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6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

I'm keeping an updated list as people come up with more changes and tactics. All changes are verified, and tactics are either theory hammer or verified in game play. Tactics that have been verified are tagged as such. Notice, just because something has been verified, doesn't mean it's necessarily fact, it just means someone has success with this tactic in at least one game.


Ork FAQ 1.3
Updated rules for the Ork Dakkajet, Burna-bommer and Blitzabommer can be found in the Death From the Skies compendium for $33 US.

Ork FAQ 1.1
1.) Ghazghkull's Waaagh fixed. Ork Infantry units automatically count as rolling a 6 if they Run, and models with the Slow and Purposeful special rule exchange it for Relentless instead. All non-fleeing friendly Ork units become Fearless for the duration of the Waaagh.
2.) Ramshackle claified. Trukks roll Ramshackle for Wrecked as well as exploded.
3.) Burnas clarified. A burna is an unusual power weapon when used in close combat, therefore it is AP3 and cannot be used as a power weapon the same assault phase it has been used for overwatch.
4.) Bomb Squigs clarified. Bomb squigs cannot be used to target zooming flyers.
5.) Cover saves can be taken against deffrollas.
6.) Ork boarding planks, grabbin’ klaws and wreckin’ balls cannot target Zooming Flyers.
7.) Units of Ork Nob, and Nob Bikers are no longer characters and thus no LOS can be taken in those units.

Tactics

1.) Shoota Boys are seeing generally favorable reviews on the table compared to Sluggas right now, seemingly due to Overwatch and Random Charge distance. (Verified)
2.) Trukks are being touted as more fragile with the hull point rules. (Verified)
3.) Overwatch appears to be working greatly in our favor with mobs of Shoota Boyz (Verified)
4.) Big Gunz and large Gretchen Krew are seeing favorable reviews due to blast marker damage changes and toughness changes to gretchen assigned to gunz. (Verified)
5.) Nob Bikerz are seeing very favorable reviews for new toughness rules, and Hammer of Wrath. (Verified)
6.) Gretchen squads manning Aegis Defense Lines with the Quad are expected to perform well with taking advantage of cover, go to ground, and Line of Sight advantages. (Verified)
7.) Kanwall is seeing generally unfavorable reviews and is considered too fragile since the changes to the KFF, addition of Hull points, and new grenade rules for walkers. (Verified)
8.) Self Healing Dakka Wagons are seeing favorable reviews with and without Kill Kannon. Generic load out looks something like: Armour Plates, Grot Riggers, Big Gun, 4 Rokkits/Bigshootas,( 'Ard Case or not), (Killkannon or not), Big Mek w/ KFF, Grot Oiler , Burnas/Lootas, Meks. Etc... (Double Verified)
9.) Tau allies, with Broadsides are seeing favorable reviews for their ranged anti-tank, which fills the Ork weakness nicely. (Verified)
10.) KFF is seeing favorable reviews despite the nerf. In particular, the ability to negate Focus Fire seems to be a large selling point. (Verified)
11.) The Dakkajet is seeing very favorable reviews and is currently considered the best choice in Ork fliers for numerous reasons not the least of which seems to be Waaagh!. (Verified)
12.) The Biker Boss is seeing very favorable reviews for Look out Sir, and new T6. (Verified)


Changes, their pros and cons.

Pros:
1.) Hull points makes open topped vehicles and maxed squads of Kans and Buggies more durable to glances.
2.) Hull points make Rokkits, and KMBs able to take out AV14.
3.) With the new "Hammer of Wrath" USR, buffs bikes and Stormboyz.
4.) Fearless wounds are gone.
5.) Snap fire is huge for Orks. Passengers can snap-fire(BS 6) from vehicles moving up to 12" (Huge for mobz of 20 boyz in wagons.), vehicles may snap-fire any weapons they weren't allowed to shoot unless they are blasts, even when going flat-out.
6.) Moving Vehicles are always hit on 3+ in close combat.
7.) Off-center blasts hit at full strength.
8.) The highest, unmodified initiative is used for sweeping advances. Warboss has initiative of 4
9.) Potential assault distance increased.
10.) M.A.Nz ignore power weapons now.
11.) Skimmers are easier to ram now, (Skimmers no longer dodge on a 3+, but on a 5+ (4+ if flat-out).) Nice for the Deff-Rolla.
12.) Aegis Defense Line will be available for 50 pts and is the perfect spot to drop your Lootas, for when terrain is not being nice to you.
13.) Lootas are a good choice for Anti-aircraft.
14.) Squadrons who's models have immobilized results can abandon the immobilized model, effectively creating a new unit out of the model left behind.
15.) Flash Gits now have the "Ignore Cover" USR.
16.) Tank Bustas "Glory Hogz" no longer have to shoot or charge enemy vehicles that are out of range.
17.) Mek tools now repair hull points in addition to weapon destroyed or immobilzed.
18.) Stikkbombs are assault grenades now.
19.) Bikers now use their upgraded toughness when determining ID.
20.) Zagstrukk has been buffed with chance to die on mishaps halved and player is able to pre-measure the deep strike.
21.) You can also attempt to regroup normally if you have less than 25% of your models alive, if an independet character is joined to the unit. And less so, You always regroup on double 1s , no matter how many models are alive.
22.) Slow and Purposeful prevents running, Overwatch and Sweeping Advances. It no longer slows normal or charge movement. Yay MANZ!
23.) A biker warboss can now smash dreads without worrying about instant death.
24.) Badrukk is able to shoot three S7 AP2 ignore cover shots with three rerolls to hit, allocating half of his hits however he likes.
25.) If da boss is in a challenge with a single enemy, every five boyz that are watching allow a reroll of either to hit, to wound or saves. Charging an MC with 30 boyz? 5 rerolls to hit or wound!
26.) You can now throw tankbusta bombs. Throw, as in 8" AP4 assault 1.
27.) Big Gunz make grot crew T7 until there are no more gunz.
28.) Walkers no longer get Death or Glory. Deff-Rolla's are now viable for ramming Walkers.


Cons:
1.) Cover going to 5+ (50% save to 33% save)
2.) KFF is now 5+
3.) Wound Allocation change means no more diversified Nob wound shenanigans.
4.) Shooting casualties removed from the front. (Could impact Ork charges but not sure if it's enough to warrant all the crying)
5.) No more Green Baron deff kopta scouting, alpha striking, tank popping, first rounds. (However, they have the new awesome "jink" rule)
6.) No more bubble wrapping your Nob with PK. (Slightly offset by "Look out , sir!")
7.) Charge bonus is lost in multi-assault.
8.) AP on CC weapons is very bad for Orks with 6+ armor saves.
9.) Snikrot nerfed with the new assault rules.
10.) Ghazghkull's FAQ'ed Waaagh is currently nerfed, as it confers max run in the shooting phase, and running disallows charging.
11.) Focus Fire rule could concievably hurt Orks as our boyz mobz can be so large that we cannot fit them all in cover. (However, this also leads to some interesting tactics such as baiting)
12.) If you allocate one wound to a model with a better save/multiple wounds, you must keep allocating wounds until it either dies or no wounds are left to allocate. Taking the first wound on the nob doesn't work anymore.
13.) You may only multi-assault if you can not reach the primary target, as well as losing the charge attack and furious charge bonus.
14.) Cover is now per model. This can be very hazardous for large mobs of boyz who don't always fit in cover.

This message was edited 37 times. Last update was at 2013/02/19 18:31:50


 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

We're probably shafted.

Won't stop me playing them though

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Made in us
Pyro Pilot of a Triach Stalker




New York

If Orks really get hurt badly enough, us Ork players will either recieve a FAQ with some updates or we'll get an entirely new update.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Well if it is true, this means more troop swapping for nobs, mega nobs, bikers and/or dreads for orks.

Even if it is true, it just means ard boys are that much better. I forsee running a list with 30 ard boys, 10 troop nobs and a troop deff dread, plus my standard 9 kans and whatever else. No big deal.

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Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Aren't bike smoke clouds included in the cover change rumors?
   
Made in us
Dark Angels Librarian with Book of Secrets






So you had an army designed around one rule? Guess flamers were not your friend?
   
Made in gb
Longtime Dakkanaut





Rumour mill is saying ruins stay at 4+. Just fyi.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Longtime Dakkanaut





Guess Orks didn't exist in 4th edition....
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

SoloFalcon1138 wrote:So you had an army designed around one rule? Guess flamers were not your friend?


Not at all. I have several designs. And every one of them depending on cover of some sort to boost Orks naturally low resistance to shooting.

Horde? Makes use of cover to make it through foot slogging across the board.
Kans? Made use of KFF cover to make it through foot slogging across the board.
Bikes? Relied heavily on Smoke Cloud to survive massed fire, AP 4 and better, and str8 fire.
Battle Wagons? Used KFF and terrain cover to survive melta, etc...

If you have Orks and you aren't using cover of some sort, then I don't know what to say.

This message was edited 1 time. Last update was at 2012/06/20 22:34:19


 
   
Made in gb
Longtime Dakkanaut





Thing about shooting templates at orks, is you only ever get to shoot them once

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Heroic Senior Officer





Western Kentucky

I thought the smoke save specifically said a 4+ save? If that's the case, it would remain a +4 save even with the change to 6th, as it's a specific rule for the bikes. Codex usually trumps rulebook when it comes to specific rules, and if the codex specifically says, "bikes always get a +4 cover save from the smoke cloud", then they'll be completely unchanged.

I'm more worried about the status of bikes in general in 6th. Curious if they'll get a minor tweak or a major rule change...

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Made in us
Longtime Dakkanaut




St. George, UT

I wonder how I ever played orks in 3rd and 4th edition where cover saves and KFFs were only 5+.

Hmmmm.

The real stick in the ork arse is that if psychers become somewhat essential for competitivness, orks are pretty hosed. We loose one HQ slot for the weird boy and then have to choose between 1 KFF or 1 Warboss for the last slot. In the old codex there were different places you could get meks with KFF so you didn't need to take the Big Mek HQ.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Well, from what I've seen so far, my beloved Nobz are getting shafted. That alone would be enough for me to stop playing the army, what with Nobz being my favourite unit in the entire game.
   
Made in us
Superior Stormvermin





Orks were fine in 4th edition when cover was a standard 5+, they'll be fine if that's the way it is in 6th. They're still dirt cheap and tough as a space marine. Lootas might not like it, but the standard ork boy's weakness was never being too easy gun down.

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Made in gb
Warp-Screaming Noise Marine




England

id be more worried about wound allocation because if that gets screwed nobs lose quiet alot of effectiveness
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Against many armies you don't get much more than a 5+ save anyways. In addition, it wouldn't be completely surprising if GW completely misses a certain answer they have added to the ork FAQ at the beginning of the year, leaving KFF vehicle cover at 4+.

I'm not worried about footsloggers though, you don't get 4+ cover as often as everyone thinks if you are required to move straight at the opponent with 100+ models.

I'm much more worried about the 2d6" assault and removing casualties from the front. But we really don't now a single other thing about assaults. Considering how many pages assault rules claim in 5th, two rules are hardly going to break it

In the end, we might have to rethink our armies, but we are not going to be squashed by the falling sky. Personally I don't think rethinking is bad at all.

This message was edited 1 time. Last update was at 2012/06/21 06:53:58


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 us
Krazed Killa Kan






Jidmah wrote:Against many armies you don't get much more than a 5+ save anyways. In addition, it wouldn't be completely surprising if GW completely misses a certain answer they have added to the ork FAQ at the beginning of the year, leaving KFF vehicle cover at 4+.



Do you suppose the new Rulebook would overrule the FAQ?

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






As the FAQs are supposedly to be redone with 6th, I don't think so. Just look at how black templars still have shooting priority rolls.

Something that just came to my mind: Hopefull Grotznik will get that new rage rule. That way his entire mob would get +2 attacks on the charge

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 ca
Nasty Nob





Canada

The rumors seem grim to me. So powerklaws are nerfed, charges can fall flat on their behinds, anti-charge shooting is in place, nobs can get sniped, front-to-back wound allocation means fewer attacks (and I2 means we almost always go last), meaning a higher likelyhood of losing combat and sustaining even more wounds from no retreat, we are left out on the new psychic powers, possible KFF nerf.
I only hope there's something in the book not in the rumors that is good news to orkses or I'm a sad lil squig.

Stomped

To Be Stomped
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Made in us
Smokin' Skorcha Driver




Tucson, Arizona

I honestly think we're going to have to use more shock troops to tie units up before we get into combat. Stormyboyz are going to be insanely fast so I was considering running two squads of them along with a back hitting unit of kommandos with grotsnik. I dont think we're going to have too much to worry about as footslogging now will be fast and if you run 90+ boyz its going to be hard to bring down before you get in their face.

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Made in ie
Jovial Junkatrukk Driver





Angloland

I am starting to collect my ork army, so i hope they dont get nerfed too much.

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Made in us
Mutilatin' Mad Dok




Philadelphia, PA

Jayden63 wrote:I wonder how I ever played orks in 3rd and 4th edition where cover saves and KFFs were only 5+.

Hmmmm.

The real stick in the ork arse is that if psychers become somewhat essential for competitivness, orks are pretty hosed. We loose one HQ slot for the weird boy and then have to choose between 1 KFF or 1 Warboss for the last slot. In the old codex there were different places you could get meks with KFF so you didn't need to take the Big Mek HQ.


I know right! I played orks back in the day or Real Speed Freaks. IE Buggies as troops, Big Meks with Battlewagon transports, and really interested deployment rules. Back then a 5+ was a gift! Now its right. This young grots and there cover saves! And we did with with a crap tastic GREEN codex that hadn't been updated for an entire edition. We didn't have whole units with burnas / rokkits, we had 3 models with them!

Seriously though, i'm not worried. yes it sucks if it gets down graded to a 5+, but the same will always apply hopefully. IE that Boys in mass are good, Power klaws hit like a sledge hammer, and Killa Kans are fun to play in Mass. I'm interested to see how it works out. Right now I think Orks are about where they were meant to be, middle of the pack, with the potential to compete with the uppers at times. The only thing I really really miss, that random 6+ invul for "armored plates" it was so nice to have that on Killa Kans in combat and randomly shrug off a power fist.

Tournment Record
2013: Khador (40-9-0)
============
DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

The Bad
* Lack of rapid fire weapons means other armies are going to win the shooting game vs orks. Armies of shoota boys will no longer outshoot armies of MEQ.
* Random charge distances can really hurt orks. While the average charge does go up by 1", all it takes is to see Ghaz roll a 3" charge and it can be game over
* Nobs PKs will have to be more to the middle of the pack of orks. You can't just put it up front and expect all to be good in the world.

The Good
* A ork boy is still 6 points. If 4 or 8 are killed a turn, who cares? Going from a 4+ cover to a 5+ cover is not that big of a deal for a player with 180 models
* If Dakkajets can fly out of range of enemy normal weapons, yet rain fire down on the board, the ork planes are awesome
* If AV 14 vehicles have to suffer 2 destroyed results, battlewagons just got a lot tougher
* Allies can really help cover orks weak areas. Imagine allies with IG, so you can take hydras, a vendetta, and some MG vets.
   
Made in us
Mekboy on Kustom Deth Kopta






codex for ork bike says 4+ cover save so they will always have the 4+ cover.

also as jidmah said gw would have to change the ork FAQ which says 4+ currently so unless they change that it will still be a 4+ but who knows.

and if rumors are true and they take a few hits to destroy it will be a tradeoff even if they lessen the kff save... still orks will have a way or being competitive in any sense. gw makes a lot of money on us ork players as we have to buy so many models i don't' see them gimping us to badly it wouldn't be good for business

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Made in us
Arch Magos w/ 4 Meg of RAM






Just a note, trukks have a 32" assault range

so yeah, delivering your whole army into his lines on the first turn seems to negate the whole cover thing.

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Made in us
Mutilatin' Mad Dok




Philadelphia, PA

Heck if we can get some allies forget about guard.

Give me that Necron thing that makes it night fight... should make getting the Orks there a weeee bit easier

Tournment Record
2013: Khador (40-9-0)
============
DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Crimson-King2120 wrote:id be more worried about wound allocation because if that gets screwed nobs lose quiet alot of effectiveness


Too bad they are still effective normally without wound stupidness. It's WAAC attitudes such as wound allocation and other things that are taking a big hit in 6th, something I will enjoy. Watch ebay like a hawk people!

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Dark Angels Librarian with Book of Secrets






juraigamer wrote:
Crimson-King2120 wrote:id be more worried about wound allocation because if that gets screwed nobs lose quiet alot of effectiveness


Too bad they are still effective normally without wound stupidness. It's WAAC attitudes such as wound allocation and other things that are taking a big hit in 6th, something I will enjoy. Watch ebay like a hawk people!


Yussssss!!!!

Nothing has annoyed me more in this edition than wound allocation. I wish I could just go back to when I simply pointed at a model and said "these dice are for him"
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Just to clarify my stance, I'm NOT yelling "The sky is falling", I'm just asking what you guys think about the rumors.
I honestly have used the 4+ terrain cover saves every game I have ever played. Being a new player (only a year and a half in) I'm not experienced enough to make informed opinions on the results of such a change. Hence why I ask.
It seems Orks, based on the rumors, are going to have some new challenges. I don't necessarily think this means the army is screwed, but I do worry about being shoehorned in to Greentide, which I have the models for, and have played, but really despise. I DO NOT like moving 150 models every round. No matter what the situation.

I'm happy to see all the discussion this has spawned.
   
Made in gb
Painting Within the Lines




I'm a ork player, and I think it's going to be fine.
KFF's were a waste of points anyway, I think you still get the 4+ SV from being behind the Kans anyway so it just makes Kans less durable.

Either way Orks shouldn't be hiding behind gretchin in metal dustbins.

For a greentide list I almost don't like terrain. The amount you get slowed by is almost another turns worth, assuming a 4+ SV your halfing your amount of deaths. Now taking another turn to get there it doesn't add any value.

Anyway battlewagon rush with the "Hull point" makes that highly competetive.

I never liked wound allocation anyway it's not like they'd go "Wots dis my arms comin' off you ave him" they'd just club him with the missing limb.

They're still highly powerful and have their uses, on the bright side your saving loads of points on your Nob units because your not spending it on multiple BP's and shoota skorcha-rokkits.

Just Cybork body and some PK's and a BP. Simple and cheap.
   
 
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