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![[Post New]](/s/i/i.gif) 2014/09/08 02:53:31
Subject: 7th Edition, Orks, and How do I Play Now?
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Lead-Footed Trukkboy Driver
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This is my favorite new 2000 point list:
CAD from Orks
110 Warboss w/ Da Lukky Stikk. Powerclaw
50 Painboy
143 (18) Boyz w/ Nob Powerclaw
143 (18) Boyz w/ Nob Powerclaw
70 (5) Lootas
70 (5) Lootas
Great Waaagh!
228 Ghaz w/ Ammo Grot
105 Big Mek w/ MegaForceField
143 (18) Boyz w/ Nob Powerclaw
143 (18) Boyz w/ Nob Powerclaw
195 (15) Tankbustas
Blitz Brigade
120 Battle Wagon w/Reinforced Ram, Big Shoota
120 Battle Wagon w/Reinforced Ram, Big Shoota
120 Battle Wagon w/Reinforced Ram, Big Shoota
120 Battle Wagon w/Reinforced Ram, Big Shoota
120 Battle Wagon w/Reinforced Ram, Big Shoota
Lootas hold down the backfield while the Battlewagons scout move to the center. The Wagons are parked all within 6 inches of the Mega Forcefield for a 4++ Invulnerable save. Tankbustas have Tankhunters(finally) and score double VPs for first blood vs. a vehicle(Glory Hogs). They also have meltabombs.
2nd turn = Assault and destroy the enemy! Even Wave Serpents are not immune to mass choppas! Flyers can be a problem, but I haven't been seeing a whole lot of them since they cannot score. 15 lootas are still nothing to sneeze at, however. They are in small squads because if they are shot they are likely to run no matter how large the squad is.
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This message was edited 1 time. Last update was at 2014/09/10 19:48:43
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![[Post New]](/s/i/i.gif) 2014/09/08 03:13:50
Subject: 7th Edition, Orks, and How do I Play Now?
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Drone without a Controller
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I thought if the KFF was inside a vehicle only that vehicle gets the invul save? Or is he foot slogging and the wagons are surronding the Big Big for turn one protection?
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I thought they smelt bad on the outside |
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![[Post New]](/s/i/i.gif) 2014/09/08 05:00:51
Subject: Re:7th Edition, Orks, and How do I Play Now?
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Ork Boy Hangin' off a Trukk
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why not scrape the points together to buy that KFF mek a bike so he can keep up?
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2016 Score: 7W; 0D; 2L |
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![[Post New]](/s/i/i.gif) 2014/09/08 07:55:21
Subject: 7th Edition, Orks, and How do I Play Now?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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delta9heir wrote: which i find strange because people can download the rules much easier than they can get new models, but i digress. has anyone else though of how epic a wierdboy with the sanctic power that increases an invul save by 1, and the 4++ KFF?
Not just that, buffing a boyz units with +2S or even the vortex are all very appealing. Sadly, the increased chance of perils plus the Warpheads special rule pretty much makes him self-destruct by turn three. The ork table simply works much better since it has a lot less chance of killing him, plus the witchfires are all pretty good as far as witchfires go. The 1,2, and 3 results on the Codex: Orks table have been decent for me (especially with the reroll on the chart from ork detachment). 1 gives army wide fearless for a game turn, 2 gives reroll run and charge distance and 3 gives all units within 12" reroll morale. Idk, it might be because I've been playing orks since 08 and absolutely love their fluff so it might be a mental thing for me. But reroll both charge dice and run dice has done well for me. And rerolling morale is nothing to laugh at, the fearless speaks for itself. I do understand your points though.
The issue of command vs ork is the following: Bellowing Tyrant (Ork 2) allows units to re-roll moral and pinning checks within 12", Inspiring Presence (Strategic 1) allows units within 12" to use the warboss' ld9 for everything, including fear, all those annoying telekinetic powers and perils of the warp. Like a Thunderbolt! (Ork 3) allows units to re-roll run and moves within 12, Master of the Vanguard (Strategic 4) allows units within 12" to add +1" to run and charge. Besides the average of MotV being better, you also still get your 'ere we go roll, which you wouldn't with the ork trait. Brutal but Kunnin’ (Ork 4) allows your warlord to reroll one failed to hit or to wound, Target Priority (Strategic 5) and Coordinated Assault (Strategic 6) allows units within 12" to-hit rolls of '1' during shooting or assault. The ork trait creates a single additional wound per turn at best. You also get a metric ton of rerolls from Da Lucky Stikk, which makes the ork trait completely obsolete. Kunnin’ but Brutal (Ork 5) is also obsolete when you pick up Da Lucky Stikk, which you should. Instead strategic gets move through cover for everyone within 12", basically allowing you to ignore cover with your entire army and charge at your enemies straight through forests, ruins without being slowed at all and benefiting from cover in the process. Might Is Right(Ork 6) is always useless on a PK warboss. The worst trait from the table probably is Intimidating Presence, since it really depends on your opponent's army whether it has a big impact. It still does slightly more than the "nothing" of Might Is Right. You only have one really good trait on the ork table, which is the Prophet of the Waaagh!, the two other good ones are done better by command traits. On the other hand, the ork table has three duds, which pretty much result into "no warlord trait", the strategic table has one one. When rerolling traits you're unlike to actually hit the dud. Madness! wrote:This is my favorite new 1850 list : Lootas hold down the backfield while the Battlewagons scout move to the center. The Wagons are parked all within 6 inches of the Mega Forcefield for a 4++ Invulnerable save. Tankbustas have Tankhunters(finally) and score double VPs for first blood vs. a vehicle(Glory Hogs). They also have meltabombs. 2nd turn = Assault and destroy the enemy! Even Wave Serpents are not immune to mass choppas! Flyers can be a problem, but I haven't been seeing a whole lot of them since they cannot score. 15 lootas are still nothing to sneeze at, however. They are in small squads because if they are shot they are likely to run no matter how large the squad is. Interesting, it's similar to mine, yet very different. I don't use Thrakka and have two more pain boyz instead of the KFF mek though (see below). Instead of lootaz and the points I didn't spent on Thrakka I'm currently running two blitza-bommers, I'm not fully convinced of them being worth their points though, The KFF doesn't spread from the wagon, do you disembark it first? Is he simply running after the wagons for the first turn? In my experience, battlewagons are durable enough to survive without KFF. Bolg da Goff wrote:why not scrape the points together to buy that KFF mek a bike so he can keep up?
The KFF mek on a bike doesn't work well at all unless you have a mob of bikers to go with him. The battlewagon is not a big box like a rhino or a land-raider, there always is a spot to look through and see the big mek. Any auto-cannon unit will take him out turn one.
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This message was edited 1 time. Last update was at 2014/09/08 07:55:40
7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2014/09/08 17:51:21
Subject: 7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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KFF +Bike mek really needs an escort unit. Ive actually been running deffkoptas with him to pretty good results, since 150pts adds 10 wounds at T5 4+ 5++ and a Jink save. Since i run him with Da Finkin' Kap and not Relic Bike, i'd rather pore shots into something at a distance the entire game than not shoot a turn or two because my rokkits are either out of range or can only hit something i'd rather not waste my time on.
Warbikers have 18" guns, deffkoptas have 36" with same shots, strength, ap, and twinlinked. Its also more wounds per point, since same cost of warbikers is 8 wounds (9 if you go slightly over the 150pt limit) and doesnt have the drawback of a MASSIVE FOOTPRINT for blasts lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/09/10 19:46:45
Subject: 7th Edition, Orks, and How do I Play Now?
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Lead-Footed Trukkboy Driver
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A Big Mek with MegaForcefield would be better, but I'd have to have the model. I usually jump him and his unit out to protect the wagons first turn; Turn 2 I am wherever I need to be.
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![[Post New]](/s/i/i.gif) 2014/09/11 00:41:39
Subject: 7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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KFF model? get a Nob on a medium base, add some poles sticking out of a bag on his back, put some wires between them, bam KFF for ya lol.
Thats actually how i made mine, though i used Grotprods for the ends so i had the little tesla-sphere thingy at the tips.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/09/11 03:21:35
Subject: 7th Edition, Orks, and How do I Play Now?
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Longtime Dakkanaut
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I've been running this ...
Warboss, Da Lucky Stikk, PK, Bosspole, Boar 140
Big Mek, Killsaw, Da Finkin Kap, KFF, Boar 150
Painboy, Boar 75
4 Deffkoptas, TL Rokkits, Buzzsaw 145
pics of my boar riders here :
http://imgur.com/a/YRuMM
The unit has been my MVP in almost every game. I also use weirboys ( dual cad) for hammerhand, lol.
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![[Post New]](/s/i/i.gif) 2014/09/12 05:51:08
Subject: 7th Edition, Orks, and How do I Play Now?
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Been Around the Block
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30 slugga boyz w/ 'eavy armour and a PK nob accompanied by a PK warboss and a Painboy is my mini deathstar of choice. Stupid durable.
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Oh my God! He wants to be a ballerina? That's MY f*#%ing dream! |
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![[Post New]](/s/i/i.gif) 2014/09/13 03:34:47
Subject: 7th Edition, Orks, and How do I Play Now?
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Big Mek in Kustom Dragster with Soopa-Gun
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Nahhh. Warbikers.
15 warbikers + nob w/ klaw is 305pts. Turn 1, turboboost for a 3+ jink save followed by FNP, T5, four attacks at S4 on the charge each at WS5 thanks to da stikk. Manage to get the #6 Command trait to reroll to hits of 1 in melee? now the bikers and units within 12 reroll 1s, while the bikers hit on 3s to begin with lol.
Those ratfinks are INSANELY durable, fast as grot's death, and dead killy. They are usually my frontal force since they can usually take the entire enemy lineup's firepower and still have more than 10 bikers remaining (worst ive had is 8 warbikers, painboy, and boss remaining) and truth be told all i truely need is the boss lol but the warbikers hit dead hard too.
Forces my opponents to deal with it, even though unless you are sporting heavy flamers you probably cant deal with it without crazy luck. Meanwhile, the rest of my list is unscathed and just behind them ready to kill something.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/10/07 02:10:45
Subject: 7th Edition, Orks, and How do I Play Now?
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Twisted Trueborn with Blaster
East Coast
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Vineheart01 wrote:Nahhh. Warbikers.
15 warbikers + nob w/ klaw is 305pts. Turn 1, turboboost for a 3+ jink save followed by FNP, T5, four attacks at S4 on the charge each at WS5 thanks to da stikk. Manage to get the #6 Command trait to reroll to hits of 1 in melee? now the bikers and units within 12 reroll 1s, while the bikers hit on 3s to begin with lol.
Those ratfinks are INSANELY durable, fast as grot's death, and dead killy. They are usually my frontal force since they can usually take the entire enemy lineup's firepower and still have more than 10 bikers remaining (worst ive had is 8 warbikers, painboy, and boss remaining) and truth be told all i truely need is the boss lol but the warbikers hit dead hard too.
Forces my opponents to deal with it, even though unless you are sporting heavy flamers you probably cant deal with it without crazy luck. Meanwhile, the rest of my list is unscathed and just behind them ready to kill something.
This! I've had warbikers do so much they're the first thing I put into a list. 1500pts? What can I fit after my bike squad? Bam. Tau with markerlight support on missilesides is the only real problem for this unit. But battlewagons more than make up for that problem now that O'Vesa star doesn't exist.
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'When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.'
-Parody of the Litany of Command,
popular among commissar cadets |
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