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2017/06/05 19:01:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I think its time for an official 8th Ed tactics thread. We have a few batreps we can break down, and our own games will start happening over this week.
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.
2017/06/05 19:28:09
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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.
2017/06/05 19:33:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Solar Shock wrote: But the ability for koptas to basically reach far into the board and charge from deployment means a squad of 2 or 3 could do some serious havoc in the back lines.
thoughts? screw bikes! koptas and trakks it is!
Their ability is to just infiltrate within 14' of table edge. Now that's an interesting question - what's better. Koptas are 69 pt min, have 4 wounds, t5 and 4+. No ld issues when taken insmaller squads and can add this tiny bit of shooting. They're quite mediocre in mellee and are not likely to kill much with 2d3 s5 attacks. But they have some chances of surviving if they fail the charge. Though this chances ain't high. Kommandoes cost 45 pts, have 6 wounds (including nob) and 6+ armor. They won't contribute much of shooting on arrival but if they make a charge, they have 4 ap-2 attacks from free burnas, 4 s5 attacks from nob and 6 regular attacks. So, they're noticeably choppier and cost less. But squishier.
2017/06/05 20:01:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Anywayz, i got to test new bikers and stormboyz. Stormboyz seem sweet. I'm pretty unhappy with power klaws, so maybe big choppas are the new hotness. Don't know yet. I'll try to field a couple nob units with different gear. But not manz. I now regret spending money on thi models. Just not worth it. Let's hope gw makes them better. Or at least cheaper. Their choppiness vs meq stuff has gone down by 60% point-for-point compared to 7-th bully boyz. And their durability only increased vs small arms fire without ap. With new detachment system you're likely to meet armies w/o basic guns at all.
Kommandoes are there for point grabbing and suicide charges. They'll never get cover bonuses in the second case cause of how cover works (doesn't) now. But 45 pt for 2 skorchas and nob is passable. You can even use them on the flanks of your boy squads to add a bit of ap-2 and a tiny bit of shooting, i guess.
Big/Mek guns are way more vulnerable than they used to be. With grots being a separate squad. But they're one of a few passable ways of dealing some damage from afar - other than tankbustas. I don't think lootas will work all that great w/o old cover for increased point cost. Mek guns at least got 6 wounds each.
Nob units is its own outlier since they can take power knives which are great for the cost. You can take 3 power knives for 1 big choppa. However considering powerklaws make nobs hit on a 4+ I think big choppas are much better unless you want to put a powerklaw on a tankbuster nob who can reroll misses can vehicles.
The charge through cover rules are ONLY advanced cover rules not part of the core rules. Furthermore Kommandos either don't charge turn 1 from cover, Take cover in ruins which doesn't slow them down, or deploy in open.
Regarding the Mek guns ya it sucks not being able to pass wounds to grots.
Regarding deployment and deffkopta bomb I would say no since it's not movement phase however the advance is part of movement phase now so I'd likely say you can drop the bomb as part of the advance giving you a 20in move during movement phase. I'd also recommend spamming them and keeping them cheap with a big shoota instead of the rokkits. The bombs and assault are probably the main reason to spam them putting slot of points into them makes them a point sink that is a huge to big of a threat.
This message was edited 1 time. Last update was at 2017/06/05 20:07:07
2017/06/05 20:51:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Kommandoz are just 9 points a piece now, so why not drop two full units? Including Snikrot, that's just 339 points, about as much as unit of boyz in a battlewagon.
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.
2017/06/06 01:25:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Jidmah wrote: Edit: Eh, never mind. This is not the place for petty rivalries.
office_waaagh wrote it better than I could.
I just want to kindly ask SemperMortis to double-check your facts before posting. You have been incorrect on almost a dozen things now and a lot of people are currently reading these threads to get an opinion on the new rules.
The very last thing they need is misinformation.
Ive been wrong like twice and am perfectly willing to accept my mistake (god forbid its a new edition and i miss a new rule/stat change)
Sorry that you think that me disagreeing with your analysis is "wrong" but it isn't
But at the same time it can now be hurt by every weapon in the game and most notably S6 weapons and S5 weapons which are spammable by a number of armies.
Proven wrong.
Since Lascannons didn't go up in price lets assume the sponsons didnt either which means 40pts for 2 lascannons and then 50pts for the Turret so now for 190pts you get the same load out.
Proven wrong, also responding to me calling you out on the S5/6 nonsense above with lascannons.
Ohh and against a Stompa, you can field 7 of these [predator anihilators] for less points
Was already wrong using your wrong numbers, got more wrong using the right numbers.
But hey, I haven't played 8th edition yet, and I only know the basics of the new point systems
Technically also wrong, as showed that you didn't know the basics of the new point system in the very same post.
Does anyone know how far Warbikes get to run? is it D6 like infantry or is it 2D6 or a set amount?
Proof that you do not have read the basic rules or the warbiker rules.
I'll give you the benefit of doubt on missing that Waaagh! is for infantry only (like it has been in every edition before), but that was wrong as well.
which gives them a possible charge range of 12 + (1D6 2D6 or set amount?) 13in charge range (can be 1 inch away now) so anywhere from 31+ Charge range on turn 1
You posting incorrect numbers.
actually Warbikers have a maximum charge range of 25. (12 inch movement and 13in charge range)
Not knowing the rules still didn't keep you from post wrong numbers again.
Don't get the Rokkitz. 2 Shots at BS2 (Im not sure if they suffer the movement penalty) aren't worth the massive investment in points.
Another piece of proof that you do not know how basic rules work (assault weapons).
You have been objectively wrong multiple times. Don't try to push it off on me disagreeing with you - in fact, I have agreed with some of your posts in this very thread.
So cut the BS and go read the friggin rules before you rage about rules you don't even understand half of.
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.
2017/06/06 06:53:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I remember the days when this page was actually fun to talk about orks.
That being said, I have high hopes for the dread mob this edition. Rumor has it we will be getting clan rules in our codex, but that will be awhile.
Awhile - Ork word for something that comes just as 9e hits, it comes, but is serverely lacking power in comparison to anything that comes after.
So in before;
Speedfreaks gives +0.5" move to red things
Badmoonz gives +1 to nothing of your choice.
Then;
<PRIMARIS MAREEEEN text removed. reds8n CHAPTER.>
" bring a hammer to the table and smash a model of your choice. This model still gets to play, but any action it takes must be preceeded by the collection of 1 cup of opponent tears. The primaris player may do with the tears as they will."
Anyways glitcha! get yourself over to the new thread in the tactics section.
This message was edited 1 time. Last update was at 2017/06/06 12:39:38
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
But at the same time it can now be hurt by every weapon in the game and most notably S6 weapons and S5 weapons which are spammable by a number of armies.
Proven wrong.
Since Lascannons didn't go up in price lets assume the sponsons didnt either which means 40pts for 2 lascannons and then 50pts for the Turret so now for 190pts you get the same load out.
Proven wrong, also responding to me calling you out on the S5/6 nonsense above with lascannons.
Ohh and against a Stompa, you can field 7 of these [predator anihilators] for less points
Was already wrong using your wrong numbers, got more wrong using the right numbers.
But hey, I haven't played 8th edition yet, and I only know the basics of the new point systems
Technically also wrong, as showed that you didn't know the basics of the new point system in the very same post.
Does anyone know how far Warbikes get to run? is it D6 like infantry or is it 2D6 or a set amount?
Proof that you do not have read the basic rules or the warbiker rules.
I'll give you the benefit of doubt on missing that Waaagh! is for infantry only (like it has been in every edition before), but that was wrong as well.
which gives them a possible charge range of 12 + (1D6 2D6 or set amount?) 13in charge range (can be 1 inch away now) so anywhere from 31+ Charge range on turn 1
You posting incorrect numbers.
actually Warbikers have a maximum charge range of 25. (12 inch movement and 13in charge range)
Not knowing the rules still didn't keep you from post wrong numbers again.
Don't get the Rokkitz. 2 Shots at BS2 (Im not sure if they suffer the movement penalty) aren't worth the massive investment in points.
Another piece of proof that you do not know how basic rules work (assault weapons).
You have been objectively wrong multiple times. Don't try to push it off on me disagreeing with you - in fact, I have agreed with some of your posts in this very thread.
So cut the BS and go read the friggin rules before you rage about rules you don't even understand half of.
see the fethed up part of this is some of that is RIGHT, and some of it is conjecture and some of it is actually wrong. But instead of trying to be objective you went for argument points.
Well since you don't want to actually discuss Orks and instead want your opinion to be taken as fact i hope you enjoy your own personal echo chamber.
I have always liked indirect fire and with 48" range they can easily touch a fair bit of the board.
Also being indirect they wont have LOS blocked by the Ork horde which charges across the table.
At 2 power +1/extra or 26 points each I think they are quite a cheap way of supporting a wide range of the battlefield.
Also: Power Claw V Killsaw
Power Claw S x2 AP -3 D d3 25 pts
Kill Saw S x2 AP -4 D 2 28 pts
Would you rather the D3 wounds of the powerclaw or would you spend the extra 3 points to get an extra -1 AP with a guaranteed 2 damage?
I think I would favour the Kill Saw, what do you think?
I am Thinking that lobbas might have been the ones least effected by the new rules and loss of blast. Many advantages to taking them still. I'm thinking 2 units of 6 and you can start thinking about taking down infantry squads in a turn or at least neuter them. Now if i understand the rules a whole squad needs be in cover to get cover? thats why its crap for us and great for marines? That said i think lobbas with 48 non LOS will allow you to pick the targets you want and that you will make their points back every game you take them if you pick your targets well. In 7th i could use a squad of 5 to take out longfangs or dev squads sometimes in a single turn. Yet to playtest the new 8th ed ones but i can see it being more reliable because theres no chance your initial volley will land on the moon and ruin your next 4 templates.
As to the powerklaw/killsaw i havent played any games yet (im working offshore so can only live vicariously through you guys) but i think from the looks of it the killsaw is a better option, what orks need is reliable stuff and they have made use of powerklaws less reliable so i tempted to go with the Killsaw.
2017/06/07 11:22:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Too expensive, lost a lot of durability and punch. Passable for backfield out-of-los objective camping when taken solo.
Just calculate: 5 lobbas will kill 2 marines in the open and 1 in cover. And they aren't cheap now. So, it's gona take 5+ turns for them to start paying off against marines in the open. And now they can't snipe things out. And are quite easy to destroy with 5+ armor.
So, they're no longer deadly but can be used in min squads to cap points and still provide at least some fire support in solo squads.
2017/06/07 12:04:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
koooaei wrote: Too expensive, lost a lot of durability and punch. Passable for backfield out-of-los objective camping when taken solo.
Just calculate: 5 lobbas will kill 2 marines in the open and 1 in cover. And they aren't cheap now. So, it's gona take 5+ turns for them to start paying off against marines in the open. And now they can't snipe things out. And are quite easy to destroy with 5+ armor.
So, they're no longer deadly but can be used in min squads to cap points and still provide at least some fire support in solo squads.
my math turned out similar i think. but i choose to look at it differently, i dont think the guns are that expensive and i think they will last a while given that they are seperate units.
squad of 6 = 6 * D6 shots avg=3.5 do 21 shots avg
21 / 2 (4+ to hit) 11.5 hits
11.5 Lets call it 11 hits * .66 = 7.26 wounds
7 wounds * .66 (3+ save) = 2.31
so 2 casualties by removing all the extra bits and me calculating your math is right but with removing the remainders and also command rerolls i think its more likely to add up to at least 3 in the open
also these dont need to be placed in LOS and for deep striking units they can at best take out 1 gun a turn as opposed too a whole squad. and 48 will keep us outta range of alot of the hurt. Given the new ork unit stats i would say theres alot better targets for the 48' range lascannons to be shooting at.
This message was edited 1 time. Last update was at 2017/06/07 12:13:48
2017/06/14 04:53:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Apparently there were some really high ranked players there but I don't any of them by name. ITC events limit you to three detachments of which only two can be the same. I ran a CAD and Dual Horde formations from the Ork codex. Don't need nuttin fancy. Of course I ran the 8 mobs of Sluggas with Naked Nob with a MAWB each in Trukks. Also running interference was 8 solo deffkoptas (love the tactical flexibility of this unit) and three dirt cheap lobbas for a total of 1999 points. People really loved this list!
I took a ton of photos but unfortunately with an iPhone 7 with the "Live" feature and it turns out they're all mini movies!! And DakkaDakka don't like dat! Anyway check out the missions and such. It was a long hot day but I ended up scoring every possible objective except for the one in the first game: go a turn without the opponent killing a unit. With all those deffkoptas and Trukks I was always losing something!! Total of 56 out of a possible 60 points for the day.
First game was against another Ork list and I was able to steal the initiative which was great but I was able to get the relic right away. The rest of the game I ran and hid with it while the rest of the army attacked!
Second game was against St. Celestine and her twins in a unit of 30 wolves, three units of Wolfen which are insane (no invul was killing me!) and a forgeworld super Laindraider the guy built himself out of card stock. Won all points for that mission.
Last game was the best against a full company of ten Rhinos with min squads all with max Grav! Ha! He also had a bunch of drop pods with a command squad and a couple of suicide Dreadnoughts. Game came down to turn seven and the very last roll of the dice!! Won that one with full points.
Opponents and on lookers were repeatedly surprised with this list: its durability and flexibility. I have to say it is the most fun list I've ever played with Orks in the last 16 years.
With that being said, I don't think it's going to transfer over to 8th edition at all. That many Warbosses would be a complete waste as is taking Trukks with plain old boys.
Looking over the new dex, I think the units that really shine are Lobbas, Stormboyz, Koptas, and of course KMK's. I have enough of three out of four of those units already. But that's a discussion for the other page.
Big thanks to all the advice over the years and especially this year while this "joke list" slowly evolved with your help. I have exactly one game of 7th left for our League Night at my FLGS. Then it's on to 8th. Good luck everyone!
Fighting crime in a future time!
2017/06/14 06:36:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Haha nice, good job! That MAWB-boyz combo is just too good! The few times I used it in not-so-competitive games it wrecked faces, it was not so fun for my opponents...
Unfortunately (or fortunately?) it won't work in 8th... gotta find some new cunnin' strategies!
Apparently there were some really high ranked players there but I don't any of them by name. ITC events limit you to three detachments of which only two can be the same. I ran a CAD and Dual Horde formations from the Ork codex. Don't need nuttin fancy. Of course I ran the 8 mobs of Sluggas with Naked Nob with a MAWB each in Trukks. Also running interference was 8 solo deffkoptas (love the tactical flexibility of this unit) and three dirt cheap lobbas for a total of 1999 points. People really loved this list!
I took a ton of photos but unfortunately with an iPhone 7 with the "Live" feature and it turns out they're all mini movies!! And DakkaDakka don't like dat! Anyway check out the missions and such. It was a long hot day but I ended up scoring every possible objective except for the one in the first game: go a turn without the opponent killing a unit. With all those deffkoptas and Trukks I was always losing something!! Total of 56 out of a possible 60 points for the day.
First game was against another Ork list and I was able to steal the initiative which was great but I was able to get the relic right away. The rest of the game I ran and hid with it while the rest of the army attacked!
Second game was against St. Celestine and her twins in a unit of 30 wolves, three units of Wolfen which are insane (no invul was killing me!) and a forgeworld super Laindraider the guy built himself out of card stock. Won all points for that mission.
Last game was the best against a full company of ten Rhinos with min squads all with max Grav! Ha! He also had a bunch of drop pods with a command squad and a couple of suicide Dreadnoughts. Game came down to turn seven and the very last roll of the dice!! Won that one with full points.
Opponents and on lookers were repeatedly surprised with this list: its durability and flexibility. I have to say it is the most fun list I've ever played with Orks in the last 16 years.
With that being said, I don't think it's going to transfer over to 8th edition at all. That many Warbosses would be a complete waste as is taking Trukks with plain old boys.
Looking over the new dex, I think the units that really shine are Lobbas, Stormboyz, Koptas, and of course KMK's. I have enough of three out of four of those units already. But that's a discussion for the other page.
Big thanks to all the advice over the years and especially this year while this "joke list" slowly evolved with your help. I have exactly one game of 7th left for our League Night at my FLGS. Then it's on to 8th. Good luck everyone!
That's great! I think that you can transfer part of the approach to 8-th. You could run a megaboss with regular nobz in a wagon or a trukk. Though, trukks aren't as great as rhinos for assault units, wagons can take their place. Wagons are a tad more expensive - 180 pt with a deffrolla - but they're great durable transports with good transport capacity and can even effectively deal with weaker threats in mellee with 6 s8 ap2 attacks hitting on 2+. Sure you loose the msu advantage, but you can still get a bunch of megabosses and Ghaz - who is great. Furthermore, every squad gets a free nob.
We should wait for FW index - there are trakks and gunwagons with a potential of being good in this role - not as expensive as wagons and more durable then trukks while costing reasonable amount of points. We should wait and see. So far mek dreads look amazing.
This message was edited 1 time. Last update was at 2017/06/14 07:27:07
2017/06/19 16:00:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I just wanted to chime in here, I have now played 5-6 games of 8th edition, and I haven't lost yet. However that doesn't mean anything this early on. I had a 1500 pt list (see below); I was about 40 points over; because I am bad at adding numbers...I will have to start using battlescribe again when I am at the store.
Stormboyz were usefull in all my games, I was able to get turn 1 charges with them; and setup counter charges with the boyz. So far KMK's are my goto shooting option. The deffkoptas can be useful; especially with 4 wounds and spinning blades. I think Boyz are back!
I think some of this will change once people figure it out and start screening units. I also haven't really played anyone that had a high volume of fire. I played a game with a Gorkanaut, he wasn't able to do much except soak 5 rounds of heavy las cannon fire; which was something.