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Made in us
Smokin' Skorcha Driver





With the 6th edition rulebook out and the orks not being updated yet it seems a little unfair. I was just wondering what general units to take to best cope with the new rules until the new codex comes out. Thanks!

Waaaaaaaaaaaagh!




 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

in general, the stuff that uses the most dice in shooting fase. lootas, shoota boys, dakka jet.
6th is full of ignore cover so other troops just get shot to hell
oh, and templates like lobbas won't hurt

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 us
Thane of Dol Guldur




I play against Orks alot...Meganobz + that Grazgul guy, the Doc guy that has a forcefield, and Lobbas are my most hated enemies...in that order.

This message was edited 1 time. Last update was at 2014/04/28 16:40:55


 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 jasper76 wrote:
the Doc guy that has a forcefield
Who?
   
Made in us
Thane of Dol Guldur




Some dude my friend calls Doc...I think he gives like a 5+ cover save to nearby units???

Maybe I am misremembering.
   
Made in us
Dakka Veteran




Blocking LOS is key, as my Tyranid have taught me. For Orks, it's even easier. Get a line of larger models, like Killa Kans, stick those bases together, and form a "wall" of LOS-blocking that pushes forward with Boys behind it. They can't shoot the squishy guys until the front line's got holes in it.

Effectively, you're going all World War I, with "tanks" leading the way for the troopers to follow.

You can do this with other vehicles, or even infantry units, as long as you keep gaps from forming up. Once there are gaps, then the unit can be shot through to hit the guys behind, but no gaps = no LOS.

For extra protection, stick a Big Mek with KFF behind the armored line to give the "tanks" a cover save, making it that much harder to bring 'em down.

Also, whenever possible, stay disembarked. It sounds backwards, since people are used to rushing in at high speed, piling out, and then piling in, but Ork vehicles are fragile and explode easily. Half the models inside take a wound if the transport is wrecked, but only a third of them will if it explodes right in their face (And none if it just gets wrecked) ... hop out as soon as possible (Even after the very first move!) and leg it from there. I know it sounds backwards, but blocking LOS with an empty transport will do you more good than a second turn of driving before it gets shot and your boys get shot to pieces.
   
Made in us
Thane of Dol Guldur




BTW, I said Big Meks when I meant Meganobz....sorry, edited post.

I...hate...Meganobz!
   
Made in be
Waaagh! Warbiker





Lier, Belgium

those tactics where good in 5th, now, a canwall will just get shot from miles away! and the KFF, get's ignored by half the armys of 40k i think

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 us
Regular Dakkanaut



Bismarck ND

My only advice is keep it cheap. You have to take a lot of boyz and not to many toyz. You also need to break your army down to shooty or combat based, combat based armies are rough to play right now and need to be mobile.... Staying cheap and mobile is tough.
   
Made in gb
Squishy Squig



Bournemouth UK

So shoota boyz with battlewagon fun times rush up the middle and pray they don't have enough bullets to kill everyone before bashybashychoppa time ? Gotcha
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

From someone who regularly faces Orks and plays Grey Knights, Eldar, and Tyranids.

Battlewagons are a must...and no it's not a battle wagon if it doesn't have a deffrolla.

And The KFF works against most armies / most armies have limited over removal techniques so I also think it's worth it.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in be
Waaagh! Warbiker





Lier, Belgium

BaconSarnie wrote:
So shoota boyz with battlewagon fun times rush up the middle and pray they don't have enough bullets to kill everyone before bashybashychoppa time ? Gotcha


sounds legit

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
Gavin Thorpe




My experience has been that Battlewagons are simply not enough; while the AV14 is obviously delightful, it's so easy for a Serpent to get into the side armour and deck it with S7/Ignore Cover. Perhaps I'm simply jaded from playing too many Eldar but I don't rate the Battlewagon as highly as I used to.
In my eyes, the best defense is to simply not get shot at all (Tactical mastermind here). Therefore AV14, Shields and Fliers are all glorious.

Bunkers and Bastions work wonders because they don't have AV weakspots. Similarly, a Void Shield Generator is the most wonderful thing in the world for an AV10 Trukk loaded with Boyz. A Dakkajet has a similar firepower output to Lootas but relies on Flier defenses rather than T4 and a cover save, so I like 'em. If you insist on Lootas, on no accounts let them put boots on the ground. Find them a nice bunker or a Battlewagon with the sides hidden to camp out in.

WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

BWs arent that great anymore. WIth the HP rules, they went from pretty robust to weak as crap. Trukks too.

Outside the armor, i dont think were dying much more than before. The bigger issue is remove from front. Kill 8-10 boyz, you just pushed me back around 3 inches. Do that twice, now its a full extra turn for ~10 boyz to get into combat. That hurts more than no cover.

Also Lobbaz are indeed awesome. Kannons are smecksy too. I always field some, dirt cheap and dead killy lol. And with current artillery rules, outside wasting tankbusting weapons or assaulting them theyre pretty fething hard to take down.

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
Pyromaniac Hellhound Pilot





killeen TX

180 boyz, or six full mobs of thirty, are tough to deal with. You have to take care of a mob at a time to the point where they will run, aroung 6/7/8 boyz per mob. However, I play IG/AM and I have to deal with a mob at a time. I can usually take a few mobs down, however, that leaves two or three that are on me by the time the ork player call WAAAGH

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in au
Flashy Flashgitz




Canberra, Down Under

Nob Bikers will fix many problems. However, with the new codex coming around soon(ish) I would wait to see what happens before buying any more models or heavily investing in a certain strategy.

It's the only thing stopping me from going to town on some Nob Biker conversions, the fear that they will be removed entirely.

Current Proposed Rules Project: Orkish AC-130 Spekta Gunship!

WAAAGH Sparky!
1400 (ish) - On the rebound!
Kommander Sparks DKoK
1000 (ish) - Now on the backburner

- Men, you're lucky men. Soon, you'll all be fighting for your planet. Many of you will be dying for your planet. A few of you will be put through a fine mesh screen for your planet. They will be the luckiest of all.  
   
Made in ru
!!Goffik Rocker!!






Battle wagonz have become better thanks to meta changes and glancing hit changes. If previously u'd get stopped or even wrecked by a glancing hit, now you just loose a hullpoint. And you got 4. Besides, meta has shifted towards tons of s7 shots. And in some cases you can pretty much ignore s7 with a wagon if you place correctly. Overall, shootaboyz in battlewagonz are still good. But if you going into the battlewagon rush, you need minimum 3 of them. 4 is better with someone like nobz or meganobz inside.

Bikernobz are a strong unit also. Paired with bikerboss, they're really expensive but usually worth it. Also, you can try a rare setup: Bikerboss + Koptas. They give him scout and hit&run. Are generally much less durable than biker nobz but are faster and will cost 200-300 pts less for a combo than nob bikers so that u'll have lots of other stuff. Great for pushing a flank and a 1-st 2-d turn charge.

However, i'd warn you from buying stuff that is not Boyz yet. Orks will have a codex renew soon. And i'm afraid they'll nerf wagonz cause those are too good.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

I have totally cheezed out and been taking Space Wolf Allies. 3 BWs filled with Boyz and a KFF Big Mek rush accross the table while 2 of my 3 Drop Pods each deposit 2 Melta Shots and a JOTWW Priest wherever I want them. My opponent has to deal with the puppies and ignores my BWs usually long enough for the Boyz to get close enough to jump out and do what Orks do best.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in ca
Monstrously Massive Big Mutant





Canada

I feel bad for Orks because Tau and IC are too prevalent for indirectly nerfing an entire part of the game.

The entire point of 40k is maneuvering around obstacles and shooting things with LOS. My fear came into fruition when everything started ignoring cover, it wasn't an indirect nerf to the way most armies played, it was a DIRECT nerf. Why even bother playing with terrain at the point of the Tau release? You literally sat there and counted how many turns your Cover army survived before the amassed fire of 24 fire warriors did to wipe your army off the board.

It was bollocks, aside from them getting a MC that by all rights should have been a Walker.

Orks got the shaft throughout all of 6th Edition. Continuing to this day. Until I see the 7th Edition codex release for myself, I will never believe it's in the future. Ever. We have been forsaken!

Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in us
Lead-Footed Trukkboy Driver




Elizabethtown College

People havent metntioned this but at lower point games around 1500, i would say trukk lists are competitive. Take 5-6trukks with boys, then 5-6 nob bikers, a warboss on a bike and fill army out with 2 dakkajets and you have a fast and pretty competitive army. Trukks are so damn fast, if you have turn 1 at least a few will surivie and you can charge turn 2.
Also a meganob group with a megaarmored warboss in a trukk isnt bad either. Again, going first helps a lot as yoh can travel half the board turn 1


Automatically Appended Next Post:
Also stay away from Kans, low armor and 2 hps... not great :(

This message was edited 1 time. Last update was at 2014/04/30 01:13:14


I always press dat, if you know what I mean. 
   
Made in us
Member of a Lodge? I Can't Say




OK

I love taking a Biker boss + biker Nobz as allies for my CSM and daemons. They are great because you don't need to take any useless fillers to take the best the best thing in the ork dex.
Mega Nobz are good too but more situational.
Dakkajets are good but I don't think they're as good as everybody thinks they are in the grand scheme of the game.
Lootas were great but now with ignores cover long range everywhere they just die too easily.

Lobbas are cool but sadly are very very aged when you compare them to things like thunderfires and now wyverns.

The ork codex as a whole is pretty bad but warbosses are the most killy things within a mile of their price range and nob bikers can complement any list.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in ru
!!Goffik Rocker!!






 herpguy wrote:
I love taking a Biker boss + biker Nobz as allies for my CSM and daemons. They are great because you don't need to take any useless fillers to take the best the best thing in the ork dex.


You called boyz useless fillers? Heck, they're one of the best troops you can get in this game. And they'll only get better. For the price of 5 properly kitted biker nobz + Painboy you can take 60 boyz with 6 bigshootas and a couple of nobz with bosspoles. Sure, it depends on what you need the most but such masses of boyz just can't be ignored. Boyz are still viable if you can take away the enemie's massed fire from distance.

This message was edited 2 times. Last update was at 2014/04/30 04:48:12


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




OK

Boys used to be great but I have found in this day and age they just die way too fast.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

As ive said in other threads, removing from the front hurt boyz more than anything else. I regularly get pushed back 2-3 inches every turn, so it takes me a turn or more to get there MORE than it used to, and that hurts when its my primary force.

Theyre still nuts and bolts powerful for the cost, its just the flypaper they call armor lets them die so fast they get pushed around too easy. Ever had a unit fail a charge because you lost 1 model in overwatch? Same idea, only more than 1 model and every damn turn. Even with 5 units of 30, i never have a unit with more than 20 boyz get in assault unless something was trying to assault me first. On average, barely enough to retain fearless (meaning i lost it in combat whether i won or lost)

This message was edited 1 time. Last update was at 2014/04/30 18:22:32


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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