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Made in fi
Locked in the Tower of Amareo





Well first things first box of boyz and grots to give you unit of 30 boyz(boyz need numbers) and 2x10 for legal battallion would be good start.

Mek with shock attack gun would be also good as the relic SAG is one of the competive things you have. Albeit in this small game it will likely come down to how well it performs.

If he has the phobos guys that push you out of 12" yeah you have to be out in the shooting minimum 1 turn so that's going to hurt. But foot slogging it over will expose yourself to even more fire so...Use the weirdboy to jump them and then hope you survive fire. Though maybe not on T1. Try to soften them with the shooting.

Though with shrike? Maybe they don't shoot at you but instead charge you. In which case not much you can do but to absorb the attack and counter charge. He shouldn't have that 12" pusher in range if he goes for T1 charge so if that's his plan put the boyz into tellyporta, give him T1 and when he charges you lose grots(make damned sure he can't get into shock attack gun mek b2b) and then counter charge. It's literally impossible to deploy far enough raven guard doesn't reach you if they want to reach you.

2024 painted/bought: 109/109 
   
Made in us
Sneaky Kommando






Dzeko wrote:
 DrGiggles wrote:
Dzeko wrote:
Greenskins, please advise the army for 500 and 750 points against SM. There is only information that RG Shrike will be with his 12 attack from claws. For beginner, with a “start collection” and a couple of boxes, I have to argue for my green beliefs. As I understand it, I need to give preference to Deffskulls or SB in order to protect myself from the doctrine of bolters (-1 AP). Also I will not be able to use deepstrike effectively. Don’t know what to do...


We need to know what else you have to give you decent advice, what other boxes did you buy?

I have:
1 “Start collecting”
+11 Boyz
+10 grotz
+1 warboss
+1 weirdboy

Of course, I will buy more orcs for the necessary army!


That's a good start. With what you have you can make a 500 point list that is a battalion and would look like this.

Spoiler:

+ HQ [7 PL, 152pts] +

Warboss [4 PL, 90pts]: Brutal but Kunnin, Da Killa Klaw, Kombi-Rokkit [12pts], Power Klaw [13pts], Warlord

Weirdboy [3 PL, 62pts]

+ Troops [9 PL, 175pts] +

Boyz [4 PL, 75pts]
. Boss Nob [12pts]: Big Choppa [5pts], Choppa
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [4 PL, 70pts]
. 10x Ork Boy W/ Slugga & Choppa [70pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

+ Elites [3 PL, 65pts] +

Painboy [3 PL, 65pts]: Power Klaw [13pts]

+ Heavy Support [5 PL, 105pts] +

Deff Dread [5 PL, 105pts]
. Deff Dread [5 PL, 105pts]: Dread Klaw [15pts], Dread Klaw [15pts], Dread Saw [10pts], Dread Saw [10pts]

++ Total: [24 PL, 497pts] ++


It isn't the most competitive list in the world but it should do okay at 500 points. Depending on the mission I would probably push up the board with one group of boys, the warboss, and the painboy. I'd Da Jump the other squad up to try and get tie up the enemies backline. I'd probably try and hide the gretchin and try to use them to hold an objective. The Deff Dred can either be teleported in to try and make a charge or you can place him on the board and have him distract the enemy from your other units.

Someone else will have to recommend a clan to you, I'm a masochist who plays Goffs since that is how my boys are painted.

3500+
3300+
1000
1850
2000 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Evil Sunz are a good Kultur for what you're running. So much CC potential needs swift delivery and more reliable charges.
   
Made in us
Roarin' Runtherd




 Vineheart01 wrote:
unfortunately orks dont have many ways to do mortal wounds.

SAG S11+ does D3 per hit (not wound, hit)
Weirdboys can Smite of course
Scrapjet/Boostablasta have 4+ on charge deal D3 mortals (boosta sucks balls at melee and scrapjet is so-so though)
Ramming Speed does D3 on a 2+ for a vehicle (i use this more to guarantee the charge than that damage)
Wartrike Snaggaklaw stratagem does D3 mortals when he pulls out of melee. I havnt even had a chance to do this let alone remembered to do it since i have to fall back for it to trigger
Babysquig/Killtank does it but i dont know off hand how much (on charge)
Gargsquig does D6 on a 2+ after charging to EVERYTHING he charged, not just 1 unit like the other guys.
Lifta Droppa does mortal wounds only, but its also laughably overpriced and unreliable as gak lol....
Relic Big Choppa does 2 mortals instead of damage on a wound of 6+
I think the damage the Redder Armor or whatever the Evil Sunz relic was called did mortals, but he has to be in a transport in close proximity. I.e. in ripe "KILL IT NOW" range

Thats...really it. I wish basic Trukks had the Spike Ram ability since..yaknow..they kinda have a spike ram modeled on them? would make trukk spam actually a threat since they could easily dish out a handful of mortals.
Orks can generally cause a random mortal wound pretty commonly since we have several on the charge mortals, but most of the units that can do it really do NOT want to be in melee and we have to suffer overwatch to get it off, usually offsetting any benefit we just got.

Also no that example you said about the leviathan wouldnt work. You cannot end your charge within 1" of something you did not charge, and the "On the Charge" mortal wound effects happen when you successfully charge, not start combat. It happens immediately before you select another unit to charge, so theres no chance to pile in.
That would work to just tie the guy up since iirc he cant fall back and shoot unless hes Ultrasmurfs.


Don't forget the Rukkatrukk squigbuggy

Chapter approved can't get here soon enough.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

You also forgot about Da Krunch, but I can understand why. Unless you're playing against Orkz, how often are you gonna find a 30 strong unit to maximize damage against? In this meta, you have trouble even finding the 12 needed to match Smite damage.

I WANT to like Da Krunch. But it's so unreliable, even if you have the potential to wipe entire Infantry units with it.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

True, did forget those two.

Mines would actually be good imo if they were akin to the Sporocysts in the sense that they just keep plopping mines everywhere. Cant move of course because theyre mines not gaseous orb things, but if they could put multiple mines even just 1 a turn i think i'd like them more than 1 a game...

Da Krunch is a spell i tried to get to work for so long but youre right, who uses numbers? Ork boyz are about it, to a lesser degree tyranids and guardsmen but still nowhere near as numerous. Everyone else wants minimum squads, which is usually 5.

Oh and technically i forgot the Shokkjump. Its 2 KMB shots have mortal wound on a wound of 6+. Which i think ive gotten once lol....

I think orks have the most instances of mortal wounds but absolutely none of them are in our control except the charge ones, which defeat the point of bringing up this convo as Leviathans love overwatch.
I imagine the very few harliquin jetbikers, whatever theyre called, are loving this new vehicle heavy marine meta. Haywire doesnt do damage, it does mortals and a lot of it.

This message was edited 2 times. Last update was at 2019/10/10 02:24:56


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Regular Dakkanaut




UK

 DrGiggles wrote:
Dzeko wrote:
 DrGiggles wrote:
Dzeko wrote:
Greenskins, please advise the army for 500 and 750 points against SM. There is only information that RG Shrike will be with his 12 attack from claws. For beginner, with a “start collection” and a couple of boxes, I have to argue for my green beliefs. As I understand it, I need to give preference to Deffskulls or SB in order to protect myself from the doctrine of bolters (-1 AP). Also I will not be able to use deepstrike effectively. Don’t know what to do...


We need to know what else you have to give you decent advice, what other boxes did you buy?

I have:
1 “Start collecting”
+11 Boyz
+10 grotz
+1 warboss
+1 weirdboy

Of course, I will buy more orcs for the necessary army!


That's a good start. With what you have you can make a 500 point list that is a battalion and would look like this.

Spoiler:

+ HQ [7 PL, 152pts] +

Warboss [4 PL, 90pts]: Brutal but Kunnin, Da Killa Klaw, Kombi-Rokkit [12pts], Power Klaw [13pts], Warlord

Weirdboy [3 PL, 62pts]

+ Troops [9 PL, 175pts] +

Boyz [4 PL, 75pts]
. Boss Nob [12pts]: Big Choppa [5pts], Choppa
. 9x Ork Boy W/ Slugga & Choppa [63pts]

Boyz [4 PL, 70pts]
. 10x Ork Boy W/ Slugga & Choppa [70pts]

Gretchin [1 PL, 30pts]
. 10x Gretchin [30pts]

+ Elites [3 PL, 65pts] +

Painboy [3 PL, 65pts]: Power Klaw [13pts]

+ Heavy Support [5 PL, 105pts] +

Deff Dread [5 PL, 105pts]
. Deff Dread [5 PL, 105pts]: Dread Klaw [15pts], Dread Klaw [15pts], Dread Saw [10pts], Dread Saw [10pts]

++ Total: [24 PL, 497pts] ++


It isn't the most competitive list in the world but it should do okay at 500 points. Depending on the mission I would probably push up the board with one group of boys, the warboss, and the painboy. I'd Da Jump the other squad up to try and get tie up the enemies backline. I'd probably try and hide the gretchin and try to use them to hold an objective. The Deff Dred can either be teleported in to try and make a charge or you can place him on the board and have him distract the enemy from your other units.

Someone else will have to recommend a clan to you, I'm a masochist who plays Goffs since that is how my boys are painted.


Snakebites are worth considering - 6+++ Save and the grits ignore Leadership with the Warboss

I have played Primaris RG more than once, they tended to castle up and rely on shooting buffs to kill Orks, then mop up with Shrike etc. Their -1 to hit over 12” makes shooting problematic, use the Dakka3 Strategem to give 5+6 auto hit. They ran minimum sized units, so remember to multi charge, or he will pull back the charged unit and shoot with the others. 2 Wound profile makes them hard to kill, and they re slow to degrade because of this. Rokkit, Big Choppas and Smite are a way around this.
Good luck !

   
Made in gb
Longtime Dakkanaut






 Vineheart01 wrote:
I think orks have the most instances of mortal wounds but absolutely none of them are in our control except the charge ones, which defeat the point of bringing up this convo as Leviathans love overwatch.


Bear in mind that one does not have to charge the leviathan to put impact hits on him.

the rules put mortal wound on a unit within 1". true, you cannot attack the leviathan, and he can attack you, but you can charge the guy next to him and then inflict the MW onto him. It will only really be useful if he has a couple of wounds left and you have an almost dead ram-attacker, whilst he is next to someone crap at overwatch. But the overwatch can be avoided if you don't want to punch the leviathan when you get there.

How good are leviathans in CC?

This message was edited 1 time. Last update was at 2019/10/10 07:56:50


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in fi
Locked in the Tower of Amareo





Not good. So if you CAN surround it it's not going to clear unit of boyz in a hurry. It relies on the overwatch(that kills 7-10 ork boyz depending on does he use stratagem for 4+ overwatch or not. ) plus possible heavy flamers. After that it's nothing impressive. So if you can get full unit charging into it AND prevent moving out(if he has the warlord trait) you get some respite(depending on how much counter attack stuff he has nearby. Mind you even 2 minimum squad of primaris will be making quite a dent. 30 S4 attacks aint nothing to sniff at from 10 primaris marines).

2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut






tneva82 wrote:
Not good. So if you CAN surround it it's not going to clear unit of boyz in a hurry. It relies on the overwatch(that kills 7-10 ork boyz depending on does he use stratagem for 4+ overwatch or not. ) plus possible heavy flamers. After that it's nothing impressive. So if you can get full unit charging into it AND prevent moving out(if he has the warlord trait) you get some respite(depending on how much counter attack stuff he has nearby. Mind you even 2 minimum squad of primaris will be making quite a dent. 30 S4 attacks aint nothing to sniff at from 10 primaris marines).


Ok, Just realised I've been talking out of my arse about moving within 1" without charging, it's not allowed in the rules. Sorry!

So the way to get this thing is to put 2 units at him (grots and boys, probably), grots take the overwatch, boys keep him pinned. If you get it right, you can even keep the boys safe using the grots.

1: move 1 grot within 1", then create a circle around him (as best you can), with space for the boys
2: charge the boys into the circle
3: close the circle with the grots consolidation

Result: Boys are now in CC with the leviathan, and the only way to get him out is to charge the grots, eat through the grots, then pile into the boys. if the leviathan attacks the boys, the grots will keep them safe from outside. If the leviathan attacks the grots, there will be more boys to try and kill him.

I feel this could be achieved with 30 grots and 20 boys, so 230pts. What does the leviathan cost?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Fresh-Faced New User



Ayrshire,Scotland

New Ork Player lookin for nu crumpin tactics for Evil Sunz Only 'rmy !!! I like the idea of running 2 deff killa wartrikes with bikes and with deff koptas in the speed whaargh detachment down the flanks
Any other Evil Sunz combos or Ork combos would be great please!!!
   
Made in de
Regular Dakkanaut





Someone said it already. Chill and calm down until CA19 and the ork part of PsyAwa lands.

IH will be nerfed eventually. They came out too strong.
   
Made in fi
Locked in the Tower of Amareo





 some bloke wrote:
So the way to get this thing is to put 2 units at him (grots and boys, probably), grots take the overwatch, boys keep him pinned. If you get it right, you can even keep the boys safe using the grots.


You need some 15+ grots to charge to do it safely though. 10 will die with fairly high chance even without 4+ overwatch stratagem. With that it's very, very unlikely they will make it.

1: move 1 grot within 1", then create a circle around him (as best you can), with space for the boys
2: charge the boys into the circle
3: close the circle with the grots consolidation


Ummm if grots didn't charge they can't move within 1". Ergo no consolidiation either. If they charged leviathan will shoot them.

There's no way you can prevent overwatch to boyz with grots WITHOUT exposing grots to overwatch first. Now if you have some 15+ grots that's fairly safe proposal(he will average 15 hits killing on 2+).

Also trick is getting close enough with those before being blasted to pieces by marine army with lotsa dakka. Also you will be counter charged and after grots have eaten overwatch they won't prevent charging into boyz all that well. But at least turn, 2 with luck, you get to be without 20 S7 -2 D2 shots hitting on 2+ with rerolls.


Automatically Appended Next Post:
Orkimedez_Atalaya wrote:
Someone said it already. Chill and calm down until CA19 and the ork part of PsyAwa lands.

IH will be nerfed eventually. They came out too strong.


Hopefully CA fixes. Though unless they fix IH in the 2 week faq(has gw ever done balance change in 2 week FAQ?) first change will be in spring faq so over half a year...

Ork changes are hopes but then again seeing CA has also nerfed weak units it's not quaranteed. And indeed CA changes are rarely all that dramatic. Tiny changes and GK's have now been waiting for 2 CA for proper help and they still are uber complete bollock level junk.

This message was edited 1 time. Last update was at 2019/10/10 12:46:09


2024 painted/bought: 109/109 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The ultimate culprit is that these new things IH have work on a FW model that was already considered a bit overpowered.
None of this would be overly broken on generic dreadnaughts or even a redemptor because they dont have the insane dakka or 4++.

Leviathans can be pretty mean in melee, but in 8th edition you never see them with a fist weapon because the autocannon thing is just too good. Stupid thing should not be firing 10 shots per arm and should not be ap2

Since the Leviathan is a FW model and had this issue for awhile, its possible CA will still take it down a peg or two, while leaving the marine codex rules and costs relatively left alone

This message was edited 1 time. Last update was at 2019/10/10 13:21:09


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Longtime Dakkanaut






Orkimedez_Atalaya wrote:
Someone said it already. Chill and calm down until CA19 and the ork part of PsyAwa lands.

IH will be nerfed eventually. They came out too strong.


I think the taktiks I'm proposing are relevant to any too-'ard, shooty unit which cannot fly. if you can get 2 units into combat with it - preferably grots to eat the overwatch and then boys for their reasonably good survivability & damage output for their model count - then you can first create your safety bubble (with the grots in CC so they cannot be shot) and then charge the boys into it, then close the safety bubble with the boys inside.

Grots can't be shot, boys can't be charged, shooty-monster can't escape or deal much damage. Meaning either the enemy has to commit CC units to get them out, or accept that they've lost their shooting unit until one or the other wins.

it's now a case of working out how to get the positioning right. This could even be a viable use for a trukkboys mob (especially as people see them as practically useless - if the enemy has read anything on the internet, they'll ignore them).

I was expecting the grots to eat overwatch for the boys, and as long as there's enough to keep the enemy from walking through, there's still enough there. You might not need a 360° wall, you may only need one side to be shielded at first.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in fr
Mekboy Hammerin' Somethin'






Orkimedez_Atalaya wrote:
Someone said it already. Chill and calm down until CA19 and the ork part of PsyAwa lands.

IH will be nerfed eventually. They came out too strong.


It was me, and I stand by my (mek) gunz ! I have been playing since 4th, and I have known for some time now that it is sometimes better to sit out some of the worst "metas" and wait for better days

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Regular Dakkanaut




UK

Curious79 wrote:
New Ork Player lookin for nu crumpin tactics for Evil Sunz Only 'rmy !!! I like the idea of running 2 deff killa wartrikes with bikes and with deff koptas in the speed whaargh detachment down the flanks
Any other Evil Sunz combos or Ork combos would be great please!!!


Hi C,

Be wary of using outflanking on 4’ tables - weapon ranges are long enough to kill your koptas/bikes from the middle of the table.

Depending on your opponent, Nob bikers may be more durable, and have :more chance of doing their job.

Have only used the Deff Killa once,, and he died to DE poison :-( You may have better luck.
   
Made in gb
Longtime Dakkanaut






Curious79 wrote:
New Ork Player lookin for nu crumpin tactics for Evil Sunz Only 'rmy !!! I like the idea of running 2 deff killa wartrikes with bikes and with deff koptas in the speed whaargh detachment down the flanks
Any other Evil Sunz combos or Ork combos would be great please!!!


Deffkillas biggest ability is for vehicles to charge after they have advanced - he makes it possible to get turn 1 charges out of a lot of things which otherwise were incapable of doing so.

IIRC it's not vehicles exclusively, so it will work on bikers as well. You could have some success by putting one deffkilla in a blob of bikes & koptas on each flank, and then try to squeeze past the main front of the enemy army by move-advance-shoot something else-charge along each flank, preferably into something a little isolated.

For deployment, your best bet is to get a few cheap grot units and deploy these first, centrally, to tempt the opponent into committing to a central deployment. Make it look like they are lining up to be grot shields, and you will be putting something behind them. Then commit to whichever flank you prefer with your real army. The grots can wander over to the objectives whilst your army is hurtling at the enemy.

If you're looking to pull off a risky advance-charge later in the game, be sure to do the advance roll before moving the wartrike - there's no point pulling him out of position and then finding you rolled a 1 on the other unit and aren't going to make that charge any more. Don't move the wartrike over and then see whether he's actually needed!


Don't expect wonders from the wartrike, it's moderate at shooting light infantry, and pretty decent in a scrap if the opponent isn't rocking multi-damage weapons. shoot the fighty stuff, fight the shooty stuff.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in fr
Mekboy Hammerin' Somethin'






Wartrike is quite overcosted at 120 pts though. I see no reason why it should cost any more than 100 points. Even at 100 pts I would really think hard before taking one

This message was edited 1 time. Last update was at 2019/10/11 07:37:33


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in gb
Longtime Dakkanaut






addnid wrote:
Wartrike is quite overcosted at 120 pts though. I see no reason why it should cost any more than 100 points. Even at 100 pts I would really think hard before taking one


It's down to how much you use him - same as a KFF. It's overcosted if you use it to get 1 vehicle across the board, but if you can get 3 bonebreakas full of hurt to slam into the enemy turn 1, and still be a big, tough, untargetable character who minces light units (EG devastators) and can move 14" & charge after advancing. He's a pretty beastly way of taking care of behind-the-lines squishy stuff which is shooting at you.

Oddly enough, he also works on deff dreads & gorkamorkanaughts. Getting a Gorkanaught to move, advance and then pop the 3D6" charge stratagem can be a surprising tactic which can throw off an enemies battle plan.


With the warbikers, can someone check if Grot Shields works on them? If so, jumping a unit of grots forward with a weirdboy and then lining the bikers up behind will create a close-range, repositionable firing line with grot shield protection. 10 bikers re expensive but get 60 S5 shots. pop shoot twice to kill a lot of stuff.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Mekboy on Kustom Deth Kopta






 some bloke wrote:
addnid wrote:
Wartrike is quite overcosted at 120 pts though. I see no reason why it should cost any more than 100 points. Even at 100 pts I would really think hard before taking one


It's down to how much you use him - same as a KFF. It's overcosted if you use it to get 1 vehicle across the board, but if you can get 3 bonebreakas full of hurt to slam into the enemy turn 1, and still be a big, tough, untargetable character who minces light units (EG devastators) and can move 14" & charge after advancing. He's a pretty beastly way of taking care of behind-the-lines squishy stuff which is shooting at you.

Oddly enough, he also works on deff dreads & gorkamorkanaughts. Getting a Gorkanaught to move, advance and then pop the 3D6" charge stratagem can be a surprising tactic which can throw off an enemies battle plan.


As someone that has tried really hard to make the Wartrike work, trust me and addnid when we say that he is WAY overpriced. He just doesn't get his points back as he is far too flimsy. A 4+ save with no invuln is a joke. His only defence is character protection, that he effectively loses when he gets into optimal range. As to Devastators, he's never going to hit them (or any other "squishy", backfield heavy weapons unit) because they are always (and I mean always) in cover/on a building and he can't fly. Unless your opponent has forgot to bring screens, or you have a dedicated way to be rid of them, he's not very good at all. Also he doesn't have a real power claw and he doesn't have the morale mitigation of warbosses.

With the warbikers, can someone check if Grot Shields works on them? If so, jumping a unit of grots forward with a weirdboy and then lining the bikers up behind will create a close-range, repositionable firing line with grot shield protection. 10 bikers re expensive but get 60 S5 shots. pop shoot twice to kill a lot of stuff.

Grot shields only works on INFANTRY.
   
Made in gb
Longtime Dakkanaut






 An Actual Englishman wrote:

With the warbikers, can someone check if Grot Shields works on them? If so, jumping a unit of grots forward with a weirdboy and then lining the bikers up behind will create a close-range, repositionable firing line with grot shield protection. 10 bikers re expensive but get 60 S5 shots. pop shoot twice to kill a lot of stuff.

Grot shields only works on INFANTRY.


I suspected as much, didn't have my codex handy. Ah well, guess warbikers are still meh!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in ie
Norn Queen






Dublin, Ireland

Quick question guys, if a grot unit is locked in combat can it be used as a grot shield (stratagem)?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in au
Ork Boy Hangin' off a Trukk





 Ratius wrote:
Quick question guys, if a grot unit is locked in combat can it be used as a grot shield (stratagem)?


Yeah they can be used for the stratagem. The stratagem doesn't ask for the gretchin to be eligible targets for shooting, they just need to be within 6" of your your infantry unit, closer to the attacking model, and be the same clan as your infantry unit.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
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Mekboy Hammerin' Somethin'






An actual englishman is spot on regarding all the reasons wartrike is overcosted. I haven' t tried as hard with wartrike, and won't bother. Solid agruments !

Thing with enabling gorkanauts to advance and charge is the point cost of all of this: two gorks and one wartrike is nearly 750 points which are just not very durable. Not convinced. With Bonebreakas I dunno maybe it could work if Bonebreakas were cheaper too. I may bee influenced by the fact that ork players around all seem to think BBs are really bad... Perhaps i could try triple BB with wartrike before I completely drop wartrike as an option

As to shielding the wartrike, this is my wish:
Grots on bikes ! Grots on bikes to grot shield a wartrike ! Grot revolution !!

This message was edited 3 times. Last update was at 2019/10/11 10:46:26


Ere we go ere we go ere we go
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addnid wrote:
An actual englishman is spot on regarding all the reasons wartrike is overcosted. I haven' t tried as hard with wartrike, and won't bother. Solid agruments !

Thing with enabling gorkanauts to advance and charge is the point cost of all of this: two gorks and one wartrike is nearly 750 points which are just not very durable. Not convinced. With Bonebreakas I dunno maybe it could work if Bonebreakas were cheaper too. I may bee influenced by the fact that ork players around all seem to think BBs are really bad... Perhaps i could try triple BB with wartrike before I completely drop wartrike as an option

As to shielding the wartrike, this is my wish:
Grots on bikes ! Grots on bikes to grot shield a wartrike ! Grot revolution !!


I wouldn't put 2 nauts anyway as only one can do the 3d6 charge. Without it advance and charge is 11+3d6 for the threat range so not even to deployment zone in many map's and that's assuming opponent puts as close as possible(not something you can count) and you are evil sun. With 3d6 charge it's at least 11+4d6 for 25" move so 26" threat range. Better so even if opponent deploys 3" back(still bit forward heavy deployment) it's just 1" more than average which with rerolls isn't THAT bad.

I would rather do gorkanaut+2 bonebreaka.

Not most competive options but outside hardcore enviroment there's worse ones. Not every game is cuththroat power to max game(luckily)

2024 painted/bought: 109/109 
   
Made in fr
Mekboy Hammerin' Somethin'






tneva82 wrote:
addnid wrote:
An actual englishman is spot on regarding all the reasons wartrike is overcosted. I haven' t tried as hard with wartrike, and won't bother. Solid agruments !
Thing with enabling gorkanauts to advance and charge is the point cost of all of this: two gorks and one wartrike is nearly 750 points which are just not very durable. Not convinced. With Bonebreakas I dunno maybe it could work if Bonebreakas were cheaper too. I may bee influenced by the fact that ork players around all seem to think BBs are really bad... Perhaps i could try triple BB with wartrike before I completely drop wartrike as an option
As to shielding the wartrike, this is my wish:
Grots on bikes ! Grots on bikes to grot shield a wartrike ! Grot revolution !!

I wouldn't put 2 nauts anyway as only one can do the 3d6 charge. Without it advance and charge is 11+3d6 for the threat range so not even to deployment zone in many map's and that's assuming opponent puts as close as possible(not something you can count) and you are evil sun. With 3d6 charge it's at least 11+4d6 for 25" move so 26" threat range. Better so even if opponent deploys 3" back(still bit forward heavy deployment) it's just 1" more than average which with rerolls isn't THAT bad.
I would rather do gorkanaut+2 bonebreaka.
Not most competive options but outside hardcore enviroment there's worse ones. Not every game is cuththroat power to max game(luckily)


Indeed that is probably better than 3 BBs because of the 3d6 charge strat which is great on the gork. Most opponents will gun down first the BBs because of the 4+ save which make them really not that durable despite having 16 wounds. leaving the gorkanaut to go rampage... Their "chaff" in front (sadly)... Plus only two of my battlewagons have deffrollas so...
It seems ok against anything "weaker" than top tier lists, like Tneva82 says

This message was edited 2 times. Last update was at 2019/10/11 12:55:39


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
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addnid wrote:
tneva82 wrote:
addnid wrote:
An actual englishman is spot on regarding all the reasons wartrike is overcosted. I haven' t tried as hard with wartrike, and won't bother. Solid agruments !
Thing with enabling gorkanauts to advance and charge is the point cost of all of this: two gorks and one wartrike is nearly 750 points which are just not very durable. Not convinced. With Bonebreakas I dunno maybe it could work if Bonebreakas were cheaper too. I may bee influenced by the fact that ork players around all seem to think BBs are really bad... Perhaps i could try triple BB with wartrike before I completely drop wartrike as an option
As to shielding the wartrike, this is my wish:
Grots on bikes ! Grots on bikes to grot shield a wartrike ! Grot revolution !!

I wouldn't put 2 nauts anyway as only one can do the 3d6 charge. Without it advance and charge is 11+3d6 for the threat range so not even to deployment zone in many map's and that's assuming opponent puts as close as possible(not something you can count) and you are evil sun. With 3d6 charge it's at least 11+4d6 for 25" move so 26" threat range. Better so even if opponent deploys 3" back(still bit forward heavy deployment) it's just 1" more than average which with rerolls isn't THAT bad.
I would rather do gorkanaut+2 bonebreaka.
Not most competive options but outside hardcore enviroment there's worse ones. Not every game is cuththroat power to max game(luckily)


Indeed that is probably better than 3 BBs because of the 3d6 charge strat which is great on the gork. Most opponents will gun down first the BBs because of the 4+ save which make them really not that durable despite having 16 wounds. leaving the gorkanaut to go rampage... Their "chaff" in front (sadly)... Plus only two of my battlewagons have deffrollas so...
It seems ok against anything "weaker" than top tier lists, like Tneva82 says


With the heavy focus on armor, this list would synergize well with dakkajets to clear chaff and open things up for the gork and bone breakers. 2 basic bone breakers with 10 double choppa nobs and 2 ammo runts in each (the cheapest unit that can actually get work done in cc while still fitting in a bone breaker) plus wartrike and two dakkajets is about 1400 points. Throw in a weirdboy and 30 boyz to jump up with the vehicle rush, along with two units of 10 grots to fulfill your battalion requirements. If index is allowed, add a kff big mek on a bike, if not, run a wazbomm with kff. it only needs to give the shield for the first turn anyways, after which everything gets stuck in. Spend the rest of the points on toys for the nobs or a megatrakk scrapjet. I'd probably run something like this:

Spoiler:

-=Evil Sunz Battalion=-

+HQ+

Deffkilla Wartrike

Weirdboy- Da Jump

+Troops+

30 Shoota Boyz with boss nob with big choppa

10 Grots

10 Grots

+Elites+

10 Nobz, 4 big choppas, 6 dual choppas, 2 ammo runts

10 Nobz, 4 big choppas, 6 dual choppas, 2 ammo runts

+Heavy Support+

Bone Breaker, Deff Rolla, 4 Big Shootas

Bone Breaker, Deff Rolla, 4 Big Shootas

Gorkanaut

+Flyers+

Dakkajet, 6 Supa Shootas

Dakkajet, 6 Supa Shootas

Wazbomm Blasta Jet, KFF, 2 Supa Shootas, 2 Wazbomm Mega Kannons, Smasha gun


Probably not going to win many tournaments, but it's a lot of vehicle saturation and the entire list will be in your opponent's face turn 1, with plenty of anti-chaff shooting to hopefully eat through any screens (kills an average of 45 guardsmen in a round of shooting!). Basically no ranged anti-tank outside the wazbomm though, so if your opponent has lots of stuff that can fall back and shoot to just keep kiting you, or is heavy on flyers, you're toast. Seems like it would be fun to run in a more casual meta though. Not sure what relic and warlord trait would be best here though.

This message was edited 1 time. Last update was at 2019/10/11 19:48:17


 
   
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On my couch

I'm currently having a rough losing streak with my 120 Boyz Goff Green Tide. I want to win more, but I'd rather smash my entire army with a hammer than run them as Evil Sunz or, Gork forbid, any sort of gun line. Is there any way to win in a casual environment while sticking to the core principles of overwhelming numbers and melee?

"Irreverence is the champion of liberty, and its only sure defense."
-Mark Twain 
   
Made in us
Roarin' Runtherd




The thing to remember is to be real about the limitations you place on yourself. In reality the way 8th edition's rules are designed, to make a melee army work you need to be able to reliably make it into close combat. This means for an ork army you can rely on a kultur bonus i.e. Evil sunz or stratagems.

Goff greentide struggles because there are no options to help them get into close combat, only buffs that make them hit harder once they get there.

If you want to keep within the goff kultur you can take a gorkanaut that is deep striking in. He can then shoot a hole in the chaff and use a stratagem to charge 3d6.

You can use your other boyz for chaff clearing on turn 1. Maybe make a first wave of boyz and stormboyz, then turn two everything else.

It is going to be tricky to get the numbers right. Also you can still be a melee centered army and bring some solid shooting. The fact is some things in this game just need to be shot, rather than choppa'd.

This message was edited 2 times. Last update was at 2019/10/13 05:59:13


 
   
 
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