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![[Post New]](/s/i/i.gif) 2012/09/23 00:22:42
Subject: 2000 Ork, 6th edition changes to orks
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Lead-Footed Trukkboy Driver
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This is a list that I have never played but hope to soon. Warbosses have always been great at crumping and when accompanied by a nob,who can protect him from challenges, he gets even better. Orks can also very easily abuse the new force org at 2k points because of their horde composition. So why not abuse it to take our cheapest and most efficient generals, Warbosses? Also someone pointed out the combination of kannons and dakkajets. It seems like a good combination, both eat light armor, are decent at killing enemy flyers and kannons are super cheap. Anyways here is a list idea, not sure how competitive it is, but I feel like it could get the ball rolling on how Ork's can abuse their new toys and org charts.
2K Orks
HQ:
3x Warboss Pk, Cybork
Big Mekk KFF, burna
Troops:
2x 20 shoota boyz
3x 10 slugga boyz (making room for the boss), 3x Nob PK, BP
3x trukk
Elite:
12x burnas
Heavy support:
2x BW, DR, BS, RPJ
1x BW, BS, RPJ
3x 3 kannons, extra ammo runts in each group (had 12 extra points exactly )
Fast attack:
2x dakkajet, extra suppa shoota
This list involves a lot of the new changes to orks in sixth edition (flyers, boost to artillery, force org, challenges, flamers) and i was wondering how this list looks and if it really plays to orks strengths in the sixth edition or not. (I was also considering dropping the Big Mek, and the two DRs to add a third flyer and 1 mekk to the burna group, just to have better protection against flyers).
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I always press dat, if you know what I mean. |
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![[Post New]](/s/i/i.gif) 2012/09/23 05:01:24
Subject: 2000 Ork, 6th edition changes to orks
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Flashy Flashgitz
USA
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Dropping the BM is suicide, you're going vehicle heavy so unless there is a lot of terrain KFF is almost mandatory. Looks good as it is, although it's not as tough as it looks. Some thoughts:
-Boyz need nobz. Nobz need bosspoles. And PKs. BWs aren't that tough, especially due to their narrow front arc. And when it explodes, you'll need those upgrades to still be able to do damage.
-I think the burna is way too expensive for the BM. For a few more pts you can give him a PK, and you have to be in the enemy's face anyway so the range won't matter. Since you're probably having him join the Burnas, you really don't need any more templates in that unit.
-Since you'll have no units standing back, your kannons will be very, very vulnerable to outflankers and deep strikers. Personally I like to keep some Lootas nearby to dispose of such threats, which could replace some Burnas in your list, but kannons are cheap, so you might not want to do that. It's your call.
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"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob
Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? |
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![[Post New]](/s/i/i.gif) 2012/09/23 19:08:15
Subject: Re:2000 Ork, 6th edition changes to orks
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Lead-Footed Trukkboy Driver
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Thanks for the input. You make a good point about the big mekk and giving him a pk. I have found that nobz are not always earning there points like they use to. I can see how important they still are, but im not sure i can fit them in, with having three warbosses. Why do you say its not has tough as it looks?
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I always press dat, if you know what I mean. |
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![[Post New]](/s/i/i.gif) 2012/09/23 22:18:16
Subject: Re:2000 Ork, 6th edition changes to orks
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Dakka Veteran
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Is this some special force organization chart? You have too many HQs and heavy supports.
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![[Post New]](/s/i/i.gif) 2012/09/24 01:58:21
Subject: Re:2000 Ork, 6th edition changes to orks
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Lead-Footed Trukkboy Driver
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Phydox wrote:Is this some special force organization chart? You have too many HQs and heavy supports.
Read the sixth edition rule book. At 2k you can have double force org if you have 2 HQs and 4 troops, which this list has.
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I always press dat, if you know what I mean. |
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![[Post New]](/s/i/i.gif) 2012/09/24 05:20:06
Subject: 2000 Ork, 6th edition changes to orks
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Flashy Flashgitz
USA
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What I meant was that you should give Shoota boyz Nobz with PK/ BP too, but I noticed that you have a 3x in front of the Nobz. Sorry, my mistake
By "not as tough as it looks" I was referring to the BWs. With the larger bonuses on the damage table for AP1 and 2 (read: all worthwhile AT weapons) I find they explode way too easily and the guys inside now take a S4 hit so it's a lot worse in 6th. And the narrow front arc and abysmal side/rear armor are still there. Any list full of BWs looks very tough, but is less so than in 5th.
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"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob
Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? |
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![[Post New]](/s/i/i.gif) 2012/09/24 05:39:29
Subject: 2000 Ork, 6th edition changes to orks
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Longtime Dakkanaut
Beaver Dam, WI
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Seeing you are doing 2000 and not 1999+1, why take the trukks at all?
3 x Warboss w PK and Boss Pole 270
3 x Big Mek w KFF 255
525
6 x 18 Boyz + Nob with PK and MP 924
1466
6 x Battle wagons RP and DR 690
2156
No lose a Big Mek, BW and Boys -85 -154 -110 - 349
So that drops you to 1807 ... You could trim one Warboss and that will leave you enough for 2 dakka jets.
BW may be very killable but there is no comparison to trukks.
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![[Post New]](/s/i/i.gif) 2012/09/24 06:08:37
Subject: Re:2000 Ork, 6th edition changes to orks
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Storming Storm Guardian
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Just so as you know, Mech forces are a lot less useful in this edition (at the moment). Trukks have 3 HPs, and are going to go down against even against small arm fire.
The battle wagons have a mighty 4 HPs, so are one of the most durable Vehicles in the game, but is still easier to kill with glances.
Flyers are good because the opponent will need sixes to hit, and most armies don't have access to skyfire at the moment.
Shoota Boyz over slugga boyz every time now; with the new snap fire rules, they are lethal.
Beware the Necrons, they eat anything with HPs for breakfast. I would say about 50% of that army would be gone in one round of shooting.
!!  !!  !!
-Farseer Tahril
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The time for using the knife to remove this cancer is long gone. Bring forth the torch.
- Exarch Quaillindral
The mind of the Farseer is utterly inhuman in its depth and complexity. Without mercy or moral feeling, his consciousness stands upon the edge of spiritual destruction. That he does not fall must be a result of constraints and balances that only an Eldar could understand. To a mere Human it is yet another reminder that we are but children in comparison to that ancient and powerful race.
- Inquisitor Czevak
- 2010pts
- 385pts
- 383pts |
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![[Post New]](/s/i/i.gif) 2012/09/24 11:32:59
Subject: 2000 Ork, 6th edition changes to orks
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Longtime Dakkanaut
Beaver Dam, WI
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That battlewagons die is expected though. The hope/plan is to hit him with intact boyz mobz ideally at the same time.
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![[Post New]](/s/i/i.gif) 2012/09/24 19:07:29
Subject: Re:2000 Ork, 6th edition changes to orks
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Flashy Flashgitz
USA
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Farseer Tahril wrote:The battle wagons have a mighty 4 HPs, so are one of the most durable Vehicles in the game, but is still easier to kill with glances.
-Farseer Tahril 
An open topped rear AV10 vehicle is one of the most durable in the game? Come on.
BWs are really prone to explosions since the enemy tends to target them with his biggest guns and they are open topped. They have their uses, especially if you use a lot of them, but their main problem IMO is that they cause a S4 hit on the guys inside instead of S3 (on Trukks) when they explode. Which means almost half the unit inside dies, provided you only have a 6+ save. Not an issue if you use Boyz, but if you use something like Burnas which are expensive and can't get BPs, it's a death sentence.
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"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob
Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? |
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![[Post New]](/s/i/i.gif) 2012/09/24 22:51:23
Subject: 2000 Ork, 6th edition changes to orks
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Longtime Dakkanaut
Beaver Dam, WI
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Minus drop pods and deep strikes, it is rather hard to get at the rear armor of a BW. Hopefully the KFF is also protecting you. Now anyone who wants to agressively charge 4 or 5 onrushing BW with deff rollas, I say have at it. Generally if it is on foot it is getting shot at and charged by orks if it is in vehicles it is getting whacked by deff rollas and then shot and charged by orks.
The armies I don't like facing are Long Fang Spam and IG Lehman Russ parks. But who does?
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![[Post New]](/s/i/i.gif) 2012/09/24 22:55:41
Subject: Re:2000 Ork, 6th edition changes to orks
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Longtime Dakkanaut
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Hedkrakka wrote: Farseer Tahril wrote:The battle wagons have a mighty 4 HPs, so are one of the most durable Vehicles in the game, but is still easier to kill with glances.
-Farseer Tahril 
An open topped rear AV10 vehicle is one of the most durable in the game? Come on.
BWs are really prone to explosions since the enemy tends to target them with his biggest guns and they are open topped. They have their uses, especially if you use a lot of them, but their main problem IMO is that they cause a S4 hit on the guys inside instead of S3 (on Trukks) when they explode. Which means almost half the unit inside dies, provided you only have a 6+ save. Not an issue if you use Boyz, but if you use something like Burnas which are expensive and can't get BPs, it's a death sentence.
^Quoted for the truth^ Should be mentioned av12 on the sides is an easy shot for the enemy to find, if they can not make the av10 shot. Though when battlewagons do not die
It is really important to note double FOC means your enemy also has double FOC. Double FoC leads to a world of pain. It means you are not quite playing apoc. games but it is certainly doesn't deserve the title of 40k. Double FoC may be a balanced and fun game with everyone taking some strong lists for I know.
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![[Post New]](/s/i/i.gif) 2012/09/24 23:37:24
Subject: Re:2000 Ork, 6th edition changes to orks
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Lead-Footed Trukkboy Driver
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BW and trukks can move very far, and if the majority of the force can survive turn one, with a KFF save or two then you can be in your face and assualting turn 2. Trukks move at blistering speed and can usually find some cover, and BW can usually last a turn. I feel like because mech is worse in 6th edition, wouldn't people be bringing less ways to deal with it? Thats the whole reasoning behind bringing BW, and yes the worse thing about BW is losing half your boys from the explosion, it is so devastating, and wish orks could do something about it.
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I always press dat, if you know what I mean. |
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![[Post New]](/s/i/i.gif) 2012/09/25 06:46:57
Subject: Re:2000 Ork, 6th edition changes to orks
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Flashy Flashgitz
USA
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TableTopJosh wrote:BW and trukks can move very far, and if the majority of the force can survive turn one, with a KFF save or two then you can be in your face and assualting turn 2. Trukks move at blistering speed and can usually find some cover, and BW can usually last a turn. I feel like because mech is worse in 6th edition, wouldn't people be bringing less ways to deal with it? Thats the whole reasoning behind bringing BW, and yes the worse thing about BW is losing half your boys from the explosion, it is so devastating, and wish orks could do something about it.
Personally, I fear mech IG more than anything (maybe except GK, but oh well...) and I still tailor my lists with an eye on mech opponents because being fast is very attractive (why did I start playing DE anyway?) and I expect most people to continue fielding such lists, especially since some popular and effective units, such as Zerkers, Fire Dragons, Wyches, Burnas etc. are almost worthless without a transport but can perform miracles when they have one available.
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"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob
Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? |
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