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![[Post New]](/s/i/i.gif) 2013/01/12 05:14:20
Subject: Playing Orks in 6th
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Growlin' Guntrukk Driver with Killacannon
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I've been considering getting my Orks back out but not too sure whats competitive. I play 1750 & 1850 point games usually. I have tons of Ork models but none of the flyers yet so.was wondering what would be a fun list to play thats still pretty competitive. The gaming group I tend to play with usually run really hard lists so it would be nice to go toe to toe with them.
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![[Post New]](/s/i/i.gif) 2013/01/12 08:26:44
Subject: Playing Orks in 6th
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Insect-Infested Nurgle Chaos Lord
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It's not so much the list as knowing what the units in the list can do and how.
For example on of my loonier lists lately was double-wierdboy with two Flash Gitz mobz... (plus asstd other stuff of course) .
Optimal ? Hardly.
Oddly effective though.
On-topic - meganobz are good this edition, if you have any of them.
Green Tide can still work pretty well for some.
Nob Bikers lists are still hard as nails.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2013/01/12 08:29:08
Subject: Playing Orks in 6th
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Battleship Captain
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Nob Bikers
Lootas
Dakkajets
Boomguns.
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![[Post New]](/s/i/i.gif) 2013/01/12 10:48:05
Subject: Playing Orks in 6th
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Growlin' Guntrukk Driver with Killacannon
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Boomguns? Thats a shock the others seem pretty obvious. I have 7x Meganobs and 2x Mega Armoured Warboss's if need to run them. I also have a Biker Warboss, Wazdakka a Squad of 5x Nob bikers with Dok a few PK's and the rest. So I could run either or both.
What seems to be the most Competitive combos at the moment for Orks I wouldn't mind running either a Kan Wall, Biker Mob or a Battle Wagon/Trukk Mob are any of those winners?
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![[Post New]](/s/i/i.gif) 2013/01/12 11:49:46
Subject: Re:Playing Orks in 6th
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Sneaky Kommando
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Kan Wall is pretty much dead now because they will die before getting close to the enemy. Battlewagon Spam and Bikers both seem pretty good to me.
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![[Post New]](/s/i/i.gif) 2013/01/12 14:15:55
Subject: Playing Orks in 6th
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Growlin' Guntrukk Driver with Killacannon
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I have enough bikes and deff koptas for a biker spam list so might give that a go. I'd be intetested to give the Battle Wagon Spam list a go as well.
How is everyone running there Biker or Battle Wagons Lists now is it better to run the Wagons with Trukk boys supporting them or better to just run Wagons
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![[Post New]](/s/i/i.gif) 2013/01/13 07:27:24
Subject: Playing Orks in 6th
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Growlin' Guntrukk Driver with Killacannon
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Ok here is my first attempt at a Wagon List. The Lootas and the Burnas go in the Wagons and the Big Mek gos with the Burnas. Depending on what I'm up against I will will run the Wagons in the front with the Burna Wagon Centeral to give off the Bubble from the KFF. If I'm facing off against one of those armys that are on top of you turn 1 like a Drop Pod list, Chaos Deamons or Deathwing ect. I will put the trukks in the front to take the hits first.
My biggest question is are the Lootas waisted in the Wagons they can atleast snap fire which they couldn't do previously? Should I drop them for something else like more Boys or another squad of Burnas?
I'll start off with a 1750 point list and when I've gotten that to where I like it I'll put together an 1850 list
HQ- Big Mek, Kustom Force Field
85pts
T- Trukk Boys,
1xNob, Power Klaw Boss Pole, 11x Shoota Boys, Trukk, Red Paint, Ram, Boarding Plank
162pts
T- Trukk Boys,
1xNob, Power Klaw Boss Pole, 11x Shoota Boys, Trukk, Red Paint, Ram, Boarding Plank
162pts
T- Trukk Boys,
1xNob, Power Klaw Boss Pole, 11x Shoota Boys, Trukk, Red Paint, Ram, Boarding Plank
162pts
T- Trukk Boys,
1xNob, Power Klaw Boss Pole, 11x Shoota Boys, Trukk, Red Paint, Ram, Boarding Plank
162pts
T- Trukk Boys,
1xNob, Power Klaw Boss Pole, 11x Shoota Boys, Trukk, Red Paint, Ram, Boarding Plank
162pts
E- 10x Burna Boys
150pts
E- 1x Mek, 9x Lootas
150pts
E- 1x Mek, 9x Lootas
150pts
HS- Battle Wagon, Deff Rolla, Red Paint, 4x Big Shootas
135pts
HS- Battle Wagon, Deff Rolla, Red Paint, 4x Big Shootas
135pts
HS- Battle Wagon, Deff Rolla, Red Paint, 4x Big Shootas
135pts
1750pts
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![[Post New]](/s/i/i.gif) 2013/01/13 19:59:43
Subject: Re:Playing Orks in 6th
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Veteran Wolf Guard Squad Leader
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lootas rock my world when I go against 'em.
If 6th is shooty edition howcome I never see people fielding tons of grots instead of shoota boyz?
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![[Post New]](/s/i/i.gif) 2013/01/13 20:17:45
Subject: Playing Orks in 6th
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Smokin' Skorcha Driver
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grots have fewer shots, even shorter range, and dont have Mob rule so they WILL run after taking fire.
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"Friglatt Tinks e's da 'unce and futor git, but i knows better. i put dat part in when i fixed im up after dat first scrap wid does scrawn pointy ears and does pinkies." Dok chopanblok to Big Mek Dattrukk.
Victories against: 2 2 1 1 1 2 3 1 2
Died havin fun wid: 3 2 1 4 2 2 2 5 1
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![[Post New]](/s/i/i.gif) 2013/01/13 21:04:51
Subject: Playing Orks in 6th
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Regular Dakkanaut
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grots are highly miss understood. You have to ignore everything about what grots arn't, and realize what they are.
1. Grots are cheap, just dirt cheap. You get 11 models for the cost, or less, than one elite infantry models.
2. Closely tied to the first fact, is that grots waste your opponents resources. If the opponent is using a 200 point unit to attack them, just once, they have completely served their purpose. Twice, and they are exemplary in the extreme.
3. If it helps, think of grots as wargear. You can bubble wrap a vehicle preventing it from being assaulted, provide cover for your lootas without giving cover to your opponent, and will even win you games by holding an objective.
Also, their leadership isn't that bad since failed morale checks are re-rollable at the cost of 1d3 grots.
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![[Post New]](/s/i/i.gif) 2013/01/13 21:41:30
Subject: Playing Orks in 6th
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Growlin' Guntrukk Driver with Killacannon
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Man Orks in this edition are awesome and very effective. Lootas are amazing... Even though I don't run them much. I've been taking a few battle wagons... Two of which have burnas, and the other is rocking a solid squad of mega nobz with a mega armored Warboss. I then field a mass Green Tide with at least 150 boyz... Any less seems stupid for me  . Everyone says shoota boyz are better and they probably are, but I still run my sluggas to great effect... Toss in a KFF mech and your good to go. You can check out my more recent battle reports for some games with my Green Tide. Hope Orks serve you well. Def get them out and start stompin those pesky marines. Automatically Appended Next Post: Note: I also run 2 dakka jets and they do what they need to. I go after infantry and light armored flyers or transports.... Very effective. Just don't expect them to rule the skies because they won't, but as a support unit, their great
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This message was edited 1 time. Last update was at 2013/01/13 21:42:45
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![[Post New]](/s/i/i.gif) 2013/01/13 22:02:06
Subject: Playing Orks in 6th
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Shas'o Commanding the Hunter Kadre
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About the only thing that doesn't really work well anymore is trukk armies, but don't forget kommando's, they total crap now.
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![[Post New]](/s/i/i.gif) 2013/01/14 01:04:58
Subject: Playing Orks in 6th
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Big Mek in Kustom Dragster with Soopa-Gun
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Have to admit kommandos arent the worst unit in 6th, flayed ones are lol.
Ran a joke 1k game against my necron player cuz he wanted to use his flayed ones he got solely for display. They atleast can shoot when they arive, flayed ones just stand there lol.I took 3 groups of 20 kommandos for the lols and it only worked because we were screwing around. Proxied, of course, i dont own any legit kommandos.
@Bad_Sheep
Are you trukking it behind the BWs or are you footslogging it? Ive started to absolutely HATE trukks because its free points in some game modes, limits my boyz, and dont really do much.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/01/14 12:41:54
Subject: Playing Orks in 6th
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Decrepit Dakkanaut
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juraigamer wrote:About the only thing that doesn't really work well anymore is trukk armies, but don't forget kommando's, they total crap now.
Trukk armies, like any army build, needs to be run the right way. Done wrong, they go down in flames. Done right, and they mostly dont. Being in the enemies face on turn 1 is pretty awesome if you ask me, it causes the opponent to panic a bit, and thats when mistakes are made
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![[Post New]](/s/i/i.gif) 2013/01/15 02:27:32
Subject: Playing Orks in 6th
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Regular Dakkanaut
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Don't ever discount the reserved mega nob missile (take 3 mega nobz, in a red truck, and put them in reserve.) A useful tool in nearly any ork army.
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![[Post New]](/s/i/i.gif) 2013/01/15 03:08:08
Subject: Playing Orks in 6th
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Growlin' Guntrukk Driver with Killacannon
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If I ran some Meganobz I want to run 4 with the Warboss and hit the lines fast and early. Keeping them behind a battle wagon out of line of sight and within KFF range can keep them alive for awhile. The only thing that will threaten them is Deep Strikers and Barrage weapons if played right. They should always get the cover from the KFF as well unless the Big Mek has been killed.
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![[Post New]](/s/i/i.gif) 2013/01/15 11:56:30
Subject: Re:Playing Orks in 6th
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Decrepit Dakkanaut
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IVe ran x4 MANz with a MegaBoss several times. Its a fething brutal group. I daresay there isnt anything in the game that could stand up to that. Well......maybe, but very very few anyways
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