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![[Post New]](/s/i/i.gif) 2013/01/30 05:19:51
Subject: General Ork Tactics
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Booming Thunderer
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'Ello! I's tha Warboss Luggutz! I's still pretty new to tha fight, and I's a Deffskull Orkie! So, I's was wonderin' what you alls might know about Orky tactics? I knows tha general rule of Boyz before Toyz, but beyond that, I's got noffin! Please 'elp me!
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"Well, it's just that you seem to be labouring under the delusion that I am going to - what is the phrase? - come quietly. I am afraid I am not going to come quitely at all, Cornelius." Albus Percival Wulfric Brian Dumbledore
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![[Post New]](/s/i/i.gif) 2013/01/30 06:11:33
Subject: General Ork Tactics
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Scuttling Genestealer
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The 6th ed ork tactics thread is almost 100 pages of useful and interesting stuff.
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![[Post New]](/s/i/i.gif) 2013/01/30 08:38:38
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Boys before toys can be true. However if you spend too many points on boys you can run into trouble as well. You need to find a good balance. Find a theme that appeals to you and run with that. For example don't try and run big 30 boy squads and a few trukk boys squads with Wazdakka. They don't mix well where as running few Battle Wagons with 6 squads of Trukk boyz led by Big Mek with KFF can work well with Army.
What kind of ork units appeal to you the most and is there anything you really want to try out. I'll help you with a list that can work around those.
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![[Post New]](/s/i/i.gif) 2013/01/30 09:12:57
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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ralphinator wrote:The 6th ed ork tactics thread is almost 100 pages of useful and interesting stuff.
Yes, there is a great 96 page Ork Tactics thread, but it is a little intimidating and hard to comprehend if you are not an experienced player. The best thing about the Ork Codex is that you can have such varied lists and units. Saying that, it is hard to collect all of the models for all of the builds when you are starting off. Most players suggest Green Tide since Ork Boyz are plentiful and cheap on Ebay following the last boxed set release. That is where I started. Unfortunately the models were all Slugga Boyz, whereas Shoota Boyz are much more viable in this edition. In chronological order I moved on to Warboss on a Bike, Warbikers (who can be modeled as Nob Bikers as well), Lootas, Stormboyz, Killa Kanz, and now Battlewagons. I just got my third! A KFF Big Mek is always welcome.
It is really hard to decide where you want to go with your army first since funds and time are not limitless. Other than Lootas and Dakkajets, the Orks just don't have reliable long range firepower other than Lootas. So I prefer speed to lessen the number of turns my opponents get to shoot at me; Nob Bikers, Transports for Boyz, and occasionally Storm Boyz (they are too expensive at 12 points apiece, but I like them anyway). I suggest that you proxy units until you come up with a mix that you like. Explore and practice before you lay your money down and spend time painting 10 Killa Kanz that disappoint you on the table until the next edition, or perhaps never. Anyway, good luck, and have fun!
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2013/01/30 13:16:35
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Yeah man we have some really experienced ork players on the forum. I myself am a HUGE fan of green tide. If you let us know what units appeal to you, we will def help you build a strong, solid all comers list that can Krump face.
I'll go into more detail when I don't have to go to work a out some tactics for each build etc. in the meantime, figure out what nits your into and throw them up so we can help.
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![[Post New]](/s/i/i.gif) 2013/01/30 14:20:59
Subject: Re:General Ork Tactics
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Booming Thunderer
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Thanks guys! I'm trying to avoid Speed Freeks, because that seems to be the Orky default. I tend to take a mix between a Green tide (around 90 boyz) all with Nob, PK, BP, and Lootas (usually 3 squads of 10). I tend to play around with the Big Mek SAG, and I usually take either Dakkajets or Deffkoptas after that. Thats a general list for me, so if there are any suggestions, that would be much appreciated! Oh, and I also tend to take a weirdboy, always upgraded to a warphead. I don't know why, I just really like them!
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This message was edited 1 time. Last update was at 2013/01/30 14:49:00
"Well, it's just that you seem to be labouring under the delusion that I am going to - what is the phrase? - come quietly. I am afraid I am not going to come quitely at all, Cornelius." Albus Percival Wulfric Brian Dumbledore
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![[Post New]](/s/i/i.gif) 2013/01/30 19:30:24
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Ok for starters 3x Squads of Lootas has win written all over it. If.gou don't have an Agies get one. The Quad-gun isn't totally nessary. Put your lootas behind the Agies for some awsome cover the best thing about squads of 10 is that your fearless so as soon as you get shot go to ground for 2+ cover saves. It will he hard for you enemy to remove you without Template or Barrage weapons. Just remember you can snap fire if you go to ground.
If you like Dakka jets take 3 & if you don't take a Quad or the Lascannon for you Agies take the Comms relay becuase it will give you some control over your reserves. I see you mentioned that you liked Weird Boys whats funny us that a Weird boy is a great force multipulier when spamming Dakkajets. Make him a warpead because you want to.get the Waaagh!!! power off as much as possible to give your Dakkajets double shots.
Basicly you just need to take some units that can pop AV13-14. PK's do this job ok but sadly there isn't a whole lot better in our dex. So if running green tide always take a PK in the mob. He can die in challenges but hes also the chance you have of killing land raiders.
With pleanty of boots on the ground a KFF Big Mek would be of good use. I would take him with a PK as IC's can't be targeted by an entire squads in combat any more but that one is optional.
With your boy mobs do you intend to run them forwards every turn or do you intend to move up slower and shoot on the way?
How many points do you play because if you run at 2k+ this gives you more options.
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![[Post New]](/s/i/i.gif) 2013/01/30 19:44:23
Subject: General Ork Tactics
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Perfect Shot Dark Angels Predator Pilot
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1: Git da strongest boyz togevva.
2: Point in da 'oomies general direction.
3: WAAAAAAAAAAAAAAAAAAAGH!
4: Stomp da 'oomies squishy 'eads in.
5: Profit!
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![[Post New]](/s/i/i.gif) 2013/01/30 22:01:10
Subject: General Ork Tactics
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Smokin' Skorcha Driver
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Sinji wrote:Put your lootas behind the Agies for some awsome cover the best thing about squads of 10 is that your fearless so as soon as you get shot go to ground
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Small point, but it si worth mentioning that Fearless units cannot go to ground. A unit of 10 would have to wether shooting attacks at it until at least one model dies before it could go to ground against subsequent shooting attacks. If you want the ability to GTG from the get go, you would need to take squads of 9 or less so they are not fearless.
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![[Post New]](/s/i/i.gif) 2013/01/30 22:28:34
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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A squad of 10 isn't fearless squads of 11+ are. The squad of 10 has a Leadership of 10 so can go to ground the second its shot at.
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![[Post New]](/s/i/i.gif) 2013/01/30 22:29:24
Subject: General Ork Tactics
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Smokin' Skorcha Driver
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Oops, my bad, that is correct. So lets change that to a reminder that this does not apply to squads of 11 or more as they would be fearless and not able to GTG. Thanks for the correction!
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This message was edited 1 time. Last update was at 2013/01/30 22:30:23
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![[Post New]](/s/i/i.gif) 2013/01/31 01:00:20
Subject: General Ork Tactics
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Stealthy Grot Snipa
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Rule one: Boyz before toyz
Rule two: Give all nobz power klaws and bosspoles (Always)
Rule three: WAAAGH!!!!!
Have Fun!
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![[Post New]](/s/i/i.gif) 2013/01/31 01:36:37
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Awesome man. Your following in my foot steps lol. What size games do you typically play?
Your recipe is already pretty good. I think for a green tide, 90 boyz is a little to few. I would recommend running at least 120 and 150 is ideal... I run 180 but that's just me.
With those foot slogging boyz, you NEED a KFF mech. The 5+ cover might not seem like much, but I'm telling you it really is. It's a must so please kit bash one or buy one... It will serve you well especially if your only running 90 boyz.
Lootas are always a good choice. As already stated, the aegis line REALLY helps and it's soooo cheap. I was messing around with big gunz and I would almost take them over lootas just because the grots running them are T7 which is so hard to dislodge... Toss them behind the aegis line and you have a super tough unit that can soak up a lot of fire power... And at 20 points a Kannon you can't go wrong... Or hell take both and dakka dakka dakka.
Dakka Jets are awesome. I run two and their just nice to have especially for the points. If you take a couple jets and the quad gun, you should have enough anti air... And if your running lootas your golden.
As far as your HQ choices, I'm not a huge fan. Just personal preference, but the shock attack gun is too random for me, and the warphead is good if your spamming dakka jets. However, if your going tide, a couple KFF mechs will serve you a bit better.
Summary:
Another squad of boyz
At least one KFF mech
Aegis defense line with quad gun
Win
Hope this helps man
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![[Post New]](/s/i/i.gif) 2013/01/31 01:54:26
Subject: General Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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Green tide seems more orky than speedfreaks to me. Either way its usually these two tactics lol.
Im beginning to dislike dakkajets unless its there to support the lootas. They die soooo easy and deliver less punch for only slightly less cost. 10 lootas is 150, fully kitted dakkajet is 130, but theres a very noticeable rate of fire difference.
Every time i field them they die the turn they came in, either from the other players fliers or from focus fire from the enemy. Dont care if theyre firing snaps, a single hit is enough to kill or render them useless since theyre av10.
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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) 2013/01/31 02:15:37
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Vineheart I do agree with you that dakka jets are a tad lack luster, but if you get at least one through, they can lay down some pain on the waaaagggghhhh. I run them for a it flier support, it their also amazing for lighting up ground units. Their def the underdog in comparison to other fliers, but they add much needed dimension to most ork lists.
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![[Post New]](/s/i/i.gif) 2013/01/31 02:28:32
Subject: Re:General Ork Tactics
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Booming Thunderer
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Okay, so I have cobbled together a 1500 point list (general size for what we play) and here is what I have:
HQ
Big Mek, KFF, 'eavy armor
Weirdboy Warphead
Elite
30 Lootas (3 squads of 10)
Troops
120 Boyz, all with a Nob, PK, BP
Any suggestions as to what I may want to change?
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"Well, it's just that you seem to be labouring under the delusion that I am going to - what is the phrase? - come quietly. I am afraid I am not going to come quitely at all, Cornelius." Albus Percival Wulfric Brian Dumbledore
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![[Post New]](/s/i/i.gif) 2013/01/31 03:03:45
Subject: Re:General Ork Tactics
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Screamin' Stormboy
Stuck in wit da boyz
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get a unit of 6 biker nobz in there. Nob bikers are brutal in 6th ed.
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If brute force doesn't do it, you're not using enough. |
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![[Post New]](/s/i/i.gif) 2013/01/31 03:21:32
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Negative in the mob bikers. Yes their awesome in 6th but they don't fit your list.
As for your list. I dig the hell out of it man. Check this out though. The warphead isn't helping you much since your ot running dakka jets to really take advantage of the waaaagggghhhh. Do yourself a favor, try dropping the warphead and add in a aegis line. I would then drop the boss poles to get the quad gun. I've found that you don't really need boss poles when your foot slogging 30 boyz... It's just never actually come in handy for me and I've been playing my green tide for a long time. I would drop them as well for the quad gun.
Other then that man, your going to give people some trouble. Great list, no go get krumpin. Automatically Appended Next Post: Note: drop the heavy armor on your KFF mech... It won't come in handy since he's running with 30 boyz... Just points spent better elsewhere unless you don't need them
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This message was edited 1 time. Last update was at 2013/01/31 03:22:21
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![[Post New]](/s/i/i.gif) 2013/01/31 03:35:44
Subject: Re:General Ork Tactics
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Booming Thunderer
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Okay, and a quick question: Should I find somewhere to fit in Burna Boyz? I'm starting to see their potential if I run them in a Battlewagon, and I'm wondering if it might be worth it? Okay, so maybe another question then: I'm having trouble beating Deldar (Dark Eldar). Any advise on specifically Orky things I could do to krump him? His general strategy is to put ALL of his units; Wyches, Kabalite Warriors, etc. into his Raiders, and move around in cover until it is optimal for him to attack.
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"Well, it's just that you seem to be labouring under the delusion that I am going to - what is the phrase? - come quietly. I am afraid I am not going to come quitely at all, Cornelius." Albus Percival Wulfric Brian Dumbledore
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![[Post New]](/s/i/i.gif) 2013/01/31 05:00:48
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Burna boyz are amazing, but for this list I wouldn't out them in. Having only 1 battle wagon is a bad idea because all of the opponents anti tank is going into one target. Keep them out of this list.
As far as beating dark Eldar. Your KFF mech will help save your boyz, but your lootas are going to be key to opening those transports. Also, dakka jets would ruin their day because its going to be tough for them to get cover from them. But with your current list I would just march your 120 boyz right at him covering the entire board. He won't have anywhere to run and then just assault the hell out of him. By the time you reach him, your lootas should be able to open up a decent amount of his transports.
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![[Post New]](/s/i/i.gif) 2013/01/31 07:55:32
Subject: Re:General Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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CYBORK wrote:get a unit of 6 biker nobz in there. Nob bikers are brutal in 6th ed.
Nob bikers are only viable if youre going speed freak. Surging a single 6man group + warboss ahead is suicide, you need something to draw some attention. Theyre good if youre running trukks/wagons or deffkoptas, otherwise i wouldnt take'm.
Ive never used burnawagons, and either its everyone i hear about using them gets lucky/faces a dumb opponent or my inexperience just blocks me from seeing its potential.
They cant move more than 7inches with RPJ and still fire, theyre squishy as hell so when that wagon blows they die fast, and Burnas are Str4 Ap5, the exact same as the crapton of shootas im always taking. Why would i use the points i normally spend on lootas for more of the same strength? Especially after that Out of Range FAQ preventing them from cleaning up a unit just by hitting 2-3 units.
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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) 2013/01/31 13:39:23
Subject: Re:General Ork Tactics
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Booming Thunderer
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Where could I find this FAQ?
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"Well, it's just that you seem to be labouring under the delusion that I am going to - what is the phrase? - come quietly. I am afraid I am not going to come quitely at all, Cornelius." Albus Percival Wulfric Brian Dumbledore
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![[Post New]](/s/i/i.gif) 2013/01/31 14:36:12
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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1. Have the proper attitude. Your OP is a great start. Orks die. It's how many of the enemy we can take with us that matters. People who play other armies don't like losing models I've found. There's some kind of psychological thing going on there. Take advantage of it. Either destroy their most prescious thing or shrug of losing 20 boyz a turn. Both things bother people.
2. Orks biggest issue is distance and LD. Lootas help wih the distance, large mobs help with LD.
3. Foot Orks are the most efficient for giving AND taking pain by you still need to be able to get to the opponents objectives. Green Tide comes in waves, you might lose the first 2, but hopefully you'll kill enough of the Opp. at that point. After a year of 2 of GT he games can become repetitive and long. I like bikes because their great, but also because I'm married with a kid. I only get so much time per week to play!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2013/01/31 14:58:27
Subject: General Ork Tactics
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Insect-Infested Nurgle Chaos Lord
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Pros and cons, and good to see another Ork player
Green tide - VERY orky. Doesn't like Purifier cheese or artillery, but can be nigh unstoppable if they prepped for Marines in APCs.. Another downside is you get to paint hundreds of the little fethers..
Battlewagon Bash - Battlewagons can pile the hurt, especially with Deffrollas, and are pretty sturdy. They die like a wet paper bag in CC though. BW kits are awesome, but really spendy these days.
Trukk Rush. - Very fast, and IN-your-face. Very orky, can be effective, but small unit size can also be crippling, as your fearless goes away fast.
Dakkaspam- three dakkajets, shootaboyz and max lootas, possibly plus wierdboy. Nearest thing to an effective Ork gunline. Put the lootas in BW's with big shootas and a kannon, and with a few meks in the lootas to fix the wagons. Not hugely orky, for me. Max dakka is good, but i like my killin' up close and pers'nal
Gorkamork - Masses of boyz with several BW in amonst them, all plowing forward, shooting. Amazingly orky. Not hugely effective,alas.
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This message was edited 1 time. Last update was at 2013/01/31 14:59:53
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) 2013/01/31 22:32:26
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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The FAQ stated that the unit can only kill models out to the units max range so if you put a single big shoota in the squad the wounds you put on those 3 guys will continue through the entire unit out to the big shootas max range.
The advandage burnas have over shootas is that shootas hit on 5+ and burnas auto hit. Also if your running 10 burnas in a wagon and it gets charged the charger takes 3D3 Auto hits where as the shootas would have to roll 6's to hit first
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![[Post New]](/s/i/i.gif) 2013/01/31 23:15:21
Subject: General Ork Tactics
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Big Mek in Kustom Dragster with Soopa-Gun
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actually, if the BW is open topped its however many burnas you have times the D3 roll auto-hits, not 3D3. However you dont even NEED to charge it to kill it since any decent strength gun can pen its sides easy, and it exposes those sides the instant the burnas start posing a remote threat.
The thing with the FAQ wound allocation is its talking about the wound pools, unless that longer range weapon causes the exact same str and ap, it wont extend the max range because its a different wound pool. With the exception of burnas this issue rarely comes up though.
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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) 2013/02/01 00:07:20
Subject: General Ork Tactics
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Bloodthirsty Chaos Knight
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I've got a question of my own. I'm trying to build my own Evil Sunz/Speed Freekz army and I have quite a few Nob models from the Black Reach though I did replace some of their choppas with Klaws already. If I wanted to run a full ten Nob squad in a Trukk, what's the best loadout for them?
I'm already planning on using one space for the Painboy. I'm also thinking of the Waaagh! banner. What else? How many Klaws should an all Nob squad have? Is 'eavy Armor worth it? Are Bosspoles worth it? If so, how many of those should I have?
I'm not planning on being hyper competitive. I just want to go really fast and then stomp some stuff. That's what Orks do, fly around the galaxy looking for a good time. They'll be backed by other Trukks and Bikers of course.
Don't tell me to do Nob Bikers, I already know of their potential power and will try them later.
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Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000
My avatar |
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![[Post New]](/s/i/i.gif) 2013/02/01 00:15:13
Subject: General Ork Tactics
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Growlin' Guntrukk Driver with Killacannon
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Not sure where that 3 came from it was late when I wrote that lol. Burnas for me were more to take the Meks anyways but now with the introduction of snap fire lootas are looking pretty good as well.
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![[Post New]](/s/i/i.gif) 2013/02/01 00:30:50
Subject: General Ork Tactics
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Pyro Pilot of a Triach Stalker
New York
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Wilytank wrote:I've got a question of my own. I'm trying to build my own Evil Sunz/Speed Freekz army and I have quite a few Nob models from the Black Reach though I did replace some of their choppas with Klaws already. If I wanted to run a full ten Nob squad in a Trukk, what's the best loadout for them?
I'm already planning on using one space for the Painboy. I'm also thinking of the Waaagh! banner. What else? How many Klaws should an all Nob squad have? Is 'eavy Armor worth it? Are Bosspoles worth it? If so, how many of those should I have?
I'm not planning on being hyper competitive. I just want to go really fast and then stomp some stuff. That's what Orks do, fly around the galaxy looking for a good time. They'll be backed by other Trukks and Bikers of course.
Don't tell me to do Nob Bikers, I already know of their potential power and will try them later.
This is what I ran in my last game:
10 Nobz, 3 Big Choppas, 2 Power Klaws, 1 Painboy, and they all had Cybork Bodies. Then they were led by a Warboss and rode in a Battlewagon. They were great.
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![[Post New]](/s/i/i.gif) 2013/02/01 02:22:38
Subject: General Ork Tactics
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Crazed Spirit of the Defiler
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I was wondering, would it be better to run slugga boyz over shoota boyz in trukks? since the whole point of transporting them is to get into assault range anyway.
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Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me. |
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