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![[Post New]](/s/i/i.gif) 2011/01/27 13:21:28
Subject: Ork Tactics
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Stinky Spore
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What do you think the best Ork tactics are?
Charge?
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![[Post New]](/s/i/i.gif) 2011/01/27 14:32:31
Subject: Ork Tactics
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Charing Cold One Knight
Lafayette, IN
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skragamek wrote:What do you think the best Ork tactics are?
Charge?
Shoot, then charge. That is as complicated as ork tactics tend be.
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![[Post New]](/s/i/i.gif) 2011/01/27 14:38:21
Subject: Ork Tactics
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[ARTICLE MOD]
Fixture of Dakka
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Shoot the choppy ones and chop the shooty ones.
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![[Post New]](/s/i/i.gif) 2011/01/27 17:05:09
Subject: Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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WAAAAAGGGHHHHHH!!!
That is all!
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Waaagh! Skarshak - Back after being lost in the Warp, an' ready to Krump sum 'eads! |
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![[Post New]](/s/i/i.gif) 2011/01/27 17:12:58
Subject: Re:Ork Tactics
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Monstrous Master Moulder
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Simplest and quite effective is kan wall, with lots of shooty lootas and choppy sluggas. Simply, and effective
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![[Post New]](/s/i/i.gif) 2011/01/27 17:17:19
Subject: Ork Tactics
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Longtime Dakkanaut
Beaver Dam, WI
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Friends list - 2 x 12+ lootas in two battlewagons with a KFF mek.
Admittedly he made orks seem as accurate as IG but this is a tuff nut to krak and 24 to 72+ S7 shots makes life a pain for a lot of lists. As far as simple there is nothing simpler than outshooting most opponents and making them WANT to get close to orks.
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![[Post New]](/s/i/i.gif) 2011/01/27 19:12:54
Subject: Ork Tactics
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Longtime Dakkanaut
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500-1000 pts: Put as many bodies on the table as you can, run screaming at the enemy, and assault whatever you can reach. Include KFF for durability. 1000-1500 pts: Field a ton of kanz and dreads, cover them with KFFs and tie down enemy heavy shooting with koptas. Support with shoota or trukk boyz. 1500-2000 pts: Max out on battlewagons and use them to deliver tricked out Nobz, huge mobz of boyz, and deffgun bullets. Support with KFF and assorted FA.
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This message was edited 1 time. Last update was at 2011/01/27 19:13:01
There's just an acre of you fellas, isn't there? |
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![[Post New]](/s/i/i.gif) 2011/01/27 21:28:44
Subject: Ork Tactics
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Regular Dakkanaut
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Don't forget Speed Freeks. Aim, Waaagh, Win
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![[Post New]](/s/i/i.gif) 2011/01/27 21:41:05
Subject: Re:Ork Tactics
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Impassive Inquisitorial Interrogator
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Tactic #1:
Use Rokkits and Lootas to kill their transports.
Waaagh!
Charge the contents.
Win.
Tactic #2:
Throw Ghazghkull at it.
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"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."
In the grim darkness of the 41st millenium... there is only brand loyalty! |
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![[Post New]](/s/i/i.gif) 2011/01/27 21:52:56
Subject: Ork Tactics
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Dominar
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In general, at the higher point levels hybrid mech or pure mech builds are "best". The green tide is simply too slow and vulnerable to the mass template and dedicated assault units available in today's armies. Orks don't just need to get to CC, they need to get there on their terms. This makes Battlewagons, especially with their convenient S10 anti-vehicle upgrade, more or less mandatory in larger games.
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![[Post New]](/s/i/i.gif) 2011/01/27 21:53:57
Subject: Re:Ork Tactics
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Fixture of Dakka
On a boat, Trying not to die.
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shealyr wrote:
Tactic #2:
Throw Ghazghkull at it.
YES. This is the answer to all problems.
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Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
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![[Post New]](/s/i/i.gif) 2011/01/28 04:35:16
Subject: Re:Ork Tactics
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Impassive Inquisitorial Interrogator
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chowderhead13 wrote:YES. This is the answer to all problems.
Seriously.
There's really nothing in the game Ghazghkull can't kill, or at least win combat against, on the player turns of his Waaagh!
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"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."
In the grim darkness of the 41st millenium... there is only brand loyalty! |
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![[Post New]](/s/i/i.gif) 2011/01/28 04:47:45
Subject: Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Diversified Nob Bikerz w/ Pain Boy...You really cant go wrong. I'm really not sure why people have gotten away from these guys. Their so Mobile, and so tough to bring down with their turn 1 turbo boost 3+ cover save + FNP. Toss on a Warboss to take those instant death wounds and its just amazing...not to mention their TL dakka guns are nothing to laugh at.
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This message was edited 1 time. Last update was at 2011/01/28 04:49:39
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![[Post New]](/s/i/i.gif) 2011/01/28 05:11:35
Subject: Ork Tactics
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Charing Cold One Knight
Lafayette, IN
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Bad_Sheep37 wrote:Diversified Nob Bikerz w/ Pain Boy...You really cant go wrong. I'm really not sure why people have gotten away from these guys. Their so Mobile, and so tough to bring down with their turn 1 turbo boost 3+ cover save + FNP. Toss on a Warboss to take those instant death wounds and its just amazing...not to mention their TL dakka guns are nothing to laugh at.
They are points sinks, and people have figured out how to take them down now. The amount of S8 spam has gotten pretty out of hand for them to last long. ML longfangs and devs make a mess out them, warboss or not. Not to mention the Las/ plas razors that are often in the same lists. Or how good TH/ SS do against them for much less.
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![[Post New]](/s/i/i.gif) 2011/01/28 05:25:05
Subject: Ork Tactics
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Longtime Dakkanaut
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Bad_Sheep37 wrote:Diversified Nob Bikerz w/ Pain Boy...You really cant go wrong. I'm really not sure why people have gotten away from these guys. Their so Mobile, and so tough to bring down with their turn 1 turbo boost 3+ cover save + FNP. Toss on a Warboss to take those instant death wounds and its just amazing...not to mention their TL dakka guns are nothing to laugh at.
This is bad advice. Several YEARS ago it might have worked.
Nob bikes were good before people figured out how to play them and well before the sw codex came out.
I packed 21 ml's quite easily into a 1500pt sw list.
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![[Post New]](/s/i/i.gif) 2011/01/28 05:30:45
Subject: Ork Tactics
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Insect-Infested Nurgle Chaos Lord
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15 stacked flamer templates firing from a battlewagon, especially on a large unit like Termagants, or a tough small unit like Terminators...
Burnaboyz are meh, most of the time, but brutal on occasion
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/01/28 06:59:08
Subject: Ork Tactics
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Mekboy Hammerin' Somethin'
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MekanobSamael wrote:500-1000 pts: Put as many bodies on the table as you can, run screaming at the enemy, and assault whatever you can reach. Include KFF for durability.
1000-1500 pts: Field a ton of kanz and dreads, cover them with KFFs and tie down enemy heavy shooting with koptas. Support with shoota or trukk boyz.
1500-2000 pts: Max out on battlewagons and use them to deliver tricked out Nobz, huge mobz of boyz, and deffgun bullets. Support with KFF and assorted FA.
Sadly this is true... Looking at all my list for those ranges and it falls into just that... Man I cannot wait for a new Ork Codex to change things up!
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2011/01/28 12:47:57
Subject: Ork Tactics
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Rogue Daemonhunter fueled by Chaos
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sourclams wrote:In general, at the higher point levels hybrid mech or pure mech builds are "best". The green tide is simply too slow and vulnerable to the mass template and dedicated assault units available in today's armies. Orks don't just need to get to CC, they need to get there on their terms. This makes Battlewagons, especially with their convenient S10 anti-vehicle upgrade, more or less mandatory in larger games.
it seems to me that Battlewagons also exploit the fact that most of the anti-tank in the modern 40k is either short range melta, or S8 Missles. The first gives you a charge target even if it succeeds in popping the wagon, while the second struggles to do damage (esp. with KFF)
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![[Post New]](/s/i/i.gif) 2011/01/28 17:55:44
Subject: Ork Tactics
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Lead-Footed Trukkboy Driver
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12 Burnas hitting 10 Space Marines 120 times averaging 60 wounds; They fail 1/3 of saves, dieing an average of twice each.
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This message was edited 1 time. Last update was at 2011/01/28 17:56:10
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![[Post New]](/s/i/i.gif) 2011/01/28 18:11:02
Subject: Ork Tactics
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Decrepit Dakkanaut
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notabot187 wrote:Bad_Sheep37 wrote:Diversified Nob Bikerz w/ Pain Boy...You really cant go wrong. I'm really not sure why people have gotten away from these guys. Their so Mobile, and so tough to bring down with their turn 1 turbo boost 3+ cover save + FNP. Toss on a Warboss to take those instant death wounds and its just amazing...not to mention their TL dakka guns are nothing to laugh at.
They are points sinks, and people have figured out how to take them down now. The amount of S8 spam has gotten pretty out of hand for them to last long. ML longfangs and devs make a mess out them, warboss or not. Not to mention the Las/ plas razors that are often in the same lists. Or how good TH/ SS do against them for much less.
Agreed with notabot again. A SW player will laugh at you for trying that. Same with vanilla SM they can just murder a nob biker unit.
My answer to most things are rokkits
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![[Post New]](/s/i/i.gif) 2011/01/28 18:19:20
Subject: Ork Tactics
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Dominar
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The resurgence of Deathwing is another nail in the massive Nob Biker squad coffin.
An entire army of nothing but S8 shooting and close combat attacks.
Wheee....
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![[Post New]](/s/i/i.gif) 2011/01/28 20:00:37
Subject: Ork Tactics
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Decrepit Dakkanaut
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Madness! wrote:12 Burnas hitting 10 Space Marines 120 times averaging 60 wounds; They fail 1/3 of saves, dieing an average of twice each. 
Well they would attack last. And personally I think burna boyz are too pricey to just throw at a unit that goes before them. Every attack needs to count as much as possible to get use out of them. If they are within assault range, then just move as close as possible and burn the hell out of the SM. That would be ALOT of wounds on 10 marines
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![[Post New]](/s/i/i.gif) 2011/01/28 22:20:37
Subject: Ork Tactics
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Waaagh! Warbiker
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Kingcracker, I think the idea is that you stick the burnas in a transport, and then have every member of the squad fire using the same template placing, covering every model in the SM unit 12 times over.
Though I accept I only know that from having read other threads
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![[Post New]](/s/i/i.gif) 2011/01/28 22:25:35
Subject: Ork Tactics
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Decrepit Dakkanaut
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If I throw ork burna boyz at a Space Marine mob, I throw Ghaz in the front first on the Waaagh! It essentially forces the opponent to think about who to hit, as eventually those powerklaws will come in and say hi at some point.
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![[Post New]](/s/i/i.gif) 2011/01/28 22:31:20
Subject: Ork Tactics
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Decrepit Dakkanaut
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doctorludo wrote:Kingcracker, I think the idea is that you stick the burnas in a transport, and then have every member of the squad fire using the same template placing, covering every model in the SM unit 12 times over.
Though I accept I only know that from having read other threads 
Yes, thats the way you try to use them. But he didnt specify weather they were in a vehicle or not.
And Gahzzy, gak, you can count on 1 hand the things he CANT take out
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![[Post New]](/s/i/i.gif) 2011/01/28 23:43:36
Subject: Ork Tactics
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Waaagh! Warbiker
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WarOne wrote:If I throw ork burna boyz at a Space Marine mob, I throw Ghaz in the front first on the Waaagh! It essentially forces the opponent to think about who to hit, as eventually those powerklaws will come in and say hi at some point.
A good summary of ork tactics there.
I view it like this:
1) Not everything is going to get to the enemy.
2) Make sure everything that gets there, gets there together. If you send in waves, or have your reserves coming in piecemeal, your opponent might have an easier job and deal with each threat in turn.
At the end of the day, if your opponent wants to kill Gaz, he can do it by spending an entire turn shooting at him. The main problem (for your opponent) with this is that you then have an otherwise lightly damaged (if at all) army in his face.
Same goes for lots of ork units. Your opponent gets to pick who he shoots at. So your job is to try and mess that up. This is why psychology is important for ork players.
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![[Post New]](/s/i/i.gif) 2011/01/29 18:48:22
Subject: Re:Ork Tactics
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Decrepit Dakkanaut
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I agree. Thats why Ive had so much success with a trukk spam/BW list. Id send them all into the same spot of the lines if possible. Sure 12 boyz isnt scary. But dumping 2 or 3 trukks worth, + some nobs/warboss they just tear a flank up!
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![[Post New]](/s/i/i.gif) 2011/01/29 20:28:07
Subject: Re:Ork Tactics
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Resourceful Gutterscum
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BOOMCANNONS!!!!!!!
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![[Post New]](/s/i/i.gif) 2011/01/29 22:09:01
Subject: Ork Tactics
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Manhunter
Eastern PA
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my best results involve 3 units of 30 shoota boyz with 3 BS each and a PK nob. the center unit houses a KFF mek. in front of that i have a wall of 9 kans with rokkits. i add a small nob biker unit with a warboss and a small snikrot kommando unit with 2 burnas. thats my 1850.
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![[Post New]](/s/i/i.gif) 2011/01/30 13:38:06
Subject: Ork Tactics
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On a Canoptek Spyder's Waiting List
poland
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use some docs and KFF and the rest ork boyz some deff dreads and PK s will help opening the cans.
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