Switch Theme:

Making Orks Competitive in 8th - Waaaagh! (Ork tactics)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran




Colorado Springs

Zhadsnark is Ghaz at half the cost and triple the speed, not even accounting for the cost of Ghazzie's required ride.

If Zhad isn't an option then go for banner + boss, more versatility. Banner nob is helpful with any unit. Relic boss is still solid output at a fraction of the cost.
   
Made in us
Nasty Nob





United States

The 4++ esecially in CC is a considerable factor. Warbosses get pwnt by a lot of stuff, Ghaz flips a coin and ignores half the wounds

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
Regular Dakkanaut




Newfoundland

Im a Ghaz fan personally. especially in larger games. His kill tally for me this edition is pretty good, hes another buffer in the buffing edition, hes true reliable damage, and he provides a psycological advantage (no one likes when hes around), you can use that to manipulate how your opponent plays unless they are well grounded mentally and realize hes not really that tough to kill.
He has made his points back to me every game, Hes only died in 2 games, in 1 he was part of killing a wraithknight and then a squad of shining spears, and in the other he killed a chaos russ, a demon prince and a forgefiend before going down to fire, the boys cleaned up the leftovers. Last game i played he toon on a warlock and a big squad of wraithblades with enhanced armor, They killed my killtank and then ghaz got out with a squad of nobs and sent them to hell on my turn.

Now i should qualify this and mention most of the game i play were not with optomized lists, but all the same im playing with an index army so it kinda equals out. so best advice i can give is playtest a game or 2 against people who you know to be tourny quality opponents and have a laff cuz thats what its all about in the end, a good ol laff.
   
Made in us
Roarin' Runtherd




I had my 500 point game against deathwatch a couple days ago. I took some advice offered here and changed my list to a weirdboy with da jump, a mob of 30 shoota boys with powerklaws, kustom shoota, and two big shootas, a mob of 10 shoota boys with powerklaw and kustom shoota, and a dakkajet. He brought a captain with relic blade, 10 veterans with four frag cannons and the rest with stalker bolsters, and a venerable dreadnought with assault cannon and storm bolter.

We didnt have the maelstrom mission cards and weren't familiar with ITC or adepticon rules, so we just placed 6 objectives on the field and scored progressively, with points for first blood, line breaker and kill the warlord.

I deployed my dakkajet in a corner and all forty boys out of LOS with the weirdboy on an objective. He grouped up his guys on one of his objectives. We roll for first turn and I get. He fails to seize.

The dakkajet flies over while the boys squads mob up and then are da jumped over to the deathwatch objective. The dakkajet fires at the veterans and kill 3 I think. Then the shoota boys unload and kill five more, leaving two frag cannon marines remaining. He removes the models closest to me and I attempt and fail a 10 inch charge. He elects not to use the "stem the green tide" stratagem, which was a good call as he kills no boys in overwatch. Looking pretty good so far.

His turn. He walks his vets close enough to use the anti-horde profiles of his frag cannons. He uses the deathwatch ability to re roll ones to wound against my troops, and then uses a stratagem to increase his to wound rolls by one. 4d6 autohits wounding on twos and rerolling ones later (along with the assaultcannon dread and some shots from the captain for good measure) and I pick up 22 boys. Ouch. If he had kept another frag cannon or two in my shooting phase i very likely would have lost the whole squad.

End of turn 1, we each have 1 VP.

My turn. Weirdboy grovels like a grot out of line of sight, doin' da important work of holdin da objektif... Dakkajet soars overhead. With a good advance roll I am able to get within 1 inch of the remaining veterans and the captain and avoid the deadly autohitting overwatch. The dakkajet attempts to shoot up the ven dread and does nothing. In the assault phase I kill the remaining two veterans and put a wound on the captain (only a few boys could stretch to reach him), who kills several in return.

His turn, the dread fires at the dakkajet and pings a wound off of it, and the captain kills a boy with his bolt pistol. The dread charges into combat, hoping to dig the captain out and protect their objective. The dread kills 4 boys, who put another wound on the captain while the nob powerklaws bounce off his iron halo. The captain kills 3 or 4 boys himself. At this point I only have the two nobs and a couple boyz left.

End of turn 2, it's 2-1 orks, with the weirdboy holding my objective and his being contested.

My turn. The weirdboy and dakkajet twiddle their thumbs while the powerklaws crush the captain before being crushed themselves along with the remaining boys by the dreadnought. At this point we decided to call it because I was ahead on go and it would take way too long for his ven dread to walk over to my weirdboy to kill him and table me (his only chance at victory). Game ends with a 4 to 1 victory for orks!

This whole game required a good shooting phase from me in order to thin out the vets enough in order to avoid being wiped off the table by frag cannons and I pulled it off. 40 shoota boys with some kustom shoota and big shoota support put out a very sizeable amount of dakka, but even with both them and the dakkajet killing all but two frag cannon vets I still lost more than half the squad in the return fire. Frag cannons are deadly. I think I will continue to run a 40 strong all shoota mob in the future to jump forward. If they make their charge, great, but if not they still put out some decent damage. I forgot to use dakka dakka dakka on them, which may have given me the boost needed to pick off another frag cannon.

No tactical objectives combined with progressive scoring was a mistake, and it just let me sit in the back with the weirdboy to farm VP. Over all fun game though.

This message was edited 1 time. Last update was at 2018/05/19 04:46:46


 
   
Made in ca
Gargantuan Gargant






I'm definitely feeling the age of our index more as time goes on as basically everyone in my group is playing with codices now and they have so many more tools to deal with others versus our very "one trick pony" builds. My attempt for a walker wall list was promptly dismantled, I only won the game due to lucky rolls for T5 ending and jumping a reserve unit of boyz that managed to attack a backline enemy unit on an objective. Luckily, it looks like Big trakks with Supa Skorchas are an alternative crutch to just using more boyz when dealing with these newer armies, as the sheer range/spit and consistent damage (especially against Aeldari/armies with negative to hit penalties) gives us an actual shooting phase to retaliate against guys our boyz can't reach.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 JohnU wrote:
Zhadsnark is Ghaz at half the cost and triple the speed, not even accounting for the cost of Ghazzie's required ride.

If Zhad isn't an option then go for banner + boss, more versatility. Banner nob is helpful with any unit. Relic boss is still solid output at a fraction of the cost.


Ghaz doesn't need a ride, he is just as fast a regular boyz. He can just move with the tide.

The one thing that makes Ghaz that much better than warbosses and Zhadsnark is the flat 3 damage klaw. It's the difference between plonking some damage of a vehicle/monster or being a threat that can one-shot a daemon prince that gets close enough for heroic intervention. With the +1S warlord trait Thrakka will reliably take 9 wounds of any T7 model (with a good chance of doing 12), where Zhadsnark will only do 5-6 depending on if its a monster or not, while a warboss with attack squig and combi-skorcha does about 6. On top of that, both warboss and Zhadshnark will be dead is something powerful gets to swing at them (defiler, dreads, TH/SS captain, daemon princes), while Thrakka might survive the attack and be able to swing back.


Automatically Appended Next Post:
 Dojo wrote:
Now i should qualify this and mention most of the game i play were not with optomized lists, but all the same im playing with an index army so it kinda equals out. so best advice i can give is playtest a game or 2 against people who you know to be tourny quality opponents and have a laff cuz thats what its all about in the end, a good ol laff.

Best advice. Especially when there is no definite answer to what is better, your opponents and your own play style matter more than anything.


Automatically Appended Next Post:
ManTube wrote:
I had my 500 point game against deathwatch a couple days ago. I took some advice offered here and changed my list to a weirdboy with da jump, a mob of 30 shoota boys with powerklaws, kustom shoota, and two big shootas, a mob of 10 shoota boys with powerklaw and kustom shoota, and a dakkajet. He brought a captain with relic blade, 10 veterans with four frag cannons and the rest with stalker bolsters, and a venerable dreadnought with assault cannon and storm bolter.

I honestly thought I was reading another slaughter when I saw the four frag cannons.
Good job!

This message was edited 2 times. Last update was at 2018/05/19 09:43:34


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 fi
Locked in the Tower of Amareo





ManTube wrote:


My turn. Weirdboy grovels like a grot out of line of sight, doin' da important work of holdin da objektif... Dakkajet soars overhead. With a good advance roll I am able to get within 1 inch of the remaining veterans and the captain and avoid the deadly autohitting overwatch. The dakkajet attempts to shoot up the ven dread and does nothing. In the assault phase I kill the remaining two veterans and put a wound on the captain (only a few boys could stretch to reach him), who kills several in return.
.


Umm how this worked? If you aren#t in cc you get overwatch. You can't get into cc by advance. Only way to get into cc without overwatch would be pile in while charging other unit or consoliate. Either way how advance helps?

Oh and progressive scoring is essential to avoid game being just shoot em up

2024 painted/bought: 109/109 
   
Made in us
Roarin' Runtherd




tneva82 wrote:
ManTube wrote:


My turn. Weirdboy grovels like a grot out of line of sight, doin' da important work of holdin da objektif... Dakkajet soars overhead. With a good advance roll I am able to get within 1 inch of the remaining veterans and the captain and avoid the deadly autohitting overwatch. The dakkajet attempts to shoot up the ven dread and does nothing. In the assault phase I kill the remaining two veterans and put a wound on the captain (only a few boys could stretch to reach him), who kills several in return.
.


Umm how this worked? If you aren#t in cc you get overwatch. You can't get into cc by advance. Only way to get into cc without overwatch would be pile in while charging other unit or consoliate. Either way how advance helps?

Oh and progressive scoring is essential to avoid game being just shoot em up


Perhaps we played this wrong. My understanding in the past has been that if you can get within 1 inch of enemy units (tagging them) you count as being in cc, and seeing as you did not declare a charge you do not suffer overwatch? Or is the within 1 inch thing just to prevent them from shooting (can't shoot at targets within 1 inch with non pistol weapons)? If so, can you declare a charge within 1 inch, and would overwatch be allowed against such a charge seeing as the frag cannons arent allowed to fire within 1 inch? Seems strange that I would have to deliberately come short on my movement to be allowed to declare a charge.

As for progressive objective scoring, I would normally agree, but it didnt lead to a very balanced game in our case. With my weirdboy able to hide back there his only chance at winning was holding two objectives while also fending off my attack. Kill the warlord and line breaker weren't really an option for him.
   
Made in ca
Grovelin' Grot



Montreal

During your movement phase, you can't move within 1 inch, unless you are consolidating during the fight phase, you have to charge to attack
   
Made in us
Roarin' Runtherd




Alkorus wrote:
During your movement phase, you can't move within 1 inch, unless you are consolidating during the fight phase, you have to charge to attack


Ok thanks, good to know! It probably would not have made a difference as with the remaining 18 boys and the dakkajet more than likely would have just killed the frag cannon marines in the shooting phase anyways. Ill keep that in mind going forward
   
Made in us
Regular Dakkanaut




Newfoundland

So how are you guys dealing with NID armies and their metagame level units (hiveguard, biovore ect). what do you consider their main threat units for us.
some of what i have read mentions having a dakkajet to deal with biovore, grots for blocking first turn genestealer rapefest ect, can we dish on Nids for a while?
I have a pal backhome playing nids and basically stroking himself waiting for me to bring my army back so he can crush me with his fancy codex.
Tell me your experiences, tell me what worked and what didnt, i have played a single game vs nids this edition and that was well before their codex.

I think vs nids i might go with shoota boyz to be honest.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Burna bommers work really well against genestealers, assuming they aren't hidden from view. Planes also work very well for blocking movement, since they can't be assaulted.

Depending on what type of nid army he is running, you really want a grot screen to take those turn 1 charges. One large unit or three small ones, whatever you like more. Make sure that there is no 1" gap to consolidate through, otherwise he will try to surround models to prevent you from falling back.

KMK and weirdboyz are your best bet for dealing with MCs, a unit of BC nobz might also help. If you don't have KMK, against nids lootaz work kind of ok, since nid's don't have tons of high-range options and you can put them on an upper level of a ruin to make them "immune" to assaults.

Shoota boyz really don't make much of a difference, you should aim to charge them before they charge you. Shooting and backing up won't work against most nid combat units.

This message was edited 2 times. Last update was at 2018/05/20 09:43:53


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
Longtime Dakkanaut




I had a practice game last night against an Eldar player who brought 3 Fire Prisms, 2 decked out serpeants and a couple squads of reapers and a Big squad of guards.

I got to say, there isn't really a purpose for that +1 attack that I can find. I was using the Warboss and Banner Nob and I never had fewer than 60 attacks hitting on 2s. At one point I had 95 attacks hitting on 2 and 5 more for the Nob.

My opponent called the game at the end of my 2nd turn because he had no hope of winning. I feel kind of bad because he told me to be competitive but I brought the ork horde out and I just don't think he was prepared for that kind of model amounts.

I had 160 Ork Boyz, 5 Kommandos, 15 Stormboyz, 5 Mek Gunz with 25 Grot crew...it was ridiculous. All his heavy anti-armor weapons were wasted because the strongest thing I had was T5 artillery.


With all that said....I am so bored/tired of playing horde. I really want my bikes back.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in lt
Mysterious Techpriest






ON STREAM ATM
https://www.twitch.tv/warhammer

High scoring orks 4:0 in LGT atm(4th place out of 360~ people for now). List:
Battalion
Zhadsnark (warlord: MiR)
KFF Bikemek(killsaw)
2x30 slugga boyz(PK nob)
10 slugga boyz(PK nob)
2 Bike painboyz

Outrider
KFF Bikemek(killsaw)
3x30 stormboyz (PK nob)

Supreme Command
Bikeboss (Headwoppa)
2xWeirdboy

This message was edited 2 times. Last update was at 2018/05/20 13:00:50


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Thanks for the link!

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
Nasty Nob




Crescent City Fl..

anyone have an opponent bringing 9 Hell hounds against them regularly? What do you do to beat that? MY Usual Scrumgrod has mentions he's planning that supported by IG transports with dual heavy flamers. About how much of his points would that tie up in a 2000 point list? I don't have those books or files.

All I have come up with his bringing 3 Gorkanauts and stuff them and to tie those up, trap them and destroy them on (hopefully his turn.) I'm still working out my next list.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in lt
Mysterious Techpriest






Aww, he lost(narrowly). Still great showing for an index army.

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






9 Hellhounds will amount to about half of his army.
They will kill about 42 boyz per turn, but

Flamers aren't that awesome at taking out vehicles, so your nauts will probably do really well. Make sure to bring a KFF.
On top of that, Tankbustas in trukks or bw would help a lot.
Kannons might also do the trick, since shooting them with an inferno cannon will waste a lot of damage on overkill, while they can plonk damage of his vehicles.

It's probably your best chance to get any mileage out of deff dreads and kanz, too. Bring a stompa if you're feeling silly.

I must ask though: He is using a codex army to tailor his list against a mono build index army. Are you sure you want to play that game?

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 ca
Ork Boy Hangin' off a Trukk





 Dojo wrote:
So how are you guys dealing with NID armies and their metagame level units (hiveguard, biovore ect). what do you consider their main threat units for us.
some of what i have read mentions having a dakkajet to deal with biovore, grots for blocking first turn genestealer rapefest ect, can we dish on Nids for a while?
I have a pal backhome playing nids and basically stroking himself waiting for me to bring my army back so he can crush me with his fancy codex.
Tell me your experiences, tell me what worked and what didnt, i have played a single game vs nids this edition and that was well before their codex.

I think vs nids i might go with shoota boyz to be honest.


If you have the points for it, a Nob squad with all combi skorchas or big trakk with supaskorcha is a really nasty surprise for nid troops. Biovores might be suceptable to deep striking units like Chinorks or buggies.
   
Made in fi
Locked in the Tower of Amareo





So I went to less competive tournament where people were asked to bring less competive and more fun armies. Bit of prechecking by judges. I took with me:

warboss w/killa choppa and 6+++.
warboss w/power klaw
weirdboy w/da jump
4x30 boyz. 3xklaw, big choppa. One squad 30 choppa, one 30 shoota, one 20/10 choppa/shoota(this had big choppa), one reverse that.
16xgrot
3xKMK
8xtank busta+2 bomb squig
chinork w/skorcha
25 storm boyz w/power klaw

First round. Exodite eldar w/alaitoc trait. 2xguardian squads, farseer, warlorck or two, 2 ranger squads, 2 wraithlord, 3 warwalkers, vyper, 6 or 4 jetbikes with shuriken catapults and cannons. 2x3 dark reapers.

Very well painted. Bit tough but not the worst that could be so I was okay with this. Scenario was random deployment(we got the one with weird bulge on center, #5 on maps I think). Scenario was retrieval mission and spoils of war.

He got first turn and hit my stormboyz hard, blew dakkajet and sniped 2 wounds off my weirdboy when I got careless in deployment. Could have put him out of LOS for good but nope. Stupid me. Forgot rangers. On my turn 1 I move forward and prepare to charge ranger squad with stormtroopers risking mortal wounds. I made sure weirdboy doesn't get bonus to cast but rolled double 6 anyway....Forgot I could reroll one 6 so rerolled 3 wounds but got 2 wounds and blew up anyway taking out 3 crew from 2 mek kannons, 2 and 3 wounds to cannons, 2 wounds to warboss(not warlord) and 3 dead bad moon. OUCH! Stormboyz ran over rangers and consolidiated into wraithlord who eventuially would smash them down without me doing much.

Turn 2 he blew out lots of deff skulls(mostly shoota squad) leaving 11. He rolled badly but luckily for him bad enough he didn't get them to 10 which I would have preferred. I brought in chinorks taking out warwalker, charging dark reaper squad with deth skulls(if they had been 10 I would have mobbed up with bad moons...) killing htem and consolidiating to another.

Basically game proceeded me getting blown apart steadily and me trying to keep up with maelstroms. I wasn't doing that bad but one wraithlord basically ate charge from bad moons and with 4-5 6's to save on power klaws and protect keeping choppas safe eventually killed them all...My warlord took charge from his warlord(some sweeping hawk styled exarrch) but getting 3 wounds on my turn invulnerable saved all(when he had 1 wound left) so he got away into safety...DAMN! So on turn 5 I was pretty damn out of army but objectives weren't that far away gap. Game went to turn 6. I got some objectives but so did he like killing my warlord. Turn 7 was disaster though that it came as I had just goff nob left which was promptly blown apart by LOS ignoring reaper missile. Darn. 6 vp gap loss turned to 0-20.

BTW FIRST TIME EVER outside home enviroment I got game played fully and we weren't even last. YEY! Personal archievement. And movement trays hadn't yet even arrived.

Oh and opponent happens to live in same town I...Fun driving 120km and then play against person I Could play any week

Game 2. Up against some ultramarines with that big repulsor with squad of aggressors and lietnaunt, deep striking primaris, 2x5 scouts, tarantella, forge world deredeus dreadnought with plasma guns, librarian with jump pack.

Scenario was Crucible of War: Patrol (both count as defenders) + relic.

Now right off the bad this is horrible scenario for orks. 8th ed reserve rules hurt assault armies while doing very little against shooty armies so right off the bat I was on foul mood and just looking forward next game hoping this would have been at least game 3(so I could get home sooner).

Then this happened:

https://www.dakkadakka.com/dakkaforum/posts/list/757206.page#top

Full details there but short story opponent was unaware of the Facebook clarification on da jump and for a while even tournament organizers were saying "no da jump outside deployment zone turn 1". Can't blame opponent for checking on judges sincehe wasn't aware of it(no surprise). Alas organizers were also for a while confused. After some hectic argument over it I got okay for it.

THIS is why GW should put official clarifications and changes on one official location. We spent more time arguing about this than it would have taken GW to put them to same place where FAQ's are(or even better just update FAQ text itself).

By now I was in progressively foul mood. I didn't even think should I even go for trying to kill. I shouldn't. Instead I should use da jump to spread around table as far as possible from his army and then when he comes closer send stuff away and out of LOS(actually possible on this table) to minimize casualties. So 40 guys(he had whittled 20 guys from goffs so I mobbed up) jumped and tried charging repulsor and did it and caused 5 wounds but all were killed.

On my turn 2 I only got KMK and warlord and NOW I tilted up. I was so sick of this scenario, then the mess up with da jump and now string of 3+ failed leaving me with just one KMK to play with basically and I was FUMING. This is annoying habit I have which I know and have tried to work on. Incidentally this is why I have reduced online poker a bit. I'm provenly winning player on long term with several thousands up lifetime but I have habit of tilting(as poker term is) eating up profits long term so hourly rate isn't THAT huge and it gives me days I'm so sick of it that I have decided it just isn't worth it now that I have real job.

So now for final nail in coffin for my mood I rolled 6 for KMK shots after rerolling with CP but opponent claimed I had rolled 2 dice at the same time. I could swear I didn't(Certainly had no need!) but then again I was by now so fumed up that I could honestly not deny either! I could have as I was doing fast dice rolling just to get the damn game out and done with. It's possible I played too fast and he didn't stay up so he got mixed up with my first roll which I CP rerolled. I conceded point anyway as I could not even honestly on good consciousness claim I did NOT do it. I could have! I was too fumed up to think up straight. Got 2 and not much.

Turn 3 reinforcements continued the theme so most of my army actually came on turn 4...At which point they never got to do anything. And I forgot to deploy 8 storm troopers though maybe they wouldn't have fit there anyway but did mean when they were shot I had to use 2 CP to keep remaining 8 alive.

So to put it short I got eventually from him that big tank, lietnaunt and 3 deep striking primaris(these 2 basically were bad idea to come to my DZ as they were easy kills so I got ahead in kill points compared to what they killed) and aggressors(chinork+tank bustas).

So overall: Not my best game and not happy about my own conduct there. 3-17.

Round 3. ORKS! And different type to mine. He had bad moon special flash git character, biker warboss(same relic as mine obviously), biker mek with KFF and biker painboy. 6 flashgit+6 ammo runt in tooled up battlewagon, 10 tank busta+2 bomb squig on battlewagon with big gun(so transport 12). some 6 or 8 warbikes, 3 nob bikers, 2 warbuggies.

Random deployment(we got sideways), Big Guns Never Tire, Contact Lost.

So basically this game was fairly deadlock objective wise. Both had 3 objectives. He tried to break it with bikes but basically I concentrated on them ASAP killing them fairly early. Bad moons were da jumped forward to big bike squad killing 2 but failing to charge. They were charged, more casualties, lost guys, remaining 10 or so fell back opening fire by KMK's and dakka jet killing more. Incidentally my KMK's were fairly useless most of game as he kept battlewagons well out of range or LOS. There was one building on very good spot for him for this deployments...I used da jump and stormboyz to try to break deadlock but all I sent there were blown apart easily. That flash git and battlewagon was deadly. I struggled to get it especially as big mek kept fixing it. Incidentally here was one big mistake I made tactically. I should have put chinork to deep strike and bring him when I can bring more stuff to bear at once but was too excited to get to deploy and fire on turn 1...So end result they did some damage but due to needing advance not THAT much and then were blown out. Oops.

I might have broken deadlock a bit if dethskulls had managed charge against his warlord who was about to fullfill priority order but 50-50 charge failed and they were blown up.

So with 3 objectives for both 100% deadlocked it was HS killing which was hard for me. Did get eventually one battlewagon which blew up and killed my klaw warboss with it which was fine trade for me but the flashgit I never got or even into good chance as da jump was prevented effectively later for it and no LOS or range with KMK's like ever.

So it was down to maelstrom cards. And boy oh boy I only got my first ones on turn SIX that I could control. "Make enemy fail morale check". Well gee that's easy. Especially as by then any squad I could really attack was going to die normally. "Kill unit in shooting". Well gee that's going to work with pistols and shootas vs 10+ wound battlewagons "Defend objective 3". Yeah I'm going to succeed in surviving his shooting from flash gits, their wagon, 2 buggies and whatnot.

Meanwhile he for a first 3 turns had equally crappy luck but then got ascension(control 3 objectives. Well this was easy as neither was about to prevent that!) and priority order(defend objective on his side. Took 2 movement phase for warlord to get there but then had to survive the 10 deth skulls who couldn't shoot due to buggy and had to try the 9" charge which failed) and couple more so I think he got like 15-5 win in the end or so.

Interesting game and interesting ork list. Deployment made it hard for me to break the deadlock and generally it came down to maelstrom cards which wasn't good for me today.

Oh and moment of game. 10 tank bustas vs dakka jet. 9 hits without rerolls...Needless to say it was blown out of the sky!

edit: After tournament thought about how I SHOULD have approached last game. Basically I got too scared with KMK's and big guns never tire. So what I SHOULD have is deploy them on center front. This would have given bit road block issue with 2 foot mob but not un-solvable. Then keep chinork in reserve as said and stormboyz move tight toward center forcing flash gits to either expose battlewagon to KMK's who due to forward position would have had range OR give stormboyz easy range closer. Then use dakkajet and chinork tank bustas to thin that battlewagon before charging up.

Not quaranteed to work but if I had any chance to take out that flash git battlewagon, essential for me to get anything to survive, it would have been that. Without that da jump was hopeless to get there AND all those big buildings made foot slogging rather dodgy as he could shoot closest unit and then next would be too far anyway to get to action.

Novelty experience being shot to death by orks!!! He had very good anti-ork shooty orks, deployment zone helped and terrain was with this way deployment fairly co-operative and he got to choose better side.
[Thumb - 20180520_092505.jpg]

[Thumb - 20180520_164508.jpg]

This message was edited 1 time. Last update was at 2018/05/20 20:45:47


2024 painted/bought: 109/109 
   
Made in us
Nasty Nob




Crescent City Fl..

 Jidmah wrote:
9 Hellhounds will amount to about half of his army.
They will kill about 42 boyz per turn, but

Flamers aren't that awesome at taking out vehicles, so your nauts will probably do really well. Make sure to bring a KFF.
On top of that, Tankbustas in trukks or bw would help a lot.
Kannons might also do the trick, since shooting them with an inferno cannon will waste a lot of damage on overkill, while they can plonk damage of his vehicles.

It's probably your best chance to get any mileage out of deff dreads and kanz, too. Bring a stompa if you're feeling silly.

I must ask though: He is using a codex army to tailor his list against a mono build index army. Are you sure you want to play that game?


He's become fixated on auto hit weapons for a few months now and believes his list will carry him to victory in competitive play which he hopes to get a lot more into. I usually make him earn a win with a hardly competitive list.
MY thoughts with the Nauts were lots of strong high damage attacks should eat vehicles while he needs his 5+ to wound so it's better for me. I have a KFF big mek on a bike to help and can bring a few burna boy spanners in a trukk to do on the spot fixes to a few vehicles. I just have to play smart with that and keep them out of trouble.
He's not building this list just for me but trying to sort out what to play more competitively . He want a core of SoB and other things to support that. a bit of a mix but I am not 100% clear what else he's bringing now.
He'll go on a winning streak pushing over opponents and then I'll do stuff he wan't expecting, even if he beats me, he'll then decide to rethink his list. I play the missions to win and just try to keep my forces alive, minimize what I am giving up on points ect.


Remember kids, Games Workshop needs you more than you need them.  
   
Made in fi
Locked in the Tower of Amareo





With movement trays still coming and having just 2h or so to play this week I decided I'll try finally bringing all my walkers bar deff dread that's waiting for assembly and stompa that's also in assembly(plus that requires reducing smaller walkers due to point costs). I know it's not particularly competive but let's see how this plays out. The armageddon campaign GW ran drew me to 40k and especially the story about 100 ork walkers vs 13 or so marine dreadnoughts. Been dreaming of playing game like that(well with not as many ork walkers...That would be lots to buy) for 20 years. Tempted to buy bunch of blood angel dreadnoughts to use with few I already have(including 30k contemptators) to play it out myself!

Spearhead:
Big mek w/kff
Gorkanaut
2xkill kan(big shootas)
2xkilla kan(kustom mega blasta)
5xkilla kan(2xrokkit, 3xgrotzooka)
12xloota
3xKMK

spearhead:

Big Mek: Kustom Force Field

Big Mek in Mega Armour: Tenacious Survivor, Kustom Force Field, Kustom Mega-blasta, Power Klaw

10xGretchin

10xGretchin

Deff Dread w/2xskorcha
deff dread w/big shoota, rokkit launcha
deff dread w/4xklaws

Bit thin on CP's. 30 pts somewhere and I could get battallion but don't have 3rd grot unit ready to play yet so would have to be boyz which is 60 pts.

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
With movement trays still coming and having just 2h or so to play this week I decided I'll try finally bringing all my walkers bar deff dread that's waiting for assembly and stompa that's also in assembly(plus that requires reducing smaller walkers due to point costs). I know it's not particularly competive but let's see how this plays out. The armageddon campaign GW ran drew me to 40k and especially the story about 100 ork walkers vs 13 or so marine dreadnoughts. Been dreaming of playing game like that(well with not as many ork walkers...That would be lots to buy) for 20 years. Tempted to buy bunch of blood angel dreadnoughts to use with few I already have(including 30k contemptators) to play it out myself!

Spearhead:
Big mek w/kff
Gorkanaut
2xkill kan(big shootas)
2xkilla kan(kustom mega blasta)
5xkilla kan(2xrokkit, 3xgrotzooka)
12xloota
3xKMK

spearhead:

Big Mek: Kustom Force Field

Big Mek in Mega Armour: Tenacious Survivor, Kustom Force Field, Kustom Mega-blasta, Power Klaw

10xGretchin

10xGretchin

Deff Dread w/2xskorcha
deff dread w/big shoota, rokkit launcha
deff dread w/4xklaws

Bit thin on CP's. 30 pts somewhere and I could get battallion but don't have 3rd grot unit ready to play yet so would have to be boyz which is 60 pts.


If you want it to be a bit more competitive I would ditch the Grotzookaz and stick with Big shootas or Rokkitz at the most. Shooting options on the dreadz besides Skorchas are a waste of points. A Big shoota statistically inflicts .33 unsaved wounds vs a SM a turn, the Rokkit on him is better but significantly more expensive and a lot more swingy. Otherwise it looks like a lot of fun, good luck

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in fi
Locked in the Tower of Amareo





I have no more big shoota/rokkit kans so if I ditch them that's dropping walker count.

And ditto for deff dreads. Especially as I hate spamming identical units.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree, drop those Grotzookas. They are heavy and kanz have no rule that allows them to move and shoot heavy weapons without penalty, so unless you are standing still and shooting T3 infantry, they are just worse big shootas. Just have them count as KMB or rokkits...

Also, magnetize your walkers. Kanz and deff dread gun arms are the very same spure added to two different kits. With a bunch of flat magnets that fit into the sockets you can mix and match arms across all dreads and kanz you own. You can even do it after having them glued, just carefully saw them off right where you would put the magnet.

This message was edited 1 time. Last update was at 2018/05/21 17:47:42


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 ae
Fresh-Faced New User




I’ve seen a rumour that ork codex is out November/December.... is this true? Sorry if it’s been answered earlier.
   
Made in us
Fresh-Faced New User




Hogiebear wrote:
I’ve seen a rumour that ork codex is out November/December.... is this true? Sorry if it’s been answered earlier.


Yes that seems to be the current rumor, but no one knows for sure.
   
Made in us
Nasty Nob






I wouldnt put much faith in the december rumor myself, I ant find the exact screenshot now but if I recall it had some other things in it that soiled up its credibility

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Dakka Veteran




June/July, pairing with Space Wolves, is the current going rumor; from a source that seemed to have other Codex release dates on point so far.

But again, everything's just a rumor, until something official comes from GW.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Hogiebear wrote:
I’ve seen a rumour that ork codex is out November/December.... is this true? Sorry if it’s been answered earlier.


The one rumor that put orks in december also claimed that there would be a new ork faction called "Kult of Speed" - which I think is highly unlikely.

Much more likely is that we will be among the next pile of codices, after the three currently lined up have been released (death watch, dark eldar and knights).

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. 
   
 
Forum Index » 40K General Discussion
Go to: