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So I was recently given the Orky half of AOBR, which was just the excuse i needed to start a big new army, however since I know feth all about playing Orks I was wondering what the decent (and fun to play) army builds are in 6th edition. It's worth noting that I play mostly vs marines (but who doesn't really). If the Ork players here could give me some guidance on building a decent Orky army (besides more boyz, I know that much) I would be very greatful.
-Currently I'm thinking of building my army around either trukk/wagon spam, with lots of bikers deffkoptas and Nobz/MANz/lootas, 1-2 dakkajets and maybe even stormboyz (in friendly games), or a KFF'd green tide screening Nobz/MANz, lootas, and what the hell bikers and deffkoptas on the flanks/outflanking. Are either of these viable in 6th?
-Are Warbosses in mega armour as awesome as they look, maybe in a BW with 3-4 MANz? I don't know if I should take one or dual KFF Big Meks for HQ...
-In a Green Tide should I have my Ork boyz in mobs of 30 for durability or 20 for more targets and maneuverability? Are PK/bosspole Nobz auto-takes in a Green Tide? How about for trukk boyz?
-Are there uses for slugga boyz in 6th? Trukk rush perhaps?
-Are dakkajets necessary for anti-air, or can lootas in sufficient numbers handle it?
-Can Killa Kanz be decent in a Green Tide list, if sceened by hordes of KFF'd boyz? Or should it be Lootas instead?
-Are painboyz/cybork body an auto-take in Nob squads? Also what is the optimal squad size? I'm thinking 6-8, 2 PK's, painboy/cybork, and either in a BW (for mech list) or screened by boyz (foot list). Is 'eavy armour worth the points as well?
-Deffkoptas: squads of 3-5 with rockets? Are buzzsaws ever worth it or should they always be AV hunting and avoiding combat?
-Would it be blasphemy if I painted my Orks blue? Braveheart was on tv today and I got the idea to paint them with blue skin, wearing plaid kilts (made with green stuff). I may even make tiny bagpipes to count-as waaagh banners...
Anyways thanks for reading my 9000 questions, any and all advice, links to tactica blogs, insults and personal attacks are appreciated!
First up, we have a few good units and a bunch of rubbish. If you want to play competitively (don't, but I'm sure you'll do it anyway) you want to pay attention to these lists;
Good
~Bikerboss
~Forcefield Mek
~Shoota Boys
~Lootas
~Big Guns
~Dakkajets
~Battlewagons (en masse)
~Nob Bikers
Bad
~Weirdboy
~Kommandos
~Tankbustas
~Slugga Boyz on foot
~Warbuggies (except perhaps with Skorcha)
~Blitzabomma
~Looted Wagon
~Flash Gits
There are a few other units that can be good (ie MegaNobz) and some that err to the side of bad (Stormboyz) but you could use them you just really have to build a list around them. If its not on the BAD list then don't be afraid to try it out.
Orks also benefit enormously from Imperial Armour units, its definitely something to look into if your ok with forgeworld stuff
trukk/wagon spam, with lots of bikers deffkoptas and Nobz/MANz/lootas, 1-2 dakkajets and maybe even stormboyz (in friendly games)
You'll want to play 2k points then, if you want to fit all that in. Thats 5 Fast Attack slots minimum.
That said, 40k punishes list diversity in competitive games. If you take all infantry or all tanks, their anti-tank or anti-infantry weapons are worthless. But if you take a mix, the enemy will shoot you to full effect.
Megaboss
Yes, he's awesome. One very cool build is an Ork Deffwing - lots of MegaNobz, Megabosses, and KFF Meks in a bunch of battlewagons. Add boyz or burna battlewagons to taste. Best used at 2k or more points though because it gets real pricy.
Green Tide
I recommend blobs of 30. A green tide is an unwieldly beast though, I recommend you try before you buy because you very well might find that using 180 models is a PITA
Sluggaz
In mech lists they can compete with shootas, on foot shootas are far, far better.
AA
Take a look at that new firestorm redoubt. Find the stats and just build an Orky version for nothing. Better AA than anything in our list I'll promise you that.
Kanz
That technique is called a Kan wall. It was good last edition but with all the S7 shooting and hull point rules Kans just die far too easily for this to be a good idea.
Painboyz
If your running more than a tiny handful, yes. Most people will tell you Bikers before Battlewagons but I can see the BW being a decent choice as well, especially for bigger units.
Koptas
Solo them, or run them in big units with a Biker character with a bosspole. They can outflank him onto a board edge later in the game that way. Otherwise, with their terrible terrible leadership and 3d6 retreat distance they'll break and run so easy you won't believe it.
Big Shootas are better IMO. Much more reliable, a unit of five BS deff koptas can wreck rear armour on most things.
Blue orks
Do what you like. If you want to avoid the taint of heresy though, I recommend just making parts of the Ork blue as Deathskulls Orks are known to use blue war paint but not necessarily have blue skin.
Edited because wow that was a huge and ugly post
This message was edited 2 times. Last update was at 2013/08/13 22:34:43
Sure there are the blatantly strong units, but those only ever make it onto a good list because it does not take Einstein to know where to point them. A lot of the units on your bad list are quite good. ie: Looted Wagons, Sluggaboys on foot, Warbuggies.
-I personally have looted wagons in ever list I take and they do wonders for me.
-Slugga boys in a greentide are taken in a 1:2 Ratio with Shootaboys. The slugga boys act as a counter charge unit or a screen depending on preference. These fellas are not to be underestimated just because they cannot overwatch as well as the shooty boys.
-Warbuggies are pretty much T7 when it comes to hurting them and they are fearless. (It is a complete waste to take Skorchabuggies because being orkz, you should already be good at Anti-Infantry anyways.)
Each unit has to be used correctly in order for it to be effective. And a lot do not need to have lists built around them. (Stormboys do not need this, if you have to build a list around them then you are doing something wrong. They are supposed to be hot-shot mavericks.)
The most valuable bit of tactica I can give you is this:
"Your mileage may vary" most of the time, take all forum ideas with a grain of salt. Nobody is you. You may have ways of making good lists with "hipster-units". So I say experiment.
As far as blue orkz, deffskulls sounds like the obvious route, but it is up to you. Since all orkz think that blue is lucky, maybe you have a tribe that is not a looting army but a completely suspicious army, which would mean either a lot of Wierdboy action or all tech. If you go weirdboy, then kilts makes sense as it starts becoming snakebity.
As far as kilts. Keep the orkz you got as they are, but then the rest of the ork models you buy should be Fantasy Orkz. You can easily find bits on Ebay to replace arms you do not want. Though really, you could have a bunch of boys with spears and cleavers and still call them whatever you want and people will generally be okay with it.
-Currently I'm thinking of building my army around either trukk/wagon spam, with lots of bikers deffkoptas and Nobz/MANz/lootas, 1-2 dakkajets and maybe even stormboyz (in friendly games), or a KFF'd green tide screening Nobz/MANz, lootas, and what the hell bikers and deffkoptas on the flanks/outflanking. Are either of these viable in 6th?
-Deffkoptas: squads of 3-5 with rockets? Are buzzsaws ever worth it or should they always be AV hunting and avoiding combat?
Welcome, Brother, to the WAAAGH! We've been expecting you... So here's my take on your questions (since I disagree slightly with my esteemed Orky collogue, Dakkamite's interpretation on the good, the bad, and the ugly):
To answer these two questions at once: DeffKoptas have become AWESOME in 6th ed since they're now solidly T5 thanks to the FAQs and they're W2 apiece. As 'jetbikes' they get a jink cover save should something beat their 4+ armor save. They're very versatile in whatever role you want them to do. If you want to go tank hunting with them; take the TL Rokkits. Infantry wiping? Take the Big Shootas and keep them at 36" range. BigBomms are great to take if you plan on zipping them across the board over enemy units. Buzzsaws work if you want them to go munch that SM Dreadnought that's hiding in the corner. There are soooo many options with them. I run them in every list I play without fail. WCS: They take fire like mad because my opponent fears what they can do leaving a lot of my other boyz untouched to wreak havoc on them!
-Are Warbosses in mega armour as awesome as they look, maybe in a BW with 3-4 MANz? I don't know if I should take one or dual KFF Big Meks for HQ...
Short answer: Yes. Warbosses in Mega Armor drives the fear of Mork and Gork into people. PKs like to munch vehicles for breakfast. I'm leery on the KFF Big Meks just because I like using the SAG instead to pot shot people with ordinance templates at a 60" range. I usually don't run the KFF just because at my venue, a lot of people I play against *cough*TAUSUCKS*cough use a lot of 'ignores cover' weapons.
-In a Green Tide should I have my Ork boyz in mobs of 30 for durability or 20 for more targets and maneuverability? Are PK/bosspole Nobz auto-takes in a Green Tide? How about for trukk boyz?
-Are there uses for slugga boyz in 6th? Trukk rush perhaps?
Bosspoles in a 20+ mob is kinda useless IMO. Orks are fearless with anything over 11 models. Usually 20 boys in a BW are good. 12 or even 11+Nob in a Trukk Rush can work if nothing else to draw fire from your more important units or to go grab an unguarded objective really quick.
I personally prefer shootas over sluggas nowadays because of the range. They're assault weapons so what you're losing in CC, you're making up for in pure dakka!
-Are dakkajets necessary for anti-air, or can lootas in sufficient numbers handle it?
No to the first. Yes to the second. HOWEVER... DakkaJets are wicked in the air (esp if you take Ace and Flyboss). If you're going to take ANY ork flyer, take the DakkaJet and ignore the others. DakkaJets fire at BS4 when strafing ground units. Want to see a Necron Warrior Squad disappear in one round of shooty? Let loose with your Supa Shootas. Remember that when you declare a WAAAGH! you get to shoot every weapon on the jet TWICE!
- Is 'eavy armour worth the points as well?
IMO, yes if you're footslogging them across the board.
-Would it be blasphemy if I painted my Orks blue? Braveheart was on tv today and I got the idea to paint them with blue skin, wearing plaid kilts (made with green stuff). I may even make tiny bagpipes to count-as waaagh banners...
I think that'd be AWESOME! I'd love to see an army painted like that esp with the WAAAGH Banner Bagpipes! Be sure to post pics!
"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.
8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team
-Currently I'm thinking of building my army around either trukk/wagon spam, with lots of bikers deffkoptas and Nobz/MANz/lootas, 1-2 dakkajets and maybe even stormboyz (in friendly games), or a KFF'd green tide screening Nobz/MANz, lootas, and what the hell bikers and deffkoptas on the flanks/outflanking. Are either of these viable in 6th?
Rule of thumb is, have your orks all at the same speed. No mixing walkers with trukks, no footsloggers with battlewagons. All other depends on how competitive you want to be.
-Are Warbosses in mega armour as awesome as they look, maybe in a BW with 3-4 MANz? I don't know if I should take one or dual KFF Big Meks for HQ...
Warbosses are generally better with boyz than with more nobz. A warboss kills everything, nobz also kill everything. Even for orks, there is no reason to kill something twice (insert necron joke here).
-In a Green Tide should I have my Ork boyz in mobs of 30 for durability or 20 for more targets and maneuverability? Are PK/bosspole Nobz auto-takes in a Green Tide? How about for trukk boyz?
Since shooting has gone up in power, 30 orks are the way to go, you are going to lose them in droves anyways, and you don't want the to run away. Personally, I'm running no nobz at all anymore, because they are too expensive and weak to challenges and sniping. Trukk boyz should bring the nob just for leadership and more punch - the unit already is too weak to do much, they really need the PK.
-Are there uses for slugga boyz in 6th? Trukk rush perhaps?
Trukks should bring sluggas, you aren't going to do much shooting out them anyways.
-Are dakkajets necessary for anti-air, or can lootas in sufficient numbers handle it?
Yes to both The dakkajet is a strong unit in any case, might as well bring one. If you don't like planes, 30+ lootaz should even be able to blow the dreaded helldrake out of the sky.
-Can Killa Kanz be decent in a Green Tide list, if sceened by hordes of KFF'd boyz? Or should it be Lootas instead?
Killa kanz die too fast to be of any use. For shooting lootaz, are better anyways.
-Are painboyz/cybork body an auto-take in Nob squads? Also what is the optimal squad size? I'm thinking 6-8, 2 PK's, painboy/cybork, and either in a BW (for mech list)
All of the above. Also bring the Waaagh! Banner and at least one boss pole.
or screened by boyz (foot list).
Battlewagon or bikes. Never footslog nobz, a boyz screen will only ever provide 5+ cover, which isn't much, considering you already have 5++ cybork. A single nob can cost up to 80 points, you don't want to rely on 5+ saves when a LRBT hits the unit.
Is 'eavy armour worth the points as well?
Anything dangerous to nobz has AP4 or better anyways, plus it's only an increase of one over cybork. Not worth the points.
-Deffkoptas: squads of 3-5 with rockets? Are buzzsaws ever worth it or should they always be AV hunting and avoiding combat?
I put a single buzzsaw in a unit, just to make them more threatening. They are pretty good a tying up units, having a unit of long fangs fight a bunch of T5/4+ models is a lot better than them shooting missiles all over the place.
-Would it be blasphemy if I painted my Orks blue? Braveheart was on tv today and I got the idea to paint them with blue skin, wearing plaid kilts (made with green stuff). I may even make tiny bagpipes to count-as waaagh banners...
I know a woman who has painted all her orks pink, and Dashofpeppers orks probably gave some people eye cancer. If anyone has a problem with your blue orks, just tell them that they are deff skullz.
Da Kommizzar wrote: -I personally have looted wagons in ever list I take and they do wonders for me.
There is literally no reason to ever take them as transport. Both the battlewagon and the trukk outmatch them in every aspect.
The boomwagon is half-viable, so I kind of agree with you here. Due to the new artillery rules and the low point costs, kannons are more efficient though.
-Slugga boys in a greentide are taken in a 1:2 Ratio with Shootaboys. The slugga boys act as a counter charge unit or a screen depending on preference. These fellas are not to be underestimated just because they cannot overwatch as well as the shooty boys.
Without doing the whole mathhammer thing again, it's really a simple argument. Slugga boyz can't do a single thing that slugga boyz can. Shoota boyz can do a lot of things that slugga boyz can't (overwatch, cause harm to units outside of charge range, soften up units before charging). The only argument for slugga boyz is getting more attacks with less models when you are limited to taking 12 or 20, and even for 20 shootaboyz will usually outdo them.
-Warbuggies are pretty much T7 when it comes to hurting them and they are fearless. (It is a complete waste to take Skorchabuggies because being orkz, you should already be good at Anti-Infantry anyways.)
T7 isn't much of a hurdle when you have no save at all and only 2 HP. In addition you can neither contest objectives, nor score linebreaker with them, nor tarpit units, so the deff kopta is always superior.
The most valuable bit of tactica I can give you is this:
"Your mileage may vary" most of the time, take all forum ideas with a grain of salt. Nobody is you. You may have ways of making good lists with "hipster-units". So I say experiment.
Not true. "Your mileage may vary" usually applies only to bad strategies which were created in a closed environment (for example, a person always playing the same five friends). When you have a good strategy, you can drop by any random GW store you find and expect to do well against anything your opposite is going to pull out of his miniature cases - assuming equal player skill. A great example of this would be the recent threat where a player convinced others that taking nothing but boyz is a great strategy - it might have been the case in his environment, but anyone who tried his advice got severely beaten.
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.
I could use some advice aswell. I also somewhat recently started playing Orks (I think I have played around ten or so matches with them), and I have gathered models enough to finally play a 1650 points list. People at my club mostly play Xenos armies, so right now the most played armies are Tau, Necrons, Eldar, Dark Eldar and Tyranids, with some guys some times playing DA or SM instead.
We play with an army selection system that limits vehicles and discourages duplicates or triplicates (except in troops).
I usually play this list, with the Tankbustas being a new addition:
Warboss, PK, CyborkBody, BP
10 Slugga boyz
Nob, PK, heavy armour, BP Transport
Trukk, Ram, RPJ, plank.
11 Slugga boyz
Nob, PK, heavy armour, BP Transport
Trukk, Ram, RPJ
19 Shoota boyz, 2x BS Nob, PK, heavy armour, BP Transport
Battlewagon, Deffrolla, RPJ, riggers, plates, BS.
5 Tankbustas
Nob, BP Transport
Looted wagon, ram, riggers
I have been thinking about exchanging the Tankbustas with a SAG Big Mek and a unit Grots (the only Ork units I have that are not in this list), as I really lack templates of any kind, allowing my opponent to move as he please.
The other guys usually bring a lot of skimmers and MC's, so I really feel like I need all the rokkits, as they are either impossible to catch, or hard to beat in CC.
My problem is often that I get out shot too early in the game, so I never make a dent in the opponents army. It's probably because of my tactic that simply is "move everything forward, as fast as it can" on my first turn. This means that I am a few inches from the enemy units, then I get shot to bits, and my units (except the Nobs) never make it into combat. When I do win a game, it's because the opponent doesn't bring enough anti-tank to pop my transports, so I overrun his lines completely and table him.
The enemy army I fear the most is Tau. They simply obliterate everything through sheer weight of firepower. The rather new guy, who is completely new to Tau have been tabling everyone, so we are working on the AS being a bit stricter for Tau in the future. He mostly brings lots of firewariors, missile broadsides, an etheral, and a riptide plus some vehicles.
Bonde wrote: I could use some advice aswell. I also somewhat recently started playing Orks (I think I have played around ten or so matches with them), and I have gathered models enough to finally play a 1650 points list. People at my club mostly play Xenos armies, so right now the most played armies are Tau, Necrons, Eldar, Dark Eldar and Tyranids, with some guys some times playing DA or SM instead.
We play with an army selection system that limits vehicles and discourages duplicates or triplicates (except in troops).
I usually play this list, with the Tankbustas being a new addition:
Warboss, PK, CyborkBody, BP
10 Slugga boyz
Nob, PK, heavy armour, BP Transport
Trukk, Ram, RPJ, plank.
11 Slugga boyz
Nob, PK, heavy armour, BP Transport
Trukk, Ram, RPJ
19 Shoota boyz, 2x BS Nob, PK, heavy armour, BP Transport
Battlewagon, Deffrolla, RPJ, riggers, plates, BS.
5 Tankbustas
Nob, BP Transport
Looted wagon, ram, riggers
I have been thinking about exchanging the Tankbustas with a SAG Big Mek and a unit Grots (the only Ork units I have that are not in this list), as I really lack templates of any kind, allowing my opponent to move as he please.
The other guys usually bring a lot of skimmers and MC's, so I really feel like I need all the rokkits, as they are either impossible to catch, or hard to beat in CC.
My problem is often that I get out shot too early in the game, so I never make a dent in the opponents army. It's probably because of my tactic that simply is "move everything forward, as fast as it can" on my first turn. This means that I am a few inches from the enemy units, then I get shot to bits, and my units (except the Nobs) never make it into combat. When I do win a game, it's because the opponent doesn't bring enough anti-tank to pop my transports, so I overrun his lines completely and table him.
The enemy army I fear the most is Tau. They simply obliterate everything through sheer weight of firepower. The rather new guy, who is completely new to Tau have been tabling everyone, so we are working on the AS being a bit stricter for Tau in the future. He mostly brings lots of firewariors, missile broadsides, an etheral, and a riptide plus some vehicles.
Yeah I would suggest losing the Tankbustas as well. If you want something that can crack open skimmers and hurt some MCs, bring a nice squad of lootas. I have found the Shokk Attack gun to be very unreliable. Sure its fun, and it can do a lot, but a lot of the time it doesnt do anything. If you are having a tough time getting your boys in to the fight, I would lose the two trukks and get another BW to put those boyz in to. The BW with front AV14 will be alot tougher to open up then av10 trukk. It also looks like you sticking some random upgrades on those vehicles. RPJ and deffrolla will be pretty huge but you may not get much back from the grot riggers. Chances are if they are rolling on the penetrate list the tank is going to be done for anyway. and even then if they get it immobilized there is a chance the riggers cant fix it. Put another big shoota on there maybe.
As far as fighting tau, that's the Orks toughest enemy. I am making a list that includes a couple squads of burna kommandos to see if I can infiltrate and lay down some templates on the fire warrior squads. Anything I can do to draw fire away from my main force would help me. The problem with the Kommandos is not that they cant assault when they come in, but to make them truly effective you need snikrot so you can choose where you come in and he doubles the price of the squad. I mean 5 kommandos with 2 burnas is pretty much all im looking for. I can come in, hurt some guys with the template and do some slugga shooting. Its a small squad so if they ignore it then I get to lay down two more templates and then assault. Sure overwatch may get them but remember, a unit may only overwatch once per round. so if this squad uses their overwatch on the kommandos then they cant offer supporting fire when my nob bikers/BW boyz assault somebody near them.
You have a good point that I do have too many upgrades on some of my transports. I find the RPJ and ram/rollas to be mandatory, but I should probably scrap all the other upgrades, as they never get used.
I have probably only had one of my vehicles repaired with the riggers once in total, so they are not worth it when it comes down to it.
I think I'm going to use the points for a buzzsaw for the Koptas, since it always came in handy when they used have it. The only problem is that they are already such a big target, that they are often the first unit in my army to die, so I should be a lot more careful with them, perhaps even try to outflank with them.
I can't take more than two battlewagons due to the AS unfortunately, but the other armies are just as restricted.
I'll probably wait with buying some lootas until Orks get a new codex, but since I have an Imperial Guard army, I could try allying in some heavy weapons or a LR Exterminator or perhaps even a Vanquisher with Pask.
Yeah, Tau are the bane of my existence (although I did manage to smoke a few in Kill Teams last night) as an Ork player. Stealth Suits are a PAIN to kill since the average Tau player always keeps them in some kind of cover (needless to say I was extremely happy when my shooas dakkaed one off the table with his insane 2+ cover save).
Tankbustas are a bust (ba dum dum...) IMO. Bubblewrapping the Big Mek SAG with Grots is always a good idea. Even if you roll snake eyes all you're taking out with you is maybe a 40 point troop squad. Tops.
"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.
8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team
DieselJester wrote: Yeah, Tau are the bane of my existence (although I did manage to smoke a few in Kill Teams last night) as an Ork player. Stealth Suits are a PAIN to kill since the average Tau player always keeps them in some kind of cover (needless to say I was extremely happy when my shooas dakkaed one off the table with his insane 2+ cover save).
Tankbustas are a bust (ba dum dum...) IMO. Bubblewrapping the Big Mek SAG with Grots is always a good idea. Even if you roll snake eyes all you're taking out with you is maybe a 40 point troop squad. Tops.
Actually that reminds me. I was playing against a space marine army a little while ago with A SAG. I kept scattering off, and people were making their cover saves so it wasnt proving too effective. Then he DS'd a terminator squad with a captain next to the SAG and the lootas. In shooting he killed all the lootas. The next turn I rolled a snake eyes for SAG! took out 2 terminators and an HQ. wasn't the warlord though. I laughed so hard.
This message was edited 2 times. Last update was at 2013/08/15 16:18:38
I'm really looking forward to a new Ork codex release. There ought to at least a new plastic kit in the Elite and Fast Attack sections of the codex.
I could really imagine Flash Gitz getting a shiny new kit and suddenly become very shooty indeed.
I was actually thinking about converting a boom wagon to get more templates in the army, but I don't really have the guts since it might get scrapped completely with a potential new release.
3 Battlewagons filled with Shoota/Slugga Boyz, some Nob Bikers supported by some Lootas and Gretchin behind an ADL, led by a KFF Mek and maybe a Biker Boss.
@ Icculus: BUHAHAHAHAHAHAHA! I woulda laughed too!
@ Bonde: Eh convert away! Worse case scenario is that you'll have to convert it again to something else! That's the beauty of Orks!
@ Shadow: Grots manning the Quad Gun I take it? They're definitely motivated little guys with their BS3.
Speaking of the new Ork Codex... Anyone hear anything about a release date yet? I saw some snippet from a vblog that said October, but I'm not holding my breath on that rumor. I don't suppose GW has said anything official yet, have they?
This message was edited 1 time. Last update was at 2013/08/15 18:06:02
"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.
8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team
@ Bonde: Eh convert away! Worse case scenario is that you'll have to convert it again to something else! That's the beauty of Orks!
@ Shadow: Grots manning the Quad Gun I take it? They're definitely motivated little guys with their BS3.
Speaking of the new Ork Codex... Anyone hear anything about a release date yet? I saw some snippet from a vblog that said October, but I'm not holding my breath on that rumor. I don't suppose GW has said anything official yet, have they?
With Codex: Space Marines, then some fantasy release, and then The Hobbit in December, an Ork codex will be much more likely be early-mid next year. A more credible rumour I head was Q1 or Q2 2014, but Tyranids might just beat us to it and be released first.
Speaking of the Boomwagon, I have a lot of large gun bits that would be perfect for a boomgun. I have an already shortened Earthshaker gun and a lot of Leman Russ bits, so I just need a hull with some wheels or tracks. I'm thinking a Razorback hull before they get a price hike.
How would you field a Boomwagon? I'm thinking something like this:
Heavy support
Fist of Mork (or possibly Gork?)
Looted wagon
Boom gun
'Ard case
2x Big shootas
= 125pts
The big shootas as so the boomgun doesn't get destroyed by the first weapon destroyed result it recieves, and they can still snapfire at the same range as the gun while still being very cheap. The 'Ard case is because it doen't have a transport capacity anyway and just needs to survive. My plan would be to keep it at maximum range and keep blasting away at anything that dares to leave cover and other targets of oportunity.
Speaking of the Boomwagon, I have a lot of large gun bits that would be perfect for a boomgun. I have an already shortened Earthshaker gun and a lot of Leman Russ bits, so I just need a hull with some wheels or tracks. I'm thinking a Razorback hull before they get a price hike.
How would you field a Boomwagon? I'm thinking something like this:
Heavy support
Fist of Mork (or possibly Gork?)
Looted wagon
Boom gun
'Ard case
2x Big shootas
= 125pts
The big shootas as so the boomgun doesn't get destroyed by the first weapon destroyed result it recieves, and they can still snapfire at the same range as the gun while still being very cheap. The 'Ard case is because it doen't have a transport capacity anyway and just needs to survive. My plan would be to keep it at maximum range and keep blasting away at anything that dares to leave cover and other targets of oportunity.
I don't know what Fist... does but I usually run the Boomwagon with x4 Big Shootas, Boom Gun, x2 Grot Sponsons, 'Ard Case, and reinforced ram (just in case I need to ram and/or go through some terrain). Then I'll run boyz out in front of it to screen incoming shots while taking potshots at whatever's in range.
"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.
8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team
Fist was just the name of the tank In the codex it can only take two big shootas, so I guess that you are playing with Forge World rules. I have been thinking about buying IA: Vol 8 for some time now, but the book is quite old, so I don't know if I should wait for it to get updated with an eventual codex.
My gaming club aren't fans of Forge World rules, so we havent used them so far. It annoys me a bit, since I have a pile of FW books I have only ever read for fluff and never got to play aroun with any of the rules.
I don't know why, but the other guys think that FW rules are extremely unbalanced, which is definately not true. Right now we are working on our own AS, so I will probably propose that we should start including FW.
This message was edited 1 time. Last update was at 2013/08/15 20:39:24
Bonde wrote: Fist was just the name of the tank In the codex it can only take two big shootas, so I guess that you are playing with Forge World rules. I have been thinking about buying IA: Vol 8 for some time now, but the book is quite old, so I don't know if I should wait for it to get updated with an eventual codex.
My gaming club aren't fans of Forge World rules, so we havent used them so far. It annoys me a bit, since I have a pile of FW books I have only ever read for fluff and never got to play aroun with any of the rules.
I don't know why, but the other guys think that FW rules are extremely unbalanced, which is definately not true. Right now we are working on our own AS, so I will probably propose that we should start including FW.
Yeah the list you built was for the Looted Wagon. which is exactly howi kit out my looted wagons with 2 big shootas and a 'ard case.
I have one looted wagon built and about 80% painted (see my gallery for images) and another one that is still in assembly process. one is a manticore and one is an eldar falcon sitting on a trukk chasis.
I am planning on running two at a time. I have tried just running one at a time but they dont seem to be as effective. They do attract a lot of enemy attention though. People are scared of the looted wagon.
If you are running Grot Sponsoons, you might as well go tits out and use the Supa Kannon Trakk. Same price but better in every way.
Orks get a much needed boost from forgeworld, if your club doesn't allow it, I imagine they use a lot of the newest armies that don't need forgeworld like Orks do. You should explain this situation to them, and ask them kindly to use the 4th edition codex for their army if FW is not ok.
Dakkamite wrote: If you are running Grot Sponsoons, you might as well go tits out and use the Supa Kannon Trakk. Same price but better in every way.
Orks get a much needed boost from forgeworld, if your club doesn't allow it, I imagine they use a lot of the newest armies that don't need forgeworld like Orks do. You should explain this situation to them, and ask them kindly to use the 4th edition codex for their army if FW is not ok.
You have a good point, but the guys in my club play a little bit of everything. One guy plays Tau/DE, one plays Necrons/DA/Daemons, another SM/Necrons, and the last guy plays Tyranid/Tau/DA. There's also a guy who plays occationally that only have Eldar. We never know what we are gong to go up against beforehand, and we all prepare our lists from home, so every list has to be TAC.
It's mainly the Necron/DA/Daemon guy who is against, but he is really nice, so I could try talking him into it since we now are making our own AS.
I am a huge fan of FW myself, so I have almost all the books featuring IG and 4 FW tanks and 1 FW super heavy aswell, so it's a shame that I rarely get to use it.