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![[Post New]](/s/i/i.gif) 2012/07/08 15:25:25
Subject: 6th Ed. changes to Orks
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Mekboy on Kustom Deth Kopta
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to me the mad dok has never really accomplished anything unless he is snikrot'd in and this time he can't even assault out of that move so he and his unit could be kited around the board fairly easily by one biek jet bike of jump infantry group while they shot the unit to shreds
mad dok is a cool model with a neat back story but one scaple short of a medpack did not change so he still sits in my case unused
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10000 points 7000
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![[Post New]](/s/i/i.gif) 2012/07/08 15:51:55
Subject: 6th Ed. changes to Orks
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Waaagh! Warbiker
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I still plan to give the trukks a go. My thoughts, open to being critiqued:
By my calculations, other than on a Waaagh, the assault range of troops on board is similar (assuming 2D6" charge to be equivalent to the old 6").
They can move 24" in a turn when the units stay on board.
In the old rules, their main advantage was to extent the range an assaulting ork unit could reach. They can still do that, by 6"
Their long movement range makes them useful for sudden redeployment, grabbing objectives etc.
Whilst they are vulnerable to glancing to death, this allows them to keep moving until destroyed. In the previous game, a glancing hit could destroy/stop a trukk moving fairly easily.
So, provided there remains any use at all for a 12 man squad, they may still have a role.
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/07/08 16:03:22
Subject: 6th Ed. changes to Orks
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Liche Priest Hierophant
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I'd say keep the Doc, and have him wandering around by himself. The Cybork upgrade on the Meganobz is just too nice, giving them a defense against Lascannon sniping.
Actually, thinking about it, it wouldn't be too big an issue just dropping him with one of the Meganobz mobs. They'd get FnP, and they're actually pretty fast- plus, since they can't run, you still get to shoot. (I think).
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/07/08 19:03:47
Subject: Re:6th Ed. changes to Orks
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Regular Dakkanaut
Panama
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Assaulting with 12 orks in a trukk is suicide specially against Grey Knights. First, they shoot when you assault and the front nob with PK can be killed. Now the mayority of close combat weapons have AP values so thats another problem. Now I see trukk boyz to capture points, to kill vehicles or less powerful units.
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Keep up the fight! |
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![[Post New]](/s/i/i.gif) 2012/07/08 21:10:17
Subject: 6th Ed. changes to Orks
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Fresh-Faced New User
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Won my first game after three losses, here's what I changed.
Dropped sluggas and swapped them for shoota boys.
Dropped Kans and swapped them for big gunz(kannons)
10 man squad of nobs on bikes with Warboss biker(11 twin linked dakkaguns ftw)
Overwatch works in our favor with shoota boys but I sadly see the death of sluggas as they cannot soften the charged unit enough to dampen the enemies overwatch.
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![[Post New]](/s/i/i.gif) 2012/07/08 21:33:45
Subject: 6th Ed. changes to Orks
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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So... thoughts on Aegis Defense line with Quad-Gun and gretchin inside?
- Quad-gun consists of two twin-linked auto-cannons on a T7 W2 3+ model, which can be fired by any model in base contact, utilizing that model's BS. It has skyfire and intercept (may shoot at arriving reserves).
- 100 Points for the gun and walls, an enclosed set can hold a full unit of gretchin.
- Gretchin are completely hidden by any part of GW's Aegis defense line. Runtherd might be hidden by the high parts, depending on your opponent's angle. Otherwise 4+ cover for all models, including the gun.
- Gretchin can go to ground behind the walls for a 2+ cover save.
Seems like a great place to put objectives.
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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. |
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![[Post New]](/s/i/i.gif) 2012/07/08 21:48:14
Subject: 6th Ed. changes to Orks
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Fresh-Faced New User
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How many quad guns on an line? I have been taking dakkajets and having success taking out any enemy fliers that way.
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![[Post New]](/s/i/i.gif) 2012/07/08 21:49:23
Subject: 6th Ed. changes to Orks
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Krazed Killa Kan
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Jidmah wrote:So... thoughts on Aegis Defense line with Quad-Gun and gretchin inside?
- Quad-gun consists of two twin-linked auto-cannons on a T7 W2 3+ model, which can be fired by any model in base contact, utilizing that model's BS. It has skyfire and intercept (may shoot at arriving reserves).
- 100 Points for the gun and walls, an enclosed set can hold a full unit of gretchin.
- Gretchin are completely hidden by any part of GW's Aegis defense line. Runtherd might be hidden by the high parts, depending on your opponent's angle. Otherwise 4+ cover for all models, including the gun.
- Gretchin can go to ground behind the walls for a 2+ cover save.
Seems like a great place to put objectives.
That sounds amazingly fabulous. Do you know where I could buy an Aegis Defense line?
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2012/07/08 21:58:25
Subject: 6th Ed. changes to Orks
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Lord of the Fleet
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TedNugent wrote:
That sounds amazingly fabulous. Do you know where I could buy an Aegis Defense line?
Umm, GW/places that sell GW products?
Although if you want discounts then I'd suggest Miniature Market. 25% off and free shipping on $100 or more orders
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![[Post New]](/s/i/i.gif) 2012/07/09 00:44:10
Subject: Re:6th Ed. changes to Orks
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Regular Dakkanaut
Panama
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Since my last game I notice more shooting is a must. I am considering making 2 more Battlewagons from some cheap $2 toys I found in a hardware store. Its a big coincidense they have almost the same dimensions and areas to cut with the Dremel to convert it. The only downsize is the material not as good as GW, but some plasticard will be enough.
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Keep up the fight! |
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![[Post New]](/s/i/i.gif) 2012/07/09 02:08:25
Subject: 6th Ed. changes to Orks
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Battlefortress Driver with Krusha Wheel
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Hey all, I'm about to edit the front page to start listing some of the tactical ideas people propose and I'm also going to add a list for "proven" tactics that have seen success in the field. Feel free to PM anything I don't happen to catch in the thread.
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![[Post New]](/s/i/i.gif) 2012/07/09 02:21:09
Subject: 6th Ed. changes to Orks
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Smokin' Skorcha Driver
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Played my 1000 game with the Biker Nob list I posted. Faced a pretty nasty Blood Angel list with death company dreadnought w/ Blood Talons, storm raven, death company, TL lascannon razorback, LC Terminators, and a Librarian.
Nob Bikers got me a win ( they were actually pretty amazing).
I do have a few questions though:
*Can you precise shot with Overwatch?
>if so using TL Dakkaguns to target the closet models saved me from being charge. Would also work on targeting threats like powerfists.
*Can you still charge the occupants that come out of a vehicle you just destroyed with shooting?
*Can Look out Sir be used after failing a save?
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![[Post New]](/s/i/i.gif) 2012/07/09 03:45:24
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Nasty Nob on Warbike with Klaw
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Yes, pretty sure you can, and not sure How Look out Sir works exactly. I thought it was roll to pass wound and then roll save?
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Read my story at:
http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356
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![[Post New]](/s/i/i.gif) 2012/07/09 04:33:53
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Battlefortress Driver with Krusha Wheel
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Wounds are assigned to a model using "look out sir" BEFORE saves are made.
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![[Post New]](/s/i/i.gif) 2012/07/09 05:09:57
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Savage Khorne Berserker Biker
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Mat, that only applies to a mixed save unit. If all of the models in a unit have the same save, you roll all the saves in one batch. Then, when a saved or unsaved wound is allocated to a character, that's when you can roll for Look Out Sir.
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![[Post New]](/s/i/i.gif) 2012/07/09 05:13:01
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Liche Priest Hierophant
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And there's something about higher armour saves not being able to pass to lower ones, or something?
Also, all shooting is allocated to the frontmost models. You don't need to Precise shoot them.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/07/09 05:15:25
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Savage Khorne Berserker Biker
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Yes, if the unit has mixed saves, you need to roll the saves one by one. I suggest you do the method in the corner box of pg 16 to speed up the game.
EDIT: In this scenario with mixed saves, Look Out Sir is rolled for before the character rolls a save.
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This message was edited 1 time. Last update was at 2012/07/09 05:15:56
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![[Post New]](/s/i/i.gif) 2012/07/09 05:22:05
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Battlefortress Driver with Krusha Wheel
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Ah, my bad, I thought he was talking about mixed save unit. Sorry, I wasn't specific.
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![[Post New]](/s/i/i.gif) 2012/07/09 05:49:05
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Been Around the Block
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How are warbuggies? I have 5 of the old trukks that I might convert into buggies to go with my new shooty ork army.
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![[Post New]](/s/i/i.gif) 2012/07/09 05:52:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Insect-Infested Nurgle Chaos Lord
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Make them Rokkit buggies and go tank-hunting...
They are accurate, for orks, and hard hitting, for orks..
They can glance down hard tanks, and wreck transports pretty well,
They are also highly mobile
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2012/07/09 06:39:18
Subject: 6th Ed. changes to Orks
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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WaaaghGruzkull wrote:How many quad guns on an line? I have been taking dakkajets and having success taking out any enemy fliers that way. I wasn't thinking about shooting it at fliers. It's a four-shot twin-linked S7 AP4 weapon that can shoot at both fliers and ground units at full BS, as well as the option to shoot anything that arrives in a 48" radius around it - which is about half the board. If you have gretchin shoot it, it goes up to 75% hit chance. I plan on shooting pretty much anything that dares to come near, be it 4+ models or AV10-12 vehicles. If that's a flier, then so be it. For just 140 points (including gretchin) that's a pretty vicious gun, imo. I just got the defense line, so not playtested yet.
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This message was edited 1 time. Last update was at 2012/07/09 06:41:06
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. |
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![[Post New]](/s/i/i.gif) 2012/07/09 11:17:34
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Fresh-Faced New User
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Yeah after I asked the question I looked it up, the icarus lascannon isn't bad either. But it is neither twin linked or 4 shots.
Bastions have my wheels turning to see if they might not be able to do something for me as well. Drop some lootas in it perhaps.
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![[Post New]](/s/i/i.gif) 2012/07/09 12:13:13
Subject: 6th Ed. changes to Orks
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Fresh-Faced New User
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WaaaghGruzkull wrote:Won my first game after three losses, here's what I changed.
Dropped sluggas and swapped them for shoota boys.
Dropped Kans and swapped them for big gunz(kannons)
10 man squad of nobs on bikes with Warboss biker(11 twin linked dakkaguns ftw)
Overwatch works in our favor with shoota boys but I sadly see the death of sluggas as they cannot soften the charged unit enough to dampen the enemies overwatch.
How many points was this? Was this with the new FOC for 2000+ Pts or below?
My only thoughts on this is that in 5th edition a lot of people stayed away from the "Green Tide" (footslogging) type of Ork armies mainly due to the fact they were difficult to transport and set up in between the games and most games had a time limit on them. The point I'm getting at is if we're going to be running loads of 30boy squads we'd be essentially running a green tide with a little kick in it just to benefit from the Overwatch rather then be at a disadvantage with fewer boyz.
Secondly, can we pretty much confirm that Slugga boyz are dead in the water or not? Thoughts?
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![[Post New]](/s/i/i.gif) 2012/07/09 12:43:53
Subject: 6th Ed. changes to Orks
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Smokin' Skorcha Driver
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Vid wrote:
Secondly, can we pretty much confirm that Slugga boyz are dead in the water or not? Thoughts?
Slugga boyz you were less useful than shoota boyz since they are less flexible. Their shorter range and less number of shoota only made them viable on transport lists. And even on that case they were dead close with shoota boyz.
The new edition at the moment seems to point that assault is more tricky than ever so shootas seem to have the upper hand just because of that.
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![[Post New]](/s/i/i.gif) 2012/07/09 13:28:08
Subject: 6th Ed. changes to Orks
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Fresh-Faced New User
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How many points was this? Was this with the new FOC for 2000+ Pts or below?
My only thoughts on this is that in 5th edition a lot of people stayed away from the "Green Tide" (footslogging) type of Ork armies mainly due to the fact they were difficult to transport and set up in between the games and most games had a time limit on them. The point I'm getting at is if we're going to be running loads of 30boy squads we'd be essentially running a green tide with a little kick in it just to benefit from the Overwatch rather then be at a disadvantage with fewer boyz.
Secondly, can we pretty much confirm that Slugga boyz are dead in the water or not? Thoughts?
Well in 5th I mostly ran a kanwall with 4-6(depending on points) groups of sluggas, I got used to setting them up fast for tourneys. I did very well usually as the kan wall soaked up the damage for the tide to hit them at full strength.
All that aside obviously the kan wall isn't worth a lick anymore, and I found that sluggas don't tide well now because they cannot soften the targets. With shoota's I got to shoot on my turn and then on more then one occasion overwatch on theirs robbing their assault, shooting them once more on my turn then assaulting what was left.
Sluggas just get one shot oppertunity before charging and their 30 shots pale in comparison to shootas 60 for overwatch. So your left charging squads that are at higher numbers meaning more ork deaths.
FYI this was at 2k pts but I didn't go outside the one FOC.
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![[Post New]](/s/i/i.gif) 2012/07/09 15:47:17
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Battlefortress Driver with Krusha Wheel
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waaaaghboss wrote:How are warbuggies? I have 5 of the old trukks that I might convert into buggies to go with my new shooty ork army.
I've always ran 3 buggies in my speed freek lists, and had great success with them. However, I'm not sure how hullpoints are going to impact them yet.
Just be careful that you don't build them the same size as trukks, or people might complain about size. You may also find them harder to get though terrain with such a long wheel base.
I'd suggest chopping them down a little.
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![[Post New]](/s/i/i.gif) 2012/07/09 16:03:52
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Screamin' Stormboy
Eastern Fringe
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After 4 games of trying to run Kan Walls (my favorate list from 5th) I've concluded that it just doesn't work anymore. The 5+ save just isn't enough to save Kanz whatsoever with only 2 HP each. Perhaps if they had 3 a piece it would still work, but right now I'm moving into running a Green Tide list myself.
I've had 3 games running 2x30 mobs of Shootas, and 4x20 mobs of Sluggs (damn AOBR boyz are everywhere), and I can say that I am enjoying the list alot. Sure it's a pain to move that much infantry, but I'm getting quicker at the set-up and the movement phase each game.
Sluggas are perhaps the weakest point of the core right now. I basically run them screaming at the opponent and hope he panics and shoots them instead of the shootas, lootas, or dakkajets. What typically happens though is I keep failing damn 6-7" charges with them all the time! Overwatch does just enough to shave of 2-3 boyz in which I loose 1-2" and can't seem to ever roll above 5-6. Very frustrating, considering it's almost 2 shooting phases for the enemy to finish off the sluggas.
Shoota boyz are worth their weight in gold like it has been mentioned. It is really easy to move up to around 18" to get your full salvo of shots then just sit and wait for your opponent to attempt a charge next turn against them, fail, and get 2 rounds of shooting yourself. Kinda silly after awhile how easy it is.
Right now I'm testing what is the best types of supporting units for the tide and I'm finding that Lootas and Dakkajets are brilliantly amazing at clearing a path for the boyz and destroying units holding objectives on the opponent's side of the board. Three dakkajets screaming in on turn 2 or 3 with a Waagh! is absolutely devistating and I've destroyed complete squads of Havocs and Longfangs with barely any effort. Lootas are always good.
I think I'll be trimming of a squad or two of Sluggas and trying out Big Guns or the Gretchin + Aegis Defense Line for even more dakka. Though it does pain me a bit to say that assualt Ork lists don't seem to work anymore...just overwhealm your opponent with numbers and more dakka, then assualt to wipe out the squad.
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SHOOT EM! CHOP EM! If they still walkin' they probably cheatin' |
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![[Post New]](/s/i/i.gif) 2012/07/09 16:19:11
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Regular Dakkanaut
Panama
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kowbasher wrote:After 4 games of trying to run Kan Walls (my favorate list from 5th) I've concluded that it just doesn't work anymore. The 5+ save just isn't enough to save Kanz whatsoever with only 2 HP each. Perhaps if they had 3 a piece it would still work, but right now I'm moving into running a Green Tide list myself.
I've had 3 games running 2x30 mobs of Shootas, and 4x20 mobs of Sluggs (damn AOBR boyz are everywhere), and I can say that I am enjoying the list alot. Sure it's a pain to move that much infantry, but I'm getting quicker at the set-up and the movement phase each game.
Sluggas are perhaps the weakest point of the core right now. I basically run them screaming at the opponent and hope he panics and shoots them instead of the shootas, lootas, or dakkajets. What typically happens though is I keep failing damn 6-7" charges with them all the time! Overwatch does just enough to shave of 2-3 boyz in which I loose 1-2" and can't seem to ever roll above 5-6. Very frustrating, considering it's almost 2 shooting phases for the enemy to finish off the sluggas.
Shoota boyz are worth their weight in gold like it has been mentioned. It is really easy to move up to around 18" to get your full salvo of shots then just sit and wait for your opponent to attempt a charge next turn against them, fail, and get 2 rounds of shooting yourself. Kinda silly after awhile how easy it is.
Right now I'm testing what is the best types of supporting units for the tide and I'm finding that Lootas and Dakkajets are brilliantly amazing at clearing a path for the boyz and destroying units holding objectives on the opponent's side of the board. Three dakkajets screaming in on turn 2 or 3 with a Waagh! is absolutely devistating and I've destroyed complete squads of Havocs and Longfangs with barely any effort. Lootas are always good.
I think I'll be trimming of a squad or two of Sluggas and trying out Big Guns or the Gretchin + Aegis Defense Line for even more dakka. Though it does pain me a bit to say that assualt Ork lists don't seem to work anymore...just overwhealm your opponent with numbers and more dakka, then assualt to wipe out the squad.
Did you use power klaws or big choppa in the nob? and eavy armor in the lead nob? Also rokkit or big shoota in the mobs?
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Keep up the fight! |
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![[Post New]](/s/i/i.gif) 2012/07/09 16:35:39
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Nurgle Predator Driver with an Infestation
Dover
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Here's an Idea -
In the bastion entry in the BRB it says it has 4x Heavy Bolters (TYPICALLY on each facing) - Does this mean it can be modelled on one facing, as its not a must its just typical that they do and sometimes might not!?
Assuming you can have 4 heavy bolters on one facing, i think a squad of gretchin inside the bastion would work quite well
4x Quad Gun shots at T/L BS3
12x Heavy Bolter Shots at BS3
Grot win?? Thoughts please!  --- Just read Fortification rules and it uses an Icarus Lascannon on the roof as an EMPLACED WEAPON, meaning squad inside can fire that without being exposed on the roof
Also nice place to dump an objective
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This message was edited 2 times. Last update was at 2012/07/09 16:38:07
W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/07/09 16:40:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 7/8)
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Screamin' Stormboy
Eastern Fringe
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Capt. Camping wrote:kowbasher wrote:After 4 games of trying to run Kan Walls (my favorate list from 5th) I've concluded that it just doesn't work anymore. The 5+ save just isn't enough to save Kanz whatsoever with only 2 HP each. Perhaps if they had 3 a piece it would still work, but right now I'm moving into running a Green Tide list myself.
I've had 3 games running 2x30 mobs of Shootas, and 4x20 mobs of Sluggs (damn AOBR boyz are everywhere), and I can say that I am enjoying the list alot. Sure it's a pain to move that much infantry, but I'm getting quicker at the set-up and the movement phase each game.
Sluggas are perhaps the weakest point of the core right now. I basically run them screaming at the opponent and hope he panics and shoots them instead of the shootas, lootas, or dakkajets. What typically happens though is I keep failing damn 6-7" charges with them all the time! Overwatch does just enough to shave of 2-3 boyz in which I loose 1-2" and can't seem to ever roll above 5-6. Very frustrating, considering it's almost 2 shooting phases for the enemy to finish off the sluggas.
Shoota boyz are worth their weight in gold like it has been mentioned. It is really easy to move up to around 18" to get your full salvo of shots then just sit and wait for your opponent to attempt a charge next turn against them, fail, and get 2 rounds of shooting yourself. Kinda silly after awhile how easy it is.
Right now I'm testing what is the best types of supporting units for the tide and I'm finding that Lootas and Dakkajets are brilliantly amazing at clearing a path for the boyz and destroying units holding objectives on the opponent's side of the board. Three dakkajets screaming in on turn 2 or 3 with a Waagh! is absolutely devistating and I've destroyed complete squads of Havocs and Longfangs with barely any effort. Lootas are always good.
I think I'll be trimming of a squad or two of Sluggas and trying out Big Guns or the Gretchin + Aegis Defense Line for even more dakka. Though it does pain me a bit to say that assualt Ork lists don't seem to work anymore...just overwhealm your opponent with numbers and more dakka, then assualt to wipe out the squad.
Did you use power klaws or big choppa in the nob? and eavy armor in the lead nob? Also rokkit or big shoota in the mobs?
Big Shoots x 3 for the Shoota mobs and they worked real well. Nothing on the Slugga mobs beacuse I need them to either Run or Assault. Never a fan of rokkits in the mobs...slightly too expensive for something that tends to miss too often.
Out of habit I've kept the Nobz with PKs, but to be honest I'm finding it rarer and rarer that I can actually use them! With challenges anyone with AP4 or greater and higher iniative than 2 has a great chance to kill my nob with no effort, and I don't even get to hit back. I actually find my nob declining the challenge and sitting akwardly in the middle of the fight, twiddling his thumbs as I hope the pure numbers of the boyz is enough to force enough saves. With the lack of the PK and lack of Fearless wounds, I find combats are not really as descisive as they used to be, and tend to get dragged out 2-3 rounds. Unless of course the opposing units is way better at CC than me, like Khorne Berzerkers, then I tend to avoid fighting them in CC as long as possible and instead strafing run them with the Dakkajets.
Not sure if Big Choppas are a good answer though. Nobz are Initative 3 if I recall properly (usually see them with PKs!), so against a Marine Sgt. I should be able to get off 3-4 S6-7 attacks before I get kill right? I never use bosspoles on mobs of 30, so the loss the the nob isn't that bad. Heck doing that I might be able to have an inexpensive Demon Weapon absorber for a round as the boyz kill of the marines. Sad state of affairs when I look at my nobz as sacrifical models instead of the killy badasses they used to be.
Anyone running mobs without a nob?
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This message was edited 2 times. Last update was at 2012/07/09 16:46:45
SHOOT EM! CHOP EM! If they still walkin' they probably cheatin' |
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