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Made in nl
Flashy Flashgitz






Hi Guys,

since the new codex came out i havent been able to get a win or a tie... Yep...

My main enemies. Tau... Curse them into darkness and beyond.
Vanilla marines They are ok to play against i guess
Nidz. Always fun to get into CC fast, but higher ini, rending and volume of attacks overwhelm my boyz
Space Wolves.. I try to overwhelm them with attacks and a hidden powerklaw,... but challenges kill my nobz, and my boyz soon follow
Chaos daemons (mostly nurgle) .. Havent played against them yet with my boyz, but will soon.
Necrons.. Lol gauss eats me up, though painboyz help with that.

My friends told me i might have been in the old ork mindset too much.. which i am willing to accept.
I used to run footslogging exclusively. I just love to hear that HOLY gak when you keep placing boyz on the table

I mostly have troubles wiht gettin there now!
Most of the time i run 4-6 trukks filled with slugga/choppa boyz (almost no nobz cauze my friends like to challenge them to death) Maybe 1 or 2 wagonz with warboss and nobz in there.
But my transports get popped before i get enough boyz into the fight (against SM armies) ANd against Tau lol.. might as well turn around to fight annuva day
I recently bought 2 dakkajets and let me just say,.... woooow XD

Any ideas for me? Is footslogging still viable? I am willing to adapt my playstile to other orky wayz..

I got everything except flashgitz and the gorka/morkanaught.

Please help your fellow warboss out

Edit: Might be worth mentioning i usually play 1250/1500/1850 games

Thanks

This message was edited 3 times. Last update was at 2014/12/27 16:51:33


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Made in gb
Longtime Dakkanaut






Hidden powerklaws take a bit more luck and planning to pull off these days. the key is in the rules for challenges - you can't accept or decline a challenge if you're not engaged in combat - IE in base contact with an enemy or within 2" of a model that is. so put the powerklaws right at the back and they can't be challenged, can't be taken out of combat by declining the challenge, and then they pile in 3" and are now engaged and get to fight.
The other option is to take a mek, 15 points (only 9 when you drop a boy to fit him in) and you've got your sacrificial character to eat up the first challenge.

Tau don't like it if you get close, I like outflanking units to surprise them (just leaving them in a firing line is doing them a favour), bikers and stormboys because they don't rely on a transport for speed, and trukkers en masse. big guns also hurt tau lines, I imagine bubblechukkas would be fun against 'em.

with the trukks, are you trying to shoot with them on turn 1 or going flat out? if flat out and you deploy hidden or go first, you should have a decent chunk of your army 1" from the enemies face by the end of turn 1.

for brilliant survivability, 19 'ard boys with a painboy in a battlewagon. I've gone so far as to drop two boys and add a lukky stikk mega armoured big mek with KFF, just to make them seriously 'ard.

you are correct about dakkajets, they are woooow... not so good against necrons withh all their tesla nastiness, but if there's a unit of warriors out of cover, killing on 2's!

one key tip I'd give is not to be afraid to keep some trukks in reserve - just 1 or 2, particularly tankbustas or burnas. only do it if you're going second, it'll let you roll on and flat out, and at least you're 12" out of the deployment zone at that point.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Dakka Veteran




Trukks are trash now. I would probably pinpoint that as the main source of your problems. Horde em up and foot slog instead, just make sure not to join anything SnP to the mobz to slow em down.

2x30 boyz- pk nob, painboy/grotsnik + mek is a great foundation. Green tide is obviously the next step up. Finkin' kap is a must as well. Back this up with some artie of the KMK and traktor varieties.

This message was edited 1 time. Last update was at 2014/12/27 18:04:30


 
   
Made in dk
Flashy Flashgitz




Tau don't like ork battlewagons, their S7 wall of death just falls short.

With love from Denmark

 
   
Made in us
Regular Dakkanaut




Blitz brigade. 5 battle wagons with scout. Turn two, you can easily make 5 charges, potentially more if you disorderly charge. In a 2k list you can easily fit three boys units (hard and shoota upgrades as wanted) one of meganobs and one of tankbustas and still have some points left over.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

dominuschao wrote:
Trukks are trash now.
Could not disagree more.

They just need one turn of movement, two is a bonus. Hide them if you're going second, charge forward as fast as possible.
Several Trukks are always better than one or two. Fast moving Orks is a great build in this codex.


As to the challenging problem, as mentioned above, Meks are a cheap way to help. They soak the challenge, while the Boss Nob lays into the unit.
   
Made in ru
!!Goffik Rocker!!






It'd help if the op posted more detais about the actual games, lists and strateies.
   
Made in us
Dakka Veteran




 grendel083 wrote:
dominuschao wrote:
Trukks are trash now.
Could not disagree more.

They just need one turn of movement, two is a bonus. Hide them if you're going second, charge forward as fast as possible.
Several Trukks are always better than one or two. Fast moving Orks is a great build in this codex.


As to the challenging problem, as mentioned above, Meks are a cheap way to help. They soak the challenge, while the Boss Nob lays into the unit.

To elaborate and IMO, trukk boyz are trash 50% of the time. In a game where chimeras don't last past turn 1 an av10 open topped ride is like a single grot waiting to happen. Love trukks but not in this edition.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

dominuschao wrote:
 grendel083 wrote:
dominuschao wrote:
Trukks are trash now.
Could not disagree more.

They just need one turn of movement, two is a bonus. Hide them if you're going second, charge forward as fast as possible.
Several Trukks are always better than one or two. Fast moving Orks is a great build in this codex.


As to the challenging problem, as mentioned above, Meks are a cheap way to help. They soak the challenge, while the Boss Nob lays into the unit.

To elaborate and IMO, trukk boyz are trash 50% of the time. In a game where chimeras don't last past turn 1 an av10 open topped ride is like a single grot waiting to happen. Love trukks but not in this edition.
An odd statement considering they're harder to kill in this edition.
Changes to the damage chart, and the Ramshackle rule helps increase their survivability where previously it didn't. Stick a bike mounted KFF nearby, and they live even longer. No longer the endless pain of eveyone ignoring cover saves.

They're now cheaper with the option of a free Rokkit upgrade. I miss the randomness of their old chart, but can't deny their effectiveness has increased.

I've had wrecked Trukks a plenty, but exploded ones happen a lot less frequently this edition.

This message was edited 1 time. Last update was at 2014/12/28 01:02:05


 
   
Made in us
Fresh-Faced New User




Unfortunately... You have to bring MORE and MORE to make Orks as effective as they were in these last two editions... Blitzbrigade is an excellent answer to the current meta or MASSED Str7 shooting. You can no longer just charge head on into your opponent, unless their list has little to no redundancy... because everyone can out shoot, out tank, out troop, out fly etc your boys. Look at all the formations, consider multi CAD, and remember to kitbash scratch build the bulk of your army so it hurts less when losing...

I have tried the same thing, dropping nobs and PKs to have cheaper truck units etc, but it's all a waste. Foot Slogging is suicidal because after a bunch get killed, a few more die from morale.

The success I have enjoyed... are 2 catastrophic losses against Wave Serpent Eldar and Double Knights with iron hands... each of these games were openers in separate tournaments... the following two games were perfect score victories against my opponents. Soooo 4-2 the best result was a 3rd place in the 2nd tournament...

my opponents were Imperial Fists drop pod lists that landed in front of 120 boys and fire support and a 1/2 and 1/2 foot dar wave serpent list... The wins came via Assault but the trade was usually half the army...

the next two wins are against a young terrible list Dark Angels player and a younger Imperial Guard player (whose list I had to fix so that it was legal) - these games I used blitzbrigade 3 filled with troops 2 with kff tankbusters and 2 meks...

Players have disregarded AV 14 and are over confident in the 3+ save... use that to your advantage
   
Made in nl
Flashy Flashgitz






ancraig wrote:
Blitz brigade. 5 battle wagons with scout. Turn two, you can easily make 5 charges, potentially more if you disorderly charge. In a 2k list you can easily fit three boys units (hard and shoota upgrades as wanted) one of meganobs and one of tankbustas and still have some points left over.


I am willing to try this ^^

 koooaei wrote:
It'd help if the op posted more detais about the actual games, lists and strateies.


Usually i play against very competitive lists, almost to the cheezing point. The Tau player usually plays farsight enclave, and somehow we always roll the long deployments, so a extra obstacle for me :(
2 riptides, 2 broadside squads, 2/3 battlesuit squads, commander with bodyguard is what i usually see.

One Nid player plays Crone, harpy, gargoyle, flyrants list with some ground support here and there. And i saw that he recently aquired a toxicrene

Space wolf player just bullrushes me. He is the kind of player that wants to get into the thick of it asap and start a mayhem. Transports everywhere (2/3 Rhinos) (2/3 Landraiders, 3 droppods... aaaah but its fun
The other guy plays space marines vanilla, the one where jumppacks get a boost. And his Nid list is footslogging 50/50 MC/Psycher and gaunts/genestealers

The Daemon player mixes everything up. His Nurgle wall slowly but surely walks towards me, camping any objective he can while his faster daemons race around the board popping of threat by threat.

Necron player usually has a very small core troops, the rest is wraith/Dlord Flyers and anni barges

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Made in us
Dakka Veteran





I recently had great success against Tyranids who were in the past completely annihilating me. I made one simple change to how I ran my list which tipped the odds in the Orks favor significantly.

One of the biggest issues for Orks is our Nobs and Challenges. We NEED our Nob to get in there with the Power Klaw against so many different types of troops. BUT he can get Challenged and stomped by way too many things. Most challenges boil down to denying the challenge so that your Nob can stay alive to reroll Mob Rule results. This is sad. I lost many games against Tyranids due to this. I simply couldn't kill his Hive Tyrants without my Power Klaws. An assault would last 2-4 game turns, but eventually the Hive Tyrant would whittle down my Boyz and run me down. The most I could do would be to tarpit him.

Then, last game I switched tactics. I doubled-down on HQs with Power Klaws, and it worked perfectly.

I ran two Warbosses in two Trukks along with the Nobz, and then two Battlewagons loaded wtih Boyz and a Painboy. The Hive Tyrant could still challenge, but either the Warboss or the Nob would still get to attack. When I could, I kept the Nob up front so that the Warboss wasn't eligible to strike blows, and so the Nob could deny the challenge, leaving the Warboss free to krump face. This tactic killed both his Hive Tyrants easily.

Step 2 in this tactic that I have not yet tried is using sacrificial Mek Boyz to ACCEPT challenges, leaving the Nob and Warboss free to attack. Obviously this only works ONCE for each squad, but I think it could work out great. I intend to try it soon.

These tactics pretty much REQUIRE Orks to take two detachments. I loved how the two Warboss two Painboy combo worked.
   
Made in us
Nasty Nob






If you haven't read it already, this thread is gold:
http://www.dakkadakka.com/dakkaforum/posts/list/601805.page

I'm still getting my feet wet with 7th, but there's a lot of good tips and suggested tactics in there. Building on the advice already listed above:
If you really want to stick with footsloggers, maybe consider taking the formation that allows you to WAAAGH! every turn?
If you're going to run Trukks, give your Boyz 'eavy armor. Those S4 explosions hurt! Consider using Trukks as mobile blos, objective holders, or even kamakazie units against troops.
Warbikers are cheaper now and can be fielded in units of 15. Wow!
Tankbustas are cheaper and more effective now. (Meltabombs, Tankhunter, etc.)
Give your Warboss Da Finkin Kap for an extra chance to roll for the Infiltrate warlord trait.
Warboss PK + Nob PK + Painboy FNP + Mek (to eat challenges) + 30 Boyz. Repeat. This will wreck face.
Mek Gunz can be taken in units of 5 now, Kannons and Lobbas got cheaper too. Great for holding backfield objectives.

Gud luck to ya!

This message was edited 1 time. Last update was at 2014/12/30 21:10:03



My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in ru
!!Goffik Rocker!!






 Cleatus wrote:

Give your Warboss Da Finkin Kap for an extra chance to roll for deepstrike warlord trait.


Infiltrate, you mean?
   
Made in lv
Regular Dakkanaut






I remember someone posted a list here for orks 1850 that had been doing super good it was Supplement ghazghkull Warboss with bike and fearles banner with biker painboss in defkopter squad than a formation of 3 units of 5 manz in trukks + 2 tankbusta squads in trukks and 2 boyz squad in trukks if i remember correctly , and that list eated like necrons and other death stars and ... I didn't test it my self still trying to get all some models for that but it sounds weary good to me . He scouted hes defkoptas with boss and painboy in front giving cover to majority of his stuff and than theres like 7 or so trukks and all filed with freaking death )))

This message was edited 2 times. Last update was at 2014/12/30 15:12:18


 
   
Made in us
Nasty Nob






 koooaei wrote:
 Cleatus wrote:

Give your Warboss Da Finkin Kap for an extra chance to roll for deepstrike warlord trait.


Infiltrate, you mean?


Yes, fixed.


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Omnipotent Necron Overlord






I dont understand how your nobs are losing challenges? they are pretty formidable in the challenge department. Cybork and power claw will crush just about anything.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Shunting Grey Knight Interceptor





The problem is the unwieldy rule on the power klaw. The nobz end up getting crushed before dealing out any krushy-ness themselves. Cybork is a measly 6+ FNP, and rarely will your armor save stand up, either.

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Made in us
Yellin' Yoof on a Scooter



Spearfish, SD (ass end of nowhere)

One word.

Bubblechukkas.

They look silly, but they can be brutally effective against all manner of ground forces. Mix them up with a Warboss or Big Mek in Mega Armor so they can move and shoot each round and surround them with as many boys as you can afford. March forward in a death star of doom. If you have the points stick a batch of tank busters and a batch of burnas in a couple of trucks so you can move them to where they are needed fast but keep them in the back so they don't get shot up too much.

Remember, if you stick it out they will shoot it. So move in one big green mass slamming the large templates down every turn to soften up whatever is giving you trouble.

If your enemies tend to run heavy armor swap out the bubblechukkas for some Smasha Gunz and hit them with a few S D6+4 AP1 rounds and see how they like it.

Even the standard kannons make for an impressive wall of boom for 90 points.

There are no Heavy Support options for orks that suck . Even the Lootas are very nice to have. Find them a building right up front for them to hole up in and have command of the the field. They will have plenty of targets when the Nids start running toward you.

The trick is to pick the right Heavy Support option to go with your green mob. I like area effect for mobs and direct fire for armored units.

Everything will burn if you get it hot enough. 
   
Made in nl
Flashy Flashgitz






Well.

I friend of mine helped me out yesterday.
I had a game against the Daemons.
We played a crusade game with 3 objectives (placed by the spectator)

I played a 2 detachment biker/vehicle list with Zhadsnark and a painboy in a squad with 10 bikers incl PK nob. And 2 seperate 6 man biker squads with PK nob.
3 looted killkanon wagons. 1 Dakkajet. And 2 battlewagons filled with shootaboyz. One with Mad dok in it.

I almost tabled the guy in turn 4 :/ Zhadsnark decided it wasnt his day and kept missing his attacks, and the one that landed just wouldnt wound/penetrate on the unclean one and soulgrinder. (The only 2 models left)

End score, First blood, mine. Warlord kill (fateweaver) mine. Linebraker, mine. All objectives? Mine

Next time ill try some of the advice given here!

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