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Made in nz
Disguised Speculo





Been thinking of dabbling in competitive play again, wondering what my fellow Warbosses have faced recently and how they beat it?

Don't care about reaching the very top of the table with five riptides or serpent spam or other no brainer gak, even if Orks could compete with that I wouldn't enjoy it - so sorta like the middle or upper middle before it starts getting stupid. I know theres "Grav Bikers" for example, but don't even know what a grav gun does since I don't have a space marine codex (amazing game design there GW). Helldrakes, allied divination and other battle brother shenanigans... what can I expect to find here?

One player suggested Battlewagon/MANz to me, due to a heavy prevalence of Strength 7 and little heavy duty anti AV14. What does dakka think of that idea?

What sort of strategies have you guys run with? I'm down for anything but Green Tide, really cbf moving so many models, but it'd be amazing if theres a way to make Speed Freeks any good.

Cheers, ya gits

Edit; also got some Khorne daemons it might be fun to ally in. Would fit with the Khornate Nob Bikers I've got. Any way to make this worthwhile? Got a Bloodthirster, hounds, and Daemon Princes which could be fun

This message was edited 1 time. Last update was at 2014/02/08 00:35:51


 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Ork stompa with 2groups of 5 lootas with 3 meks innside fovllowed by a greentide and kannons cuz people around here allow orks to use escallation

This message was edited 1 time. Last update was at 2014/02/08 01:10:07


Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in nz
Disguised Speculo





Lucky guy. For the only tournament between now and the book overhaul, the 'competitive' crowd are saying no forgeworld or anything from behind their pile of Eldar/Tau models.

Know you guys are gonna see this, and yeah, thats totally what your doing -_-

This message was edited 1 time. Last update was at 2014/02/08 01:46:01


 
   
Made in gb
Nasty Nob






Grav weapons get easier rolls to wound the more armour you have. So they wound a meganob on a 2+, but a normal boy on a 6+. They are AP 2, get lots of shots and do nasty things to vehicles regardless of their armour value. They fill much the same role as a plasma gun, but with extra anti-vehicle capabilities. Not a huge worry for orks.

Competitive lists will generally have stuff which can deal with meganobs by shooting, but they are still pretty good for their cost. Large units of normal nobs with a painboy and cybork bodies can work too; don't give them too many weapon upgrades, just make sure they are as survivable as possible. Biker nobs work much like they did in 5th edition; an effective deathstar, but very easy to invest too much in. In all cases, a warboss will make nobs significantly better, by making them scoring, adding killing power, managing enemy characters and keeping their Ld up.

Nobs as unit leaders have become fairly poor thanks to challenges. They only really work when the entire unit basically exists to deliver a power klaw into a vehicle or monstrous creature, which generally means bikers. Usually better to save your points.

Shoota boys remain the core of effective ork armies. Generally you want a couple of battlewagons full of them. Without a transport they are vulnerable to getting shot up, because focus fire means that it's hard to get decent cover saves.

Battlewagons are still pretty good. Not as powerful as they were in 5th edition, but with less melta and other powerful anti-tank in the meta, they can be an unexpected threat. Take them in large numbers and keep them cheap.

Lootas are now even more effective at shooting vehicles, but more vulnerable to being shot. Keep them in a battlewagon, or use a fortification to protect them (skyshield landing pad should do the trick).

Download the Forge World Dredmob list and consider using them as allies, allowing you to get big trakks, mekboy junkas, more lootas and the painboss. Say hello to FNP on any unit and AP 3 flamer templates.

http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf

Planes are OK. Dakkajet is a good alternative to lootas but tricky to use due to flyer rules. Burna bomma is less impressive, but simpler; just fly over stuff and set it on fire.

Deffkoptas are still about as good as they ever were (i.e. not great, but not terrible). Flash Gits went from pointless to just about usable with the addition of Ignores Cover. Lobbas are great with the new artillery rules, if you can spare the HS slots.

Allies and fortifications are nice additions. Allies mean you don't have to use crappy orky anti-tank and effectively get free FOC slots. Fortification give you access to good defences for your dudes with the skyshield.

   
Made in nz
Disguised Speculo





Dead set against allies aside from those Khorne daemons (I'm ok with cool allies, but hate the idea of powergaming combo allies), don't have any flyers (I have literally everything *but* flyers and mass walkers), skyshield is banned (only aegis/bastion ok), can't use forgeworld for the event I'm thinking of but I do love me some dread mob.

So the battlewagon thing is legit huh? What about backfield scoring, Grots or shoota boyz?

Would three boyz wagons + some MegaNob/Nob wagons be a good idea? Some people have told me KFF on the wagons is no longer worth it, is Ignores Cover really that big an issue? Pretty much gotta decide on either a second boss or that KFF save

Hows your Ork custom codex going anyway?

This message was edited 3 times. Last update was at 2014/02/08 02:12:16


 
   
Made in nz
Hardened Veteran Guardsman





Auckland, New Zealand

For the battlewagons; put deffrollas on every single one of them; they're just too good not to, and also help you for moving through terrain (I think)

Also, while wagons have strong front armour, in my experience from fighting them, their weakness is their length, which makes it very easy to get into their side armour.

Meganobz are great, as they can take wagons as dedicated transports, leaving your heavy support free for either artillery, or more wagons.

Speaking of artillery, you could potentially take IG allies, with looted tanks or such like, and potentially counts as a penal legion squad for grots, to outflank onto backfield objectives.

Alternatively, nob bikers are still good, and while not what they once were, if you use terrain to your advantage and spring a nasty suprise on riptides and wraithknights alike

Here's a rough Idea of what I would do; it isn't really a list, more some ideas, although it gets pretty vague at the end:

HQ warboss with pk and mega armour

HQ warboss with pk and mega armour

Troops 3-5 meganobz in battlewagon with roller

Troops 3-5 meganobz in battlewagon with roller

Troops 19 boyz (goes in heavy support battlewagon with warboss) (nob optional to sacrifice in challenges)

Troops 19 boyz (goes in heavy support battlewagon with warboss) (nob optional to sacrifice in challenges)

Elite lootas (as they're awesome)

Elite lootas

Elite lootas

heavy battlewagon (for boyz)

heavy battlewagon (for boyz)

fast deffcoptas (for harrassment) (maybe more if you have points to spend)

IG allies (counts as grot clan)

HQ primaris psyker (weird grot)

Troops Platoon (pcs and both 10 man units are armed with lascannons, and the infantry squads should blob with the psyker)

Heavy (looted tank/artillery of your choice; my personal reccomendations would be either medusas, basilisks, manitcore, or a leman russ executioner)

Fast devildog with hull multimelta, as orks lack AT desperately

Fortification, aegis line with quad gun (for lootas and imperial grots to cower behind)

Alternatively, a couple of allied flying demon princes, coupled with khorne dogs and nob bikers would make for a nice rush/target saturation list, along with battlewagons for armour:

http://www.dakkadakka.com/dakkaforum/posts/list/0/493046.page#5049916
I didn't choose the WAAGH! life, the WAAGH! life chose me.  
   
Made in ru
!!Goffik Rocker!!






I've won taudar with a battlewagon spam. Actually, battlewagon spam is pretty good against them. If at least 2 wagonz make it there - consider it done. And nob bikers work good vs almost anything including riptide spam cause they technically have a 2/3 to save with 4+ and fnp or 5/9 to save with 5++ and fnp. U need to use terrain. The more blos you got midfield - the better. If the map is something like an openfield and you meet a shooty army - no list building can help you, really. Wagonz are just so dependent on the ability to hide sides. so as nob bikers on ability to hide from at least some firepower dished at them.
Also, i've got rid of deffrollas on all the wagonz. Pre-measurement and disembarking rules...and the ammount of skimmers flying around made defrollas not nearly as good as they used to be in 5 ed.

Spoiler:


1 Big Mek (HQ) @ 85 Pts
Choppa; Kustom Force Field

19 Ork Boyz (Troops) @ 170 Pts
Shootas; Big Shoota (x1)

--1 Nob @ [51] Pts
Power Klaw; Big Shoota; Bosspole

19 Ork Boyz (Troops) @ 175 Pts
Shootas; Big Shoota (x1)

--1 Nob @ [56] Pts
Power Klaw; Big Shoota; Bosspole; 'Eavy armour

18 Ork Boyz (Troops) @ 164 Pts
Shootas

--1 Nob @ [56] Pts
Power Klaw; Big Shoota; Bosspole; 'Eavy armour

10 Gretchin (Troops) @ 40 Pts

--1 Runtherd @ [10] Pts
Grabba Stikk

1 Battlewagon (Heavy Support) @ 100 Pts
Big Shoota (x1); Reinforced Ram

1 Battlewagon (Heavy Support) @ 100 Pts
Big Shoota (x1); Reinforced Ram

1 Battlewagon (Heavy Support) @ 100 Pts
Big Shoota (x1); Reinforced Ram

4 Company Command Squad (HQ) (GU) @ 175 Pts
Lasguns; Plasma Gun (x2)

--1 Company Commander @ [36] Pts
Laspistol; Plasma Pistol (x1)

--1 Officer of the Fleet @ [30] Pts

--1 Chimera @ [55] Pts
Heavy Bolter (x1); Multi Laser

7 Veteran Squad (Troops) (GU) @ 90 Pts
Lasguns; Meltagun (x1)

--1 Veteran Sergeant @ [16] Pts
Close-combat weapon; Laspistol

--1 Veteran Weapons Team @ [22] Pts
Autocannon

1 Guardsman Marbo (Elites) (GU) @ 65 Pts

--1 Leman Russ Exterminator @ [235] Pts
Lascannon; Sponson Heavy Bolters

--1 Knight Commander Pask @ [50] Pts

Models in Army: 93


Total Army Cost: 1499


That's the core. Sometimes i take a megaboss with regular nobz in a wagon. Such combination can handle half the list of a grav-spam army cause if you go meganobz - they wound you on a 2+ and if you go nobz they wound you on a 6+. A vendetta can be used, but i don't have it and won't consider using yet. Exterminator with Pask is expensive pointwise but is rather cheap on real money and from my experience works way better than lootas. Though, if you wana go competitive - consider using tau as allies. Rapetide, Commander with markerdrones, Kroots and most importantly, Broadsides are a good backfield firesupport. But the core are wagonboyz in any case. They're what winning you games.

Another option that is reliable and works good are multiple bikernobz. I'll just post the core of the list.

Spoiler:
1 Warboss (HQ) @ 135 Pts
Power Klaw; Slugga; Cybork Body; Warbike

1 Warboss (HQ) @ 135 Pts
Power Klaw; Slugga; Cybork Body; Warbike

5 Nob Bikers (Troops) @ 365 Pts
Choppas; Power Klaw (x1); Sluggas; Bosspole (x1); Cybork Body; Warbikes

--1 Painboy @ [85] Pts
Cybork Body; Warbike; Grot Orderly

5 Nob Bikers (Troops) @ 365 Pts
Choppas; Power Klaw (x1); Sluggas; Bosspole (x1); Cybork Body; Warbikes

--1 Painboy @ [85] Pts
Cybork Body; Warbike; Grot Orderly

20 Ork Boyz (Troops) @ 130 Pts
Shootas; Big Shoota (x2)

20 Ork Boyz (Troops) @ 130 Pts
Shootas; Big Shoota (x2)

Models in Army: 54


Total Army Cost: 1260





Automatically Appended Next Post:
Anywayz, you allready know that in most cases we're gona have an uphill battle. Especially vs eldar. I've started using double nob bikers vs them after one game when eldar kaboomed 3 wagonz in 2 turns but 6 nob bikers with a bikerboss downed 2 wraithknights, some jetbikes and a bunch of warp spiders the remaines of which managed to escape. If i had someone scoring like allies or another boyz instead of tankbustas (yep, i've decided to test them and they were a failure vs eldar cause literally no targets they could handle and 1 wound to a wk per turn is not a great output) i'd win. And that'd be only cause of bikernobz.

This message was edited 9 times. Last update was at 2014/02/08 07:29:26


 
   
Made in gb
Nasty Nob






 Dakkamite wrote:
So the battlewagon thing is legit huh? What about backfield scoring, Grots or shoota boyz?

Shoota boys. Most opponents will have something that can get behind your front lines, so be prepared to defend objectives.

 Dakkamite wrote:
Would three boyz wagons + some MegaNob/Nob wagons be a good idea?

I'd save one wagon for lootas. Spamming S7 shots gives you a good way to deal with light vehicles trying to get on your flank.

 Dakkamite wrote:
Some people have told me KFF on the wagons is no longer worth it, is Ignores Cover really that big an issue? Pretty much gotta decide on either a second boss or that KFF save

I think it's still worth it. Not everything has Ignores Cover and making them use their IC often forces them not to use some other ability (like BS bonus from markerlights, shooting from a crisis suit, a different psychic power or whatever). At a minimum, it means they aren't shooting up your biker nobs with it.

 Dakkamite wrote:
Hows your Ork custom codex going anyway?

Not worked on it for a while. Might return to it this month, look at it with a fresh perspective and try a re-write.

   
Made in us
Dakka Veteran





I just took my orks into an 1850 tournament and did rather well (ended up 4th) with an unconventional ork list.

HQ:
Warboss (mega-armor, squig)

Elites
2x 10 Loota
1x 10 TankBustas (2 hammers, 3 squigs - joined by warboss)

Troops:
4x 20 shoota boyz (2 big shootas, 1 BC Nob)

Fast Attack:
3x 3 Rokkit Buggies

Heavy Support:
3x Battlewagons (Ram, RPJ, 1 big shoota)


I put the Warboss and Tankbustas in 1 wagon and then flank it with a boyz wagon on each side. The mega-boss is with the tank bustas simply to tank wounds when the wagon explodes. The buggies were out front with the 2 foot slogging boyz mobs bringing up the rear. Between the buggies and the bomb squigs, I was able to remove most of the vehicles so Glory Hog wasn't a big issue. I even took out a wraith knight first turn against an eldar player (he was pissed).

For me - it's about the strength of shots. Many of my opponents didn't pay attention on the buggy squadrons and tended to not remove complete units until turn 4 or 5. Likewise, many were focused on the 20 boy blobs in the backfield that they didn't know what to concentrate on. Tons of threats with high strength weapons and the numbers to compensate for BS2. Worked really well. The largest difficulties were a guy that ran triple heldrakes as well as an eldar player who was playing heavy wave serpent spam and met me on a Hammer and Anvil mission.


I have just recently removed Deffrollas from my battlewagons. They were really effective in my local area until my opponents realized that they are AP- and are really easy to address with infantry. Moving to the ram is just as effective, a lot cheaper, and allows me to focus more on other areas. I am still trying to figure out what I want to do with the list for the next time. I'm debating about dropping all nobz and using the ~120 points to focus on another unit of boyz or increasing the foot slogging groups to 30. For me, getting into close combat was not that good for me. If the unit I charge survives, the S3 orks end up getting tarpitted and if I haven't won after 2 rounds of combat, I tend to see my boyz lose overall. Staying away and shooting and only charging when I truly outnumber is best for me.

UPDATE:
One last item I thought about concerning the thread is my exclusion of Nob Bikers. They are fantastic; however, they are a ground-unit that's very expensive and needs baby sitting. Against wave serpents or heldrakes, they die too quickly and don't really justify their points. They do great if you can keep them hidden and they survive until turn 3 but if not, they demand too many points to make them truly effective in my opinion.

Also - I got PMed about my buggy strategy and squadron rules. One trick that I have learned with them to make them more survivable is to really take advantage of their 4" coherency and to use cover appropriately. Just like a normal unit, you can only kill what you can see which can be a great way of mitigating wave serpents taking 2+ out in a shooting phase. If they can only see 1, only that 1 will be removed.

This message was edited 1 time. Last update was at 2014/02/10 17:05:47


 
   
Made in nz
Disguised Speculo





Man I really like what I'm seeing in this thread, Ork players have seriously upped their game since my last tournament attendence six months back. I'm gonna think on this stuff and put together a list.

@Unholylama

Big Choppa Nobz in boyz mobs have always been a total failure for me. I would definitely agree with dropping them for more bodies on the field. If your like me though you'll find that after a certain point the tedium of moving so many models outweighs their tactical advantage on the field...

@Kooaei

As much as I hate allies I was thinking of IG for a Leman Russ as well - purely to add more and shootier AV14 to an AV14 spam list. Since I don't know jack about guard tanks, wondering why you suggest an Exterminator over the other options? At first glance the plasma cannon version adds a lot of scary AP2 and the punisher adds a hilarious amount of S5. If real money isn't an issue, would you still choose this particular tank?

Sadly have recently considered building a riptide which I would name da bandwagin, but I feel like a tremendous ass whenever I think about this. That said, there is possible conversion material there... Kroots are bloodaxe kommandos (currently sitting on shelf), Riptide/Mega Dread conversion, broadsides as some ramshackle piece of crap with a million guns hanging off of it...

List #2 is also right up my alley - due to just converting some bloodcrusher riding Nobs (Nob Bikers) I'm toying with running this alongside Khorne daemon allies. Bloodthirster and winged Khorne prince, some flesh hounds to run alongside the bikers, and then probably some nurglings (chaos snotlings mwhaaha) for cheap and irritating mandatory troops. I dunno if it would be all that great though, as they'd be adding more fast tough melee which we already have in the biker nobs.

I could also run them as Bloodcrushers if theres some concievable use for the things. They die so easy to S8+... but perhaps they could draw that fire from the battlewagons or vice versa, allowing one or the other to actually reach the enemy lines...

This message was edited 2 times. Last update was at 2014/02/11 10:52:08


 
   
Made in ru
!!Goffik Rocker!!






The good thing about Leman Russes is that they can be easilly converted in any variant just by switching gunz - not very hard even without magnets and can be easilly scratch-built so you can try every Russ by yourself.
I've tried all of them except for a vanquisher (s8 + 2d6 for armor penetration rolls, ap2 but just heavy 1) cause my orkses have never had problems vs landraiders or such stuff. So here's the configuration i've stopped upon:
Exterminator (heavy 4 twin-linked, s7, ap4, 48') - 150 pts base
Sponson heavy bolters - 20 pts
Hull-mounted lazcannon - 15 pts
Commander Pask - 50 pts

235 pts total (or you can drop a lazcannon and stick to a regular hb that'l be 220 pts).

The most important is Pask - he gives bs4 and if the tank din't move in a movement phase, can use a Crack Shot ability which either adds +1 to armor penetration rolls effectively making u'r weaponry 4 tl s8, 6 s6 and 1 s10 ap2 or allows to reroll failed to-wound rolls vs monstrous creatures. From my experience - he has nice chances of downing a serpent per turn or at least getting 2 hp off them. He threatens flyers with s8 tl shots and a lucky s6 or s10 shot. He can guarantee a pile of wounds on any MC. So, it's a very good tac tank that's quite resilient and boasts nice dakka. It's not counted as cheeze only cause of how many pts it costs and that ig don't need such a tac tank themselves

Other good options for orks are:
-Demolisher (s10, ap2, ordnance, but just 24' range) - range's not really outstanding on a Heavy vehicle but has it's uses also
-Eradicator (s6, ap4, Large blast, Ignores cover, 36') - i've won games vs tau just cause an eradicator killed pathfinders turn one

There are also tanks like
-Punisher (heavy 20 s5, ap-, 24') - but that's the tank in need of Pask and heavy bolter sponsons, however, orkses allready have many s5 shots and 24' usually forces a tank to go forward so no Crack shot for a ton of s6 or re-roll to-wound shots.
-Executioner (heavy 3, s7, ap2, blast) - generally considered a terminator-hunter and is as good as eradicator vs ground mc-s with ap3 - better vs riptides, but orkses don't have probs with termies and can just ignore riptides.

All in all, ig are nice allies while not cheezy and are quite customizable. Besides, it's a common scene in fluff where orkses 'work' alongside the guards as long as they get fancy flashy weaponry and ammo!
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Hmm, a Leman Russ could do something for Ork AV14 spam, but it would be best to take a variant that is good against something Orks have a hard time dealing with, It should probably either be a Vanquisher with Pask to take out enemy AV14 or an Executioner with plasma cannon sponsons to take out pesky 2+ save units.

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in us
Dakka Veteran





 Dakkamite wrote:


@Unholylama

Big Choppa Nobz in boyz mobs have always been a total failure for me. I would definitely agree with dropping them for more bodies on the field. If your like me though you'll find that after a certain point the tedium of moving so many models outweighs their tactical advantage on the field...


The Nobz in the boyz squads don't do much for myself either. However, instead of outright dropping them, I'll probably strip them down (Nekked Nobz?) and keep them in the squads. Last thing I want is to have a mean IC hit one of my boyz blobs and inflict more wounds than I can dish back. I'd rather sacrifice the nob and then overrun the rest of the unit with the boyz.


The Leman Russ tanks are nice for additional heavy support - and the fact they can be squadroned makes them great for allies. I would have to agree with Bonde that the Executioner with plasma sponsons would probably be one of the better options.

Expanding the Allies discussion - I've had a lot of success prior to my mono-ork list above using Necron Allies. The detachment was the following:

Overlord (MSS, Warscythe, Phase Shifter, CCB)
2x 5 Warriors in Night Scythes
1 Annihilation Barge.

Lots of fire power for a bit over 600pts. Overlord would focus on sweep attacks and taking out back field small units. Flyers would drop warriors on objectives last turn and causing havoc before that.


Lastly, I also did some experimenting with the Vengeance Weapon Batteries (prior to stronghold assault since the rules are in their box). 170pts for 2 AV14 impassable buildings that are dropping S8 AP3 ordnance large blasts on the field is fun. They rarely made up their points when looking at unit removal; however, they often weakened the forces and provided an unexpected tactical element for my opponent. Plus they are large enough to provide additional line of sight blocking terrain on the board (it's large enough you can hide a Dark Eldar Venom behind it completely). I always had to play around them due to scattering but overloading the pair on 1 side allowed me plenty of space to take out the other flank.
   
Made in ru
!!Goffik Rocker!!






I've tried executioner either. And was not very much satisfied with results. It's doing good vs termies and crysis suits but to be honest, i mostly have problems with wave serpents and flyers. Exterminator is slightly worse than any dedicated tank but can act nice in any role. Just what my orkses need. Besides, it's alwayz annoying to still see a 3+ or 4+ cover/invulnerable save after few ap2 hits. It's like shooting plazma at nob bikers.

This message was edited 1 time. Last update was at 2014/02/11 15:55:04


 
   
Made in us
Fresh-Faced New User



Washington State, USA

I have had some luck with Orks with Tau Allies. The last two tourneys I played in had scoring for battle, appearance and sportsmanship. 30 players I finished 4th, 46 players I tied for 2nd. 1750 and 1850 pts. 5 game tourneys and I won 3 of 5 each time along with winning best appearance both times.

For those that do not like the thought of playing with Allies, My orks do not play well with others, but they sure like their equipment. Everything that is Allied is fully Looted. Grots wearing every bit of amour, lots of conversions. My favorite was converting a Black Reach Warboss and and a Riptide, creating a Mono-wheeled rip tide with the warboss hardwired in the center of the chasis. Battle suits also had simple mono-wheeled styled legs.

OK on the fun appearance stuff

Core models in each list:
10 grots
10 lootas
Tau Commander Fusion gun and plasma gun
6 Fire Warriors

The first list was battlewagon spam
HQ Big Mek KFF
3 Battle Wagons, deff rolla, grot riggas, 1-3 big shootas, Kannon for each, evy armour
3 shoota boys mobs, 19, 20,20, mix of big shootas and rokkits
1 10 boy w naked nob with big shoota
3 broadsides, standard build
2 shield drones for the broadsides and the Commander

Had great fun with this one. Same tactics each time. keep all three battle wagons within reach of the KFF whenever possible and just plain rush your opponent, turn one, do not fire them, just get out there and in their face. Often lost only one wagon on turn one, but guess what, I was already where I wanted to be. Turn two, all those shootas and the tank shocking/ramming/deff rolling was just so much fun.

The second build, was my ork version of drop pod assault. This was in respect for two marine opponents I fought in the earlier tournament that used drop pods with great efficiency.

3 trukks with shoota boys and boarding planks, ram.
HQ Warboss on bike, cybork, pk, shoota skorcha, attack squig
2 Broadsides standard build, with sky fire
1 Riptide (mono-tide), Fusion guns and Ion, and yes, I tried one of the shielded missile drones (ridden by the RT grot that came with the original wartrakk schorcha model, I just could not resist the conversion), skyfire and interceptor
4 tau gun drone squad
1 shield drone and 1 marker light for the Commander
Bodyguard squad x 2 suits, two shield drones and 2 gun drones
Commander and one of the bodyguard each get a drone controller
Aegis line with ILC.
Drone Sentry Turret (FW)

OK, so this one has the trukk boys, Tau Commander, bodyguard, and gun drones starting in reserve. I match the gun drones with the Commander.

Grots and or Lootas to hide behind or use the Aegis line and grots fire the Las Cannon. The Monotide and Broadsides try to set up in cover where they can have good line of fire. The grots and fire warriors are my back field objective holders/ support to protect the lootas if possible. Everything else act as my deep striking force or bum rush from the trukks for 24 inches in one turn due to being fast. Again, I likely loose the trucks but end up where I want to with the boys inside. Being in the truck for turn 2 or 3 is just bonus. If I can keep my opponent on his side of the board, then my back field can stay alive.

Now I do not claim to play an ultra competitive game style, as I usually only get in 10-15 games per year and the painting/modeling part of this hobby is just as important to me. I have been playing since RT, and the tactics really have not changed too much since then so I get by. I just end up playing against people I do not know, have not seen their army much or at all with the diverse universe that is the current 40K. So, I look for a simple game plan and multiple units that can do the same thing to fit that game plan. Take out some of mine and I can still continue with the plan. Play with a little balance and look to have at least 5 troops scoring units in any list, two to stay in the back and 3 to move forward. And my play style has to have Mobility as I feel that without mobility, in tournament play, you are giving up too much to any opponent that is mobile.

Well, that is my soap box for my play in 2013 in 6th ed. I hope some of you found it interesting.

 
   
Made in us
Sneaky Sniper Drone





Los Angeles, CA

HQ:

Big Mek - Kustom Force Field

Elites:

5 Meganobz
DT Battlewagon w/ Armour Plates, RPJ, Deff Rolla, 2x Big Shoota
5 Meganobz
DT Battlewagon w/ Armour Plates, RPJ, Deff Rolla, 2x Big Shoota
5 Meganobz
DT Battlewagon w/ Armour Plates, RPJ, Deff Rolla, 2x Big Shoota

Troops:

11 Boyz (shootas or choppas doesn't matter)
12 Boyz (shootas or choppas doesn't matter)
12 Boyz (shootas or choppas doesn't matter)

Fast Attack:

Dakka Jet w/ Additional TL Suppa Shoota, Flyboss

Heavy Support

Battlewagon Armour Plates, Killkannon, RPJ, Deff Rolla, 1x Big Shoota
Battlewagon Armour Plates, Killkannon, RPJ, Deff Rolla, 1x Big Shoota
Battlewagon Armour Plates, Killkannon, RPJ, Deff Rolla, 1x Big Shoota

Total 2k

Nobz Wagons in the front, 3 boyz wagons behind with the taller profile of the killkannon so they can still LOS and shoot.

Push forward and shoot then punch. Most extreme ork tactics.

Edit: Note I don't play double force org so that's why its not hyper optimized and the killkannons are there.

This message was edited 2 times. Last update was at 2014/03/07 00:55:30


4000
3000
3000
3500
3500 
   
Made in nz
Disguised Speculo





I suggest you try double force, Orks really benefit from it and thats how the game is suppost to be played at that points level.

People who insist otherwise are 100% powergaming tau scum
   
Made in us
Been Around the Block




 Dakkamite wrote:
Lucky guy. For the only tournament between now and the book overhaul, the 'competitive' crowd are saying no forgeworld or anything from behind their pile of Eldar/Tau models.

Know you guys are gonna see this, and yeah, thats totally what your doing -_-


I'm as unhappy with the imbalance of Tau/Eldar as everyone else. I'm a competitive player, and I play neither.

More to your point though, allowing more brokenness into the game (i.e. Strength D) doesn't fix the problem, it just creates a new abusive element. Sure, strength D would invalidate people's deathstar builds; but then the game devolves into who can abuse strength D the hardest. And that's WORSE than the game is now since even fewer players have access to superheavies/strength D than have access to competitive builds now.

What fixes the game is balance, not an arms race.
   
Made in nz
Disguised Speculo





Forgeworld and D weapons are two very different things
   
Made in ru
!!Goffik Rocker!!






 Dakkamite wrote:
I suggest you try double force, Orks really benefit from it and thats how the game is suppost to be played at that points level.

People who insist otherwise are 100% powergaming tau scum


Well, i don't like double force org because i like forces to consist of many different units. Both my forces or my opponent's. Just imagine a game vs two different chaos players.

One fields:
Typhus
Zombies
Helldrakes
Obliterators

Another one fields:
Lord
Sorc
Marines
Cultists
Cult troops
Terminators
Bikers/Spawns
Helldrakes
Predators/Maulerfiends
Obliterators


What list will be more interesting to play against? Both lists cost the same pointwise but one player is heavy on spamming the same units and another one just takes everything in smaller portions Note, there are no warp talons, possessed, forgefiends, i've just listed pretty effective units as they are in the current codex. The second list is much more variative and colorful! It allows tactical flexibility.

While double force org allows spamming even more. And when you limit the ammount of slots, you're forced to take something else even if you want to spam helldrakes. Force slots and limits to them were introduced in the first place for a reason. I fully understand that in our outdated dex there are just 2 viable options outside of escalation: battlewagon spam and nob bikers. And both of them are by no means a no-brainer autowin button. And it's actually rather fun to play with or against a battlewagon spam unlike something like serpentspam. However, i think that limiting battlewagonz to Heavy slots and dedicated transports making the limit of 5-6 is a good thing for 2k+ games. And i'd not like to play vs 6 riptides or 6 helldrakes Not cause i can't win them with orkses - on the contrary, battlewagons have an upper hand vs helldrake spam and stand well vs riptide spam but just cause it'll be rather boring.

Well, that's just my opinion. But returning back from the offtop route, yep, If you can take double the number of battlewagonz, your forces become tougher to handle for most opponents.

This message was edited 3 times. Last update was at 2014/03/07 06:50:31


 
   
Made in us
Yellin' Yoof on a Scooter




In Da Junk Yard Makin' Fings

Has anyone tried Trukk Spam and if so, how well does it work? I'm thinking 6 squads of 12 Boyz or 11 Boyz and a Nob, maybe a Rokkit Launcha upgrade for the Trukks.
   
Made in us
Ork Boy Hangin' off a Trukk





Fort Collins, CO

I run trukk spam and I do pretty well. 6 trukks with 11 boyz and a pk nob, 2 battlewagons with mega nobs and warbosses. Extra points go to skorcha trakks, looted wagon or storm boyz. Go all out for melee or don't bother at all!

I feel the need, the need for speed. 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

i'm just gonna wait for the codex i think.. couple of days ago i played a friendly game against tau allied with guards. The enemy deploymentzone was just filled with bodies (guard platoon) and alot of marker lights (byebye cover save), 40 kroot snipers, guard arty in the back, some of those" jump shoot jump" suits, and so on.
as you can imagine, my nob bikerz did there thing and after getting in cc with 2 squads and eating them alive, my whole army was just shot from the table.

there was alot of terrain on the table and i tried to use it to the max but the ignore cover rule screwed it all.

8000 points fully painted
hive fleet belphegor 3500 points
1k sons killteam

Dakka is the ork word for shooting, but the ork concept of shooting is saturation fire. Just as there is no such thing as a "miss" in a target-rich environment, there is no such thing as a "dodge" in a bullet rich one

 
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

I run Trukk Orks, usually at 1500pts. I don't do well at higher points, since I've never bought the redundant units to fill that extra stretch. I've done ok; though I got very battered at the two recent tournaments that I went to, I've also managed to table players quite frequently in friendly games. I've been meaning to do a battle report for a while, but I've found that 6th edition is so swingy that I either table or get tabled; neither outcome makes for a very interesting battle report.

The things that kill my Trukks are about what you'd expect.
- Triptide was a nightmare, as although I killed almost everything in his army, the Riptides were just impossible to shift and kept decimating me
- Wave Serpents are a total disaster. I've taken them, but only in limited numbers (2 at 1,000pts, not 3 at 1,000pts) and with a favourable deployment. The lengthways map is essentially impossible for me in this matchup.
- Droppodding Space Wolves gave me an unpleasant surprise in a tournament, but my opponent had one of those first turns where everything that he shot at died. Hard to come back when half your army is dead before you get to move a model.

Otherwise, the speed is still as powerful as ever, and the ability to throw your entire army into the enemy deployment zone on turn one is hilarious. The problem is that Ork Boyz - especially Choppa boyz - just don't cut it anymore in small numbers. I rely mostly on a Burnawagon to clear out large enemy units.

Going to try using Stormboyz again on Tuesday. They suck, but I love the models, so I might throw my ten-strong unit onto the table and try taking the Blood Angels for a ride
   
Made in us
Yellin' Yoof on a Scooter




In Da Junk Yard Makin' Fings

 Charles Rampant wrote:

Otherwise, the speed is still as powerful as ever, and the ability to throw your entire army into the enemy deployment zone on turn one is hilarious. The problem is that Ork Boyz - especially Choppa boyz - just don't cut it anymore in small numbers. I rely mostly on a Burnawagon to clear out large enemy units.


I've agonized over the same dilemma, do you run smaller Boyz Mobs to take advantage of the mobility offered by the Trukks while accepting the risk of attrition associated with smaller Mobs or do you run Mobs of 30 Boyz to ensure survivability while accepting the lack of mobility. My Boyz are foot sloggers right now since I haven't made the investment in Trukks yet and it's a royal pain spending turn after turn trying to close with the enemy to eventually get stuck in. I'm giving serious thought to buying a fleet of Trukks and giving Trukk Spam a try.

P.S. By the way, I absolutely love Stormboyz and enjoy running them even though they're not the best troops in the army. The first time I ever saw a game of 40K, I watched an Ork player laying some pain down on an SM player with a couple of Mobs of Stormboyz. Those huge, clunky, crazy Rokkits strapped to those Stormboyz backs really fired up my imagination and I've been hooked on Orks and Stormboyz in particular ever since.

This message was edited 1 time. Last update was at 2014/03/09 16:00:21


 
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

Stormboyz break my heart. I recently started painting my small collection, and heralded the decision on my painting blog by listing in great detail in how many ways they suck. But oh man! The models! The concept! The fluff! The 18" move! They are among the greatest looking kits in our range - which is strong praise indeed when you consider the competition - but they just suck so hard. Oh well.

The Trukks have one huge advantage, which explains why I still use them. When I first started playing, I usually used two or three mobz of twenty boyz, footslogging towards the enemy while faster elements ranged ahead. It took forever to set up, forever to move, and making difficult terrain rolls drove me bananas. When you instead deploy three or four Trukks, your deployment phase is about five minutes, and the first movement and shooting phase is somewhere around three minutes. Simply glorious. It also has the benefit of freaking the feth out my opponents. When I played against the Triptide player, we had diagonal deployment, and he didn't quite realise how fast I moved, so he didn't hug the board edge well enough. The look on his face when I raced 24" towards him on turn one was a picture to be seen! He still beat me, obviously, but it was worth it just to see him panic and desperately backpedal with his stupid nonwalkers.
   
 
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