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![[Post New]](/s/i/i.gif) 2016/10/09 19:33:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Your a better man than I. I would have just declined the game. :p
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![[Post New]](/s/i/i.gif) 2016/10/09 21:09:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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My lists best matchup right now is eldar. I run a lot of av13 and here at least they mostly spam S6 with a wraithknight and some cannons that I out range. The discount stompa is great.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/10/10 04:13:23
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Interested in some feedback on Kustom Mega Kannons vs Smasha Gunz. Palleus' comments a few days ago about Smasha gunz made me take another look at them. Here's what I'm evaluating:
Kustom Mega Kannons ( KMK):
Small blast template
33% chance of direct hit; 66% chance to scatter (minus BS3).
S8 AP2 Gets Hot!
Smasha Gun:
Single Target
50% chance to hit (BS3).
S4+ d6 AP1.
I've fielded KMK's against MEQ and Necrons, and they do pretty well. When the blast template hits multiple models that's fun. Wounding most things on 2+ is great as well. The drawbacks are the blast scatter, and the Gets Hot! That's always a bummer.
I'm tempted by the Smasha gunz. Minimum of S5, so they'll wound T5 units on 4's. Even if you roll average (S7), you can still wound T5 units on 2's. Plus if I roll high, I can double out those T5 units, and the AP1 cuts through all their armour. Very tempting. The downsides are that Smasha gunz are single target, and possibly rolling low on strength.
Specifically, I'm thinking of the example of Necron Heavy Destroyers. Those things are annoying. (OK, all Necron units are annoying, but anyway...) Sure I could throw units of Boyz at them to tie them up, but might as well pick off a few at range, you know? Like I said, I've had some luck with the KMK, but if I could double them out then I'm lowering their RP and denying armour saves.
Of course, I could just bring both. That's much more Orky.
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![[Post New]](/s/i/i.gif) 2016/10/10 05:48:51
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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Cleatus wrote:Interested in some feedback on Kustom Mega Kannons vs Smasha Gunz. Palleus' comments a few days ago about Smasha gunz made me take another look at them. Here's what I'm evaluating: Kustom Mega Kannons ( KMK): Small blast template 33% chance of direct hit; 66% chance to scatter (minus BS3). S8 AP2 Gets Hot! Smasha Gun: Single Target 50% chance to hit (BS3). S4+ d6 AP1. I've fielded KMK's against MEQ and Necrons, and they do pretty well. When the blast template hits multiple models that's fun. Wounding most things on 2+ is great as well. The drawbacks are the blast scatter, and the Gets Hot! That's always a bummer. I'm tempted by the Smasha gunz. Minimum of S5, so they'll wound T5 units on 4's. Even if you roll average (S7), you can still wound T5 units on 2's. Plus if I roll high, I can double out those T5 units, and the AP1 cuts through all their armour. Very tempting. The downsides are that Smasha gunz are single target, and possibly rolling low on strength. Specifically, I'm thinking of the example of Necron Heavy Destroyers. Those things are annoying. (OK, all Necron units are annoying, but anyway...) Sure I could throw units of Boyz at them to tie them up, but might as well pick off a few at range, you know? Like I said, I've had some luck with the KMK, but if I could double them out then I'm lowering their RP and denying armour saves. Of course, I could just bring both. That's much more Orky. Right now I find the KMK still edges out the Smasha Gun overall considering they have the same points cost. The reliability of having S8 all the time is IMO worth the Gets Hot! risk since you can mitigate the losses with extra crewmen and a Mekboy being attached to their unit to give them some better leadership for the inevitable losses they'll suffer. Against guys like MEQ's and Necrons doubling out their infantry units means no pesky FNP or decreased reanimation protocol saves for Necrons which can make a huge difference. While the smasha guns can exceed the strength of the KMK, their single shot nature, as you noted, makes them suited mainly to taking out multi-wound models or vehicles because of the high strength cap and AP1. So if you're struggling against cracking open transports and you want longer range compared to that of tankbustas then the Smasha Gunz are for you. For a more general, anti-heavy infantry artillery option the KMK wins out. Like you said, you could have both but I still think the KMK is our go-to weapon given that we have Meganobz and tankbustas to deal with the tougher things KMK can't crack very well. Also I managed to try out my burnawagon list this week, it was an Ork horde detachment with a Warboss in 'Eavy Armour with the Lucky Stikk with a Painboy and KFF Mek in a unit of Burna Boyz riding in a battlewagon supported by 3 units of 'Ard Boyz in Trukks followed by 3 separate outflanking Deffkoptas units. I was facing against an Eldar Guardian Battlehost with D-Cannon Vaul's Wrath Support Battery and 20 man Guardian squads with 2 Eldar Missile Launchers each. They were also supported by a Fire Prism. It was a very close game that I think was helped by the game ending on T5 and me having the momentum of good tactical objective cards in the beginning (we were playing the contact lost maelstrom mission) where I effectively kept one flank and the center under constant siege while the other side was where all my deffkoptas popped up trying to glance his vypers to death. I was surprised by how well the guardians held their own against my 'ard boyz in close combat and several times they won combat to drive the farseer and his guardian unit closer to their table edge but unfortunately I got greedy and tried to multi-charge his D-cannons and his fire prism since I had Big Game Hunter and I wanted to stop the barrage of D that his cannons kept doing on my Warboss' unit. I won barely with my 9 VP to his 8VP, me getting lucky with Slay the Warlord by him failing his leadership test for Perils on his Farseer and not having a warp charge left to save himself with ghosthelm (he rolled a 1 on the perils chart!). The burnawagon did well in clearing out the guardians and the combined power of the KFF and FNP meant they stood up even against scatter laser fire. It was only when the D blasts started hitting that I started taking real casualties. Overall, burnas are a unit you have to build your army around I guess unsurprisingly and while I know this wasn't the most orthodox Eldar list or the most competitive, it was good seeing that burnas still have some unique utility from being versatile enough to have decent CC and anti-infantry ranged clout (especially with WS5 from the Lucky Stikk) and a unit that's scary to charge thanks to flamer template overwatch. Thanks so far for the advice regarding kommandos, I'll definitely get around to trying a MSU Kommando Snikrot Red Skullz Kommando formation.
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This message was edited 2 times. Last update was at 2016/10/10 06:25:50
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![[Post New]](/s/i/i.gif) 2016/10/10 08:01:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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I've run kmk before the nerf. Was ok back than. The most epic moment with them was when 1 kmk blasted the d-flamer wwp drop off the board with a direct hit. Though, after the nerf to blast gets hots it's way more risky and not worth running in smaller units. Still somewhat ok in 3+ strong squads but i just bring tankbustas and lootas now.
The smasha gunz - i brought a squad of 3 and they managed to do...nothing special vs ig. Glanced some vehicles a few times and managed to get a stun once. Didn't pay off.
Lobbas are still the best - like they used to be in the previous codex. I take a squad of 5 with 5 ammo runts in every game. They tend to be deadlier than kmk against anything < t7 due to multipple barrage rules and better range and the fact that most things have cover or invul anyway. They're also more stable. Can't deal with av 12+ side vehicles though. But on the other hand, a lobba is WAY more likely to kill a wivern than a kmk in a real game.
Automatically Appended Next Post:
Grimskul wrote:
Also I managed to try out my burnawagon list this week, it was an Ork horde detachment with a Warboss in 'Eavy Armour with the Lucky Stikk with a Painboy and KFF Mek in a unit of Burna Boyz riding in a battlewagon supported by 3 units of 'Ard Boyz in Trukks followed by 3 separate outflanking Deffkoptas units. I was facing against an Eldar Guardian Battlehost with D-Cannon Vaul's Wrath Support Battery and 20 man Guardian squads with 2 Eldar Missile Launchers each. They were also supported by a Fire Prism. It was a very close game that I think was helped by the game ending on T5 and me having the momentum of good tactical objective cards in the beginning (we were playing the contact lost maelstrom mission) where I effectively kept one flank and the center under constant siege while the other side was where all my deffkoptas popped up trying to glance his vypers to death. I was surprised by how well the guardians held their own against my 'ard boyz in close combat and several times they won combat to drive the farseer and his guardian unit closer to their table edge but unfortunately I got greedy and tried to multi-charge his D-cannons and his fire prism since I had Big Game Hunter and I wanted to stop the barrage of D that his cannons kept doing on my Warboss' unit. I won barely with my 9 VP to his 8VP, me getting lucky with Slay the Warlord by him failing his leadership test for Perils on his Farseer and not having a warp charge left to save himself with ghosthelm (he rolled a 1 on the perils chart!). The burnawagon did well in clearing out the guardians and the combined power of the KFF and FNP meant they stood up even against scatter laser fire. It was only when the D blasts started hitting that I started taking real casualties. Overall, burnas are a unit you have to build your army around I guess unsurprisingly and while I know this wasn't the most orthodox Eldar list or the most competitive, it was good seeing that burnas still have some unique utility from being versatile enough to have decent CC and anti-infantry ranged clout (especially with WS5 from the Lucky Stikk) and a unit that's scary to charge thanks to flamer template overwatch.
Thanks so far for the advice regarding kommandos, I'll definitely get around to trying a MSU Kommando Snikrot Red Skullz Kommando formation.
Great game!
About snikrot formation, i've run it a few times and they do need reserve manipulations. I've tried 2x5 + 2x15 with pk nobz. Though, it's probably too expensive. Maybe 3x5 and 1x15 with snikrot and pk nob would do better. Don't forget, they're regular boyz in melee and vs ignore cover shooting, so they'll end pretty quickly.
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This message was edited 2 times. Last update was at 2016/10/10 08:04:52
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![[Post New]](/s/i/i.gif) 2016/10/10 17:07:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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koooaei wrote:I've run kmk before the nerf. Was ok back than. The most epic moment with them was when 1 kmk blasted the d-flamer wwp drop off the board with a direct hit. Though, after the nerf to blast gets hots it's way more risky and not worth running in smaller units. Still somewhat ok in 3+ strong squads but i just bring tankbustas and lootas now.
The smasha gunz - i brought a squad of 3 and they managed to do...nothing special vs ig. Glanced some vehicles a few times and managed to get a stun once. Didn't pay off.
Lobbas are still the best - like they used to be in the previous codex. I take a squad of 5 with 5 ammo runts in every game. They tend to be deadlier than kmk against anything < t7 due to multipple barrage rules and better range and the fact that most things have cover or invul anyway. They're also more stable. Can't deal with av 12+ side vehicles though. But on the other hand, a lobba is WAY more likely to kill a wivern than a kmk in a real game.
Automatically Appended Next Post:
Grimskul wrote:
Also I managed to try out my burnawagon list this week, it was an Ork horde detachment with a Warboss in 'Eavy Armour with the Lucky Stikk with a Painboy and KFF Mek in a unit of Burna Boyz riding in a battlewagon supported by 3 units of 'Ard Boyz in Trukks followed by 3 separate outflanking Deffkoptas units. I was facing against an Eldar Guardian Battlehost with D-Cannon Vaul's Wrath Support Battery and 20 man Guardian squads with 2 Eldar Missile Launchers each. They were also supported by a Fire Prism. It was a very close game that I think was helped by the game ending on T5 and me having the momentum of good tactical objective cards in the beginning (we were playing the contact lost maelstrom mission) where I effectively kept one flank and the center under constant siege while the other side was where all my deffkoptas popped up trying to glance his vypers to death. I was surprised by how well the guardians held their own against my 'ard boyz in close combat and several times they won combat to drive the farseer and his guardian unit closer to their table edge but unfortunately I got greedy and tried to multi-charge his D-cannons and his fire prism since I had Big Game Hunter and I wanted to stop the barrage of D that his cannons kept doing on my Warboss' unit. I won barely with my 9 VP to his 8VP, me getting lucky with Slay the Warlord by him failing his leadership test for Perils on his Farseer and not having a warp charge left to save himself with ghosthelm (he rolled a 1 on the perils chart!). The burnawagon did well in clearing out the guardians and the combined power of the KFF and FNP meant they stood up even against scatter laser fire. It was only when the D blasts started hitting that I started taking real casualties. Overall, burnas are a unit you have to build your army around I guess unsurprisingly and while I know this wasn't the most orthodox Eldar list or the most competitive, it was good seeing that burnas still have some unique utility from being versatile enough to have decent CC and anti-infantry ranged clout (especially with WS5 from the Lucky Stikk) and a unit that's scary to charge thanks to flamer template overwatch.
Thanks so far for the advice regarding kommandos, I'll definitely get around to trying a MSU Kommando Snikrot Red Skullz Kommando formation.
Great game!
About snikrot formation, i've run it a few times and they do need reserve manipulations. I've tried 2x5 + 2x15 with pk nobz. Though, it's probably too expensive. Maybe 3x5 and 1x15 with snikrot and pk nob would do better. Don't forget, they're regular boyz in melee and vs ignore cover shooting, so they'll end pretty quickly.
I agree Lobbas are the best and have had similar issues with Smasha and KMK. I still bring a unit of both Lobbas and KMK's with max ammo runts and extra grots. Lobbas are often very reliable MVP whereas KMK are literal hot or miss units. Usually something spectacular or not much at all. Automatically Appended Next Post:
I'm not ashamed to say I felt that way before the game started AND all while the Wraithknight had Invis. However this is a league match and there are various points for getting tabled, major loss, minor loss, tie (which is rare), minor win, major win, and massacre. So getting a minor loss isn't too bad considering Ghaz was able to annoy the holy hell out of my opponent.
There was a secondary objective of getting crystals in a poison cloud back to your base so you can upgrade your Character throughout the league. My Bikerboss went into this game with Eternal Warrior, Rampage, and Skilled Rider. Next week I'll be able to give him more attacks or better armor save or something else.
It's always better to play and loss than not play at all.
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This message was edited 1 time. Last update was at 2016/10/10 17:14:29
Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2016/10/10 21:13:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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koooaei wrote:
Great game!
About snikrot formation, i've run it a few times and they do need reserve manipulations. I've tried 2x5 + 2x15 with pk nobz. Though, it's probably too expensive. Maybe 3x5 and 1x15 with snikrot and pk nob would do better. Don't forget, they're regular boyz in melee and vs ignore cover shooting, so they'll end pretty quickly.
Thanks! The game was quite fun and down to the wire which I find are the ones that are most memorable.
I'll definitely try out the latter composition for the red skull commandos formation, and being that they're multiple disruptive backfield units (also great for linebreaker) what type of army have you tried using alongside them? A mechanized Ork rush army or would green tide do better? Either way I feel like we need to time it with a force that can reach their front lines around the same time as the kommandos arriving to make the pincer move complete.
I'm thinking I'd run some burnas in Snikrot's formation just in case they get charged.
Good point on the reserve manipulations, I'd probably have to run an Orky Defence Line or Bastion with a comms relay to give me that extra edge.
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![[Post New]](/s/i/i.gif) 2016/10/11 06:34:31
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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I love me my mekgunz, they are fun to run. Here are some combos that are good.
Kmk x5 with ma bigmek, great for heavy infantry and good against mid armor vehicles. I would ammo runts on everything (though it deosnt help against gets hot, at least they get to reroll scatter). The hg gives them snp and ld8, and a 2up if he stands and tanks in front. For added dakka give him the telly port blast and he can blast the close targets (give him 3 ammo runts to reroll scatter or the gets hot on his kmb).
Lobba x5 with mek. Get ld 7 while being one our best ranged anti infantry. Everything gets ammo runts.
4 Kannons and 1 traktor Kannon and a ma bigmek. I haven't tried it yet, but in theory it's sound (famous last words ). The unit can do good shooting against ground, and very decent shooting against air (since the Kannons can snapshot air with the traktor, and the traktor can help against ground ). The Bigmek does the same as the kmk one. This squad is cheap and effective, and if you face light infantry blobs the Kannons can small blast. And of course ammo runts for everyone one.
Big mek ogprah winky says "YOU GET AN AMMO RUNT, AND U GET A RUNT, AND U GET ONE, AND U, AND U,!!"
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"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2016/10/11 07:56:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Grimskul wrote: Either way I feel like we need to time it with a force that can reach their front lines around the same time as the kommandos arriving to make the pincer move complete.
I ran them with a mechanised list. Unfortunately, this formation doesn't synergise too well with...anything in regular 1500-1850 games. They get better in larger games when you start lacking place. A mech list is oriented towards t2 charging. And footslogging list won't reach the opponent t3 if you have too many points in reserves and support. You still need shooters like mek guns, tankbustas and lootas and now you're forced to spend points on a fortification with comms relay if you hate eldar allies with an autarch that are a better option, unfortunately. Footsloggas are allready meh and when you take even more points away from them, they're even worse. However, it could probably work with a mix. Anywayz, i'd not try to find synergy there, just use them as is and try to not overinvest.
I find flamers too costly on such easy-to-remove models. Tried running double bigshootas on 5-strong units that screen the larger - more important squads that don't shoot for re-rollable cover. I'm not sure if it's worth it - needs further playtesting. I have Snikrot and when i finally manage to paint him, i'll run this formation again. But i'm using vsg lately, so won't be able to get comms relay.
The thing that i can tell from this few games i used them. They're gona be completely useless vs some lists and really good against others for obvious reasons. They're unreliable due to being forced to start in reserves and orks are even worse at it cause we aren't particularly tough to afford expensive reserves and still controle the board. There won't be enough terrain to hide everyone as they most likely go for the backlines and all the cover there is allready occupied, so you'll need to screen your more important units with smaller ones for 3+ re-rollable cover save.
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This message was edited 1 time. Last update was at 2016/10/11 07:59:57
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![[Post New]](/s/i/i.gif) 2016/10/11 16:28:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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koooaei wrote: Grimskul wrote: Either way I feel like we need to time it with a force that can reach their front lines around the same time as the kommandos arriving to make the pincer move complete.
I ran them with a mechanised list. Unfortunately, this formation doesn't synergise too well with...anything in regular 1500-1850 games. They get better in larger games when you start lacking place. A mech list is oriented towards t2 charging. And footslogging list won't reach the opponent t3 if you have too many points in reserves and support. You still need shooters like mek guns, tankbustas and lootas and now you're forced to spend points on a fortification with comms relay if you hate eldar allies with an autarch that are a better option, unfortunately. Footsloggas are allready meh and when you take even more points away from them, they're even worse. However, it could probably work with a mix. Anywayz, i'd not try to find synergy there, just use them as is and try to not overinvest.
I find flamers too costly on such easy-to-remove models. Tried running double bigshootas on 5-strong units that screen the larger - more important squads that don't shoot for re-rollable cover. I'm not sure if it's worth it - needs further playtesting. I have Snikrot and when i finally manage to paint him, i'll run this formation again. But i'm using vsg lately, so won't be able to get comms relay.
The thing that i can tell from this few games i used them. They're gona be completely useless vs some lists and really good against others for obvious reasons. They're unreliable due to being forced to start in reserves and orks are even worse at it cause we aren't particularly tough to afford expensive reserves and still controle the board. There won't be enough terrain to hide everyone as they most likely go for the backlines and all the cover there is allready occupied, so you'll need to screen your more important units with smaller ones for 3+ re-rollable cover save.
Yeah, I use a good amount of terrain in my games but chances are the MSU squads of Kommandos are going to be mobile cover for the other ones. Thanks for the feedback on how they've done so far, I'm mainly banking on my opponents overreacting to their eventual arrival and being able to contest objectives from my opponents in the backfield (most only take their codex-formations than CAD's so objective secured is less of a problem). The one army I would never bother taking them against is Tau because of all their ignores cover shenanigans and how you need every boy you can get on board to get in his face on time to win the game. And I agree on the burnas being expensive but on Snikrot's unit you may as well given that it will be largest one, everyone else would be bare naked.
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![[Post New]](/s/i/i.gif) 2016/10/13 08:13:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
Athens
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I was wondering to try and boost the Green tide formation with Tzeentch powers to try and improve the units FNP. What you guys think?
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Stomp soflty and carry a big choppa.
-Winstork churchill- |
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![[Post New]](/s/i/i.gif) 2016/10/13 15:22:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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thenewgozoku wrote:I was wondering to try and boost the Green tide formation with Tzeentch powers to try and improve the units FNP. What you guys think?
There's only a few witchfires that would allow you to "accidentally" target your green tide which is the blast ones and the beam psychic power. Having to invest in a HQ psyker with higher ML whose sole purpose is to get a better likelihood of getting these powers seems like a waste of points on allies that are just there to "maybe" buff (remember there's still a 1/3 chance you fail your toughness test and you just suffered unnecessary casualties). That's also assuming you have enough warp charges to reliably pass and then successfully wound with said powers. I think investing on actual support elements for the green tide would be a lot better rather than banking on a lot of RNG that may or may not buff your green tide.
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![[Post New]](/s/i/i.gif) 2016/10/13 15:45:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ultramarine Land Raider Pilot on Cruise Control
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Its only 345 points for Fateweaver and 3 Nurgling bases as an ally slot.
You automatically gives you the beam power you need for the +1 FNP. You need to overlap 1-2 ork models, 3 if you really scared you're going to fail (out of 100+ models minimum).
You need to roll a strength die for the beam but it's D6+4, so a minimum of S5 vs T4. So you need to pass a 3+ to wound with no armour saves allowed. (Worst case Strength - most of the time you need 2+) If you hover the beam over 2 models, you have a 11% to fail to wound and if you hover over 3 models it's roughly a 4% chance to fail (again- this is S5). You pick where the beam goes and how Fateweaver moves so you can also clip 2-3 orcs that are out of cover.
Now to the Toughness check - arguably the most important roll for this strategy. You need to get a 1-4 on the die roll in order to get the FNP. Good news, you now have Fateweaver's reroll. With a 4 (or lower) and a reroll, you're looking at the same odds as Daemon player's Grim' chances - 11% fail rate.
Is it a viable strategy? Yes. Is it likely you'll get +1 FNP every turn? Yes. Is it competitive? Kind of.
You have to remember that most armies that have answers to the Green Tide will still beat it. And the armies that don't have great answers to Green Tide is will try to ignore as best as possible. The increase to FNP on 100 models usually doesn't change how the enemy will play against the list. They will either still kill it, or still ignore it.
My friend played against it in a local GT about a year ago. It's funny to watch but he tied up the tide with a Necron Deathstar with a 2+ Armor reroll 1s for saves and a 4++ FNP reroll 1s - worst case - 3++ reroll 1s, into 5+ FNP, reroll 1s (against Power Klaws, but they were too far away for a majority of the game as the Necron player charge the correct "side" of the Tide). After the first 2 assault phases, neither side did any wounds and they stopped rolling for it for the rest of the game. I mention this because this would be an "answer" to the tide - thus the FNP played no role.
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![[Post New]](/s/i/i.gif) 2016/10/13 16:36:42
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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That's why I doubt I'll rub greentide. It's a huge point sink that gets easily tarpitted.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2016/10/13 16:47:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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Vitali Advenil wrote:That's why I doubt I'll rub greentide. It's a huge point sink that gets easily tarpitted.
It is a very hit or miss formation. It's good for board control but it heavily relies on support to actually grab objectives since it lacks objective secured and can hold only to one objective at a time. If anything it's normally a specific counter-meta option to guys more used to taking down MC's and vehicles.
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![[Post New]](/s/i/i.gif) 2016/10/13 23:26:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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I don't think beams can "accidentally" hit friendlies, can they? Did they FAQ that?
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![[Post New]](/s/i/i.gif) 2016/10/13 23:44:37
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ultramarine Land Raider Pilot on Cruise Control
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Beams target 2 points on the board. Also, they are Come the Apocalypse allies - not that it matters.
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![[Post New]](/s/i/i.gif) 2016/10/14 01:18:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Saythings wrote:Beams target 2 points on the board. Also, they are Come the Apocalypse allies - not that it matters.
Orks & Deamons are Desperate allies.
Finally got home to the BRB...you can beam freindlies just fine. Cool! And with tzeench (hopefully) getting an upgrade soon, orks might take thousand suns allies--who knows maybe they will get it.
If so, would it be possible to get the tide to 2+++ in 3 turns? Could it be done quicker? Automatically Appended Next Post: Are there any flickering fire blast weapons that can be fired in the shooting phase? If so, then it's possible to get 2 toughness tests in one turn...possibly getting to 2+++ on turn 2.
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This message was edited 1 time. Last update was at 2016/10/14 01:55:55
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![[Post New]](/s/i/i.gif) 2016/10/14 06:50:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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And than you meet an invisible wraithknight for 20% points spent on a tide+daemons that tarpits you for the whole game.
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![[Post New]](/s/i/i.gif) 2016/10/14 22:33:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ultramarine Land Raider Pilot on Cruise Control
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JimOnMars wrote:Saythings wrote:Beams target 2 points on the board. Also, they are Come the Apocalypse allies - not that it matters.
Orks & Deamons are Desperate allies.
Finally got home to the BRB...you can beam freindlies just fine. Cool! And with tzeench (hopefully) getting an upgrade soon, orks might take thousand suns allies--who knows maybe they will get it.
If so, would it be possible to get the tide to 2+++ in 3 turns? Could it be done quicker?
Automatically Appended Next Post:
Are there any flickering fire blast weapons that can be fired in the shooting phase? If so, then it's possible to get 2 toughness tests in one turn...possibly getting to 2+++ on turn 2.
My bad on which sort of ally. I just knew it didn't matter to begin with. Also, its 1 Toughness check at the end of the phase. So even if you hit the Tide with 2 Tzeentch powers, it would still remain as 1 Toughness check. Turn3 is the fastest. But it's not the durability that makes the Tide bad, it's its lack of mobility and utility.
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![[Post New]](/s/i/i.gif) 2016/10/16 01:24:22
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
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Is the blitz brigade still viable?
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![[Post New]](/s/i/i.gif) 2016/10/16 13:28:11
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Krazed Killa Kan
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I use Blitz Brigades with some decently good success but its very much a 1850 or 2000 point list and it is very much a "rock" list in the 40k equivalent to rock paper scissors. Great for protecting your Boyz, Gitz, Bustas, Burnas, etc from shooting and the scout move gives you a lot of ability to adjust to enemy deployments to make sure you have better cover turn 1 and almost always in range for turn 2 charging. Blitz Brigade is also really good for shooty units as Orks typically have short range and low durability so that 12" scout can put Killkannons, Shoota Boyz, Tankbustas, Flash Gitz, and Burna Boyz in range a lot faster and for most of them can put them in turn 1 shooting range without even needing to move during the turn. What it is bad at is dealing with heavy hitter melee units which want to close the gap while you just wasted 600+ points in armored transports with very little kill potential. Also its mediocre to the more deep strike heavy lists which tend to be able to drop in from behind your wagons although you can sometimes pull off some "circle da wagon" strategies to minimize damage or just unload the boyz if its stuff like Grav/Melta drop pods. Its not a win all games sort of army but it gives some flexibility (at a rather steep points cost) and is the one way I have found to give the Orks a real fighting chance against the Tau. I'm sure more skilled players in tougher metas than I will have different results but this is my experience as a fool who thinks Grotzookas are the business and that Flash Gitz should be in every list I run
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This message was edited 1 time. Last update was at 2016/10/16 13:28:45
"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" |
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![[Post New]](/s/i/i.gif) 2016/10/17 03:25:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Sword-Bearing Inquisitorial Crusader
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Hey so I got a few orks for a kill team and think i might invest in building another ork army ( traded my last one in 5th) what are some good builds to base a list off of these days? Can trukk lists still do good loaded with tank busters and burnas? How about stormboyz in the current scene? Dont want to do a tide, want to do more of a mech list or walker list. thanks
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I would sign this contract but I already ate the potato
GENERATION 9: 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. |
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![[Post New]](/s/i/i.gif) 2016/10/17 03:28:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Solosam47 wrote:Hey so I got a few orks for a kill team and think i might invest in building another ork army ( traded my last one in 5th) what are some good builds to base a list off of these days? Can trukk lists still do good loaded with tank busters and burnas? How about stormboyz in the current scene? Dont want to do a tide, want to do more of a mech list or walker list. thanks
I run bikes in kill team for all the dakka.
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![[Post New]](/s/i/i.gif) 2016/10/17 03:42:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Sword-Bearing Inquisitorial Crusader
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Tibs Ironblood wrote: Solosam47 wrote:Hey so I got a few orks for a kill team and think i might invest in building another ork army ( traded my last one in 5th) what are some good builds to base a list off of these days? Can trukk lists still do good loaded with tank busters and burnas? How about stormboyz in the current scene? Dont want to do a tide, want to do more of a mech list or walker list. thanks
I run bikes in kill team for all the dakka.
I was thinking about bikes but I went with burnas and stormboyz for kill team as a fun deal, might round it out with boys or nobs, dont have my codex yet so I dont know the new points for them as of 7th yet. Mainly looking though to see whats good up in the 1500 to 1850 range these days for orks
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I would sign this contract but I already ate the potato
GENERATION 9: 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. |
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![[Post New]](/s/i/i.gif) 2016/10/17 04:05:26
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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I know it's outdated, and you might have to do conversions, but the FW dreddmob has very good ork tanks /transports, a good starter for A mech list (now ork walkers are still mediocre, this coming from me who loves my walkers), but the FW tanks can bring good dakka for decent points and keep the boys alive with av12 and 13.
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"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket" |
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![[Post New]](/s/i/i.gif) 2016/10/17 04:33:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Solosam47 wrote:Hey so I got a few orks for a kill team and think i might invest in building another ork army ( traded my last one in 5th) what are some good builds to base a list off of these days? Can trukk lists still do good loaded with tank busters and burnas? How about stormboyz in the current scene? Dont want to do a tide, want to do more of a mech list or walker list. thanks
Trukk lists are tough because of how easy they pop. Meganobz in trukks is fine because their AP2 will save them when it explodes. I can't speak for burnaz, as I'm still building those, but a trukk full of 10 tankbustas does work. It can mulch a meq squad, pop light to medium tanks, and speed around to get great position. Stormboyz, sadly, are pretty terrible. They're cheap, sure, but their one cool special rule forces dangerous terrain tests, and with a 6+ save they're going to die. This also makes landing in cover risky. Plus, they're basically very fast boyz. You can get the same results with a trukk full of boyz, which I don't consider good.
Also, our walkers are pretty trash. Kanz are okay since you can field so many of them, and grotzookas are fantastic if you manage to get into range. Dreads look amazing, and if you can actually get them into combat then you're in good shape. The problem is they're slow. Don't take them against gunlines, not because they won't survive, but because they'll never get there. I fielded 3 kanz and one dread the other day against guard. They basically did nothing except get one shot off that killed off 8 vets- though they somehow survived being shot by a baneblade. Go figure.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2016/10/17 06:40:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Truck lists work if you also run Voidshield Generator. I run my bully boyz in trukks with VSG and it works ok. Also, i always have spare trukks nearby to pick them up if their trukk gets wrecked.
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![[Post New]](/s/i/i.gif) 2016/10/18 00:37:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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koooaei wrote:Truck lists work if you also run Voidshield Generator. I run my bully boyz in trukks with VSG and it works ok. Also, i always have spare trukks nearby to pick them up if their trukk gets wrecked.
Keep in mind the nerfs the VSG got though with the FAQ's. Now it's affected by everything like Gauss, Grav and even doesn't block Markerlights anymore. So while it certainly helps out trukk lists you have to make sure you have good placement for where you place the bubble and the trukks to minimize enemy fire.
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![[Post New]](/s/i/i.gif) 2016/10/18 00:57:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Sword-Bearing Inquisitorial Crusader
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Grimskul wrote: koooaei wrote:Truck lists work if you also run Voidshield Generator. I run my bully boyz in trukks with VSG and it works ok. Also, i always have spare trukks nearby to pick them up if their trukk gets wrecked.
Keep in mind the nerfs the VSG got though with the FAQ's. Now it's affected by everything like Gauss, Grav and even doesn't block Markerlights anymore. So while it certainly helps out trukk lists you have to make sure you have good placement for where you place the bubble and the trukks to minimize enemy fire.
Those draft FAQs went through?
Either way this VSG idea isnt too bad, maybe just do a few battlewagons if the trukks are too flimsy
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I would sign this contract but I already ate the potato
GENERATION 9: 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. |
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