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Made in ca
Sinewy Scourge






So I was testing how to play Orks today and decided to play a small 500 vs 500 DE vs Orks

List for DE:
1 Hamie
5 warriors //Venom w/ Splinter Cannon
5 warriors //Venom w/ Splinter Cannon
5 warriors //Venom w/ Splinter Cannon
1 Ravager

List for Orks:
Big Mek KFF
15 Boyz w/ Shoota// Nob w/ Power Klaw, Boss Pole, 'Eavy Armor
15 Boyz w/ Shoota// Nob w/ Power Klaw, Boss Pole, 'Eavy Armor
Looted Wagon

My boyz just got gunned down before they could do anything to the Dark Eldar Units...
Is there something I am doing wrong?
My looted wagon has been able to keep 2 of the Venoms stunned but is taking heavy damage from the ravager...
I keep running my Boyz towards them but their speed just kites them around...
Please let me know how to improve~
Thanks

40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4

Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion  
   
Made in ca
Nasty Nob






I would loose the heavy armor to free up a few points, and get rid of the looted wagon. DE are Super fast, and you won't ever be effective against them on foot.

Likewise, you don't have too much chance of catching them with A klaw and even if you did, You could hurt them just fine without it. The kff is pretty fun, but you can get the same or even a better save with good use of terrain.

DE vehicles die readilly to your big shoot as, and if you combine both boyz squads you could have three of them and benefit from fearless for longer. For a second troops you can plunk down some grots and get that 5up cover save back, plus some utility.

Try

Big mek

29 boys (3 big shoot as, 1 nob bosspole)
29 boys (3 big shoot as, 1 nob bosspole)
10 gretchin, 1 runtherd

You should be able to negate some mobility with that. You'd be getting nine big shoots shots at out of each squad plus whatever shoot as happen to be in range. If you can start stun locking his units then you can chase em down and get locked into cc. Grots can just go to ground on some area terrain or a ruin and hope for love till its time to snatch an objective.

This message was edited 2 times. Last update was at 2012/08/23 06:53:35


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 us
Sinewy Scourge






Ok,
The mission I rolled was purge the alien, and somehow I only managed to get 1 terrain piece per square...

So what would the purpose of the Big Mek be then?
Just to fill up an HQ slot?

How would larger games be played then?
There's going to be more fire power then to take down the boyz and DE are good at popping all mobility things...

40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4

Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well the BigMek is the cheapest HQ we get for one, so you can pour points into everything else. The KFF is better with MORE bodies, because it basically just ignores 1/3 of all shots going into the unit. 2 main problems Im seeing.
1. Lose the looted wagon. Is it just a Looted wagon? What upgrades did you give it? Either way, at 500pts, lose it.
2. Not NEARLY enough bodies in your list. 30 boyz at 500 isnt enough. Basically at 500, you want to focus on out numbering whatever your going against, which is fairly easy for Orks.

Then use cover and the KFF to get into shooting/charge range asap.
   
Made in us
Shadowy Grot Kommittee Memba






Here's the unit the Deldar really fear from orks: the mighty loota. Here's the strategy: change out the looted wagon for a battlewagon. If you don't have model for it just call your LW a BW. Take 10 of your boyz as a loota squad, 3 of them meks with big shoota. Put the naked BM in with them. Now you've got a 4 hull point vehicle with av14 and packing loads of S7 and S5 dakka, that'll pop anything. You've got 225 points to play with, get two boyz mobs with pk nobs. You can also use the BM and the meks to heal any hull points he knocks off the wagon.

The strategy is this: gotta pop that ravaged before it pops your dakkawagon. Direct one turn of shooting at it from the dakkawagon and it'll go, but that's gotta be your first priority. Keep da boyz hunkered down in cover (go to ground to be annoying if nothing's gonna assault you) and once the ravager's popped, he's got no choice but to come at you. You just use the wagon to shred the venoms faster than he can shred da boyz. Blowing up a venom (which you will do) will cause serious hurt to anything inside it. So that should be priority two after the ravager. If you wanna get real fancy after the ravager's dead, use the BW as a mobile bunker for a boys squad, hiding them behind it to preserve them for objectives.

This message was edited 1 time. Last update was at 2012/08/23 13:32:00


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ca
Nasty Nob






Yeah, but at 500 points you wont be able to have that many lootas, and you'd have to keep them on the board with 4 splinter cannons each dropping 4 poisoned shots a turn. any points put into lootas in this situation is only adding a big target to a very important and easy to kill part of you army.

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 us
Shadowy Grot Kommittee Memba






Yeah, but at 500 points you wont be able to have that many lootas, and you'd have to keep them on the board with 4 splinter cannons each dropping 4 poisoned shots a turn. any points put into lootas in this situation is only adding a big target to a very important and easy to kill part of you army.

The above is true, the arrangement I described works out to 225 points, but that's why I advised they be put in a four hull point av14 transport with 4 repair rolls from the meks. What the dark eldar have in advantage in this scenario is tactical flexibility: more units means more ability to direct his firepower and he can easily kite a top heavy boyz mob focused list. However, the forty-eight inch range of the loota and even the 36 inches offered by the mek's big shootas would negate the kiting and allow him one volley of devastating firepower a turn. His chief concern there would be the ravager, but if he managed to kill it before it killed him, he'd be all but sure of winning. It'd have to come down to relying on hiding the bw behind terrain if he went second and driving out to blast the ravager, or going first and positioning the wagon front and center to make the ravager impossible to hide.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Sinewy Scourge






Yeah, this was just a test run against myself to see how to play Orks.

I am having a game of 1850 and don't really know how to use Boyz or any of their units...

To me it feels like at this point range boyz are pretty limited as they can't get large in size so they won't be able to stay fearless for long...

But at 1850 with full squads of boyz seems like they might be able to take a beating.

When I was playing against myself Orks lost my only a margin even though the venoms were shooting like mad...

Once in assault there was nothing the Dark Eldar could do, so it seems to just get up there as quick as possible why hogging cover...

40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4

Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion  
   
Made in ca
Nasty Nob






 Makutsu wrote:
Yeah, this was just a test run against myself to see how to play Orks.

1-I am having a game of 1850 and don't really know how to use Boyz or any of their units...

2-To me it feels like at this point range boyz are pretty limited as they can't get large in size so they won't be able to stay fearless for long...

3-But at 1850 with full squads of boyz seems like they might be able to take a beating.

4-When I was playing against myself Orks lost my only a margin even though the venoms were shooting like mad...

5-Once in assault there was nothing the Dark Eldar could do, so it seems to just get up there as quick as possible why hogging cover...


1- at 1850 you can saturate with orks so well that you can actually afford to put up heavy fire units like loota's or a boomwaggon
2- Like I said, you squads of 15 suffer, absolutely play with squads of 30 boys if you want to get a feel for how orks 'work'
3- Yes and lootas, and Battlewaggons, warbikes and even the looted waggon if you wanna keep trying that
4- Imagine how it would have gone if you had a bit more long range shooting!
5- EXACTLY once your boys are locked in, they're all but invincible. Sure they get hit first, but they cant be shot at, and they're bound to win.

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 us
Mekboy on Kustom Deth Kopta






at 1850 my funnest list involved

2 big meks w/ kff

180 ork boyz

that is 6 groups of 30 boyz w/ 3 rokkti launchers per group,

6 kannonz and some exra crew... it is surprisingly effective but easily countered... you have a blast though



This message was edited 2 times. Last update was at 2012/08/24 11:05:47


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