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Made in au
Flashy Flashgitz






ajax_xaja wrote:
Just got back from a convention, and picked up an absolute great deal on stormboyz and 18 bikes.

12 of those bikes are built, 3 with powerklaws and 9 as regular shoota/choppa. I have an additional 9 NOS.

I realize bikes aren't great yet (please codex, validate my purchase), but how should I build the NOS ones out? Should I just be waiting until codex drop at this point?

I'm thinking that I can throw the powerklaw bikers into a unit of nob bikers, and leave one in the maxed unit.

After that, maybe flesh out a full nob biker squad, or make some characters (mek, warboss?).
I have made some HQ on bikes in anticipation of the codex release, but also because they are just awesome. I'd say a big mek and painboy on bike are probably essential in green-tide or with stormboyz. Otherwise I would magnetise your weapons mate, but TBH literally none of our weapons are worth bringing (maaaaaaybe a big choppa is), so the safest bet is to build them stock (if you really cant wait).
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Considering that the rule of 3 is going to be a thing in some way and that biker mobz benefit from the mob rule, you are probably safe just building all of your NOS bikers as simple bikers - you already have nobz for three mobs.

If you want nob bikers later on, you can just buy a new box of bikes (or keep one box unbuilt) to turn them all into nobz with the bits from your other sprues.

If you really want awesome looking nob bikers, and aren't bothered by spending a little bit more - nobz from the nobz box fit bikes perfectly, are bigger, look better and have more options.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Fresh-Faced New User




 hollow one wrote:
ajax_xaja wrote:
Just got back from a convention, and picked up an absolute great deal on stormboyz and 18 bikes.

12 of those bikes are built, 3 with powerklaws and 9 as regular shoota/choppa. I have an additional 9 NOS.

I realize bikes aren't great yet (please codex, validate my purchase), but how should I build the NOS ones out? Should I just be waiting until codex drop at this point?

I'm thinking that I can throw the powerklaw bikers into a unit of nob bikers, and leave one in the maxed unit.

After that, maybe flesh out a full nob biker squad, or make some characters (mek, warboss?).
I have made some HQ on bikes in anticipation of the codex release, but also because they are just awesome. I'd say a big mek and painboy on bike are probably essential in green-tide or with stormboyz. Otherwise I would magnetise your weapons mate, but TBH literally none of our weapons are worth bringing (maaaaaaybe a big choppa is), so the safest bet is to build them stock (if you really cant wait).


I don't think biker HQs will be in the codex except possibly the warboss because FW makes a model, probably have a year before they wipe the index though. There also hasn't been much love for bikers in other codex so I'm going cautious on them, GW likes to stat bikers in a way that makes them extremely vulnerable to the shooting in 8th

This message was edited 1 time. Last update was at 2018/04/24 10:26:28


 
   
Made in au
Flashy Flashgitz






Hamstring Pulla wrote:
I don't think biker HQs will be in the codex except possibly the warboss because FW makes a model, probably have a year before they wipe the index though. There also hasn't been much love for bikers in other codex so I'm going cautious on them, GW likes to stat bikers in a way that makes them extremely vulnerable to the shooting in 8th
Damn good point mate. I'd still field the index version ATM (even upon codex release perhaps), since the mobility is so valuable, but damn if they get no love you're spot on they wont be worth making.
   
Made in it
Waaagh! Ork Warboss




Italy

Reavers jetbikes were even worse than ork warbikes and now they're competetive. I have faith in the ork codex

Biker mek and painboy are likely to get cut from the codex but maybe we'll get official models and they'll stay, who knows.

 
   
Made in us
Mekboy on Kustom Deth Kopta






On the FAQ, I get that warbosses affect bikes and that buffs them from completely overcosted garbage to slightly more useful overcosted garbage.

I have my space marines bike army (that is now sort of unusable thanks to the new FAQ and most clubs moving to 3 of a unit type max, but that is a whole other ball game)

compared to my space marine bikers for the same points the ork only have a couple of advantages The first being 1 more attack each base (plus 2 with choppa). the second being the Nob being +1 str and wound. in exchange they give up 1 leadership, -1 armor save, worse shooting (to be fiar their gun is str 5 not str 4 but after BS and number of shots space marine bikers come out ahead) and the space marine bikes always advance 6. The space marines also have a bolt pistol in addition to their twin bike bolt guns and can take special weapons.

space marine bikes aren't even great for the points, I was surprised they did not go down to 23 to 25 each (modest drop but would make them more in line with performance) ork bikers comparatively are probably worth around 18-20 points each I just hope our codex gets these things right.


10000 points 7000
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Made in us
Longtime Dakkanaut




I'm not to worried about bikes. I have a feeling with all the rumours of new buggies and a new codex coming out in june/july and rumored gorkamorka. Bikes will be decent

At this point its just waiting for the codex to drop.
I did pick up the meka dread(mega dread body) with killkannon(or rattler) and klaw arms. If the codex does make dreads useful im sure the KFF on a durable mobile platform will help.
   
Made in us
Mekboy on Kustom Deth Kopta






I mean my worry is with the play testers for 8th they use who thought the stompa was worth 1k points. I worry that none of the actual problems in points will be addressed. I think we will get cool new models that I will enjoy building and painting, but I have serious concerns that the only thing the codex will do is increase the cost of boyz due to complaints from other armies and largely leave our rules the same, make us less durable, and increase unit points costs (like the 4th to 6th and then 6th to 8th index did, this is not unprecedented it is at this point GW's MO with orks, make new kits, nerf the old stuff and overcost everything because they don't understand how useless BS5+ is) )

10000 points 7000
6000
5000
5000
2000
 
   
Made in gb
Longtime Dakkanaut





UK

I'm just hoping for good clan rules.

Or, more specifically, good Bad Moon rules. No doubt there is a heavy focus on Goffs in the Ork fluff, I'm really hoping they don't just hunker down on Ork's being CC only.

Or Freebooterz! Everybody loves pirates!

Might pick up a few Mek Gunz. KMK seem incredibly powerful at times. Or underwhelming at times.

YMDC = nightmare 
   
Made in us
Lead-Footed Trukkboy Driver






MT

I worry about that aswell.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Battlewagon Driver with Charged Engine





Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

 Frozocrone wrote:
I'm just hoping for good clan rules.

Or, more specifically, good Bad Moon rules. No doubt there is a heavy focus on Goffs in the Ork fluff, I'm really hoping they don't just hunker down on Ork's being CC only.

Or Freebooterz! Everybody loves pirates!

Might pick up a few Mek Gunz. KMK seem incredibly powerful at times. Or underwhelming at times.


I'm worried about freebooterz actually...there's no mention of them (that I noticed) in the BRB or the index, whereas all the clans are given a description and stuff...

This message was edited 1 time. Last update was at 2018/04/24 16:46:43


...it's good to be green!  
   
Made in us
Longtime Dakkanaut




 Geemoney wrote:
I worry about that aswell.

I doubt it
all the chapter tactics have a similar bonus

evil suns- some type of movement bonus (im thinking something more like tyranid kraken roll 3 for advance rolls choose highest and fallback and charge)
bloodaxe- some type of stealthy bonus (if we are lucky the -1 to hit bonus)
bloodmoon- some type of shooting bonus (+6 range on guns or reroll hit rolls of 1 in shooting phase but I rather have something that helps BS when dealing with units with -1 hit since we just flat out cant roll a 7.)
snakebite- some durability bonus (like tyranid leviathan fnp on a d6 roll of 6)
goff- some type of charge or assault bonus (im hoping something more like tyranid gorgon reroll wounds of 1 in assault phase, but expecting something like tyranid hydra reroll hit rolls when you outnumber opponent or on the turn you charge)
deathskull- probably something like an extra shot on a 6 to hit but hoping not because of the bucket of dice we already roll but honestly no idea what deathskulls would get


Automatically Appended Next Post:
 ZoBo wrote:
 Frozocrone wrote:
I'm just hoping for good clan rules.
Or, more specifically, good Bad Moon rules. No doubt there is a heavy focus on Goffs in the Ork fluff, I'm really hoping they don't just hunker down on Ork's being CC only.

Or Freebooterz! Everybody loves pirates!

Might pick up a few Mek Gunz. KMK seem incredibly powerful at times. Or underwhelming at times.


I'm worried about freebooterz actually...there's no mention of them (that I noticed) in the BRB or the index, whereas all the clans are given a description and stuff...


freebooterz are a unit NOT really a clan. They don't benefit from any clan rules which is odd because they are really kinda overpriced for that loss. Lore wise they are clanless and from all clans. I don't expect any clan rules for them but I wouldn't mind if they received any.
To be fair freebooters datasheet should have their clan tactics built into their rules like +1bs!!!

This message was edited 4 times. Last update was at 2018/04/24 16:53:39


 
   
Made in dk
Fresh-Faced New User





While we're on the topic of not tactics. I'm just now assembling my dread mob and with the rule of three and the buff to battalion, do you think dread mob will be viable if not doable? Atleast at <1000-1500.
   
Made in us
Nasty Nob





United States

The rules for the chinork warcopta on forge world says it is open topped now right?

I'm considering investing in my first forge world model (or 3, for tankbustas), I dun want to mess up.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Dakka Veteran




 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


I'm not sure of the rules for Berserkers - but I believe the wording is along the lines of "this unit may fight twice in the fight phase";

Going off the top of my head, there should be an opportunity for the Orks to spend 2cp on the counter-charge strategem, and interrupt them between the first and second selection of a squad that can fight.


Automatically Appended Next Post:
@Rismonite: Yep! It's open-topped now (thanks FAQ) - this, coupled with the deep strike changes, leads me to believe it'll be a solid option for Ork armies nowadays.

I had to ask the same question myself a couple pages back, haha.

This message was edited 1 time. Last update was at 2018/04/25 01:12:02


 
   
Made in us
Dakka Veteran




Colorado Springs

 Rismonite wrote:
The rules for the chinork warcopta on forge world says it is open topped now right?

I'm considering investing in my first forge world model (or 3, for tankbustas), I dun want to mess up.


Open topped and 80 pts base.

I just ordered 3 so I'm sure they'll be nerfed into the ground again shortly.
   
Made in us
Longtime Dakkanaut




Personally I’m hesitant to buy most fw because who knows how long it will be usable or viable. I tend to buy items that can be proxied as other units in the codex. So I have an entire krieg army which can be played codex. I have a sentinel power lifter and hades drill which is useless if there are no fw rules. I have warboss on bike and nobs on bikes. I have the half trakk trukk because it looks cool and it’s a different looking trukk. I’ve got the kommandos as well for the same reason I don’t like my models to look the same. I just picked up the Meka dread it can be proxied as a dread but even that worries me. the chinorks are nice units it’s just a large investment for something that may not be around long: I guess you can always proxy them as trukks if you want a themed army. They do look cool.
   
Made in us
Battlewagon Driver with Charged Engine





fe40k wrote:
 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


I'm not sure of the rules for Berserkers - but I believe the wording is along the lines of "this unit may fight twice in the fight phase";

Going off the top of my head, there should be an opportunity for the Orks to spend 2cp on the counter-charge strategem, and interrupt them between the first and second selection of a squad that can fight.



I could have sworn there was an FAQ entry saying they could go twice upfront but I cant find it anymore... Anyways if this is the case he would have to let me go as well before attacking again.


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Krazed Killa Kan






 Frozocrone wrote:
I'm really hoping they don't just hunker down on Ork's being CC only.


Really, I'd be fine with this if it meant they gave Orks invulnerable saves and meaningful delivery mechanisms into close combat.

The most frustrating thing is that GW both decided orks were a CC army and yet hobbled them with 5"/4" movement speeds, overpriced "open-topped transports" that limit Boyz' maximum unit size beneath "green tide" threshold, mediocre elite CC units that are either slow, overpriced, ineffective or all three, poor CC HQ choices with no invulnerable saves, no shields or even combat shield equivalents, no jump packs on regular characters, no rerolls in close combat a la chaplains, and no fast transports.

There are tons of ways that orks could be more effective in close combat. I'll just mention one that gives me an aneurysm. No invulnerable saves in close combat for orks makes me pop a blood vessel at least once every morning. Just do the math between a captain with a bog standard 4+ invulnerable save and a relic blade against a warboss with a power klaw. That's not even counting the 3++ storm shield that halves all incoming damage.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in ca
Ork Boy Hangin' off a Trukk





 Billagio wrote:
fe40k wrote:
 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


I'm not sure of the rules for Berserkers - but I believe the wording is along the lines of "this unit may fight twice in the fight phase";

Going off the top of my head, there should be an opportunity for the Orks to spend 2cp on the counter-charge strategem, and interrupt them between the first and second selection of a squad that can fight.



I could have sworn there was an FAQ entry saying they could go twice upfront but I cant find it anymore... Anyways if this is the case he would have to let me go as well before attacking again.


Not too sure, but they could go twice in a row if he had them fight first because of charge, then pick them as the first unit to fight after all charging units. that would be my guess.
   
Made in fi
Locked in the Tower of Amareo





 TedNugent wrote:
[
There are tons of ways that orks could be more effective in close combat. I'll just mention one that gives me an aneurysm. No invulnerable saves in close combat for orks makes me pop a blood vessel at least once every morning. Just do the math between a captain with a bog standard 4+ invulnerable save and a relic blade against a warboss with a power klaw. That's not even counting the 3++ storm shield that halves all incoming damage.


Well said captain also costs good 30 pts or more plus shield. Also I don't think he CAN take both relic blade AND 3++ storm shield. Those are both in the "pick one" category. Thunderhammer+storm shield works. Of course we are then talking about 110pts plus relic vs 72 pts. If captain wouldn't beat warboss in h2h with good odds it would be weird between two beatsticks.


2024 painted/bought: 109/109 
   
Made in us
Krazed Killa Kan






tneva82 wrote:
 TedNugent wrote:
[
There are tons of ways that orks could be more effective in close combat. I'll just mention one that gives me an aneurysm. No invulnerable saves in close combat for orks makes me pop a blood vessel at least once every morning. Just do the math between a captain with a bog standard 4+ invulnerable save and a relic blade against a warboss with a power klaw. That's not even counting the 3++ storm shield that halves all incoming damage.


Well said captain also costs good 30 pts or more plus shield. Also I don't think he CAN take both relic blade AND 3++ storm shield. Those are both in the "pick one" category. Thunderhammer+storm shield works. Of course we are then talking about 110pts plus relic vs 72 pts. If captain wouldn't beat warboss in h2h with good odds it would be weird between two beatsticks.



You can absolutely take a captain with a relic blade and a storm shield. The storm shield can be upgraded to the shield eternal, cutting damage taken in half for free.

Why don't orks have the option to take an HQ that can competitively fight against a space marine HQ? When I consider the mobility options, durability and versatility of an SM captain, they significantly outpace the warboss, in addition that they mutilate a warboss without much trouble in CC. That 3++ alone accounts for taking damage down by a third, and the shield eternal cuts damage in half. That's 1/6 without any other modifiers, such as the rerolls of 1 to hit. With a Thunder Hammer the difference becomes only even more pronounced.

The fact that GW's design team has been adamant against a mere 5++ invulnerable save on Ork HQs becomes completely insulting full stop.

This message was edited 1 time. Last update was at 2018/04/25 05:33:43


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in fi
Locked in the Tower of Amareo





Another week, another game that I didn't get to finish. About 2 hours is simply too little with the 8th ed that's one of the slowest games GW has released in years. I have played 3k games of 2nd edition in this time :-/ And 7th ed 2k games with about comparable ork army were breeze...

Anyway I had Ghazkhull, 2 warboss(one with relic choppa), 2 weirdboys(warpath and da jump), painboy, 3x30 boyz(goff, evil sunz, bad moons), 25 stormboyz, 10 grots, 2x10 boyz, 3 KMK, dakka jet, tank bustas in trukk and warbuggy. I was up against dark angels with Ezekiel, captain, librarian in terminator armour, 5 knight terminators, 4 bikes + attack bike, 4 knight bikers, whirlwind, some devastators, some scouts, 2 tactical squads, small assault marine squad and the -1 hit aura flyer.

I lucked out on open war scenario. Sideway deployments up to half, objective was the one with 6 objectives of which one ends up randomly as the one to control and orbital debris ruse. I basically deployed wall of orks front with 2 smaller boy squads and KMK's holding up rear(originally had planned to use strategem to join up small squads to big ones but seeing scenario and the fact he had deep strikers I decided to use them as rear area chaff. This actually worked pretty damn well!

Big thing was me seizing first turn and then me rolling 6 right away to reveal objective which was about as far from DA line as possible. This basically let me to push forward and put objective REALLY far distance from dark angels. I da jumped evil sunz from nearby objective into my left flank ready to assault tactical squads. Maybe not smartest idea as hey objective was now thinner but goffs were still close and I could da jump bad moons there later. And as I quipped to onlooker noting this might not be best idea "hey I'm an ork" to which she said she loved my attitude. Anyway I wanted to put fight to his backfields and with rear chaff I wasn't that worried about deep strikers. Evil sunz did charge and out of 15 tacticals or so left 3 alive.

He swung back sending knight bikes against evil sunz killing some. This combat would go until game ended. Power klaw kept missing and I had the big squad. This was touch&go how it would have gone. On center bike squad rushed to shoot at storm boyz. Not sure was this mistake but then again what alternative? Hang back? Charge toward grots which requires first charging into grot screen, then concolidiate into goffs and eat charge from ghazz and warboss? Not that good idea either...Still his shooting vs stormboyz was "pathetic" to say the least not making much of a dent. So they went in but before charge I da jumped(though perilsed for 3 wounds) other weirdboy near and then cast warpath into the stormboyz. Charge and nob+64 attacks later one bike was left. Damn attack bike with it's wounds. Both ezekiel and warlord heroic intervened. Next round nob made short work of captain and strategem kept now rapidly thinning squad in order.

I had pretty good feelings and his 2nd turn his knights had serious trouble finding deep strike spot as I controlled most of the board and my dakka jet made sure even his BACKLINES had no spots. Alas due to rush I hadn't had time or even much position rear chaff so there was just about terminator sized hole who also charged and killed 10 boyz. This was bit of a worry as 2 KMK's didnt' do dent and I failed da jump to send goffs there but still I had 2 mobs of orks that could have rushed there plus Ghazz with pretty much no help available for the knights so could the terminators have held the objective alone?

Picture on his turn 2 after movement phase.

If the dethskulls on center had been few inches closer to table edge no knights there and would have easy win for me then(he would struggle to footslog as he would have had to deep strike pretty much on furthest corner he had. Note how warbuggy stops that one corner(I drove it there specifically for that!) and the lone surviving tank busta nob on top left of picture still played a role there by making THAT area too no-go! If orks go first deep strike isnt' going to be easy prospect and with beta rules that requires basically screwup like I did due to time issues.

We had to call it quits after my 3rd turn :( Wish I knew how battle would have gone.

With the chronic timing issues if I can't get pre-agreement to start 1h+ earlier I have no option but to take more expensive single models like gorkanaut. Not optimal but I want to finish games and not like opponent armies are here super competive either.


Automatically Appended Next Post:
 TedNugent wrote:
tneva82 wrote:
 TedNugent wrote:
[
There are tons of ways that orks could be more effective in close combat. I'll just mention one that gives me an aneurysm. No invulnerable saves in close combat for orks makes me pop a blood vessel at least once every morning. Just do the math between a captain with a bog standard 4+ invulnerable save and a relic blade against a warboss with a power klaw. That's not even counting the 3++ storm shield that halves all incoming damage.


Well said captain also costs good 30 pts or more plus shield. Also I don't think he CAN take both relic blade AND 3++ storm shield. Those are both in the "pick one" category. Thunderhammer+storm shield works. Of course we are then talking about 110pts plus relic vs 72 pts. If captain wouldn't beat warboss in h2h with good odds it would be weird between two beatsticks.



You can absolutely take a captain with a relic blade and a storm shield. The storm shield can be upgraded to the shield eternal, cutting damage taken in half for free.

Why don't orks have the option to take an HQ that can competitively fight against a space marine HQ? When I consider the mobility options, durability and versatility of an SM captain, they significantly outpace the warboss, in addition that they mutilate a warboss without much trouble in CC. That 3++ alone accounts for taking damage down by a third, and the shield eternal cuts damage in half. That's 1/6 without any other modifiers, such as the rerolls of 1 to hit. With a Thunder Hammer the difference becomes only even more pronounced.

The fact that GW's design team has been adamant against a mere 5++ invulnerable save on Ork HQs becomes completely insulting full stop.


Where the relic blade AND storm shield comes? Aren't those 2 among list of 3 you can pick one?
[Thumb - 20180424_193139[1].jpg]

This message was edited 1 time. Last update was at 2018/04/25 05:39:50


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


They are the biggest shark in the melee tanks, so yes, you did everything right.

Some advice though - the two times the zerkers fight still get activated separately, so if you feel like your mob is strong enough after the first round of combat, use the counter-attack stratagem to fight before the berzerkers fight a second time.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
Made in us
Battlewagon Driver with Charged Engine





 Jidmah wrote:
 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


They are the biggest shark in the melee tanks, so yes, you did everything right.

Some advice though - the two times the zerkers fight still get activated separately, so if you feel like your mob is strong enough after the first round of combat, use the counter-attack stratagem to fight before the berzerkers fight a second time.


Gotcha, so basically let them go once with their charge, then use strategem to hit them back before they get their second turn of attacks?

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in nl
Longtime Dakkanaut




 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


Sounds about right. Remember, Kharn and 10 bezerkers with chainaxes is 330 points. For that you can get 55 boyz. And 55 boyz will do some damage in return, especially if they get the charge. Also, 55 boyz is more than enough to surround a rhino completely, so that the bezerkers cannot disembark and gets auto-killed when the rhino blows. When that happens snap a photo of your opponents facial expression and post it here in the Ork thread.


Automatically Appended Next Post:
 Billagio wrote:
 Jidmah wrote:
 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


They are the biggest shark in the melee tanks, so yes, you did everything right.

Some advice though - the two times the zerkers fight still get activated separately, so if you feel like your mob is strong enough after the first round of combat, use the counter-attack stratagem to fight before the berzerkers fight a second time.


Gotcha, so basically let them go once with their charge, then use strategem to hit them back before they get their second turn of attacks?


Yes, if you got the two CP to spend, that is the strategy. The best option is to get the charge yourself, and not let your opponent charge you.

This message was edited 1 time. Last update was at 2018/04/25 19:50:47


 
   
Made in us
Battlewagon Driver with Charged Engine





pismakron wrote:
 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?


Sounds about right. Remember, Kharn and 10 bezerkers with chainaxes is 330 points. For that you can get 55 boyz. And 55 boyz will do some damage in return, especially if they get the charge. Also, 55 boyz is more than enough to surround a rhino completely, so that the bezerkers cannot disembark and gets auto-killed when the rhino blows. When that happens snap a photo of your opponents facial expression and post it here in the Ork thread.


Automatically Appended Next Post:
 Billagio wrote:
 Jidmah wrote:
 Billagio wrote:
Question about Khorne Berserkers.... Ive only palyed a few games of 8th and a unit of ~10 zerkers + Kharne charged my mob of 30 boys. Since they get to go twice before I get to attack all 30 basically got wiped out.

I feel like we didnt do the rules correctly or something. Did I miss something?



They are the biggest shark in the melee tanks, so yes, you did everything right.

Some advice though - the two times the zerkers fight still get activated separately, so if you feel like your mob is strong enough after the first round of combat, use the counter-attack stratagem to fight before the berzerkers fight a second time.


Gotcha, so basically let them go once with their charge, then use strategem to hit them back before they get their second turn of attacks?


Yes, if you got the two CP to spend, that is the strategy. The best option is to get the charge yourself, and not let your opponent charge you.



I see. My main problem is getting the charge. Since theyre in a rhino theyre a good deal more mobile than footfslogging boyz, but I do agree that they'll do some good damage in return if given the chance.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in gb
Mekboy on Kustom Deth Kopta






Be careful with Chinorks, they aren't the easiest things to assemble.

Berserkers vs Boyz always comes down to who gets the charge which, given Zerkers move faster and have a better save, is often them.
   
Made in us
Longtime Dakkanaut




Alright opinions which is better for my Meka dread with thier bs4+ shooting.
Killkannon d6 str7 ap-2 2 damage 15pts
Or
Rattlerkannon 2d6 str 5 ap-2 d3 dam 16pts

I still think rattler since there aren’t a lot of toughness 5/6/7 units. If the killkannon was str 8 I’d definitely take it.
261pts really is a good price point for this model. You just need to save a cp for the 4+ fnp reroll.
It sucks the faq didnt give it a supa skorcha like the old mega dread had.

This message was edited 1 time. Last update was at 2018/04/26 02:34:47


 
   
 
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