldn't get an auto assault off. Turns out the terrain also has to be an inch away from other terrain but that didn't matter too much.

Our league is playing a specific campaign that guarantees 1st turn but the defender gets an extra 10% in points.

I roll up 12" in scout and unleash the Tankbustas on my opponents Razorbacks getting double first blood. With a total of 55 Rokkits, plenty of Marines die. Thankfully no invuls or FNP.

His dreads drop behind my BW's and immobilize 2 while the frag cannons wound quite a few Tankbustas and Bully Boyz. Lucky FNP rolls mean I only lose 2 Tankbustas. The rest of the game is just shooting Rokkits while he advances and then finally my Bully Boyz jump out and finish him off. His Death Company only had AP 3 Power Weapons, no AP 2 so I was fine there. Fearless is Orks best friend not that it mattered this game. Also a Grot squad shot a lone marine trying to assault them and killed him during Overwatch.

Tabled him on turn 5.
Simple but effective.


Grats on the win!

55 Rokkits? Nice!
What else did you bring besides the Blitz Brigade + Bully Boyz + Tankbustas? Min CAD w/ Grots? Meks?


2 Painboys (one is Warlord) and two min Grots. Painboys each go with one Tankbusta mob each having max Bustas including nob with PK and BP. One TB mob has three Bomb Squigs and the other only two because points are that tight! Bully Boyz each have two with Killsaws. They also used to have three Kombi Skorchas but I needed those points to give the TB Nobz PK's since now only one grenade per phase. The TB still gets to use Tank Hunters so he's better than yer average nob vs vehicles.

The Deployment is simple: deploy all five BB at the starting line with the Tankbustas in the 2nd and 4th positions. Either shoulder to shoulder or spread out depending on opponents high strength blast capability. This game I scouted to block his soon to be floating terrain piece and it worked! Otherwise my only suggestion is to avoid the temptation to disembark with anything for as long as reasonable. Let the Rokkits do their job for at least two turns.

Worst case is most armies will destroy a BW in CC and I can shuffle around the mobs depending on the situation during my turn. Open-topped means I can move and assault normally as long as I didn't get pinned.

Snap shotting the TB's isn't all that bad. Have taken down plenty of fliers and invisible Eldar jetbikes.

Fighting crime in a future time! 
   
Made in us
Bonkers Buggy Driver with Rockets






So, I have to try out this list I came up with.
It utilizes the slow and purposeful big mek and as many mek guns possible.
The following will fit in 2 cads and a codex orks detachmemt
-7 x Bigmek in mega armor
-2x mek with roket Launchers
-7 x basic squad of grots
-7 x mekgunz (squad of 5) all with Kannons
-2x mekgunz (squad of 5) all with lobbas
-6x defkoptas (individual )
I'll explain. More of its strategy later.

Edit
Ok, this is 1830pts.
Now for some clarification.
Why just mostly Kannons instead of lobbas? I could've done nothing but lobbas, but 45 small blasts a turn isn't very fun to do and will only tick off your opponent. Also the ma bigmeks work best with Kannons. Also the point of this list was to add as many mekgunz as possible, so I didn't go with any of the more expensive mekgunz upgrades.
The ma bigmeks help the Mekgunz with slow and purposeful, allowing them to get in range and stay away from melee targets, but as an extra protection there is a grot squad running interference for each Kannons squad.
The Bigmek will be t7 as part of the Mekgunz unit and will grant the unit 2up armour if he is up front.
The 2 meks are there to give the 2 lobba squads leadership 7 (can probably drop their rokets if I need the points somewhere else).
The rest of the points are mainly for relics/ammo runts.
Now I plan on play testing this list eventually, I don't have 45 mekgunz, but I have plenty of proxies for them (killa kanz ).

This message was edited 3 times. Last update was at 2016/07/30 22:22:33


"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" 
   
Made in us
Liche Priest Hierophant






First off, that sort of silly overblown list is exactly what ends up being awesome and Orky to play. Good on you for that.

However, you really need to try and work out some Mek Guns that aren't proxied. There's ways to convert Kanz into Gunz by adding supports behind, beefing up their gun arm appropriately, and removing their melee weapon (often using that arm to further support the big weapon). But then there's also ways to relatively cheaply scratchbuild Mek guns- or of course there's cheap artillery pieces from other game systems and miniatures makers that can be orkified.

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! 
   
Made in ru
!!Goffik Rocker!!






I'd probably still go with KMK instead of just kannons. Even after the nerf.
   
Made in us
Longtime Dakkanaut




Wichita, KS

I took a trukk rush army to an Oldhammer RTT, and manage to eek out 3 wins, and take 1st.

This was the list I took:

Spoiler:
Ork CAD:

Mek
Mek

Warboss (Mega Armor, Da Lucky Stikk)
Warboss (Eavy Armor, Da Finkin Kap, Power Klaw, Shoota) * Warlord

3 Meganobz (1 Killsaws, Boss Pole, 1 Kombi-Skorcha) in a trukk (Ram)
5 tankbustas in a trukk (Ram)
5 tankbustas in a trukk (Ram)

9 Boyz + Nob (Power Klaw, Shoota, Boss Pole) in a trukk (Ram)
9 Boyz + Nob (Power Klaw, Shoota, Boss Pole) in a trukk (Ram)
9 Boyz + Nob (Power Klaw, Shoota, Boss Pole) in a trukk (Ram)
9 Boyz + Nob (Power Klaw, Shoota, Boss Pole) in a trukk (Ram)

Warbuggy (TL - Rokkit)
Warbuggy (TL - Rokkit)
Warbuggy (Skorcha)

5 Lobbas (5 Ammo Runts)
3 Kustom Mega Kannons + 2 Kannons (5 Ammo Runts)


A little summary of the games:
Spoiler:
Mission #1 was Kill points vs Tau running a couple of Crisis suite bombs, and a bunch of drones. Da Finkin Kap won this mission for me. I got -1 to opponent's reserves. All of his reserves failed to come in on Turn 2, which let me declare my WAAAAAAGH and assault everything he had on the table. I killed everything except a single Marker Drone which fled, but not quite far enough to make it off the table. On turn 3, he drops in 2 squads of 3 plasma suites. I killed one squad in shooting, and failed a charge to kill the other squad, but at this point we were running short on time, and the game outcome wasn't in doubt. He kill 3 Trukks and a Warbuggy. I killed 8 units, and he only had 4 suites left. Final score 10 - 7 Orks.

Whew. Got my worst mission, and worst matchup out of the way.


Mission #2 was Screamer Star. This event didn't nerf the 2++ reroll, and they didn't nerf warp dice or psychic powers, so this was clearly a list designed to take advantage of it. He had 8 Screamers with 3 Mastery level 3 Heralds attached. One had the grimoir. One had the paradox. Then he had a ML3 Tzeech prince with an artifact that gave it a 3++, and a warlord trait that made it a 2++ reroll. Then he had fateweaver, and 2 units of Pink Horrors. I got 1st turn, so I decided to sieze the opportunity and alphastrike 1/2 of the screamers to death, Thanks to the Infiltrate warlord trait, I had a perfect shot with all my Tankbusts, and KMK's at the screamerstar turn 1. Unfortunately it was night fight. I couldn't roll 2+'s to wound, and I only made him take about 8 saves, and he passed all of them. He assaulted and killed my KMK's, but I denied Cursed Earth, so the Screamer star was only a 3++ rerolling 1's. So I sent the MANZ, 2 Squads of Boyz, and the Lucky Stikk boss to assault them hoping to do some damage. I won combat by 2, but he made leadership. Meanwhile the rest of my army was killing the pink Horrors because they couldn't really touch Fateweaver or the Tzeech prince. From the Top of 2 to the bottom of 5 my army fought that screamer star in CC. I never denied cursed earth again, and he never failed the grimoir. I'll be I put more than 120 S8 or 10 Wounds on the screamers, but he mainly shrugged it off with his 2++ reroll. I was generally losing combat by 1 each turn, and sticking thanks to making leadership and mob rule. I never got a herald, and he ended the game with 3 screamers left. But my Ob-Sec boys controlled the objective under the combat, and I had 2 other objectives to his 2 total at the end of 5, and we decided we didn't have time to play 6. So I eeeked it out by the narrowest of margins. Final Score 10-8 Orks.

Mission #3. Having knocked off one screamerstar, I figured I'd have to play the 2nd at top tables, but it wasn't to be. A CSM Nurgle Bike list was tearing it up, and outscoring me. so I played a mech guard army at table 2. The Mech Gaurd player had lots of flamers, and they proved to be his undoing, because he moved forward when he should have backed up. One well done WAAAAGH, and most of the vehicles were gone. I tabled him at the bottom of 4. He kill 4 trukks, and most of my boyz, but both warbosses were still killing stuff at the end.

The Nurgle bikes manage to tie the Screamerstar at top table leaving me the only undefeated, so I walk away in 1st overall. The 3rd game was by far the easiest. The 2nd game would have gone differently if my opponent had to do it over again. He wasn't really clear how to use his powers, and could have done more damage to me, and at the bottom of 5 he made a wrong charge. Still it was a good showing for orks.


A few notes on my list:
1) KMK did not do what I wanted them to. I should have run more tankbustas instead. In game 3 they never shot because they couldn't get range on a Guard player in Hammer and Anvil. In game 2 they scattered so bad they barely did anything. In game 1, they killed 1 crisis suite, and made some pirhannas jink.
2) MSU worked out, and was my only hope in Game 2. Orks just can't deathstar like other armies.
3) Kill points sucks, because my 1st opponent had so few units, even though I basically tabled him, I didn't score hardly anything. Meanwhile, he scored nearly what I did despite killing very few Orks.
4) Lucky Stikk MA boss in a trukk was more effective than I would have expected. In the Tau game, he blew up my trukk, but I switch him to another trukk, and kept moving forward.
5) I'm actually doing fairly well with Orks this season. This is my 4th RTT win, and the 2nd one that is getting reported to the ITC. I've taken 4th, 5th, and 6th in GT's (Also 18th, 25th, and 29th). I'm not going to be at the Top of the ITC rankings, but I'll be somewhere in the 50's probably, and that is significant when you consider there are over 3,000 players. There are currently 2 other Ork players right up there with me in the 50's. That leaves me feeling much better about the Capability of the Ork codex to engage in Competitive play compared to where I was at the start of the season.

My next event is August 20. I'm running Kan Wall in a friendly RTT.

This message was edited 1 time. Last update was at 2016/07/31 05:43:42


 
   
Made in ru
!!Goffik Rocker!!








That's great! Though, i feel you got VERY lucky with the tau player. All he should have done was probably just not reserve his stuff and he'd get so many killpoints out of you 1-st turn it'd secure his victory.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 koooaei wrote:


That's great! Though, i feel you got VERY lucky with the tau player. All he should have done was probably just not reserve his stuff and he'd get so many killpoints out of you 1-st turn it'd secure his victory.
Probably. He would have won kill points. I might have tabled him. The only reason I didn't table him was he came in with reserves really deep in my backfield. It was definitely lucky. So was the game against the screamer star, though both games had moments of bad luck (Against the Tau player I failed a 6" charge, and a 7" charge)

ETA: If I had switched armies with any of my 3 opponents, I would have been pretty confident I could have beat my list. Part of the Advantage of playing Orks is that they have been so thoroughly scrubbed from the meta that people don't know what to expect out of them. In my last 3 events I've taken major advantage of that, and won a bunch of games that should have gone the other way.

This message was edited 1 time. Last update was at 2016/07/31 12:55:37


 
   
Made in us
Bonkers Buggy Driver with Rockets






Anvildude wrote:
First off, that sort of silly overblown list is exactly what ends up being awesome and Orky to play. Good on you for that.

However, you really need to try and work out some Mek Guns that aren't proxied. There's ways to convert Kanz into Gunz by adding supports behind, beefing up their gun arm appropriately, and removing their melee weapon (often using that arm to further support the big weapon). But then there's also ways to relatively cheaply scratchbuild Mek guns- or of course there's cheap artillery pieces from other game systems and miniatures makers that can be orkified.


The proxies are just for a test game. I do plan on making my own small horde of Mek gunz (it would be too expensive to buy the actual kit). And I have made mekgunz out of Killa kanz b4
[Thumb - 20160731_121922.jpg]
Mekgunz lobbas

[Thumb - IMG_20151012_224512.jpg]
Mekgunz kmk


"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" 
   
Made in ru
!!Goffik Rocker!!






Now that models explain 'how' megaarmour characters can make mek gunz move and shoot. It's not the characters - it's the legs of the guns!
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I'm playing in the Gencon ITC event, and get decide what I should take. I might take a fun list, just so I don't make it to day 2 so I can spend some time in the vendor hall or I'll take a competitive list and see how it goes. Suggestion on units?

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






For fun or for competitive?
   
Made in us
Longtime Dakkanaut





 Glitcha wrote:
I'm playing in the Gencon ITC event, and get decide what I should take. I might take a fun list, just so I don't make it to day 2 so I can spend some time in the vendor hall or I'll take a competitive list and see how it goes. Suggestion on units?


Tankbustas. Bully Boyz. Bikers. Zhadsnark. Painboy. Maybe the Buzgobs stompa. Deff koptas.


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 PipeAlley wrote:
 Cleatus wrote:
 PipeAlley wrote:
After a 7 game losing streak of NOT playing Bully Boyz and Tankbustas in the Blitz Brigade I reverted back and easily won my first game in a long time!

The opponent had two units of Death Company, min troops in Razorbacks, and a couple of Dreads in pods and a bunch of new Psykers with the new powers. The worst was Shifting Worldscape which he said he could assault after moving terrain up to 24"!! We couldn't find anything to say he couldn't so I allowed it. Although I knew the terrain had to be atleast 1" away from the battlewagons so I made sure he couldn't get an auto assault off. Turns out the terrain also has to be an inch away from other terrain but that didn't matter too much.

Our league is playing a specific campaign that guarantees 1st turn but the defender gets an extra 10% in points.

I roll up 12" in scout and unleash the Tankbustas on my opponents Razorbacks getting double first blood. With a total of 55 Rokkits, plenty of Marines die. Thankfully no invuls or FNP.

His dreads drop behind my BW's and immobilize 2 while the frag cannons wound quite a few Tankbustas and Bully Boyz. Lucky FNP rolls mean I only lose 2 Tankbustas. The rest of the game is just shooting Rokkits while he advances and then finally my Bully Boyz jump out and finish him off. His Death Company only had AP 3 Power Weapons, no AP 2 so I was fine there. Fearless is Orks best friend not that it mattered this game. Also a Grot squad shot a lone marine trying to assault them and killed him during Overwatch.

Tabled him on turn 5.
Simple but effective.


Grats on the win!

55 Rokkits? Nice!
What else did you bring besides the Blitz Brigade + Bully Boyz + Tankbustas? Min CAD w/ Grots? Meks?


2 Painboys (one is Warlord) and two min Grots. Painboys each go with one Tankbusta mob each having max Bustas including nob with PK and BP. One TB mob has three Bomb Squigs and the other only two because points are that tight! Bully Boyz each have two with Killsaws. They also used to have three Kombi Skorchas but I needed those points to give the TB Nobz PK's since now only one grenade per phase. The TB still gets to use Tank Hunters so he's better than yer average nob vs vehicles.

The Deployment is simple: deploy all five BB at the starting line with the Tankbustas in the 2nd and 4th positions. Either shoulder to shoulder or spread out depending on opponents high strength blast capability. This game I scouted to block his soon to be floating terrain piece and it worked! Otherwise my only suggestion is to avoid the temptation to disembark with anything for as long as reasonable. Let the Rokkits do their job for at least two turns.

Worst case is most armies will destroy a BW in CC and I can shuffle around the mobs depending on the situation during my turn. Open-topped means I can move and assault normally as long as I didn't get pinned.

Snap shotting the TB's isn't all that bad. Have taken down plenty of fliers and invisible Eldar jetbikes.


Played a rematch against the same person last week but his list was tailored to beat my same list. He ran two large bike squads with 4 wound Eternal Warrior Chapter Masters in some type of formations that granted 2+ Armor, 4++ Invuls and either 2+ or 3+ FNP!!! Along with Psykers Shenanigans and as many Lascannons and Grav guns he could fit.

My list had zero Str 10 so those FNP rolls were killing me! Also we were playing maelstrom and he had great draws and my were terribad. Super fun game that I lost on points. I'm going to take out one Painboy and throw in a MA DLS Warboss for some Str 10. Both HQ's will go in the same mob of Tankbustas and swap to the other mob once they get whittled down. Looking forward to the next game!

Fighting crime in a future time! 
   
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Yellin' Yoof on a Scooter






@pipealley, how do you equip your battlewagons in the list?
   
 
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