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Made in us
Regular Dakkanaut





Eureka, CA

1. Wreckin Balls are Str 9 but hit on a 4+. Anyone try using one (or a bunch) against a Land Raider or Predator? If you move more than 12" you can't use it but I'm usually in range after moving 18" turn 1 with Trukks...

2. Has anyone tried using Weirdboyz just for assaults? They won't kill themselves or boyz if they assault and they'll only have the teleport, extra attacks, or Waaagh powers, the other half of the time you can use the staff of as a POWER WEAPON. How come no one uses this? Too costly of an investment for Str 5 power weapon attacks? 55 pts doesn't seem too shabby for that but YMMV

3. Why do so many people swear by the painboy when FnP can't be used when taking wounds from power weapons or AP1-2 (which are EVERYWHERE). Do people just take them for the cybork bodies upgrade?

4. Why do people take Lootas in units of 5? If you roll a 1-2, you get 5 shots at BS 2 which will do nothing. People say you get more targets with 2 or more units of 5, so yes, you can have multiple targets to shoot at and do nothing to at the same time. Bravo... I take units of 12-15, period. They aren't Long Fangs which can actually HIT something with just 5 shots.

5. Why doesn't the KFF give saves to trukk boyz when their trukk blows up? It's not like the shrapnel in the explosion are hitting the boyz with close combat weapons so it's not an assault in any shape or form, which is the only time you can't use the KFF...

6. Since terrain/cover is everywhere these days, how do you get around this when assaulting an enemy hiding in it since you would strike last, which could wittle a mob of boyz down into dust before even getting to swing a PK at them? Trukk boyz can still get eaten alive if assaulting even Fire Warriors in cover...

This message was edited 1 time. Last update was at 2011/06/06 00:24:17


 
   
Made in us
Jovial Plaguebearer of Nurgle






1. Boarding planks are half the points of a wrecking ball and you will get 4 attacks from the PK nob that you should already be taking.

2. Haven't tried, but you almost NEED a squad of boys to go with a Warphead simply to push him up to 10 LD.

3. Against hordes it makes them almost immune to attacks.

4. In groups of 5 they seem like a small enough threat where people wont shoot at them. For mobs of 5-8 they can lose two models to be forced a moral check. I would rather have 3 models running away than 5. The other idea is to go for the max 15 man squad so they actually benefit from the mob rule.

5. If you are standing on a trukk that is exploding a forcefield over your head is not going to help you.

6. Orks are I 3. If I am fighting something that is fairly good in CC then I am expecting to go last anyway so I don't care. If I am fighting something that is I 1 or 2 then it probably isn't going to do too much hurt to me. I'm not sure what kid of fire warriors you are assaulting but the ones I fight generally pee their pants at the first sign of green. Try multi-assaulting with two squads of trukk boys.

Shameless link to my painting blog :
Nurlge love you 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Boris420 wrote:1. Wreckin Balls are Str 9 but hit on a 4+. Anyone try using one (or a bunch) against a Land Raider or Predator? If you move more than 12" you can't use it but I'm usually in range after moving 18" turn 1 with Trukks...

Which is strictly worse than a pk nob(for the unit you have to buy anyway) just using a boarding plank to hit the same tank four times on a 4+, for half the points.

2. Has anyone tried using Weirdboyz just for assaults? They won't kill themselves or boyz if they assault and they'll only have the teleport, extra attacks, or Waaagh powers, the other half of the time you can use the staff of as a POWER WEAPON. How come no one uses this? Too costly of an investment for Str 5 power weapon attacks? 55 pts doesn't seem too shabby for that but YMMV

Weirdboyz are quite fragile in CC, can be singled out as IC, and you will only ever get the power weapon if you are locked in combat from the previous turn. If you want use a weirdboy you'd want Old Zogwort, his snakes even make him better in CC.

3. Why do so many people swear by the painboy when FnP can't be used when taking wounds from power weapons or AP1-2 (which are EVERYWHERE). Do people just take them for the cybork bodies upgrade?

For close combat, us orks are good at that. Also helps shrugging small arms fire, like lasguns, shootas or bolters and makes auto cannons and equivalents close to useless against them. Nobz should usually be in transports until they hit the enemy lines, and it's not like AP1/2 does not have any better targets to shoot at. Battlewagons or Kanz, for example.

4. Why do people take Lootas in units of 5? If you roll a 1-2, you get 5 shots at BS 2 which will do nothing. People say you get more targets with 2 or more units of 5, so yes, you can have multiple targets to shoot at and do nothing to at the same time. Bravo... I take units of 12-15, period. They aren't Long Fangs which can actually HIT something with just 5 shots.

They still immobilize or destroy AV11 about 80% of the time. 5 shots usually is still one or two hits, which is not that bad considering that their job is to shake vehicles dangerous to your army. If you compare any marine unit to any ork unit, you are already doing it wrong. Orks are not marines. We don't use lootaz as long range artillery like long fangs. Lootaz buy your army time to reach the enemy. Units of 12 are a bad thing, if you lose three or more, you are likely to lose 120+ points due to "Run awaaaaaay!". Even if they rally, you lose a turn of shooting and are out of cover, and maybe out of your firing lane. Five lootaz in cover are barely worth shooting at, and if they are shot, you don't lose much. Actually, the exact same thing is not shooting your boyz, which is a good thing.

5. Why doesn't the KFF give saves to trukk boyz when their trukk blows up? It's not like the shrapnel in the explosion are hitting the boyz with close combat weapons so it's not an assault in any shape or form, which is the only time you can't use the KFF...

Actually by RAW it does, at in my area it's played that way. It's just considered beardy to do by many people.

6. Since terrain/cover is everywhere these days, how do you get around this when assaulting an enemy hiding in it since you would strike last, which could wittle a mob of boyz down into dust before even getting to swing a PK at them? Trukk boyz can still get eaten alive if assaulting even Fire Warriors in cover...

Uh what? Orks always strike last, you know... We got the numbers, attacks and strength to compensate. And fire warriors hitting on 4+, wounding on 5+ with one attack each, will not be able to kill trukk boyz unless using loaded dice. And even then you got to be lucky. Non-cc units are almost always lacking attacks and/or strength to kill off all boyz. Also trukkboyz should be used in pairs if you want to kill serious threats. If you really want to, you could buy them stickbombs I guess.

To conclude: You're thinking too much like a beakie - that won't work when playing orks

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. 
   
Made in gb
Bonkers Buggy Driver with Rockets






Boris420 wrote:1. Wreckin Balls are Str 9 but hit on a 4+. Anyone try using one (or a bunch) against a Land Raider or Predator? If you move more than 12" you can't use it but I'm usually in range after moving 18" turn 1 with Trukks...

as ThatEdGuy said, you can have a Boarding PLank for half the price and with more attacks. Both items however have a requirement that you moved no more than 12" which is not so favourable when you're turboboosting with trukks. On Battlewagons I'd rather have a Deff Rolla - stronger, more attacks on average and auto-hits.

Boris420 wrote:2. Has anyone tried using Weirdboyz just for assaults? They won't kill themselves or boyz if they assault and they'll only have the teleport, extra attacks, or Waaagh powers, the other half of the time you can use the staff of as a POWER WEAPON. How come no one uses this? Too costly of an investment for Str 5 power weapon attacks? 55 pts doesn't seem too shabby for that but YMMV

I personally fell Weirdboyz have a place in horde armies. Trouble is with Ld7 they're not so reliable by themselves or with small units - they would need a nice big mob of boyz to keep thm company and for Ld10. Zogwort is a bit better with Ld8 or 9 IIRC, but same theory applies. In assault yes you'd get power weapons with a decent roll which could work out better.

Boris420 wrote:3. Why do so many people swear by the painboy when FnP can't be used when taking wounds from power weapons or AP1-2 (which are EVERYWHERE). Do people just take them for the cybork bodies upgrade?

In CC Nobz don't normally get armour saves, mainly due to their opponent having armour-negating weapons. In the event of the Nobz being shot at or attacked in CC by a unit without armour-negating weapons they have a 6+ save. Add a 4+ FNP and they'll last better to these small attacks - very useful against small arms fire. And since Nobz will be in CC most of the time and likely not get armour saves, cyborks for invuns means you get an okay save instead of none.

Boris420 wrote:4. Why do people take Lootas in units of 5? If you roll a 1-2, you get 5 shots at BS 2 which will do nothing. People say you get more targets with 2 or more units of 5, so yes, you can have multiple targets to shoot at and do nothing to at the same time. Bravo... I take units of 12-15, period. They aren't Long Fangs which can actually HIT something with just 5 shots.

SOmething to do with Ld problems I gather. With a squad of 10 ish you're liable to falling back very fast after surviving some gunfire. With 15 you pump out more shots and last longer. With 5 you have an almost expendable unit - 5 will disappear fast.

Boris420 wrote:5. Why doesn't the KFF give saves to trukk boyz when their trukk blows up? It's not like the shrapnel in the explosion are hitting the boyz with close combat weapons so it's not an assault in any shape or form, which is the only time you can't use the KFF...

... I have no idea on this one

Boris420 wrote:6. Since terrain/cover is everywhere these days, how do you get around this when assaulting an enemy hiding in it since you would strike last, which could wittle a mob of boyz down into dust before even getting to swing a PK at them? Trukk boyz can still get eaten alive if assaulting even Fire Warriors in cover...

Drive around? You have an open-topped vehicle so you can hop out where you like. You could just drive through the terrain and catch the unit offguard. Guess it depends on how you play.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in gb
Regular Dakkanaut



England

What if you roll a 5 for 5 lootas?

Exactly
   
Made in us
Mutilatin' Mad Dok





1. Covered above. I'd add that if the trukk appears to pose any threat, it's trivially easy for the opponent to pop it. I mean, how many vehicles can die to a single (lucky) bolter shot?

2. I think the main reason Weirdboyz don't hit the table more often is that they're competing for the smallest FoC category against multiple consistently excellent units. It's hard to take one for the lulz when it means you're giving up a KFF, SAG, or unit of scoring Nobz. I would totally use Weirdboyz if they were elites.

3. They make the unit practically impervious to small arms fire, which any army is going to have a lot of, regardless of how many meltas they're packing. It wouldn't be as big a deal if not for the fact that standard nobz have a 6+ armor save, which is bypassed by nearly every weapon in the game (and effectively useless even when you get it). The 5++ is quite nice too, as without the painboy you'd be paying the same price for a 4+ that gets routinely bypassed.

4. Covered above. Nothing to add because I haven't used Lootaz all that often.

5. Dunno. Never really thought about it.

6. As above, you're already going last against most units. If it really concerns you, I'd probably add a stikkbomm chukka to your trukks, as it's way cheaper than outfitting even a trukk squad with frags.
   
Made in gb
Bonkers Buggy Driver with Rockets





Having two or three smaller Loota squads, if you can spare the FOC slots, means than if/when one is charged into by your panicking enemy (I'm looking at you, brother who plays Nids with outflanking Genestealers...) and wiped out (as they're pretty naff in combat especially when charged) the next unit or two can turn and rip them to shreds. You're a bit more likely to lose them to morale failures but less likely to lose them to combat resolution.

Codex: Grey Knights touched me in the bad place... 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Agree on smaller Loota units. Id rather lose 75pts and still have another 1 or 2 units of lootas shooting things, then lose 1 large ass unit of them, and have none left. Who ever said your thinking like a beakie, is totally right. Play Orks like a space marine and youll lose everytime.
   
Made in us
Regular Dakkanaut





Eureka, CA

I can understand being labeled as beakie, I'm playing against my friend who plays Tau and I'm thinking of ways to make my lists extra killy. I run trukk mobs against his tau and load the trukks with riggers and stikkbomb chukkas which actually have some use but I can see that going into the terrain with a trukk that has a ram is a much better idea. When I had Loota units of 5 they were too easily picked off by him as well as my grots that camp on objectives. (infiltrators/scouts) Against his hammerhead my Lootas didnt do a whole lot so I had to take loads of them in a mob to destroy it early on. I expect them to perform better than I thought they would, so I will try using all 3 Elites as 5 Lootas each, 2 squads haven't been enough. For tankbusting I was thinking about the 3 Meganobs in a trukk missile and I am seriously considering planks too. I just hate to make trukks too expensive. Maybe just rams? rams and rpj's? rams and planks?
   
Made in us
Grovelin' Grot Rigger




I just add a RPJ and a Ram and let the boyz do the ripping. Then let the truck tank shock and hopefully run someone off. If it gets the boyz there and they kill something, it already earned its points back to me.

This message was edited 1 time. Last update was at 2011/06/07 09:27:03


 
   
Made in gb
Bonkers Buggy Driver with Rockets






Rams is about all you need really. And I've always considered Lootas & gretchin out of place in a trukker list - that's more slots not dedicated to fast units getting into combat.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

No I think Lootas still have a place in trukk lists. Ive been taking 2 units of 5 lootas lately in mine, and they are very welcomed. Blasting apart transports before my trukks get there have been great. When Im running trukks Ill usually have 1 nobs unit either in BW or trukk and at most thats only 1 elite slot. Sure Lootas arnt fast, but they dont have to be, the real threat is all the trukks/BWs zooming at the front lines. Even if they waste a DS or similar to get the lootas, then what? They have a unit or two on the other side of the table, while the rest of my boyz are mixing it up on your table edge. So if someone wants to waste resources to take out a couple lootas thats fine by me
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

I used to use boarding planks as standard equipment but I don't anymore. I realized I never used them because I disembark on turn two if things are going right or turn three if they are not. Trukk boyz need to get out of their vehicles ASAP last thing you want is taking a bunch of str 3 hit with a 6+ armor save when you trukk explodes.

Wrecking balls are fun. I put them on my Goff Trukks as fluff. What is more Orky than having your Vehicles get to do something in the Assault Phase

+4 Strength 9 Hit is nothing to sneeze at but only if it was 5 points cheaper :(

This message was edited 2 times. Last update was at 2011/06/08 00:07:29


   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Ive been thinking about running some wrecking balls on my trukks lately. Alot of my games against the local SM player have been in tight table terrain (cities and such) its been a blast, but the tight quarters would make those wrecking balls pretty effective.
   
Made in gb
Ragin' Ork Dreadnought






Albany, Australia

I still use boarding planks as standard equipment. If you are up against a mech heavy environment, I find it better to open those metal boxes from the (relative) safety of my Trukks. It's a good way for the Warboss to deal with pesky Dreadnoughts without getting instakilled either Of course, it rarely works that way - can't do anything about Trukks exploding, but if the Boyz dismount first, well, things are already going well...

Considering Grot Riggers for my Nobz Trukk after it got immobilised 5 games in a row...

   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

In my experience (vs lootaz) they work best in either big or small mobs. Your either doing a loota heavy list, or grab 3x5. Not only are they a smaller threat, you can cover more of the open spaces on the board with more units

   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Arakasi wrote:I still use boarding planks as standard equipment. If you are up against a mech heavy environment, I find it better to open those metal boxes from the (relative) safety of my Trukks. It's a good way for the Warboss to deal with pesky Dreadnoughts without getting instakilled either Of course, it rarely works that way - can't do anything about Trukks exploding, but if the Boyz dismount first, well, things are already going well...

Considering Grot Riggers for my Nobz Trukk after it got immobilised 5 games in a row...



I almost always try to find a way to put those on important vehicles. Specially the BigMek BW. 2 chances to repair a turn is where its at. Also I usually put rams on my trukks, but just the fastest way anywhere is a strait line, and those strait lines always have terrain in it, and for some reason most times when I roll a terrain test, the fist try is a 1
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Well, if I put grot riggers on my BW, they always get their weapons destroyed and never immobilized. If I don't, all four of them are lying around immobilized by turn 3. So I always buy grot riggers for all of them

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. 
   
Made in gb
Bonkers Buggy Driver with Rockets






Grot Riggers saved me Battlewagon once. That was a riot...



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Dakka Veteran





This has happened to me a couple of times, and it's priceless each time.

Deff Dread has been clanking forwards for 2 turns... opponent has been firing at it consistently every turn but KFF and Armor keeps it coming.

FINALLY turn 3 when the Deff Dread is 6 inches short of its juicy target the opponent gets that "Immobilized" roll and wipes the sweat from his brow.

Then I tell the opponent that the Deff Dread has Grot Riggers.



Watching the gears turn in your opponent's head while he decides if he needs to waste MORE firepower on that damn Deff Dread that will not DIE even though it's immobilized, or just move everything away from it in case it fixes its legs next turn is just great.

With that being said... on the flip side there is nothing sadder than a Deff Dread with 4 CCW that has been Immobilized that you did NOT buy Grot Riggers for when you don't have a Big Mek anywhere nearby. Fortunately I only made that mistake once!
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Jidmah wrote:Well, if I put grot riggers on my BW, they always get their weapons destroyed and never immobilized. If I don't, all four of them are lying around immobilized by turn 3. So I always buy grot riggers for all of them



Kind of a Murphys law deal there right?
   
Made in us
Liche Priest Hierophant






I loooove Riggers and Armour on my Dredds. My last game, I had my 4 DCCW Dredd klanking away towards his las-missile dred (he was Marines), stuck on a hillside. He kept shooting at it with Assault Cannon Razorbacks, his twinlinked Lascannons, his missiles, everything. Only ever got some 1's, 2's (which the armour negated) 3's and one four. The Grot riggers repaired the 4, and he had 4 DCCWs. 3 turns in a row, my opponent blasted off a DCCW, but he couldn't take down the dredd. If he'd managed to remove that last one, my Dredd woudn't have been able to do anything against his 'naught, but he just couldn't get it. It was hilarious seeing his face when I kept telling him "Nope, still got some DCCWs left."



On the OP qwuestions. I'm actually testing out a CC Wagon, tricked out with RPJ, REkkin Ball, Boarding plank, Deffrolla, even a Grabbin Klaw. Only used in in two games, to transport my MaNz. First game, got wrecked turn one. That happens sometimes, so yeah. Second game, had both Riggers on it and a Mega-armoured Big Mek in it with my MANz. Got immobilied first turn. Grots tried to fix it, then the MegaMek got out to assault the Sternguard that shot it down, and managed to smack it back into working order. My Nobz then hijacked it and ran it into a Land Raider. Unfortunately, the Deffrolla dealt withe the tank before I could bring the Ball to bear.


Take Stikkbombs for assaulting through cover. It's worth it, either as a Chukka on a trukk, or as that 1 point per boy upgrade on a footsloggin Blobmob.


Painboyz FnP is incredibly useful for your Nobz when they're not being shot at with anti-tank/anti-termie weapons. Cybork is great in assault.


Wierdboyz are really Orky, and I think would be surprisingly competitive in a tournament setting. The only thing is, you can't predict what they'll do, so you really need to be able to think on the fly, and I think a lot of Tourney players prefer Strategy to Tactics, hence the huge focus on list building (observable by how, when you make a thread specifically asking how to use a sub-par unit like Flash Gitz or Tankbustas, you'll invariably get people saying "Dump them, get Lootas." despite you saying "These are my models, I can't buy or convert anything else.)


I don't play Lootas, so no idea. Though everytime I ever did use them (apoc with borrowed army) I only ever rolled 1's on d3.


Simple, Trukk and vehicular explosions ignore Cover.

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! 
   
 
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