Switch Theme:

Ork player asking for help!  [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 nl
Fresh-Faced New User




As an Ork player I'm really struggling against my friends who play mostly shootie army's cowering behind Aegis defence lines. Could you guys give me some suggestions what units to play and how to play them as for now I'm losing every single game I play. I have the following units and play with proxies alot.

2 warbosses
1 mek w KFF
15 nobs with all sort of magnetized weapons
About 80 or 90 boyz
1 trukk
1 buggy
5 bikes
3 deffkoptas
6 killa kans magnetized
1 deff dread

This message was edited 1 time. Last update was at 2013/10/19 00:42:21


 
   
Made in us
Wicked Canoptek Wraith





Unfortunately, orks are tough to play these days. They really need a new codex. That being said, the generally agreed way to run them is either green tide (multiple squads of 30 boys with a nob) bikes (less good because if tau ability to strip cover save) or battle wagons/ trukks. All of these lists are usually backed up by between 15-30 Lootas as a backfield gun line. I'm a vehicle guy myself, so my pref was 3 wagons with 20 boys each.


Automatically Appended Next Post:
The wagons flat out to your opponent while the Lootas stay back and soften them up. Tau and eldar have a hard time with av 14, so as long as you keep your front towards them you should make it to his lines. If you face a lot of aegis gun lines a wagon full of Burna boys will also make short work of them.

This message was edited 1 time. Last update was at 2013/10/19 00:55:55


The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

Counter shoot him!
Get some Lootas! Looted Wagons with Boomguns! Battlewagons with Kilkannons! Shoota boyz, SAG Meks!
And drop the Deff Dreads, Killa Kanz, Deffcoptas, Trukk and Buggy. 5 bikes will not be effective, if you want good bikes, GET MOAR! Get a few Meganobz and but Ghazzy of Mega Armored Warboss with 'em! That's what I've run against DA, CSM and once 'Nids. Never lost ever.

 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I don't play Orks, but I do play against them (and lose when I do).

Know what kills me? Lootaz. Lots.

"Oh, you have Terminators? Go ahead and take a bunch of armor saves"

"Oh, Thousand Sons have a 4+ Invulnerable Save? Go ahead and take a bunch of armor saves."

"Oh, you have a flying monstrous creature? Why don't you _____"

Yep. You guessed it. Go ahead and take armor saves.
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Given that that is about the only decent shooting in the ork dex, it's not surprising they tend to be in every Ork list.

'go ahead and make a bunch of armour saves' is the default Ork tactic. Tons of attacks with little or no AP, forcing you to eventually fail.

This message was edited 1 time. Last update was at 2013/10/19 05:18:23


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Battlewagon Driver with Charged Engine





Yeah youre missing 2 of the best units in the codex. Battlewagons and Lootas. Battlewagons give me friends shooty list fits, as well as lootas as others have said. I always bring a big mek with kff. If you go green tide bring 2. As always, take a nob with pk/bp in each mob.

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

 
   
Made in us
Spawn of Chaos






Battle wagons, Battle Wagons and more Battle wagons. Take a Warboss with a squad of ten nobs armed to your preference, throw them in a dedicated transport Battle Wagon. Take the KFF big mek with a squad of burna boyz, throw them in a battle wagon. Take 2 squads of 20 boyz, throw them each in a battle wagon. If you still have points to spend, Deff koptas are almost always a good idea, either with the stock twin big shootas, or the twin rokkit upgrades. The rest of the list is up to you.

Cluster your battle wagons around the the Big Meks wagon to make use of the KFF, and thunder across the table, Burnas will negate the cover saves from defense lines and soften up enemy units before the boyz attack. Hunt vehicles/enemy HQ's with your warboss and nobz.

Hope this was helpful in some way, Its not easy playing orks these days, but its still so fun


GUNS HOT BLOOD COLD!!!  
   
Made in us
Nasty Nob





United States

Actually I kinda wish you'd give those walkers big shootas, supplement them with lootas, split those boyz into truck boyz units and fire more big shootas from those, and use whatever fa slots are left for coptas. Cause it sounds like a lot of dakka at 48" and 36" and certainly has a lot of light av to shoot. Oh and then tell at least me how it went.

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 nl
Fresh-Faced New User




Looks like I need to get some battlewagons and lootas. I'll wait for the new codex before spending that much money. Thanks alot for all the help!
   
Made in us
Ork Boy Hangin' off a Trukk





Fort Collins, CO

Go on ebay and get some trukks for cheap. No one likes seeing a bunch of orks on wheels coming down the table. Sure they are going to blow a few up but in the end you should be able to Get half in their deployment zone and kick the front door in by round 2.

I feel the need, the need for speed. 
   
Made in us
Regular Dakkanaut




Green tide him. Youll need more boys. keep the nobs with power klaws near to the back of the boys blobs to hopefully save them from overwhelming fire. Also buy zagstruk and max out his stormboys. Zaggy bomb is a big nasty distraction for a turn or two to hang back and shoot armies. Dont try to outshoot them. loota spam just isnt realiable enough for that. meks with kff help some but for the fire support i prefer runnin two meks with Shokk attack gun. they got the range and they got the hillarity factor. Does all this always work? No nothing really always works right now. Orks are just in bad need of an update so whatever you do is a shot in the dark. Its fun though.

Other thing ive seen work for hillarity is 6 dakka jets with an extra gun upgrade each. max boys squads. dbl force org chart to get the 6 jets and 4 weirdboys. and enjoy the rofling.

Nightlords 2,750 Points
Tzeentch Daemons 2250 Points
Nurgle Daemons 1750 Points
Death Guard 2250 Points
Thousand Sons 1750 Points 
   
Made in gb
Audacious Atalan Jackal



UK

I use ork a lots and not yet lost against tau and space marine. My tactic is put "shoot me first" heavy armour like deffdread at front to cover for boyz. And keep run far as you can from cover to cover ( wall to wall if have any environment ) do not put them in very open or waste them against with any vehicle ..

I use deffdread as bait because my plan is sent one 30 boyz charge against single ten men squad of terminator. Then all you need is ten of single dot on dice from your opposition terminator armour save. That many dice you have throw in just like half bag of flour! Charge against troop are too easy for my boyz.. Maybe that time I were lucky to have too many wound toward to my opposition.

Twice in my lifetime I just wipe out my opposition in turn two with my ork boyz and burna with loota as back up. Use waaagghhh special rule in second turn is priceless.

This message was edited 1 time. Last update was at 2013/10/19 22:34:50




 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

As stated earlier Orks are really hard to play right now. Theres so much ignore cover and that was kinda the reason we were still viable. I feel like ic ant do anything PERIOD without bikernobz, and sometimes the game literally hinges on me not failing their saves. Everything else we do is casually countered these days, Bikernobz at least can still survive with luck

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlewagon Driver with Charged Engine





Yes, nob bikers are very nasty when kitted out properly. Its a huge point sink, but one of the few in this game that is more worth it than not most of the time.

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

 
   
Made in jp
Yellin' Yoof on a Scooter





I have to agree with one of the first posters, playing Orks these days it tough. I have actually become very accustomed to allies. I LOVE mixing Tau with Orks. Mixing lootas, boyz, and a few dakkajets with a tad bit of Tau shooty like their Broadsides for long range (and superb anti air), and the Riptide for a GREAT distraction while your M. Nobz and boyz advance... Sometime it works, sometimes not. Either way, your opponent will do this when they look at your line up "| o.0 |"

'ERE WE GO!!  
   
Made in us
Member of a Lodge? I Can't Say




WI

For what you got, I would run 2 mobs of 30 shoota boyz (Nob with PK+EA+BP) , proxy two squads of 10-15 lootas with the rest. Take a Warboss and a KFF Mek and put them with the boyz, the mek in the middle and the boss on a flank. First turn run, second turn Whaag! With your left over points and to support the boyz, I would take the Deff Dread as a troop choice and keep him in range of the KFF to support the middle Boyz. I would take your bikes as Nob Bikers (now a troop choice) and run them up the opposite flank of your boss. Then take the Koptas as single units in your FA slots with TLed Rokkits to hunt armor. If you have left over points, take the Kanz as three squads of 2 with Megablasters or Rokkits to add into your fire power.

If there is anything you do want to drop some money on, get your own ADL to protect your lootas and Kanz. Now that you have your Fast and heavy slots full, you have extra troop options for the right battle (ie, Big Guns).

Kit those nobz out with a painboy and Cybork and PKs. I would even look at 2 combi-rokkits and 2 combi-flamers (or all all of one or the other). The Invuln save will help in CC where they don't get a cover save and the FNP on T5 guys is pretty sweet.

On the Deff Dread, I am a sucker for megablasters. I am willing to risk the 'gets hot!' rolls because of the amount of fire they draw. Besides, they will be afraid of the str 8 ap 2 shots that it should draw fire from the boyz or bikes. This is why it is important to keep it within range of the KFF. Otherwise 2 big shoots is a good route or even 2 Skorchas to clear a ADL/terrain of guys is a good thing (and always hitting!).

If you /still/ have points left over, take those Nobz and give then Eavy Armor and put 10 of them in a Trukk (with RPJ) with a mix of combi-sorchas and combi-rokkits. Equip close combat as you see fit with remaining points. You can choose then if this is the scoring unit or your bikes. First turn, move as fast as possible towards the enemy. If/when they blow it up, hopefully most of your nobz will survive. Then hopefully they are close enough to attack/charge when you Whaag! on Turn 2. I would still look at a Pain boy for the unit, but I dunno is Cybork is needed. I would put this on the Bike side as well, make them choose their poison.

That is my advice to use what you got. No idea on what point level you play, but I think with proper tactics and with proxy the orks you have can work fine.

This message was edited 1 time. Last update was at 2013/10/20 12:14:01


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Been Around the Block




I play choppa boyz even though I know I shouldn't, But something that a lot of people seem to forget, is that 'Ard boyz still give a 4+ cover save to the units behind them. SO I would take two 30 boyz sqauds, and use the rest of your boyz as 'Ard boyz and make a picket fence that marches forwards ahead of your boyz, sure, they will get shot down, but that 4+ cover save against anything except barrage is golden, your orks can manage to make it into close combat that way.

Also, deffkoptas with rokkits are gold, they can outflank and come in to get at your enemies rear armor with a S8 twin-linked rokkit.

'Ardest Orks 1000pts-1500.
1V1 10-2-1 - - - - - - -
1V1V1 2-0-0 -

Talio Squad (1st/2nd/10th companies
1V1 2-0-1
 
   
Made in gb
Audacious Atalan Jackal



UK

 BlkTom wrote:


On the Deff Dread, I am a sucker for megablasters. I am willing to risk the 'gets hot!' rolls because of the amount of fire they draw. Besides, they will be afraid of the str 8 ap 2 shots that it should draw fire from the boyz or bikes. This is why it is important to keep it within range of the KFF. Otherwise 2 big shoots is a good route or even 2 Skorchas to clear a ADL/terrain of guys is a good thing (and always hitting!).

If you /still/ have points left over, take those Nobz and give then Eavy Armor and put 10 of them in a Trukk (with RPJ) with a mix of combi-sorchas and combi-rokkits. Equip close combat as you see fit with remaining points. You can choose then if this is the scoring unit or your bikes. First turn, move as fast as possible towards the enemy. If/when they blow it up, hopefully most of your nobz will survive. Then hopefully they are close enough to attack/charge when you Whaag! on Turn 2. I would still look at a Pain boy for the unit, but I dunno is Cybork is needed. I would put this on the Bike side as well, make them choose their poison.

That is my advice to use what you got. No idea on what point level you play, but I think with proper tactics and with proxy the orks you have can work fine.


That explain why I won the battle! I have dread with megablaster on both side. Better than have extra close combat weapon for same point!
This will ether allow you to hunt down who are treat to your ork, or a sandbag bait for your boyz advance!


scorpio2069 wrote:
I play choppa boyz even though I know I shouldn't, But something that a lot of people seem to forget, is that 'Ard boyz still give a 4+ cover save to the units behind them. SO I would take two 30 boyz sqauds, and use the rest of your boyz as 'Ard boyz and make a picket fence that marches forwards ahead of your boyz, sure, they will get shot down, but that 4+ cover save against anything except barrage is golden, your orks can manage to make it into close combat that way.

Also, deffkoptas with rokkits are gold, they can outflank and come in to get at your enemies rear armor with a S8 twin-linked rokkit.


And that was true, I have 'ard boyz to put up front and act as bodyguard for main boyz.

All you do is add few bits on top of normal boyz to mark it as 'ard boyz.

Deffkoptas? In first opposition turn they die first and waste... That may because they are too open or thier cover save enviroment are too low?



 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Deffdredds with mega blastas? The BS2 kinda scares me silly for that one. Ive tried to cook a list multiple times with KMB Killa Kanz but it always comes out a little pricy....since theyre BS3 n all.

If youre kitting it out to be a bullet magnet a scorcha and an extra DCCW is cheaper and still draws a lot of attention. Send that thing burrowing down the table and they either have to kill it or its going to charge and wreck something, since really only an MC is going to beat it in melee (or the once in a blue moon at initiative high strength weapon, which is uber rare)

This message was edited 1 time. Last update was at 2013/10/20 21:58:19


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Mekboy on Kustom Deth Kopta




scorpio2069 wrote:
I play choppa boyz even though I know I shouldn't, But something that a lot of people seem to forget, is that 'Ard boyz still give a 4+ cover save to the units behind them. SO I would take two 30 boyz sqauds, and use the rest of your boyz as 'Ard boyz and make a picket fence that marches forwards ahead of your boyz, sure, they will get shot down, but that 4+ cover save against anything except barrage is golden, your orks can manage to make it into close combat that way.

Also, deffkoptas with rokkits are gold, they can outflank and come in to get at your enemies rear armor with a S8 twin-linked rokkit.


it's a 5+ cover save to the other unit.

but ya koptas are the bomb. I use them as suicide squads, they pop in behind some vehicles, take some pop shots, then if my opponent takes the time to kill them my boys get that much closer. Or with some luck I blow up the vehicle first.

If they live past outflanking the next turn they charge into a unit holding an objective. with the T5 and hit and run you can really mess up a unit, or die brilliantly

 
   
Made in us
Been Around the Block




Nope, it is a 4+ save, the ork codex specifically says that 'ard boyz provide a 4+ save to units behind them, and codex over BRB.

'Ardest Orks 1000pts-1500.
1V1 10-2-1 - - - - - - -
1V1V1 2-0-0 -

Talio Squad (1st/2nd/10th companies
1V1 2-0-1
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Codex is also old as hell. Read the FAQ, its a 5+ now.

Anything older than Chaos Daemons you kinda need to carry a FAQ around if you havent memorized it. Hell, in the Old Tau codex i didnt even USE my codex it was so heavily FAQ'd rofl

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Mekboy on Kustom Deth Kopta




scorpio2069 wrote:
Nope, it is a 4+ save, the ork codex specifically says that 'ard boyz provide a 4+ save to units behind them, and codex over BRB.


it's a 4+ armor save, and the codex says nothing about cover for other units. that used to be a 5th ed rule where firing through a unit got the target unit a 4+ cover save.

It could be I'm just not be seeing where it says it, do you have a pg # for that rule?

 
   
Made in fr
Lead-Footed Trukkboy Driver





sirlynchmob wrote:
It could be I'm just not be seeing where it says it, do you have a pg # for that rule?

He won't be able to provide any page number since this rule just doesn't exist.

In 3rd edition, Warbikers Smoke Cloud used to confer a cover save to units behind them, which is probably what gets him confused.

Deffskullz desert scavengers
Thousand Sons 
   
Made in us
Dakka Veteran






Green tide with maxed lootas and straight up shoota boys, with a tad bit of antiav14 here and there. Should be set.

This message was edited 1 time. Last update was at 2013/10/21 13:33:41


"AM are bunch of half human-half robot monkeys who keep tech working by punching it with a wrench And their tech is so sophisticated that you could never get it wrapped it out" thing a LITTLE to seriously. It also goes "Tau tech is so awesome I wish I was Tau and not some stupid Human" thing.

-Brother Coa Sig'd For the Greater Good 
   
Made in us
Dakka Veteran





With Orks nowadays I've had only partial success with a variant of two lists:

1) 3 Battlewagons with Boyz supported by Lootas
2) Green tide shooty. As many Lootas as you can cram in, with Artillery, Shokk Attack Gun, Boom Wagons, and Shoota Boyz.

Everything else just dies.
   
Made in gb
Audacious Atalan Jackal



UK

Arghh! Me and my mouth... As ork, I just lost! First time as ork "no lose steak" since 2nd editon.... I am lost!

To this tactic against imperial guard with Valkyrie squadron, my ork is useless too many casualties before my first turn! In first turn it was my opposition first-go turn and already kill my dread-bait with bullseye from one of Valkyrie hover with "what-it-call?" Missile I never heard of before..

My boyz was like potato mash to imperial guard... Nowhere to hide, my ork was good at act as a target paper..

My boss snikrot mobz have few kills but not enough.

I guess we have to re-think this tactic against flyer squadron, because I cannot find any unit can count-attack that pffff flyer squad!

Ah loota have lot of hits on single Valkyrie but no penetrating hit... Thank to this pfffff jink special rule... Need 3x loota mobz for single flyer squad is not enough!!



 
   
Made in us
Member of a Lodge? I Can't Say




WI

Solidcrash wrote:
Arghh! Me and my mouth... As ork, I just lost! First time as ork "no lose steak" since 2nd editon.... I am lost!

To this tactic against imperial guard with Valkyrie squadron, my ork is useless too many casualties before my first turn! In first turn it was my opposition first-go turn and already kill my dread-bait with bullseye from one of Valkyrie hover with "what-it-call?" Missile I never heard of before..

My boyz was like potato mash to imperial guard... Nowhere to hide, my ork was good at act as a target paper..

My boss snikrot mobz have few kills but not enough.

I guess we have to re-think this tactic against flyer squadron, because I cannot find any unit can count-attack that pffff flyer squad!

Ah loota have lot of hits on single Valkyrie but no penetrating hit... Thank to this pfffff jink special rule... Need 3x loota mobz for single flyer squad is not enough!!


Err... how did he have a flyer in on first turn? All flyers have to come in from reserve.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Yellin' Yoof on a Scooter





In normal point games always have 45 lootas....maybe 30 at 1000 points but not any lower then 30, then just mass out shoota boyz, I don't even bother with kffs anymore because of a certain army that is primarily made up of fish and gunz, I've found bike bosses hiding in boy squads to be ultra effective, also have your nobs in your shoota boy squads have power claws always, that's pretty much my list, shoota boys 45 lootas and bike bosses, I've been undefeated with it for three weeks now (since I started it) Orks can be competitive, right now, this is pretty much the only way to do it though sadly.

*Kaptain wez got da tellyporta runnin*
*Did yer try it out*
*well sir we'z low on grotz*
*after you den mister nailbrain*
-BIZZZAP-
*I have no idea if dat means it worked...., alright ere we go Waaaaahhhg!
-BIZZAP- 
   
Made in gb
Audacious Atalan Jackal



UK

 BlkTom wrote:
Solidcrash wrote:
Arghh! Me and my mouth... As ork, I just lost! First time as ork "no lose steak" since 2nd editon.... I am lost!
... Valkyrie but no penetrating hit... Thank to this pfffff jink special rule... Need 3x loota mobz for single flyer squad is not enough!!


Err... how did he have a flyer in on first turn? All flyers have to come in from reserve.


Really? It is my first time to meet flyer and no time for look up rule book while in-play... He told me that they can deployed hover flyer...
Better off to check rule book about flyer.. ( I skip vehicle part include flyer and hover part.. Thought all same as 5th.. Oops.)

If he is cheater then I want to rematch!

Erm what the tactic for ork if against flyer? If they are success deep strike into board.. For this ork tactic topic..



 
   
 
Forum Index » 40K General Discussion
Go to: