Switch Theme:

Orks in 6th  [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 au
Khorne Rhino Driver with Destroyer




Byron Bay, Australia

So after amassing a very large green tide ork army in 5th I've for the most part completely ignored them since 6th but was hoping to rectify that. Would someone mind getting me back up to speed with how stuff goes now? Do I still want klaws on everything that moves? Do I still want to ignore tankbustaz/loota tanks/kommandos/nobz? Are orks still green? Are warpheads still useless? Any other advice on how things have changed would be greatly appreciated.
   
Made in us
Regular Dakkanaut




Klaws can go either way on boys squads because of challenges now so it's kind of preference but just keep in mind your nob can be challenged out of a fight so you either kill just one with the nob by accepting, kill nothing by declining or get killed by something with higher init. Tank bustas still not great looted tanks can be ok but not much has changed with them. Kommandos not being able to attack when they arrive really hurts them, regular nobz still not good but mega nobz are pretty good. Warpheads if you have dakkajets can be good for the free waagghs otherwise I would go warboss or bigmeks. Boyz before toys is still good advice for the most part if you are facing tau get ready to be really frustrated by things ignoring cover saves and even some things ignoring LoS it's an uphill battle.
   
Made in ru
!!Goffik Rocker!!






-Bikerbobz with bikerboss are beasts - better than ever.
-Battlewagon spam with kff mek and shootaboyz works great. They've taken a hit with explosion being s4 now and fall apart to fast outflanking at weapons. But the meta has changed so that there are tons of s7 shots that glance everything to death cept for av14. So if you manage to hide the sides - u'll be fine. I'd forego deffrollas cause of how easy they are to avoid with pre-measurement.
-Alwayz take shootas over choppas.
-Footslogas are too slow, avoidable and vulnerable to be viable on their own. Not necessarily need a pk nob amidst them cause it's not likely they'll get in mellee and nobs get sniped out and challenged. If you run footslogas as support, i believe that squads of 20 shootaboyz with 2 bigshootas are the best option.
-Lootas are good - best ranged option we have. Though, shooty allies can easilly replace them with much better results. Loota's damage output is nice but they lack survivability due to the ammount of ignore cover flying around.
-Tankbustas got better but not good enough to be considered competitive. Bad at actually busting tanks, not bad at monster-hunting.
-No charging from outflank means that commandoes go to rest and no more red barun build.
-Big gunz suddenly became worth using with lobbas being a really good choice. I'd even say competitive if you don't max wagonz and have a free hs slot. They're insanely tough with t7 grots and pretty accurate at shooting. 48' range is also great. With new barrage rules and cheap rerolls they're devastating vs most infantry. There's a number of games i won purely thanks to lobbas.
-Walkers are no good now
-Nobz and meganobz have some limited uses. Like a meganob truck missile with just 3 manz and probably a boss. Or for extra dedicated wagon as retinue either for megaboss or kff mek. In some cases they're not worse than regular boyz cause wagonz now kaboom with str4 killing half da boy'z squad and not scratching manz. However, i find plain boyz outperforming them in most cases due to higher firepower. I found 4-5 regular nobz with a pk,bp + painboy with grot orderly + megaboss are doing fine in a wagon-limit list. Worse than bikernobz though.
-Some people like dakkajets. Yep, they're not bad from time to time but if you use them - better use in pairs.


Automatically Appended Next Post:
All in all, u'r core is gona be wagonspam or nob bikers. Or both.

This message was edited 2 times. Last update was at 2014/02/04 08:45:46


 
   
Made in au
Major




Fortress of Solitude

Green tide can be strongish, but only in extremes. Something like:

@HQ [ 1 ]

Big Mek (85pt.) Mek's tools; Choppa; Kustom force field;

@Elites [ 3 ]

10x - Lootas (150pt.)
> 10x - Lootas (15pt.); Deffgun;

10x - Lootas (150pt.)
> 10x - Lootas (15pt.); Deffgun;

10x - Lootas (150pt.)
> 10x - Lootas (15pt.); Deffgun;

@Troops [ 6 ]

30x - Ork Boyz (215pt.)
> 1x - Nob (41pt.); Power klaw; Slugga;
> 29x - Ork Boy (6pt.); Choppa; Slugga;

30x - Ork Boyz (215pt.)
> 1x - Nob (41pt.); Power klaw; Slugga;
> 29x - Ork Boy (6pt.); Choppa; Slugga;

30x - Ork Boyz (180pt.)
> 30x - Ork Boy (6pt.); Shoota;

30x - Ork Boyz (180pt.)
> 30x - Ork Boy (6pt.); Shoota;

14x - Ork Boyz (84pt.)
> 14x - Ork Boy (6pt.); Shoota;

14x - Ork Boyz (84pt.)
> 14x - Ork Boy (6pt.); Shoota;

@Heavy support [ 3 ]

3x - Big Gunz (69pt.) Ammo runt (x3);
> 3x - Big Gun (20pt.); Kannon;
> 6x - Gretchin (3pt.);

3x - Big Gunz (69pt.) Ammo runt (x3);
> 3x - Big Gun (20pt.); Kannon;
> 6x - Gretchin (3pt.);

3x - Big Gunz (69pt.) Ammo runt (x3);
> 3x - Big Gun (20pt.); Kannon;
> 6x - Gretchin (3pt.);

@Fortification [ 1 ]

Aegis Defense Line (50pt.)

Strong AA and AT in the 60 Loota shots, Mediocre AT/Monster Hunting with the very tough Kannons and 120 boys rushing the enemy. The 60 Sluggas will run every turn to get the PKs upfield. The other 28 would probably camp on a backfield objective.

This message was edited 2 times. Last update was at 2014/02/04 20:00:14


Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in ru
!!Goffik Rocker!!






I'd not recommend running greentide with the current ruleset and codex. It's not unheard of a greentide boyz inflicting 0 casualties across the whole game. Espetially if they're slugga+choppa boyz. It's too easy to ignore cover either with special weaponry, sorcerry or plain focused fire. Death of the closest models makes them even slower. Barrage weapons easilly kill nobz. Slow movement, random charges, overwatch, low ini, 3' pile ins, bad armor, deaths of the closest and challenges make them bad in mellee.
Anywayz, you should try it all yourself to feel the difference, i guess.

This message was edited 3 times. Last update was at 2014/02/04 08:52:41


 
   
Made in us
Nasty Nob





United States

Green tide is getting shot to pieces by taudar.. I've got to see it myself you literally don't make it across the table half.

You want to go fast right now.. On bikes, in trukks, or wagons. At least until the new dex.

Powerklaws are our solution to hard problems like AV14 and MC right now.. Yet volumetric loota fire is our WAAC solution.. It's a tough place depending on your meta.. I face a land raider toting marine quite often and depend on MSU powerklaws YMMV..

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 de
Ork Admiral Kroozin Da Kosmos on Da Hulk






A WAAC solution would be sneaking one of your miniatures in his model case and then tell the manager/TO that one of your orks has been stolen. Declare a win after he got kicked out of the store.

People really need to stop calling competitiveness "win at all costs".

Klaws also aren't a solution to MCs. Most MCs crush your klaw wielder before it swings. We have not solution to MCs, masses of fliers, death stars, psychic powers or huge amounts of ignore cover fire, which really is the cream of the crop in 6th edition.

Imothek pretty much outlined the best we can do nowadays, with a few additions:
If you're taking an ADL, there is little reason not to bring a quad gun. Place it at the end of the gunline, and have gretchin man it. Never have more than one or two out behind the ADL at the same time, so they can't be wiped out by shooting (can't wound what you can't see). It's pretty much a fourth unit of lootaz right there. You should also definitely bring a biker warboss. it's the single best counter-charge unit we have and thanks to true T6 it can go toe to toe with most other characters and MCs.

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. 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

Lootas are the bread and butter of Orks now. Shoota boyz are also required. I often take looted tanks 'cause AP3 Large Blast is not something to laugh at. Ghazzy will destroy pretty much anything thrown at him. My normal list comprises all that is shooty. I've also had good experiance with QuadDNCCW Deff dreads vs Chaos Marines. The Shokk attack gun is buttloads of fun and always awesome.

This message was edited 1 time. Last update was at 2014/02/04 20:45:46


 
   
 
Forum Index » 40K General Discussion
Go to: