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Made in us
Longtime Dakkanaut




hollow one wrote:


I think there is an argument for bringing enough kommando drops that leaves your army with zero boyz on the field after deployment, basically making your army an excellent beta strike army. I don't know what that list looks like (90 kommandos and 12 KMK? lol), you'd have to count your drops carefully, but it is something that I would imagine has some success. But if you bring even one squad of 30 boyz on the floor, then all your kommandos in the air provide zero damage mitigation because they still get to shoot boyz turn 1.


I run 60 boyz and 90 kommandos i get around my boyz being shot off the table turn 1 by hiding them in LOS blocking cover, and then I jump them 1st turn for a STRONG BETA strike of 120 models in 7 units. With Charge rerolls and CP reroll I am usually getting 3-5 in every game, and here is the trick, you put the Kommandos close enough to the boyz to get the bonus to leadership and then turn 2 you jump reinforcements up to help out. Don't get me wrong, its risky and against certain armies its almost a death wish, but its better then green tide because you don't have to spend 2-3 turns getting shot off the table, slowly advancing towards your target.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in au
Flashy Flashgitz






pismakron wrote:
That is not bad actually. I count 12 KMK, 105 kommandos and the characters. The guns a lone could kill a Leman russ tank if you get first turn, and you should have four units (if you include Ghaz) completing the charge on your first turn. You will do some damage.

Do you own 12 KMKs or will you be proxying teacups?
I own 8, 6 are painted for Cancon, and if I buy two trukks I can convert 4 more easily. I've been thumping the KMK drums for months here, I invested a long time ago.


Automatically Appended Next Post:
SemperMortis wrote:
hollow one wrote:


I think there is an argument for bringing enough kommando drops that leaves your army with zero boyz on the field after deployment, basically making your army an excellent beta strike army. I don't know what that list looks like (90 kommandos and 12 KMK? lol), you'd have to count your drops carefully, but it is something that I would imagine has some success. But if you bring even one squad of 30 boyz on the floor, then all your kommandos in the air provide zero damage mitigation because they still get to shoot boyz turn 1.


I run 60 boyz and 90 kommandos i get around my boyz being shot off the table turn 1 by hiding them in LOS blocking cover, and then I jump them 1st turn for a STRONG BETA strike of 120 models in 7 units. With Charge rerolls and CP reroll I am usually getting 3-5 in every game, and here is the trick, you put the Kommandos close enough to the boyz to get the bonus to leadership and then turn 2 you jump reinforcements up to help out. Don't get me wrong, its risky and against certain armies its almost a death wish, but its better then green tide because you don't have to spend 2-3 turns getting shot off the table, slowly advancing towards your target.
Ya I like the premise, but if DaJump fails you're fethed, right? Like you just can't get past the morale issue. I'm genuinely going to play the list I posted. I'll just use boyz as counts-as kommandos and get back to you all.

edit: scratch that, you've got 60 bodies to power up the weirdboy, you're not failing, that was an unfair criticism. Maybe you deploy your 60 bodies against the back board edge and rely on jump, that might mitigate heaps of damage. I still like my KMK list more though, feels less gamble because KMK are just plain good.

This message was edited 2 times. Last update was at 2018/02/18 23:42:20


 
   
Made in us
Regular Dakkanaut






Hmm. If I proxied most of my boyz as Kommandos I could have 110 of them. That would leave me with 40 boyz left to deploy.i like the idea of Ghaz jumping as well. Snikrot to buff the kommandos and be a cheap HQ. Couple of KMKs and a big mek to help keep all the non deepstriking stuff protected.

Ghazghkull Thraka 215
Weirdboy 62

20 Boyz: 20× shootas; Boss Nob (kustom shoota; big choppa) 131
10 Boyz: Boss Nob 60
10 Boyz: Boss Nob 60

15 Stormboyz: Boss Nob 120

Boss Snikrot 69

15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
10 Kommandos: Boss Nob 90
10 Kommandos: Boss Nob 90

Big Mek: kustom force field; power klaw 88

1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42

1,999 points, 8CP

This message was edited 1 time. Last update was at 2018/02/19 02:53:55


 
   
Made in au
Flashy Flashgitz






Yeah I mean, I don't know if this is a thing but i'll be trying it. However I'm on a bit of a nurgle daemon trip right now so it might be a while until I field the orkz again. Tell us how it goes mate!
   
Made in gb
Nasty Nob





UK

 Multimoog wrote:
Hmm. If I proxied most of my boyz as Kommandos I could have 110 of them.
Spoiler:
That would leave me with 40 boyz left to deploy.i like the idea of Ghaz jumping as well. Snikrot to buff the kommandos and be a cheap HQ. Couple of KMKs and a big mek to help keep all the non deepstriking stuff protected.

Ghazghkull Thraka 215
Weirdboy 62

20 Boyz: 20× shootas; Boss Nob (kustom shoota; big choppa) 131
10 Boyz: Boss Nob 60
10 Boyz: Boss Nob 60

15 Stormboyz: Boss Nob 120

Boss Snikrot 69

15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
15 Kommandos: Boss Nob (power klaw) 148
10 Kommandos: Boss Nob 90
10 Kommandos: Boss Nob 90

Big Mek: kustom force field; power klaw 88

1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42

1,999 points, 8CP


That's an interesting idea. Multiple units able to deepstrike at will to snatch objectives or swarm opponents, combined with the additional attack and intimidation factor of Thraka, it could be a fun list to trial out. You'd definitely need those extra cp to mob up though.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Regular Dakkanaut




hollow one wrote:
pismakron wrote:
That is not bad actually. I count 12 KMK, 105 kommandos and the characters. The guns a lone could kill a Leman russ tank if you get first turn, and you should have four units (if you include Ghaz) completing the charge on your first turn. You will do some damage.

Do you own 12 KMKs or will you be proxying teacups?
I own 8, 6 are painted for Cancon, and if I buy two trukks I can convert 4 more easily. I've been thumping the KMK drums for months here, I invested a long time ago.


So I'm getting into the KMKs, I have one official box and I was looking to do Trukk conversions for the rest. Here is the key question: What do you use for the end of the gun i.e. the KMK bit on your conversions?

I'm looking to have maybe 4 KMKs in the main list but I worry about proxying the other gun types when it comes to tournaments with the what you see if what you get rule.




Automatically Appended Next Post:
Ok so I'm building out my list which currently looks like this:

Warboss on bike - yet to buy
3 weirdboy - 2/3
1 painboy - got it
1 big mek kff - got it
30 shoota boys - got them
30 choppa boys - got them
10 chopa boys - got them
20 stormboyz - need to buy :-(
4 x KMK - 1/4
5x Nob with PK + runts - got them
5 x Nob with TBC equipment - got AOBR nobs which I can customise

That's my core list... Now having played a few games and chatting to some friends that do well in tornemants I want to dedicate some points to objective grabbers.

I'm thinking of a couple of skorchas and 2 min squads of komandos, the speed of skorchas and their relative toughness makes me think they are a good replacement for a komando squad and with the heavy flamer and high move should be able to harass and do soemthing, whereas with Komandos I worry they are too soft and ill equipped to do anything useful other than drop in on an objective.

I was also thinking of getting an Chinork for the Nobz, although I hate they only carry 10 models... I want my runts! Thinking that I could back up a 30 shoota boy turn 1 jump with chinork and skorchas to split the return fire...

I also currently own 4 deffcopters which I wasn't planning on using, that's another option.

I have loads of boyz bits, enough to make the komando squads, or another 30 boy unit, or tankbustas.

Help me decide what to do? :-)

This message was edited 3 times. Last update was at 2018/02/19 12:18:07


 
   
Made in au
Flashy Flashgitz






mrtomski wrote:
So I'm getting into the KMKs, I have one official box and I was looking to do Trukk conversions for the rest. Here is the key question: What do you use for the end of the gun i.e. the KMK bit on your conversions?
I plan to follow this guide almost exactly
   
Made in us
Feral Wildboy with Simple Club




Montreal

hollow one wrote:
mrtomski wrote:
So I'm getting into the KMKs, I have one official box and I was looking to do Trukk conversions for the rest. Here is the key question: What do you use for the end of the gun i.e. the KMK bit on your conversions?
I plan to follow this guide almost exactly

I was inspired by this video, but with a few added gubbinz, I think I was able to obtain an ever better result. See below the link in my signature. And I made 4 gunz instead of 3. But of course they aren't all KMKs. If you want them all the same, you could try using sparkplugs, like someone in this thread did (just search for "sparkplug" in this thread).

   
Made in us
Fresh-Faced New User




Anyone seen the UK GT lists yet? Orks placed 2nd and 3rd.
   
Made in us
Nasty Nob






mongo44 wrote:
Anyone seen the UK GT lists yet? Orks placed 2nd and 3rd.


Havent you learned anything in the last 144 pages? Theres a huge taboo about the subject of orks doing anything well or having any kind of success in this thread

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






As long as you actually post lists to talk about the orks doing well, no one has an issue with it.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Regular Dakkanaut




UK GT isn't until May? (I have a ticket!)
   
Made in us
Regular Dakkanaut






mrtomski wrote:
UK GT isn't until May? (I have a ticket!)


3rd heat

I saw that as well, everyone put it down to playing BRB rules and missions and not “real” tournament content ie: ITC. Because it’s not a real game if you’re using the rules that the designers created and don’t skew advantage heavily in favor of elite armies lol
   
Made in nl
Longtime Dakkanaut





mrtomski wrote:
UK GT isn't until May? (I have a ticket!)
If you have a ticket you should know how this works.
3 heats during which you can earn a place for the actual GT in may. You can't play that without qualifying in a heat.
   
Made in gb
Regular Dakkanaut




 Ordana wrote:
mrtomski wrote:
UK GT isn't until May? (I have a ticket!)
If you have a ticket you should know how this works.
3 heats during which you can earn a place for the actual GT in may. You can't play that without qualifying in a heat.


I have a ticket for the one held in London, maybe I'm mixing it up with another then?
   
Made in nl
Longtime Dakkanaut





mrtomski wrote:
 Ordana wrote:
mrtomski wrote:
UK GT isn't until May? (I have a ticket!)
If you have a ticket you should know how this works.
3 heats during which you can earn a place for the actual GT in may. You can't play that without qualifying in a heat.


I have a ticket for the one held in London, maybe I'm mixing it up with another then?
I assume there is a GT in London then.

The official GW GT is at Warhammer Fest on 12-13th May in the Ricoh Arena in Coventry for those who qualified through the 3 heats.

This message was edited 1 time. Last update was at 2018/02/19 17:51:55


 
   
Made in lt
Mysterious Techpriest






The best list had 120 boyz, 6 KMKs, 2 trukks + 10 tankbustas in each,etc. Nothing gamebreaking AFAIK

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in it
Waaagh! Ork Warboss




Italy

I've always thought since the release of 8th edition that ultraboring greentides can be very competitive. If a player bringing the tide is lucky enough to face the right opponents he/she can surely win a competitive tournament.

Orks in casual metas usually struggle, and I include good lists in the bunch, not necessarily the worst ones but also those that actually make sense even if they're not fully optimized.

Optimized greentides are a perfect example of Rock-paper-scissor, so if you only bring cheap bodies and you're lucky enough to face a significant amount of anti tank you can definitely win even against the top tiers with average rolls. .

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Without wanting to talk down their archievement, they placed 2nd and 3rd because they went 4-0-1 (one draw) instead of 4-1-0 like the 13 people below them. The guy who lost the game against 1st place is at 8.
But even if they had lost the game they drew on, they would be in the top 16, which is still pretty good.

@Blackie: That's probably part of the truth. Dark reapers aren't that great at taking out blobs of boyz, and many people are still bringing lots and lots of anti-tank to combat primarchs and LRBT.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Mekboy on Kustom Deth Kopta






What were the other lists too?

From what I've seen 40k GT lists are much more fluffy than ITC generally and as someone has already said, they use missions straight out the book which is an entirely different game by all accounts.
   
Made in au
Fresh-Faced New User




Hello everyone.
I've never really had experience with horde armies so wanted to ask a couple of questions before 'possibly' starting Orks.

The reason I want to do Orks is because... I love Kommandos and Stormboys.
Stormboys, I just love their models and Kommandos, I just love their fluff.

The only big fear I have is... the fact I will need to paint 100+ boyz...

Is there possibly a way I can get away with fielding less Boyz?

Can MANstarz (I think that's what they're called) still work?

I was looking at 1000~1500pts...
Any advice would be great!
   
Made in us
Regular Dakkanaut




Newfoundland

Fragmentize
Post 2018/02/20 07:38:17 Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Hello everyone.
I've never really had experience with horde armies so wanted to ask a couple of questions before 'possibly' starting Orks.

The reason I want to do Orks is because... I love Kommandos and Stormboys.
Stormboys, I just love their models and Kommandos, I just love their fluff.

The only big fear I have is... the fact I will need to paint 100+ boyz...

Is there possibly a way I can get away with fielding less Boyz?

Can MANstarz (I think that's what they're called) still work?

I was looking at 1000~1500pts


There are alot of factors that could determine how you play, if you are in a competitive area or group you will be needing boyz. i typically never played my lists Horde style but always still keep at least 2 large squads in my lists if not 3 since this edition started. I personally dont find 90 boyz that tough to move around.

If you are in a casual setting you can really get away with anything, and probly still have fun. That said getting a start is tough with Orks due to the model count. Personally i recommend EBAY! you can regularly get painted squads for cheap to help you start your horde. You can also do Boyz and Nobs if you want a reduced model count, this would allow you to get what the boyz do in a smaller (if less effective point for point) package that also has some added utility for -ap weaponry if you desire it, they also fit much better into transports.

Remember you dont need to build the army over night, and you can paint a set of orks yourself and supplement with ebay orks too, they still look good on the table because orks not wearing the same color clothes kinda makes sense they just wear whatever they find or steal for the most part. You will need some boyz to play, but you can get playing at least to get used to the army before you have enough to play horde style. The Nice thing about orks is theres alot on Ebay to help grow your list..... i have too much lol, alot of it ebay. i probly have 40000+ points of orks. and the waagh still show no signs of slowing its growth.

Edit for comment about MANZ, while they are not amazing anymore i think if you wanted to play them but avoid exceptional point costs of getting a transport you can always rely on Da Jump. or put them in another transport that has space, like a BWagon with regular nobs and a few meganobs inside. I still like them i just dont play them often.

This message was edited 1 time. Last update was at 2018/02/20 11:44:43


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Fragmentize wrote:
Hello everyone.
I've never really had experience with horde armies so wanted to ask a couple of questions before 'possibly' starting Orks.

The reason I want to do Orks is because... I love Kommandos and Stormboys.
Stormboys, I just love their models and Kommandos, I just love their fluff.

The only big fear I have is... the fact I will need to paint 100+ boyz...

Is there possibly a way I can get away with fielding less Boyz?

Can MANstarz (I think that's what they're called) still work?

I was looking at 1000~1500pts...
Any advice would be great!


MANstarz are called Deff Wing.

The answer to your question is that using less than 100+ will not work. I play in a pretty casual environment and still get tabled whenever I try to go light on boyz.

You should wait for the codex to start orks anyways. It is very likely that it will be released in summer, and it might change enough to make it possible to field less boyz.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 it
Waaagh! Ork Warboss




Italy

Meganobz are not amazing, but since they're my favorite models I usually bring them no matter what I don't think they're that terrible but you have to kit them with dual killsaws and use lists that rely on transports. Alternatively you can jump them but you must play in a scenario full of terrain because in turn 1 they must be out of line of sight or they'll melt if you start second.

My favorite combo is taking 2 BWs, one filled up wth 19 boyz and a weirdboy with warpath and a second wagon that carries 4 meganobz and 12 boyz (or 5 and 10) in a list with only T5-6-8 units deployed. Both vehicles ride together and when the infantries disembark the weirdboy can cast warpath on the meganobz if you need to kill armored stuff, otherwise the +1A goes to the boyz.

3 megnobz in a trukk shared with bustas could also work but you really need to start first since it's a quite expensive combo on fragile transport.

Nothing spectacular but unless you're playing against tournament lists, they can be viable. However at 1000 points it's very hard to include them, and I wouldn't recommend them.

Another way to get away with fielding 100+ boyz is bringing a full dread mob with lots of kanz and artillery.

This message was edited 1 time. Last update was at 2018/02/20 12:06:15


 
   
Made in gb
Nasty Nob





UK

 An Actual Englishman wrote:
What were the other lists too?...


The third placed list consisted of;

KillswitchUK wrote:
...As for the Ork list, he used about 150 boys, Mek on bike with shield (2 of them I think), 3 big kannons and 3 dakka jets. He said hed prefer more kannons next time!


I asked in one of the treads discussing the result and KillswitchUK knows the chap apparently.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Thanks for posting r_squared

So sadly, nothing new to learn. I'm happy to see dakkajets do well though.

This message was edited 1 time. Last update was at 2018/02/20 13:39:07


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Nasty Nob





UK

I was pleased by the inclusion as well, but yes no real surprises, apart from no weirdboyz.

Spam Boyz seems to be the competitive list for Orks at the moment, at least until the codex.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Regular Dakkanaut





Killa Kanz -- what weapon do y'all recommend for the shooty arm? Also, how best to field them -- singles or in a unit of 3? (their WS makes me question the utility of scrag 'em). Do you normally try to engage in close combat, or focus on the shooty?

I was hoping they might help with vehicle target saturation, but at T5 I'm thinking they're in a different league than trukks or BW Maybe if I field them with buggies, skorchas, and/or assorted koptas? The balloon corps will proxy both deffkoptas and chinorks, maybe the kanz can be their ground support crew *ponder*

This message was edited 1 time. Last update was at 2018/02/21 15:50:44


 
   
Made in nl
Longtime Dakkanaut




Coh Magnussen wrote:
Killa Kanz -- what weapon do y'all recommend for the shooty arm? Also, how best to field them -- singles or in a unit of 3? (their WS makes me question the utility of scrag 'em). Do you normally try to engage in close combat, or focus on the shooty?

I was hoping they might help with vehicle target saturation, but at T5 I'm thinking they're in a different league than trukks or BW Maybe if I field them with buggies, skorchas, and/or assorted koptas? The balloon corps will proxy both deffkoptas and chinorks, maybe the kanz can be their ground support crew *ponder*


1) They are not good. Not at shooting, nor in close-combat. And they are also fairly fragile.

2) Scrag em is definitely worth it. +33% killyness? Yes please.

3) A bannernob also helps. +50% killyness? Yes please.

4) Keep a CP or two in reserve for morale purposes.

5) A big mek on foot can help with durability. Especially by repairing, but a KFF can also help.

6) A kan should have a Rokkitlauncha or Kustom Mega Blaster.
   
Made in us
Regular Dakkanaut





Thanks, I know they're not 'good' units, but... so fluffy! So cute! So very grot-appropriate . I was planning on sending Meka-G (bearing a KFF) in a transport, but perhaps he can footslog with with the Kanz, and I'll have to get to work on Makari and his Waaaaaagh! banner...
   
 
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