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![[Post New]](/s/i/i.gif) 2014/07/27 11:30:17
Subject: how do I field orks in 7th edition
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Guard Heavy Weapon Crewman
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I have had a quick look through the new ork codex and I have got to tell you, I am pretty upset. They have ruined all rhe different lists I used to field by changing cybork body, putting all the characters as HQs, getting rid of the force organisation rearrangements (which were the most fun part of orks), etc etc. And now im wondering if there is a way to bring orks which is fun and is good, or if it is even worth fielding them anymore. To be honest I dont want to use my orks anymore but maybe some of you guys have had more time to read through the new codex and have realised anything good.
Thanks in advance guys, any help is appreciated
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![[Post New]](/s/i/i.gif) 2014/07/27 14:31:27
Subject: how do I field orks in 7th edition
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Big Mek in Kustom Dragster with Soopa-Gun
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Tbh, the only ork list that existed before that doesnt work anymore is wazdakka spam, since obviously he doesnt exist, or green tide. You can still bring 45 warbikers in 3 units for 310pts each, but theyre FA so you need regular troops somewhere.
Seriously though, theyre not bad. Orks are nowhere near high tier i'll give them that, but theyre not bad either. I can literally field any unit in this codex and find a way to make them work....except looted bullcrap wagons obviously lol. And screw ghazzy, i am uber pissed about him.
The trick is to follow a theme. I play the distractions game, i dont do green tide type stuff where i keep everything in 1 big ball and hope enough survive to kill things. No, thats a dumb tactic and the green tide is dead i dont care who says otherwise that tactic died in 6th thanks to remove wounds from the front.
I have a 15man warbiker unit with painboy and warboss turbo up the battlefield turn 1 and soak up all the fire with a 3+ jink and FNP, because suddenly my opponent is going "OH CRAP OH CRAP KILL IT KILLLLL ITTTT!!" rather than noticing the mess of slugga boyz or MANz missiles riding up behind them lol.
Every list i have thrown together, whether i got a chance to use it or not, has some form of distraction involved. Deffkoptas, warbuggies, kommandos, warbikers, or big balls of battlewagons draw a ton of attention if used properly, allowing other units to get across safely (particularly my MANz missiles)
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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) 2014/07/28 09:50:00
Subject: how do I field orks in 7th edition
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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mr.jokaero118 wrote:I have had a quick look through the new ork codex and I have got to tell you, I am pretty upset. They have ruined all rhe different lists I used to field by changing cybork body, putting all the characters as HQs, getting rid of the force organisation rearrangements (which were the most fun part of orks), etc etc. And now im wondering if there is a way to bring orks which is fun and is good, or if it is even worth fielding them anymore. To be honest I dont want to use my orks anymore but maybe some of you guys have had more time to read through the new codex and have realised anything good.
Thanks in advance guys, any help is appreciated
Tell us your list, and we can tell you how to fix them
Most archetypes are still playable with the new codex, the lists just need some rethinking.
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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) 2014/07/28 10:13:58
Subject: Re:how do I field orks in 7th edition
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!!Goffik Rocker!!
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That's how uman psychic works. You look at how stuff's changed and get upset. But then time passes and you think to yourself: "Ey, dat's not dat bad after all!" and slowly but steadilly start to like it.
New ork dex is really much more variable than the previous one. Also, don't forget about supplements!
Speed freak lists are the most competitive though with new great bikers, buggies and somewhat worse but still decent wagonboyz. But that's mostly not due to codex but to the ruleset. You just got to be fast and tough to do stuff.
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This message was edited 1 time. Last update was at 2014/07/28 10:15:00
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![[Post New]](/s/i/i.gif) 2014/07/28 16:34:01
Subject: how do I field orks in 7th edition
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Regular Dakkanaut
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Just play a game , and youl understand that its still orks less fun in some places and more fun in other! Also i think play with stuf you like ! For example i love my MANZ and mega armoured warboss so i run them , i hate baby stompa and flyers or kanonz blah ( visualy ) so i dont play with them )) Good luck
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![[Post New]](/s/i/i.gif) 2014/07/28 17:10:07
Subject: how do I field orks in 7th edition
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Dakka Veteran
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Here is my core which I always take. 712 points for:
2 Painboyz w/ boss poles
2 meks w/ kustom mega-blasta
2x 30 shoota boyz , 3 rokkits nob w/ boss pole, shoota , power klaw
10 grots and runtherd w/ squig hound.
They never let me down at doing their job. You can run as a CAD or the base for an ork hoarde detachment. 75 models for 712 points, and I build from there.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2014/07/29 12:30:29
Subject: how do I field orks in 7th edition
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Regular Dakkanaut
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What's meks with blastas for ? Just chalange?
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![[Post New]](/s/i/i.gif) 2014/07/29 16:48:20
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Probably challenge eating, and popping a single S8 shot to compliment the Rokkits he is also toting around, albeit a risky s8 shot due to Gets Hot.
Though to the OP, it's time for you to experiment. That's the price players have to pay if you only run one or two different lists. You sort of HAVE to have a variety of units so a single codex change doesn't ruin you. Even with the old Dex, I never ran Nob Biker spam except during Apoc games, because it was predictable and boring as Gak to play.
Everything in our book is now viable to use. Even Kanz with their small nerfs are still fun to play, and I run them almost every game. Rokkits got cheaper across the board, so we can fire MORE S8 weaponry for less points. Bikers are still one of our most viable and versatile units with their point drop and larger squad size. Mek Gunz are some of the coolest artillery in the game right now, with plenty of cheap options for different situations. Boyz are still viable, despite a lot of the naysayers.
KFF support is better than ever, despite only being on a model basis, not unit basis, which makes more sense and isn't a big loss to me. feels less cheesy.
My average list consists of no less than 40 Boyz. Bodies win battles, I don't care what anyone says. Especially with objective games. Giving Boyz a ride is still a useful option, though Battle Wagons are the Go-To ride right now due to the changes in Trukks, though I still plan on using Trukks often. They make great shields for BWs and if they ignore them in favor of the BW...well...thats more bodies that make it to their targets.
You'd be better off working up a list and then asking for advice from there, or better yet make a list, play it a few times, and see how it does.
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![[Post New]](/s/i/i.gif) 2014/07/29 17:09:40
Subject: how do I field orks in 7th edition
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Well, as a BA player, I can tell you what trounces me from orks now.
Trukks. Boys and nobs in trukks. Don't forget some lootaz and tankbustas, also in trukks. If I play against orks and they keep their army together, anyone I send in to do something dies, and they have way more bodies than I do.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2014/07/29 20:42:16
Subject: how do I field orks in 7th edition
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Smokin' Skorcha Driver
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The two competitive builds I've played/seen work are:
1) Mob Bikerz - Zhadsnark, warbosses, Painboy & 15 warbikers. Bikes are troops, so build the rest of your list however you like.
2) greentide formation - 100+ models in one unit! with hidden PKs, FNP, lucky stikks, big bosspole.
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![[Post New]](/s/i/i.gif) 2014/07/29 22:28:17
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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mrfantastical wrote:The two competitive builds I've played/seen work are:
1) Mob Bikerz - Zhadsnark, warbosses, Painboy & 15 warbikers. Bikes are troops, so build the rest of your list however you like.
2) greentide formation - 100+ models in one unit! with hidden PKs, FNP, lucky stikks, big bosspole.
1.) Really varies, some people dislike FW, so I'd use that wisely. It's still a good list, even if your Bikes AREN'T troops. It's not that big of a loss. Use Grots or Boyz for OS if you need it that badly. But Bikers are still great!
2.) I can attest, this is a fun list to play. I love to run it with a Ork Hoard detachment for extra HQs. Use as many Boyz as you feel like moving, toss the Painboy in there, KFF Big Mek to stay up near the front to give 5++ combined with 5+ FNP is...dirty, and a Weirdboy. I've been lucky and gotten Da Jump each time I've brought him with me, lvl 2 Psyker. It's risky, but if you have the right battlefield, as I've been fortunate to do, you can land the mob RIGHT in the middle of their army, or right off to their flank. WOO! Bring as many Nobz with Pks as you can afford (Max of 10 due to 10 Squads) to cut down big things, plus eat challenges if you need too. Big Bosspole on your Warboss to make the entire unit Fearless. The Weirdboy could be replaced with second Boss to get the Lucky Stikk for the +1 WS, but it's a little overkill. *shrug*
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![[Post New]](/s/i/i.gif) 2014/07/30 01:58:59
Subject: how do I field orks in 7th edition
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Dakka Veteran
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For challanges and adding another S8 shot with AP2. Just like Melevolence mentioned.
The gets hot is a little risky, but it is orks. And the AP2 gets lucky on some pen rolls and popping a term or 2.
I havnt lost one yet to gets hot. Tshirt and fnp, saved a few 1's I have rolled.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2014/07/30 13:22:46
Subject: how do I field orks in 7th edition
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Flashy Flashgitz
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What is wrong with Ghazzy? For as far as i can tell he has lost only one attack? Oh and of course cybork body has been nerfed,... hard.. that i am pissed about.
The new codex has some interesting new options but i dont understand why the orks have more or less stayed the same on the armies table from 1 tot 10. Almost every army, well every Imperial army of course, has gotten way better IMO. And yet the orks stay more or less the same...
Anyways, i am having a hard time winning with the new orks. Boyz break fast... Feel no pain instead of invul save is crap.. They could have at least made it 5+ FNP instead of 6+... So yeah, my nobz die real quick now, even with a painboy and eavy armor with them. Maybe it just doesnt help i am fighting against imperium armies like 9 out of 10 times since they are so damn good and easy to use....
Browsing this forum hasnt realy helped me a lot so far. Tips here tips there... guess i will have to wait till the new codex has been tested a bit more...
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![[Post New]](/s/i/i.gif) 2014/07/30 13:44:05
Subject: how do I field orks in 7th edition
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Smokin' Skorcha Driver
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Waaghboss Grobnub wrote:What is wrong with Ghazzy? For as far as i can tell he has lost only one attack? Oh and of course cybork body has been nerfed,... hard.. that i am pissed about.
The new codex has some interesting new options but i dont understand why the orks have more or less stayed the same on the armies table from 1 tot 10. Almost every army, well every Imperial army of course, has gotten way better IMO. And yet the orks stay more or less the same...
Anyways, i am having a hard time winning with the new orks. Boyz break fast... Feel no pain instead of invul save is crap.. They could have at least made it 5+ FNP instead of 6+... So yeah, my nobz die real quick now, even with a painboy and eavy armor with them. Maybe it just doesnt help i am fighting against imperium armies like 9 out of 10 times since they are so damn good and easy to use....
Browsing this forum hasnt realy helped me a lot so far. Tips here tips there... guess i will have to wait till the new codex has been tested a bit more...
Honestly I feel the same way, but you have to recognize what got better and go with it. Nob squads got worse, because the lack of invul saves. I haven't even run them since the new book, because there's no point. However for an example, warbikers got better, and are OMFG amazballs with Zhadsnark. For me Mob Bikerz w/ Zhadsnark is more brutal then Nob Bikerz ever were.
If you haven't had a chance to look at the greentide formation please do. That one formation takes everything that sucked about foot slogging Orks and makes it good again.
Keep in mind 90% of what I play is space marine, so I know these two builds work. I have yet to play IG or grey knights yet, as the IG players in FLGS I play at are avoiding me after seeing what I've done to other armies.
Besides those 2 builds (which I have to use a forgeworld guy, or a formation), the Ork codex is really not very good, but I keep playing because I'm determined to find a way to make them work.
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![[Post New]](/s/i/i.gif) 2014/07/30 18:02:20
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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mrfantastical wrote: Waaghboss Grobnub wrote:What is wrong with Ghazzy? For as far as i can tell he has lost only one attack? Oh and of course cybork body has been nerfed,... hard.. that i am pissed about.
The new codex has some interesting new options but i dont understand why the orks have more or less stayed the same on the armies table from 1 tot 10. Almost every army, well every Imperial army of course, has gotten way better IMO. And yet the orks stay more or less the same...
Anyways, i am having a hard time winning with the new orks. Boyz break fast... Feel no pain instead of invul save is crap.. They could have at least made it 5+ FNP instead of 6+... So yeah, my nobz die real quick now, even with a painboy and eavy armor with them. Maybe it just doesnt help i am fighting against imperium armies like 9 out of 10 times since they are so damn good and easy to use....
Browsing this forum hasnt realy helped me a lot so far. Tips here tips there... guess i will have to wait till the new codex has been tested a bit more...
Honestly I feel the same way, but you have to recognize what got better and go with it. Nob squads got worse, because the lack of invul saves. I haven't even run them since the new book, because there's no point. However for an example, warbikers got better, and are OMFG amazballs with Zhadsnark. For me Mob Bikerz w/ Zhadsnark is more brutal then Nob Bikerz ever were.
If you haven't had a chance to look at the greentide formation please do. That one formation takes everything that sucked about foot slogging Orks and makes it good again.
Keep in mind 90% of what I play is space marine, so I know these two builds work. I have yet to play IG or grey knights yet, as the IG players in FLGS I play at are avoiding me after seeing what I've done to other armies.
Besides those 2 builds (which I have to use a forgeworld guy, or a formation), the Ork codex is really not very good, but I keep playing because I'm determined to find a way to make them work.
I haven't had that much trouble with my Orks. If anything, I've been doing BETTER this book than I ever did last book. Painboyz being able to join Boy squads, giving them 5+ FNPs, along with Big Mek or Morkanaught granting a 5++ on top of that is just silly. In very few games have my Boyz blobs had much issue doing their jobs. Green Tide is horribly awesome when taken with a CAD, so you can add more HQ power, such as Painboy/big mek to further make the blob almost indestructible.
Bikers are still kings, even without Snark (as I don't play FW models, since I won't invest in a new book for just two or so units that are cool. I'd expect you to lose all form of FoC manipulation with FW update in rules, just like primary codecies are doing). DeffKopters are cheaper than ever before, allowing more Rokkit spam. Even my walker list does pretty well with the right support.
Orks rely on spam. If you thought you brought enough, you need to bring more, since they die easily and you need to maintain threats. As cheesy as it may sound, I'm telling every Ork player right now... KFF will be your savior. The 5++ is too damn good. Morkanaught was my best investment in this game in ages, simply due to its huge invul bubble, and mass of S8 firepower.
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![[Post New]](/s/i/i.gif) 2014/07/30 18:34:44
Subject: how do I field orks in 7th edition
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Smokin' Skorcha Driver
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Melevolence wrote:mrfantastical wrote: Waaghboss Grobnub wrote:What is wrong with Ghazzy? For as far as i can tell he has lost only one attack? Oh and of course cybork body has been nerfed,... hard.. that i am pissed about.
The new codex has some interesting new options but i dont understand why the orks have more or less stayed the same on the armies table from 1 tot 10. Almost every army, well every Imperial army of course, has gotten way better IMO. And yet the orks stay more or less the same...
Anyways, i am having a hard time winning with the new orks. Boyz break fast... Feel no pain instead of invul save is crap.. They could have at least made it 5+ FNP instead of 6+... So yeah, my nobz die real quick now, even with a painboy and eavy armor with them. Maybe it just doesnt help i am fighting against imperium armies like 9 out of 10 times since they are so damn good and easy to use....
Browsing this forum hasnt realy helped me a lot so far. Tips here tips there... guess i will have to wait till the new codex has been tested a bit more...
Honestly I feel the same way, but you have to recognize what got better and go with it. Nob squads got worse, because the lack of invul saves. I haven't even run them since the new book, because there's no point. However for an example, warbikers got better, and are OMFG amazballs with Zhadsnark. For me Mob Bikerz w/ Zhadsnark is more brutal then Nob Bikerz ever were.
If you haven't had a chance to look at the greentide formation please do. That one formation takes everything that sucked about foot slogging Orks and makes it good again.
Keep in mind 90% of what I play is space marine, so I know these two builds work. I have yet to play IG or grey knights yet, as the IG players in FLGS I play at are avoiding me after seeing what I've done to other armies.
Besides those 2 builds (which I have to use a forgeworld guy, or a formation), the Ork codex is really not very good, but I keep playing because I'm determined to find a way to make them work.
I haven't had that much trouble with my Orks. If anything, I've been doing BETTER this book than I ever did last book. Painboyz being able to join Boy squads, giving them 5+ FNPs, along with Big Mek or Morkanaught granting a 5++ on top of that is just silly. In very few games have my Boyz blobs had much issue doing their jobs. Green Tide is horribly awesome when taken with a CAD, so you can add more HQ power, such as Painboy/big mek to further make the blob almost indestructible.
Bikers are still kings, even without Snark (as I don't play FW models, since I won't invest in a new book for just two or so units that are cool. I'd expect you to lose all form of FoC manipulation with FW update in rules, just like primary codecies are doing). DeffKopters are cheaper than ever before, allowing more Rokkit spam. Even my walker list does pretty well with the right support.
Orks rely on spam. If you thought you brought enough, you need to bring more, since they die easily and you need to maintain threats. As cheesy as it may sound, I'm telling every Ork player right now... KFF will be your savior. The 5++ is too damn good. Morkanaught was my best investment in this game in ages, simply due to its huge invul bubble, and mass of S8 firepower.
Unfortunately I played a game with a KFF Mek and during the entire game no one that was in his bubble ever go shot. That was about 75+ points that I could have spent on something else. Keep in mind his unit got shot (greentide formation) and he was close to the front, but my opponent kept moving his firing units to avoid the KFF. I could have spent more points on additional KFF's but that seems like a waste.
I also played against a deed mob formation (with 2 Morkanaughts ) and wasn't even trying to hit the Morkanaughts and I took 3 HP's off it. I'm glad you enjoy it and are having success Melevolence but I was not impressed when I fought against 2 of them. The game ended when one Warboss (worth half the Morky's points) destroyed one, and another Warboss destroyed the second.
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![[Post New]](/s/i/i.gif) 2014/07/30 19:15:43
Subject: how do I field orks in 7th edition
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Lieutenant Colonel
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WTF are you talking about?!?!?
the new ork dex gave us SO MUCH... seriously every single list from before exists now, and is much more powerful, with new lists being possible with this dex.
aside from not having an all biker army without FW or a suppplment, we lost no "armies", and since you are scoring for everything thats FA now, the "tax" to take an all biker army actually went DOWN (70 pts for two units of grots+35 for cheapest hq, vs 165 for wazdakka) so complaining that you lost your biker army really isnt that relevant.
we lost 5++ grots, but its nothing to cry over, gained 5++ force feilds (and 4++ one), gained lots and lots of boosts to other units, CC shooting, best AA in the whole game, best hordes, lots of FNP access, lots of killy access,
gained: instant death weapons, gained lots of options besides the auto take PK, gained ere we go, all the formations are fluffy, fun and poweful.
seriously... there is like one or two things we lost, and so much we gained...
I have been doing nothing but table opponents with orks since the dex dropped
LOL at this thread...
someone said we "lost" green tide...
even though we actually still have the old "green tide" and gained two new ones, one of which allows for an actuall green tide with 100+ orks in one unit... which absolutly rocks the socks when coupled wiht a painboy... cheapest FNP per t4 model in the whole game
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This message was edited 1 time. Last update was at 2014/07/30 19:17:41
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![[Post New]](/s/i/i.gif) 2014/07/30 20:20:33
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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mrfantastical wrote:Melevolence wrote:mrfantastical wrote: Waaghboss Grobnub wrote:What is wrong with Ghazzy? For as far as i can tell he has lost only one attack? Oh and of course cybork body has been nerfed,... hard.. that i am pissed about.
The new codex has some interesting new options but i dont understand why the orks have more or less stayed the same on the armies table from 1 tot 10. Almost every army, well every Imperial army of course, has gotten way better IMO. And yet the orks stay more or less the same...
Anyways, i am having a hard time winning with the new orks. Boyz break fast... Feel no pain instead of invul save is crap.. They could have at least made it 5+ FNP instead of 6+... So yeah, my nobz die real quick now, even with a painboy and eavy armor with them. Maybe it just doesnt help i am fighting against imperium armies like 9 out of 10 times since they are so damn good and easy to use....
Browsing this forum hasnt realy helped me a lot so far. Tips here tips there... guess i will have to wait till the new codex has been tested a bit more...
Honestly I feel the same way, but you have to recognize what got better and go with it. Nob squads got worse, because the lack of invul saves. I haven't even run them since the new book, because there's no point. However for an example, warbikers got better, and are OMFG amazballs with Zhadsnark. For me Mob Bikerz w/ Zhadsnark is more brutal then Nob Bikerz ever were.
If you haven't had a chance to look at the greentide formation please do. That one formation takes everything that sucked about foot slogging Orks and makes it good again.
Keep in mind 90% of what I play is space marine, so I know these two builds work. I have yet to play IG or grey knights yet, as the IG players in FLGS I play at are avoiding me after seeing what I've done to other armies.
Besides those 2 builds (which I have to use a forgeworld guy, or a formation), the Ork codex is really not very good, but I keep playing because I'm determined to find a way to make them work.
I haven't had that much trouble with my Orks. If anything, I've been doing BETTER this book than I ever did last book. Painboyz being able to join Boy squads, giving them 5+ FNPs, along with Big Mek or Morkanaught granting a 5++ on top of that is just silly. In very few games have my Boyz blobs had much issue doing their jobs. Green Tide is horribly awesome when taken with a CAD, so you can add more HQ power, such as Painboy/big mek to further make the blob almost indestructible.
Bikers are still kings, even without Snark (as I don't play FW models, since I won't invest in a new book for just two or so units that are cool. I'd expect you to lose all form of FoC manipulation with FW update in rules, just like primary codecies are doing). DeffKopters are cheaper than ever before, allowing more Rokkit spam. Even my walker list does pretty well with the right support.
Orks rely on spam. If you thought you brought enough, you need to bring more, since they die easily and you need to maintain threats. As cheesy as it may sound, I'm telling every Ork player right now... KFF will be your savior. The 5++ is too damn good. Morkanaught was my best investment in this game in ages, simply due to its huge invul bubble, and mass of S8 firepower.
Unfortunately I played a game with a KFF Mek and during the entire game no one that was in his bubble ever go shot. That was about 75+ points that I could have spent on something else. Keep in mind his unit got shot (greentide formation) and he was close to the front, but my opponent kept moving his firing units to avoid the KFF. I could have spent more points on additional KFF's but that seems like a waste.
I also played against a deed mob formation (with 2 Morkanaughts ) and wasn't even trying to hit the Morkanaughts and I took 3 HP's off it. I'm glad you enjoy it and are having success Melevolence but I was not impressed when I fought against 2 of them. The game ended when one Warboss (worth half the Morky's points) destroyed one, and another Warboss destroyed the second.
The key to the KFF is that wounds are always allocated from the closest portion of the attacking unit. Positioning of the Big Mek is important. I keep him 5 inches from the front man, to ensure his 6'' bubble is properly applied. Even if they drop a pie plate in the back of the unit, wounds come from the front, so the guys in the front get the 5++ save. That's the 'secret' of using the KFF.
Edit: I also play my Morkanaught with Mek Workshop, so it's difficult to kill it, even if a stray plate hits them. 3 Meks inside with Grot Riggers gives me 4 repair chances per Ork turn.
Edit 2: Also, the Morkanaught user shouldn't have let you get into combat, so thats his fault on that front. No vehicle should be confronting ANY power weapon.
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This message was edited 2 times. Last update was at 2014/07/30 20:22:39
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![[Post New]](/s/i/i.gif) 2014/07/30 21:30:46
Subject: how do I field orks in 7th edition
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Rough Rider with Boomstick
Wiltshire
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Cheerios or Frosties?
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2014/07/30 21:34:59
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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![[Post New]](/s/i/i.gif) 2014/07/30 22:32:10
Subject: how do I field orks in 7th edition
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Rough Rider with Boomstick
Wiltshire
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Sorry but Orks don't eat American cereal  I'm not stupid you can't fool me
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2014/07/30 22:42:34
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Wheaties is da breakferst of Champions, brah! Orks is da best! Dey eat da best!
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![[Post New]](/s/i/i.gif) 2014/07/30 22:44:30
Subject: how do I field orks in 7th edition
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Lieutenant Colonel
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Orks eat either squiggio's or grot tarts for breakfast.
they might eat your face for brekky too, depends
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![[Post New]](/s/i/i.gif) 2014/07/30 23:55:12
Subject: how do I field orks in 7th edition
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Slaanesh Chosen Marine Riding a Fiend
Maine
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easysauce wrote:Orks eat either squiggio's or grot tarts for breakfast.
they might eat your face for brekky too, depends
Mmm...Grot Tarts and Squig Puffs.
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