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![[Post New]](/s/i/i.gif) 2014/07/06 20:10:40
Subject: New ork codex, need some input.
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Waaagh! Warbiker
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Hello all,
I just got the new ork codex and i am trying to make a decent 1500pt list (single foc). The problem is that i cant get a feel for what is worth it to include anymore, so if anyone could give me some tips and point in the right direction i would be very happy.
In 6th i used to play with a bikerboss, mek with KFF, some bikernobs, one or two groups of lootas, some large mobs of boyz (big shootas, nob PK et.c) and a handfull of deffkoptas.
I have the following miniatures ready and painted:
Warboss (aobr)
Bikerboss
Big mek with KFF
Large number of nobs with different weapons
5 bikernobz (including painboy)
20 lootas and 12 burnas, including some meks
60 shoota boyz and 60 slugga boyz (including rokkits and big shootas)
9 killa kans and a deffdread
2 battlewagons (pretty barebones, one with deffrolla)
4 trucks
6 deffkoptas
1 dakka jet
On my workbench i also have 10 flashgits, a painboy and a shokk attack gun
I am building 3 mek gunz but i am unsure on how to best build them.
I usually meet Tau or space marines in drop pods.
I am trying to make a decent fluffy list that is both fun to meet and fun to play.
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![[Post New]](/s/i/i.gif) 2014/07/07 01:59:51
Subject: New ork codex, need some input.
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Nurgle Veteran Marine with the Flu
Southern California
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im not an expert. I havent even played since 4th edition. But i have been reading alot and reading the codex alot. Bikes are totally in right now. also the painboy is indispensible. with your huge mob of boyz and a couple battle wagons.. look slike your in good shape. Lootaz always rock so there is two heavy choices right there...
It looks like you have a REALLY solid army right there! get a few games in and do some testin!!!
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![[Post New]](/s/i/i.gif) 2014/07/08 09:29:50
Subject: New ork codex, need some input.
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Lead-Footed Trukkboy Driver
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The new Tankbustas are a big win for Orks. The get Tank Hunters(reroll armor pen), outright meltabombs, Get double points for killing a vehicle as first blood and are cheaper to boot!
They have the option to buy a trukk now, but I recommend putting them in a battlewagon for survivability or a 8 man squad in a Stompa if you are feeling really mean!
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![[Post New]](/s/i/i.gif) 2014/07/08 10:35:59
Subject: New ork codex, need some input.
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Growlin' Guntrukk Driver with Killacannon
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Going off what you have it looks like you use to play a Kan Wall style list. Kans have changed a fair bit. They took a few nerfs but can be in squads of 6. With the new damage chart for vehicles they are a bit tougher then last edition. They way to run Kan wall now is to go with 2 Big Meks and 4 squads of boys I'd chip in the extra for shootas because you will be foot slogging but you have enough to run a bit of both. This will unlock double force org for you so you can load up 6 heavy slots. You will want to take a couple of dreads as well as they will help out the Kans (Check out the rules in the codex for both of these units and you understand what I mean.) Then just roll forwards.
I think Kan will make a bit of comeback this edition though it might play a bit differently now.
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![[Post New]](/s/i/i.gif) 2014/07/08 13:21:59
Subject: New ork codex, need some input.
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Nurgle Veteran Marine with the Flu
Southern California
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Sinji wrote:Going off what you have it looks like you use to play a Kan Wall style list. Kans have changed a fair bit. They took a few nerfs but can be in squads of 6. With the new damage chart for vehicles they are a bit tougher then last edition. They way to run Kan wall now is to go with 2 Big Meks and 4 squads of boys I'd chip in the extra for shootas because you will be foot slogging but you have enough to run a bit of both. This will unlock double force org for you so you can load up 6 heavy slots. You will want to take a couple of dreads as well as they will help out the Kans (Check out the rules in the codex for both of these units and you understand what I mean.) Then just roll forwards.
I think Kan will make a bit of comeback this edition though it might play a bit differently now.[/quote
What weapons do you outfit your kans with? I LOVE burns weapons. But skorchas on kans and dreads are a waste aren't they? Especially kans with bs3. Most people take rokkits..
If you give your dread 2 extra dccw..does he get 2 extra attacks? A couple skorchas on him and he would supa killy >=)
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![[Post New]](/s/i/i.gif) 2014/07/08 13:24:24
Subject: New ork codex, need some input.
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Big Mek in Kustom Dragster with Soopa-Gun
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yes he does. Walkers gain +1 attack for each CCW beyond the first. He has base 3 attacks, two PKs. By default he has 4 attacks because of 2 CCW. You can add 2 more for 20pts, or 1 more and a skorcha for 15pts.
A dredd with +1PK and Skorcha has 6 attacks on the charge (3base +2 for 3 CCWs and +1 for charge)
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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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![[Post New]](/s/i/i.gif) 2014/07/08 17:20:08
Subject: New ork codex, need some input.
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Waaagh! Warbiker
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Sinji wrote:Going off what you have it looks like you use to play a Kan Wall style list. Kans have changed a fair bit. They took a few nerfs but can be in squads of 6. With the new damage chart for vehicles they are a bit tougher then last edition. They way to run Kan wall now is to go with 2 Big Meks and 4 squads of boys I'd chip in the extra for shootas because you will be foot slogging but you have enough to run a bit of both. This will unlock double force org for you so you can load up 6 heavy slots. You will want to take a couple of dreads as well as they will help out the Kans (Check out the rules in the codex for both of these units and you understand what I mean.) Then just roll forwards.
I think Kan will make a bit of comeback this edition though it might play a bit differently now.
Thanks for the input but am not sure about fielding kanz against tau, a killa kan costs about the same as a missileside? I am sadly not allowed double foc. I have scratchbuilt a bunch of tankbustas and will try to build something around them.
It seems like every good choice in the codex is heavy support though. Automatically Appended Next Post: Vineheart01 wrote:yes he does. Walkers gain +1 attack for each CCW beyond the first. He has base 3 attacks, two PKs. By default he has 4 attacks because of 2 CCW. You can add 2 more for 20pts, or 1 more and a skorcha for 15pts.
A dredd with +1PK and Skorcha has 6 attacks on the charge (3base +2 for 3 CCWs and +1 for charge)
It will sadly never reach Close combat. I really like the model and would love to field three but they are sadly just a waste of points and heavy support slots.
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This message was edited 1 time. Last update was at 2014/07/08 17:23:59
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![[Post New]](/s/i/i.gif) 2014/07/08 21:40:08
Subject: New ork codex, need some input.
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Growlin' Guntrukk Driver with Killacannon
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If facing Tau remember that the KFF is now in invo save not a Cover save so there marker light won't be able to ignore it. The only real threat is a Vindicare Assassin. He has that round that kills wargear that give invo saves.
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![[Post New]](/s/i/i.gif) 2014/07/08 22:06:49
Subject: New ork codex, need some input.
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Big Mek in Kustom Dragster with Soopa-Gun
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Walker list against Tau is probably a suicide list, and im thinking of MY usual tau list here.
I typically have a 3man crisis team toting Missile Pods and Target Locks, 6 Marker Drones, and a Buffmander (the reroll failed hits, ignores cover, tank hunter guy that also tanks for his unit VERY well). On top of that i have missilesides with missile drones that utilize the markerlights. Depending on the points a Riptide as well with IA, and i always have a skyray.
I would rip a walker list to shreds barring some damn good 5++ luck. The crisis team alone would probably pop 2-3 Killa Kans and missilesides the rest of them.
Tbh i still dont know what a viable ork list would be against Tau. Never actually faced tau with my orks, but owning both armies and playing them both quite often i just pit my usual lists together in my head and go "Hmm...orks be boned..." lol. Theres 3 other Tau players in my FLGS though, so its just a matter of time till it happens.
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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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![[Post New]](/s/i/i.gif) 2014/07/08 22:19:59
Subject: New ork codex, need some input.
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Lead-Footed Trukkboy Driver
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If you want a screen of shooting for your boyz dont bring kans, bring 15 rokkit buggies!
They are cheaper, hust as good shooting, faster and most importantly dont take up your heavy slots. This us huge because now you can bring lobbas, tracka guns and lootas. Yes sir!!! If i were to run any blob armies I would drfinitely do this.
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I always press dat, if you know what I mean. |
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![[Post New]](/s/i/i.gif) 2014/07/08 22:27:27
Subject: Re:New ork codex, need some input.
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Waaagh! Ork Warboss on Warbike
Waiting at the Dark Tower steps..
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I played a couple games with new codex and i am loving it! Mek gunz are alot of fun and im digging all the relics and types of weapons I had beat the wolves and had a draw with the grey knights but it is a solid codex with alot of fun! ALSO weird boyz are GREAT they have alot of potential with the new spells which are all pretty decent mostly ranged witchfire.
Not to start beef but everyone who talkes trash about this codex usually don't play orks and just want to pile more gak on GW. Not saying Gw isn't a crappy company who cares nothing about customers and does not understand that 10 bucks for a minature is absurd.... But the hate towards the new codex is misguided!
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First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden |
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