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Made in gb
Fresh-Faced New User




Hi, I have been playing small games at my local gaming store and wanted to move up to bigger points matches and was wondering what the best heavy support is for orks i have 10 lootas at the moment but dont know what else to get
   
Made in gb
Stealthy Grot Snipa





well if you take a look around the forums there are many threads that'll probably help you flesh out your army the way you want. As it really depends on your style of play, but saying that lobbas are a very effective unit at a cheap points cost, they help get at units in cover too. So lobbas would never be a bad option.

But have a look around, get a feel for your playstyle, I personally love lootas, for the fluffly aspect and the crazy fire output

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Mutilatin' Mad Dok






It definitely depends on your current set-up and your goals. Mek Gunz have some great options, but Battlewagons can be plain awesome both as a tough transport and as something that soaks up AT fire. I think the deff dread isn't too bad either. Kans are the only option I don't like in the new list.

   
Made in us
Dakka Veteran





I agree with others that it depends a lot on your style. There's 9 heavy support options to pick from and all of them have their pros and cons.

Mek Gunz are great since they are cheap and powerful. They are versatile as well since you can mix and match the guns within a squad - though be careful since they don't get split fire.

Battlewagons are only OK in my book. Great transport capacity - decent gun if you take it. The largest issue I have with it is that the dimensions of the model make it very easy for your opponent to hit side armor (AV12) which isn't too hard to destroy. The nerf to the deffrolla and increase in points hurt it a lot in my lists.

Looted Wagons (white dwarf entry) is what happened when you combine a trukk and a battle wagon. Smaller transport capacity but can get a number of guns to make it an annoyance unit.

Lootas - a staple in the old book, they didn't lose anything in the new one other than be a part of a very crowded slot. Personally, I think they are not as necessary thanks to the mass number of rokkits we can get in the army and Mek Gunz. They ARE pretty good though when loaded into an Imperial Bunker or Bastion with an emplaced Quad-gun. Good protection, plenty of shots, and a quad-gun that can autofire or be used with Interceptor.

Flashgitz - I love these guys. They are really powerful in my own games; however, they are anti-infantry which is not something Orks really need. They DO have Nob stats though, so for +4pts more than a standard nob, you get a Snazzgun (really good gun), Bosspoles for everyone, and a Gitfinder that can bump them up to BS3. If I considered taking standard nobz, I would want to just take these guys instead to free up elite slots.

Deff Dreads - slow moving walker but is a great looking model and tends to do decent in the games I run them. Nothing really outstanding as they draw fire until they get in close combat (if they get there).

Kanz - the cowardly grot rule hurt them a lot unless you take dreads with them.

Gorkanaut - Better but way more expensive than a Deff Dread. Is a beast in close combat thanks to it's claw and Rampage. Draws a lot of fire and can be blown up with an explosion result as it's not a super heavy.

Morkanaut - Draws a lot of fire and can be blown up with an explosion result as it's not a super heavy. Adding a KFF is expensive; however, does generate a decent bubble since the model is rather large.

This message was edited 1 time. Last update was at 2014/09/24 16:08:55


 
   
Made in us
Screamin' Stormboy



Stuck in wit da boyz

I find that my dreads get gunned down before they can get in close.

Mek guns are great and very low point cost.

Put 2 of them on a sky shield landing pad and have fun.

If brute force doesn't do it, you're not using enough.  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You could just get a third battery instead of wasting points on a piece of terrain...

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in us
Beast of Nurgle





Augusta, Ga

I like to separate my options into three main categories: Aggressive, defensive and utility. Lootas are my favorite when it comes to aggressive, mek guns are good too, but with orks I prefer lots of dice when I shoot. Battlewagons are great utility for hauling units into battle. I tried using them as gun platforms, but found they were easily destroyed if they drew too much attention, usually by being a direct threat. I use them to move units around and grab objectives when I need to. In the last codex I ran flashgitz in every list I made. I loved them. Now, they got the hardest nerf of any unit in our codex and I wont touch them. They lost 'eavy armour, which makes no sense, their guns have no upgrades, and gitfinders only work if you don't move?! With 24" range you're going to move. I would never take them over regular nobs. If I was going to run deff dreads I would probably use the Dread Mob formation from the Apoc book so I wouldn't take up heavy slots for them, same with killa kans. I've never used a Gorkanaut or Morkanaut, but I do like the look of them, not sure which I would use.


No more "Dr. Dont Kill Anybody". 
   
Made in us
Dakka Veteran





For me, the largest issue I have with Lootas is their randomness. When I roll they do 3 shots - it's great. But there's been too many times when I needed the 3 and got the 1 instead. The randomness of Lootas is by far their greatest weakness.

 urion wrote:
. If I was going to run deff dreads I would probably use the Dread Mob formation from the Apoc book so I wouldn't take up heavy slots for them, same with killa kans. I've never used a Gorkanaut or Morkanaut, but I do like the look of them, not sure which I would use.


This only works in Apoc games as Apoc formations cannot be taken in standard 40k games. Apoc has battle formations which have special rules themselves. 40k formations are detachments that tell you what specific units/models to take. YOu can take 40k formation in an Apoc game but cannot take an Apoc formation in a normal 40k game.
   
Made in ru
!!Goffik Rocker!!






There's actually a dread mob formation in Ghaz supplement. You must bring big mek, painboy, 3 deff dreads, 3*3 kanz and 2 naughts. All your walkers get 'ere we go and d3 how hits on the charge. That'd actually be an awesome formation if not for 2 naughts.

To the op. Ork's HS is crowded with options varying from awesome to sub-par but that's all situational. Even big gunz, that are an auto-include in almost any list, can be taken in different setups.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 urion wrote:
In the last codex I ran flashgitz in every list I made. I loved them. Now, they got the hardest nerf of any unit in our codex and I wont touch them. They lost 'eavy armour, which makes no sense, their guns have no upgrades, and gitfinders only work if you don't move?! With 24" range you're going to move. I would never take them over regular nobs.

Wow. I almost fell out of my chair in disbelieve when I read this.

Earth is not flat
Vaccines work
We've been to the moon
Climate change is real
Chemtrails aren't a thing
Evolution is a fact
Orks are not a melee army
Stand up for science!
 
   
Made in us
Beast of Nurgle





Augusta, Ga

 Jidmah wrote:
 urion wrote:
In the last codex I ran flashgitz in every list I made. I loved them. Now, they got the hardest nerf of any unit in our codex and I wont touch them. They lost 'eavy armour, which makes no sense, their guns have no upgrades, and gitfinders only work if you don't move?! With 24" range you're going to move. I would never take them over regular nobs.

Wow. I almost fell out of my chair in disbelieve when I read this.


Lol. Yeah, I get that a lot, but in the last edition there wasn't a game I regretted bringing them. I never did understand why everyone thought they were so bad. I ran a full squad with a painboy with every upgrade. Sometimes they would be in a wagon and sometimes on foot. Even if the guns "got hot" I had a 4+ armour followed by a 4+ FNP. I basically destroyed a unit a turn with them.


No more "Dr. Dont Kill Anybody". 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Okay not knowing the rest of your list I would say ..you have lootas thats a start ..Now for mek gunz I really like lobbas (barrage meaning do not need line of sight and range and hard to kill) point for point they are nigh on impossible to beat for HS choice..next if flyers and FMC area a menace ..then make them eat the dirt with trakktors...nothing beats a trakktor for getting FMC's to the ground ..(where the orks will then beging ripping it apart and making barbeque) group of at least three traktors if FMC's flying deamons or even pesky high AV flyers ..even a glance from a traktor can render a flyer or FMC less than usefull..if flyers and FMC's are not heavy in your meta then ..Kustum MegaKannons are pretty sweet as well ..one shotting termies and the ability to damage any vehicle is great ..a full 5 can even turn a Landraider to slagg if you roll right and use your ammo runts wisely...(smasha guns are okay but the randomn str makes it difficult for me to recommend)
.........
If forgeworld is allowed then that opens us up to a couple more options that need to be adressed

BIG Trakk (squads of 1-3 can carry different weapons .essentially an orkish chimera chassis
most expensive but one that helps orks a lot is the supakannon ..(long range large blast high str ap 2)

GUN TRUKK (its a trukk that trades crew compartment for a BIG Gun)
Best weapon for a Gun Trukk is the Big Lobba..think Griffon for Orks squadron size up to 5

This message was edited 1 time. Last update was at 2014/09/25 17:26:31


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The non-apoc DreadMob formation in the W!Ghaz supp is actually pretty mean looking. I am finally going to get to try it out tomorrow.
Its problem is it costs ~1500pts lol. My normal CAD is literally a warboss, a warbiker squad to escort my boss + MFF mek, 2 min grots, and a SAG lol.

It gives the walkers in the formation 'Ere We Go! making them benefit from Waaagh! and also cause D3 HoW instead of 1. And walkers actually have a HoW worth shaking a stick at, even killa kanz.

However outside that formation i wouldnt take a single walker. Nauts can work in a fun scene, which is where orks really should stay. A true competitive scene like a bigger tournament, i would be surprised if anything other than Green Tide or Warbiker spam worked. But i dont play in those kinds of environments, so i literally bring whatever the hell i want and i can have a fun game.

Ork Heavies are annoyingly crucial to any of our tactics. Wagons are pointless unless you bring 2+ which leaves only one slot for support fire, since lootas are not elites anymore (stupid...stupid change...). Lootas die waaaay too easy to sacrifice a heavy slot for them, as mek guns generally do a ton more damage in the end since they actually survive more than 2 turns and cost less. Flash Gits...not even going to bother lol they really should be elites.

If in doubt though, bring mek gunz. Lobbas, kannons, KMKs, and Traktors are amazing for any list. I use a 5gun lobba battery every game for 90pts, and it usually kills more than twice that in infantry against marines and WAY more against T3 people.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Stealthy Grot Snipa





 Vineheart01 wrote:
The non-apoc DreadMob formation in the W!Ghaz supp is actually pretty mean looking. I am finally going to get to try it out tomorrow.
Its problem is it costs ~1500pts lol. My normal CAD is literally a warboss, a warbiker squad to escort my boss + MFF mek, 2 min grots, and a SAG lol.

It gives the walkers in the formation 'Ere We Go! making them benefit from Waaagh! and also cause D3 HoW instead of 1. And walkers actually have a HoW worth shaking a stick at, even killa kanz.
.


Hey Vineheart,

Could you post your experiences after you have played the dred formation? im really interested in it, but like you said its a 1500 pt list all on its own and currently I dont have many of the models needed so would end up being quite a capital venture for me. That being said I am slowly converting up the 9 kanz.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Doing it later today i'll post tonight when i get back (usually around 10pm central american time lol not sure what that is for you).

Technically i dont have the models either. I have 2 official dredds and 6 killakans because of an ebay deal (free bits basically, factored in the savings and they were literally free compared to what i actually wanted lol). Im using two riptides as the Nauts and my trio of broadsides for the other 3 killakans lol. I have a kitbashed dredd i made out of a Hellbrute to make it look like a mutate ork.

I never intend to buy a naut. If im shelling damn near or more than 100USD for a single model, that model better be like the Riptide where i can field it in almost every single list because i am NOT buying a very rarely situational model for that price. I will kitbash it though lol
Also my idea of the Stompa and the Nauts is kinda based off the Squigs anyway, not giant metal-clad aprons. Giant metal jaw-like body with huge legs on the sides. Be glad when i get time to actually work on it.

This message was edited 1 time. Last update was at 2014/09/26 16:38:22


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
Dakka Veteran





One thing to keep in mind with the Mek Gunz is their leadership. If you play against opponents with ranged pinning weapons (i.e. wave serpent shields), you'll want to put an HQ (even a 15pt MEK) in with them so you won't be going to ground all of the time.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yeah...gonna try that formation again next week. That was a really bad game to judge its performance on.

Went against Space Wolves 2k points, maelstrom missions (i seriously hate objective cards). The MFF is seriously a godsend... i had a killakan squad and a dredd take a ton of damage from lascannon fire but i kept rolling 4s...if it wasnt the MFF giving the invul i would have lost half my force turn 1 lol.
It pretty much went 5 lascannons and a gunboat flier (whatever that thing was called) trying to pop kans and dredds all game until combat happened. Which was either i decimated because his only answer was I1 which means i striked first, or was his wolfriders with stupid rending luck.

I technically won that game. Turn 6 i still had 6 units (Gork, 2 kans, 3 dredds, warbiker squad) and i had control of damn near every objective. All he had left was 5 wolf riders. However i consistantly drew the bullcrap obj cards that are impossible to attain either because the goal didnt exist (kill a MC...) or impossible to get because of objective location//holding so many objectives you basically won without that card anyway. He had 9 cards claimed by the end of turn 6, i had 5. I also had first blood and linebreaker, didnt matter since he got insanely lucky on the cards. I seriously hate obj cards.

If anything it definitely showed me how nasty that many armor values can be to someone that isnt geared for it. He had like 7 guns in a 2k game able to harm my dredds/nauts, and i kept 4++'ing them lol.
Oh, and D3 HoW is crazy. 2 dredds and a kan squad charged a marine unit and i rolled 2-3 attacks each. There was 2 out of 10 marines remaining after I10 rofl. Little over the top with the damage expectations but still...good grief lol.
And 'Ere We Go! on walkers is nuts. Actually both my nauts and all 3 my dredds were failing charges, but the reroll saved my bacon every time.

This message was edited 1 time. Last update was at 2014/09/27 03:56:35


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in hk
Regular Dakkanaut




Hong Kong

Interesting. So the Formation Big Mek was on bike with the MFF behind the walker. He was not targeted by the opponent ?

Obj. card are actually nice, but yeah, footslogging armies like the Dread Mob are not really adapted for obj. card missions type.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

He had 5 warbikers and a painboy backing him up, not to mention hiding behind the dreads/nauts so hes out of sight anyway.

Big Mek on Bike with a painboy isnt as easy as you think to remove, especially when his invul is the same as his cover/armor so he always has that 4+/FNP save if he fails the 2+ LoS

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
Bonkers Buggy Driver with Rockets





FNP is 5+ right?


Automatically Appended Next Post:
Nm... 4+ from bike I misunderstood

This message was edited 1 time. Last update was at 2014/09/27 15:56:24


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Growlin' Guntrukk Driver with Killacannon




USA, Maine

Probably mek guns.

Painted armies:

Orks: 11000 points
Marines: 9500 points
Khorne Marines: 2500 points
Khorne Demons: 1500 points 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

4++ in this case, MFF. If he is in melee combat either im boned already because he got through my wall of steel or i charged something insignificant and i most likely wont even get hurt let alone get through the ablative wound bodies to hurt the mek. Which is what i did in that game lol they broke off and attacked a Longfang unit while the walkers shredded everything else (except the wolfriders)

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Regular Dakkanaut



Vancouver, BC, Canada

I would take a second detachment and open up more fast attack slots before I would bother with the hs units.

Lootas are the only ones I really care for and they only show up when I get 2500+ point games. I really want to take 3 squads of 10 and put them in a warkopta squadron though. Just because it would be cool to do and not because it would work really well.
   
 
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