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![[Post New]](/s/i/i.gif) 2015/01/05 23:50:18
Subject: Best Ork Units and Synergies
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Bonkers Buggy Driver with Rockets
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I've been looking at the ork book, and haven't really seen any one unit that is an auto include (a sign of a well-balanced book  ). However, I was wondering if anyone had any units that for them are an auto include, or a particular combo that they bring to every game. How it fits into your entire army scheme is welcome as well.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/01/05 23:58:00
Subject: Re:Best Ork Units and Synergies
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Trustworthy Shas'vre
california
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Tankbustas. They are good against.. well, everything. Not great, but good which is great for orkz
So I guess it is great.. as far as transports for them go, a trukk is usually best for me as I like to run max amount of orks possible
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![[Post New]](/s/i/i.gif) 2015/01/05 23:59:40
Subject: Best Ork Units and Synergies
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Slaanesh Chosen Marine Riding a Fiend
Maine
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For me, I always bring Tankbustas to help fill my sparsely used Elites, and throw them into a Trukk. A fast moving tank hunting or MEQ armor popping unit with an abundance of S8 is hard to pass up, even on BS2 models. If I owned more MANZ, I'd probably be taking those most games in Trukks as well...
And because I love the model, and it has done me well in most of my games, I tend to take the Morkanaught to give my army a little love with the invul bubble while keeping a lot of things at bay or firing pot shots at things.
And lets not forget the Painboy, almost mandatory for my dedicated CC Boy Blobs.
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![[Post New]](/s/i/i.gif) 2015/01/06 00:25:26
Subject: Best Ork Units and Synergies
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Longtime Dakkanaut
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Warbikers seem to be a very good unit for their points cost. A decent unit of these, with a painboy (and maybe even a warboss) is likely to outhit their points cost by a decent margin, and be survivable to boot.
However, you could spend those points on other units, and not end up thinking "damn I might have won if only I had bikes instead".
There's only a few units that are underperforming... killa kanz and dreads being the most obvious two. The cynic in me wants to say this is because the models are so cool that people but them anyway, and so GW doesn't bother making them useful. However even these can be useful if you tailor your list to help them out.
I've been liking the current ork codex, though I would suggest taking a look at the forgeworld stuff and the dread-mob codex too. With all these things together Orks have a lot of variety to their lists.
Actually the things that seem to rarely see use are the Flyers. The ork flyers aren't cheap, and they aren't auto-win like some other races flyers... so people seem to just avoid them. But that may just be my own experience.
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![[Post New]](/s/i/i.gif) 2015/01/06 00:32:29
Subject: Re:Best Ork Units and Synergies
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Squishy Oil Squig
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Tankbustas in a trukk with a rokkit & ram (take at least 2 squads so 1 is guaranteed to make it or if you infiltrate blow up a vehicle for an additional VP via first blood). Really though you want to send up at least 2 targets so you can get a turn 2 charge (you did bring a warboss for a WAAGH right???) with all those re-rolling meltabombs. I ALWAYS take 2 squads of 6 in a trukk to nuke high armor
MANz missles (3 Meganobz in a trukk) 99% of the time (disclaimer: in my experience) win their points back because they are relatively cheap but can put out tons of damage and take a lot of non AP1/2 fire in return. This squad really shines when taken in multiples (i.e. 2-3 squads). Another auto-include for me to take 2 bare squads in trukks with reinforced rams
Stormboyz. If you're taking trukk boyz try these out instead. For only a few points more than footsloggas you get a huge charge range & mobility without having to worry about wounds from explosions or pinning checks
Painboyz - Adding 1 to 18 boyz + PK nob in a battlewagon puts out a lot of hurt on a durable platform. Same goes for large biker squads.
Megaboss with DLS is very powerful and borderline invulnerable to small arms fire. Just LOS any wounds to plain boyz that are AP2 or Strength 10 (boyz = 6pt wound upgrade for da big boss)
Grots - I know everybody hates on them, but for virtually nothing in terms of points it is great to have a backfield scoring unit and fulfill troop requirements. Plus anytime your grots get a single kill or wound on something tough (thunderwolf cavalry take that!) they have done their job.
Warbikers - don't use them in CC, people tend to think they are good/OK in CC but only when pitted against a weak CC unit or when turned into a deffstar via characters can they win a fight. Just use them to dump lots of S5 shots onto infantry and use jink/t5 to remain alive. Add a nob with BC just in case you do get into CC (or glance/stun a vehicle) and for mob rule.
Mek Gunz = a lot of win in lobbas & KMKs
Boyz - ALWAYS TAKE BOYZ
The rest of the codex is solid but not as "mandatory" as those units. After that it is usually add whatever sounds fun (e.g. Morkanaught, Deff Dreads, Kommandos, Flash Gitz, etc...). As with tyranids the best approach is to have a lot of threats except we don't have to worry about instinctive behavior and therefore can have some backfield scoring/support units.
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![[Post New]](/s/i/i.gif) 2015/01/06 00:38:58
Subject: Best Ork Units and Synergies
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Nasty Nob
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Tankbustas for certain in the Age of the Superheavy.
I don't think the painboy is an auto include unless you are using the green tide formation or putting him in a maxed out squad of warbikers or bikernobz. I feel other HQ choices could pre emptively destroy what would be killing boyz that the painboy would have saved otherwise.
I would argue 'Two CAD's' as being an auto-include.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2015/01/06 01:46:09
Subject: Re:Best Ork Units and Synergies
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Bonkers Buggy Driver with Rockets
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BloodyDove wrote:Tankbustas in a trukk with a rokkit & ram (take at least 2 squads so 1 is guaranteed to make it or if you infiltrate blow up a vehicle for an additional VP via first blood). Really though you want to send up at least 2 targets so you can get a turn 2 charge (you did bring a warboss for a WAAGH right???) with all those re-rolling meltabombs. I ALWAYS take 2 squads of 6 in a trukk to nuke high armor
MANz missles (3 Meganobz in a trukk) 99% of the time (disclaimer: in my experience) win their points back because they are relatively cheap but can put out tons of damage and take a lot of non AP1/2 fire in return. This squad really shines when taken in multiples (i.e. 2-3 squads). Another auto-include for me to take 2 bare squads in trukks with reinforced rams
Stormboyz. If you're taking trukk boyz try these out instead. For only a few points more than footsloggas you get a huge charge range & mobility without having to worry about wounds from explosions or pinning checks
Painboyz - Adding 1 to 18 boyz + PK nob in a battlewagon puts out a lot of hurt on a durable platform. Same goes for large biker squads.
Megaboss with DLS is very powerful and borderline invulnerable to small arms fire. Just LOS any wounds to plain boyz that are AP2 or Strength 10 (boyz = 6pt wound upgrade for da big boss)
Grots - I know everybody hates on them, but for virtually nothing in terms of points it is great to have a backfield scoring unit and fulfill troop requirements. Plus anytime your grots get a single kill or wound on something tough (thunderwolf cavalry take that!) they have done their job.
Warbikers - don't use them in CC, people tend to think they are good/OK in CC but only when pitted against a weak CC unit or when turned into a deffstar via characters can they win a fight. Just use them to dump lots of S5 shots onto infantry and use jink/t5 to remain alive. Add a nob with BC just in case you do get into CC (or glance/stun a vehicle) and for mob rule.
Mek Gunz = a lot of win in lobbas & KMKs
Boyz - ALWAYS TAKE BOYZ
The rest of the codex is solid but not as "mandatory" as those units. After that it is usually add whatever sounds fun (e.g. Morkanaught, Deff Dreads, Kommandos, Flash Gitz, etc...). As with tyranids the best approach is to have a lot of threats except we don't have to worry about instinctive behavior and therefore can have some backfield scoring/support units.
So you go with 2 MANZ missiles and 2 Tankbusta units every game! You must take 2 CADs. How do you field your boyz if you use Stormboyz rather than Trukk boyz?
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/01/06 02:09:18
Subject: Re:Best Ork Units and Synergies
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Squishy Oil Squig
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Waaagh 18 wrote:BloodyDove wrote:Tankbustas in a trukk with a rokkit & ram (take at least 2 squads so 1 is guaranteed to make it or if you infiltrate blow up a vehicle for an additional VP via first blood). Really though you want to send up at least 2 targets so you can get a turn 2 charge (you did bring a warboss for a WAAGH right???) with all those re-rolling meltabombs. I ALWAYS take 2 squads of 6 in a trukk to nuke high armor
MANz missles (3 Meganobz in a trukk) 99% of the time (disclaimer: in my experience) win their points back because they are relatively cheap but can put out tons of damage and take a lot of non AP1/2 fire in return. This squad really shines when taken in multiples (i.e. 2-3 squads). Another auto-include for me to take 2 bare squads in trukks with reinforced rams
Stormboyz. If you're taking trukk boyz try these out instead. For only a few points more than footsloggas you get a huge charge range & mobility without having to worry about wounds from explosions or pinning checks
Painboyz - Adding 1 to 18 boyz + PK nob in a battlewagon puts out a lot of hurt on a durable platform. Same goes for large biker squads.
Megaboss with DLS is very powerful and borderline invulnerable to small arms fire. Just LOS any wounds to plain boyz that are AP2 or Strength 10 (boyz = 6pt wound upgrade for da big boss)
Grots - I know everybody hates on them, but for virtually nothing in terms of points it is great to have a backfield scoring unit and fulfill troop requirements. Plus anytime your grots get a single kill or wound on something tough (thunderwolf cavalry take that!) they have done their job.
Warbikers - don't use them in CC, people tend to think they are good/OK in CC but only when pitted against a weak CC unit or when turned into a deffstar via characters can they win a fight. Just use them to dump lots of S5 shots onto infantry and use jink/t5 to remain alive. Add a nob with BC just in case you do get into CC (or glance/stun a vehicle) and for mob rule.
Mek Gunz = a lot of win in lobbas & KMKs
Boyz - ALWAYS TAKE BOYZ
The rest of the codex is solid but not as "mandatory" as those units. After that it is usually add whatever sounds fun (e.g. Morkanaught, Deff Dreads, Kommandos, Flash Gitz, etc...). As with tyranids the best approach is to have a lot of threats except we don't have to worry about instinctive behavior and therefore can have some backfield scoring/support units.
So you go with 2 MANZ missiles and 2 Tankbusta units every game! You must take 2 CADs. How do you field your boyz if you use Stormboyz rather than Trukk boyz?
1 cad + ork allies or if there is a restriction to 1 detachment I use the detachment that gives you 4 elite slots. I usually do 1 unit of boyz as ablative wounds for a megaboss in either a trukk or battlewagon, 1 20 man unit (usually 19 + PK nob + bosspole cause it looks cool) in a battlewagon, and a unit of grots.
It's all about making the opponent decide if they want to stop a bunch of angry power klaws or the tankhunting rokkits/melatbombs
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![[Post New]](/s/i/i.gif) 2015/01/06 02:17:14
Subject: Re:Best Ork Units and Synergies
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Longtime Dakkanaut
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BloodyDove wrote:
1 cad + ork allies or if there is a restriction to 1 detachment I use the detachment that gives you 4 elite slots. I usually do 1 unit of boyz as ablative wounds for a megaboss in either a trukk or battlewagon, 1 20 man unit (usually 19 + PK nob + bosspole cause it looks cool) in a battlewagon, and a unit of grots.
It's all about making the opponent decide if they want to stop a bunch of angry power klaws or the tankhunting rokkits/melatbombs
If you're talking about the detachment I think you are, then it's actually 5 elite slots (I think). Its a good detachment lol. I like it.
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![[Post New]](/s/i/i.gif) 2015/01/06 02:24:27
Subject: Re:Best Ork Units and Synergies
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Squishy Oil Squig
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Niiru wrote:BloodyDove wrote:
1 cad + ork allies or if there is a restriction to 1 detachment I use the detachment that gives you 4 elite slots. I usually do 1 unit of boyz as ablative wounds for a megaboss in either a trukk or battlewagon, 1 20 man unit (usually 19 + PK nob + bosspole cause it looks cool) in a battlewagon, and a unit of grots.
It's all about making the opponent decide if they want to stop a bunch of angry power klaws or the tankhunting rokkits/melatbombs
If you're talking about the detachment I think you are, then it's actually 5 elite slots (I think). Its a good detachment lol. I like it.
By Mork you're right! Looks like I can add another squad of meganobz or my super inefficient but cool looking 6 Big Choppas/1 PK nobs squad
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![[Post New]](/s/i/i.gif) 2015/01/06 02:38:53
Subject: Re:Best Ork Units and Synergies
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Bonkers Buggy Driver with Rockets
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BloodyDove wrote: Waaagh 18 wrote:BloodyDove wrote:Tankbustas in a trukk with a rokkit & ram (take at least 2 squads so 1 is guaranteed to make it or if you infiltrate blow up a vehicle for an additional VP via first blood). Really though you want to send up at least 2 targets so you can get a turn 2 charge (you did bring a warboss for a WAAGH right???) with all those re-rolling meltabombs. I ALWAYS take 2 squads of 6 in a trukk to nuke high armor
MANz missles (3 Meganobz in a trukk) 99% of the time (disclaimer: in my experience) win their points back because they are relatively cheap but can put out tons of damage and take a lot of non AP1/2 fire in return. This squad really shines when taken in multiples (i.e. 2-3 squads). Another auto-include for me to take 2 bare squads in trukks with reinforced rams
Stormboyz. If you're taking trukk boyz try these out instead. For only a few points more than footsloggas you get a huge charge range & mobility without having to worry about wounds from explosions or pinning checks
Painboyz - Adding 1 to 18 boyz + PK nob in a battlewagon puts out a lot of hurt on a durable platform. Same goes for large biker squads.
Megaboss with DLS is very powerful and borderline invulnerable to small arms fire. Just LOS any wounds to plain boyz that are AP2 or Strength 10 (boyz = 6pt wound upgrade for da big boss)
Grots - I know everybody hates on them, but for virtually nothing in terms of points it is great to have a backfield scoring unit and fulfill troop requirements. Plus anytime your grots get a single kill or wound on something tough (thunderwolf cavalry take that!) they have done their job.
Warbikers - don't use them in CC, people tend to think they are good/OK in CC but only when pitted against a weak CC unit or when turned into a deffstar via characters can they win a fight. Just use them to dump lots of S5 shots onto infantry and use jink/t5 to remain alive. Add a nob with BC just in case you do get into CC (or glance/stun a vehicle) and for mob rule.
Mek Gunz = a lot of win in lobbas & KMKs
Boyz - ALWAYS TAKE BOYZ
The rest of the codex is solid but not as "mandatory" as those units. After that it is usually add whatever sounds fun (e.g. Morkanaught, Deff Dreads, Kommandos, Flash Gitz, etc...). As with tyranids the best approach is to have a lot of threats except we don't have to worry about instinctive behavior and therefore can have some backfield scoring/support units.
So you go with 2 MANZ missiles and 2 Tankbusta units every game! You must take 2 CADs. How do you field your boyz if you use Stormboyz rather than Trukk boyz?
1 cad + ork allies or if there is a restriction to 1 detachment I use the detachment that gives you 4 elite slots. I usually do 1 unit of boyz as ablative wounds for a megaboss in either a trukk or battlewagon, 1 20 man unit (usually 19 + PK nob + bosspole cause it looks cool) in a battlewagon, and a unit of grots.
It's all about making the opponent decide if they want to stop a bunch of angry power klaws or the tankhunting rokkits/melatbombs
How do you do an Ork CAD and Allied Detachment of orks... Doesn't it specify that you can't have allied detachment withhh same faction as normal?
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/01/06 02:47:07
Subject: Re:Best Ork Units and Synergies
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Squishy Oil Squig
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Waaagh 18 wrote:BloodyDove wrote: Waaagh 18 wrote:BloodyDove wrote:Tankbustas in a trukk with a rokkit & ram (take at least 2 squads so 1 is guaranteed to make it or if you infiltrate blow up a vehicle for an additional VP via first blood). Really though you want to send up at least 2 targets so you can get a turn 2 charge (you did bring a warboss for a WAAGH right???) with all those re-rolling meltabombs. I ALWAYS take 2 squads of 6 in a trukk to nuke high armor
MANz missles (3 Meganobz in a trukk) 99% of the time (disclaimer: in my experience) win their points back because they are relatively cheap but can put out tons of damage and take a lot of non AP1/2 fire in return. This squad really shines when taken in multiples (i.e. 2-3 squads). Another auto-include for me to take 2 bare squads in trukks with reinforced rams
Stormboyz. If you're taking trukk boyz try these out instead. For only a few points more than footsloggas you get a huge charge range & mobility without having to worry about wounds from explosions or pinning checks
Painboyz - Adding 1 to 18 boyz + PK nob in a battlewagon puts out a lot of hurt on a durable platform. Same goes for large biker squads.
Megaboss with DLS is very powerful and borderline invulnerable to small arms fire. Just LOS any wounds to plain boyz that are AP2 or Strength 10 (boyz = 6pt wound upgrade for da big boss)
Grots - I know everybody hates on them, but for virtually nothing in terms of points it is great to have a backfield scoring unit and fulfill troop requirements. Plus anytime your grots get a single kill or wound on something tough (thunderwolf cavalry take that!) they have done their job.
Warbikers - don't use them in CC, people tend to think they are good/OK in CC but only when pitted against a weak CC unit or when turned into a deffstar via characters can they win a fight. Just use them to dump lots of S5 shots onto infantry and use jink/t5 to remain alive. Add a nob with BC just in case you do get into CC (or glance/stun a vehicle) and for mob rule.
Mek Gunz = a lot of win in lobbas & KMKs
Boyz - ALWAYS TAKE BOYZ
The rest of the codex is solid but not as "mandatory" as those units. After that it is usually add whatever sounds fun (e.g. Morkanaught, Deff Dreads, Kommandos, Flash Gitz, etc...). As with tyranids the best approach is to have a lot of threats except we don't have to worry about instinctive behavior and therefore can have some backfield scoring/support units.
So you go with 2 MANZ missiles and 2 Tankbusta units every game! You must take 2 CADs. How do you field your boyz if you use Stormboyz rather than Trukk boyz?
1 cad + ork allies or if there is a restriction to 1 detachment I use the detachment that gives you 4 elite slots. I usually do 1 unit of boyz as ablative wounds for a megaboss in either a trukk or battlewagon, 1 20 man unit (usually 19 + PK nob + bosspole cause it looks cool) in a battlewagon, and a unit of grots.
It's all about making the opponent decide if they want to stop a bunch of angry power klaws or the tankhunting rokkits/melatbombs
How do you do an Ork CAD and Allied Detachment of orks... Doesn't it specify that you can't have allied detachment withhh same faction as normal?
BAO/ LVO rules which allow self-allying, virtually everyone in this area uses their rulings that I know of
edit: if in an area that didn't use it just slap on another min unit of grots and you're good to go
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This message was edited 1 time. Last update was at 2015/01/06 02:48:15
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![[Post New]](/s/i/i.gif) 2015/01/06 17:17:11
Subject: Re:Best Ork Units and Synergies
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Dakka Veteran
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Two CADs is pretty much mandatory for any Ork list over 1000 points. There are several good reasons.
1) More HQs. You want Painboys and Big Meks and Warbosses. Sometimes more than one of each. One of my favorite combos is two Warbosses and two Painboys.
2) More Heavy Supports. Too many of our units are combined in Heavy Support, making it difficult for those units to have any Synergy. For example, if you take a Morkanaut, Deff Dread and a unit of Killa Kans, you've used all your Heavy Support. You have nothing left for multiple units of each, or Lootas, or Battlewagons, or Mek Guns, all of which work really well combined with them. Two CADs let you bring more.
3) More Mek Boys. Sometimes this isn't a problem, but sometimes it is. Mek Boyz are useful, and mandatory to use with Mek Guns. Being able to take 4 istead of 2 is very useful.
4) More Fast Attack. With no way to make Bikers into Troops, this is how you can make biker lists viable again. Combine with multiple Warbosses and Painboys on Bikes for the win.
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![[Post New]](/s/i/i.gif) 2015/01/06 18:38:38
Subject: Re:Best Ork Units and Synergies
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Flashy Flashgitz
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My usual synergies:
1) 3-5 MANz + Grotsnik - Fearless, very tough and extreamly deadly. With Rampage they can distroy anything.
2) Boyz + Painboy - makes them much more survivable. If you add Heavy armour they get hard as rock, but can be expensive.
3) Lootas or Mek Guns + Big Mek in Mega Armour with KFF - the first time SnP gets usefull. Put the Mek at the front and let him tank any non-AP2 attacks. Ld 8 also helps a lot. and a 5++ means even if shot from the side you'll take less damage.
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![[Post New]](/s/i/i.gif) 2015/01/08 01:15:09
Subject: Best Ork Units and Synergies
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Bonkers Buggy Driver with Rockets
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I always bring 1 or 2 groups of individual Deffkoptas. They are very fast and they can zip around to claim objectives on finicky maelstrom missions.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/01/08 06:43:02
Subject: Best Ork Units and Synergies
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Regular Dakkanaut
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Deffkoptas seem really good to me.
Tankbustas seem really good to me.
They both seem to me to be good all rounders.
Together they diversify your anti-tank so that you've always got something threatening armor.
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This message was edited 1 time. Last update was at 2015/01/08 06:51:05
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![[Post New]](/s/i/i.gif) 2015/01/09 02:24:36
Subject: Re:Best Ork Units and Synergies
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Smokin' Skorcha Driver
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For HQ I'd say warboss w/ MA and lucky stikk and painboys are the auto-take.
Recently I've been using my new favorite which is a big mek on a bike w/ SAG and killsaw + 3 ammo runts and da finkin cap. Pretty expensive considering it's only a big mek, but he is soooo killy and adds a deadly shooting attack that really helps round off my assault heavy army. I ran him once in a 3 man squad of deffkoptas, which worked really good since they have hit and run. Otherwise I usually just throw him in a big blob of boyz and use his speed to maneuver around and get los. It was also funny one time when I rolled double's for the sag, the one that tellaports him into cc, when I was shooting at 10 man tac squad and preceded to murder the entire squad single handedly.
I also always run 2 MANz missiles, which can be pretty hit or miss. Unfortunately, since their so killy their ride will likely get blown up first thing, which is bad if your not going first. I probably won't ever stop taking them though just because their crazy good if you do go first or get lucky with cover saves for their trukk.
The last thing I think pretty much all ork players need to have is traktor kannons. Their just way way to crazy good against FMC's and pretty good against flyers. I usually run around 6-8 of them split up into 2 man units.
Other than that, LOTSA ORKY ORKS!!
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Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. |
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![[Post New]](/s/i/i.gif) 2015/01/09 06:17:56
Subject: Re:Best Ork Units and Synergies
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!!Goffik Rocker!!
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Stormboyz synergise well with footsloggas.
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![[Post New]](/s/i/i.gif) 2015/01/09 13:24:47
Subject: Re:Best Ork Units and Synergies
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Bonkers Buggy Driver with Rockets
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Tankbusters are a really good option. Bombsquigs, tank hammer, and the whole unit has the tank hunter special rule. Personally, putting them in a trukk and go for first flood vehicle kill with them to get the glory hog bonus.
Personally, my favorite unit to take are Cybork Slashas from IA:8. Basically a nob squad with a cheap painboy. The really good part about them is the doc experiment roll you get with them. You can get either +1 T or fleet and move through cover. I usually kit them out with all power klaws. Kind of expensive, but they function as my Big Mek's personal body guards.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/01/10 07:34:46
Subject: Best Ork Units and Synergies
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Lead-Footed Trukkboy Driver
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In the games I have played, I have found that nobs have consistently outperformed their reputation on the internet. So this is my shout out for regular nobs, fwiw.
It may be the case that boyz are technically more points efficient. However, sometimes you just need that brute force.
It is true that meganobz sound more points efficient on paper. However, while they are an excellent unit, they fill a different niche. With meganobz, just three in a trukk with one killsaw is all you really need; for the things that they are designed to kill, anything else is overkill. However, regular nobz in a big squad can also mow down horde infantry and even terminators and MCs, which meganobz may find tricky.
Take ten with a waaagh banner, 'eavy armour, bosspole and a painboy and stick them in a battlewagon. Keep the boss nob barebones to deal with challenges from powerful HQs. They will unload carnage left and right. In my games, they are very hard to kill and they clear entire sections of the board on their own, even if just a couple remain at the end.
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This message was edited 7 times. Last update was at 2015/01/10 19:27:33
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![[Post New]](/s/i/i.gif) 2015/01/10 08:56:22
Subject: Best Ork Units and Synergies
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Regular Dakkanaut
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I really want to like basic nobs. I have a box sitting on my shelf ready to assemble, but everytime I remember that a basic nob with a power klaw is more expensive than one mega nob, i cringe inside. I just haven't figured out how to use them as anything more than slightly better slugga boys.
Tankbustas on the other hand, I will now bring in every list. I had a unit of 15 take out nearly two wraith knights in one game. They piled out of their recently wrecked battlewagon, shot a wraith knight, took down two wounds. Wraith knight charged them, they took off another wound. Wraith knight killed 3 in CC. They hit back with melta bombs and did 4 more wounds to it. Down goes wraith knight one. They consolidate and shoot 2 more wounds off another one, get charged and do one more wound in overwatch. Unfortunately, at that point, they wiffed like no other and got over run. A+++ unit in my book.
stompa with grot riggers + burna squad w/ 3 meks, a big mek w/ fixxer uppers, and two more big meks attatched. Took up a ton of hq slots, but that thing would not die. I allowed my opponent to charge it with his abbadon death star, and they should have killed it 5 times over before the game was done, but i kept regenerating hull points.
To a lesser degree, morkanaut w/ burna unit w/ 3 meks + fixxer mek. Generally this unit survives the game unless a lucky one shot gets through. Or i'm fighting space marines and they have a combi melta squad drop behind them.
manz missle
lukky stikk and shootas/sluggas. ws 5 basic hordey troops is just so amazing.
Whenever I take a kan wall list, i take squads of 6 kans and a deff dread (two CAD for more heavy slots). Aside from the bonus to cowardly grots, the oponent has to choose "do i shoot the deff dread or kans?" The kans will still destroy most units they get in CC with that aren't hyper specialised vehicle killer units anyways, and the deff dread is only really more important for exploding land raiders and monoliths anywyas. So it doesn't really matter which they choose to shoot at, they are getting alot of damage. And if you take them in a great waaagh! detatchment on a 6, they can deep strike. Your opponent doesn't know fear until they have fought deep striking kans. Just a good thing to remember if you fail to get outflank/infiltrate via warlord traits.
also, i enjoy my flash gits. They routinely melt whole units of MEQ off the board either through Ap or the fact that they put out 30 s5 shots at quasi bs3. Kaptain badrukks formation makes them even more amazing IMO. Though, i'd rather have a reroll on the ap d6 rather than mastercrafted, still not bad at all. and the look of horror on your opponents face when you roll that 1 or 2 when shooting at their terminators is always so fulfilling. Then when you charge in, their jaw drops as they realise they are getting charged by a nobs squad as well. the only big difference is the lack of power klaws or big choppas.
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![[Post New]](/s/i/i.gif) 2015/01/10 09:56:57
Subject: Best Ork Units and Synergies
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Lead-Footed Trukkboy Driver
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ancraig wrote:I really want to like basic nobs. I have a box sitting on my shelf ready to assemble, but everytime I remember that a basic nob with a power klaw is more expensive than one mega nob, i cringe inside. I just haven't figured out how to use them as anything more than slightly better slugga boys.
I know what you mean, and to be honest, I only really bothered with nobs because I got the AoBR set and wanted to make the most of what I had. But when I kitted them out in the way I described, man oh man... carnage ensued. Far more powerful than slugga boys and far harder to kill. And the choppa attacks come in handy against units that might give meganobs problems. The only thing I would advise is to avoid giving them pointless upgrades like kombi-weapons and big choppas (some people choose the latter in order to glance vehicles to death, not realising that they are S5 anyway and melee attacks are always allocated against a vehicle's rear armour, unless they are walkers).
Try it - you've got the models anyway
lukky stikk and shootas/sluggas. ws 5 basic hordey troops is just so amazing.
Oh yes. This is the loadout I have for my sluggas. It turns your basic, cannon fodder sluggas into a big green lawnmower.
also, i enjoy my flash gits. They routinely melt whole units of MEQ off the board either through Ap or the fact that they put out 30 s5 shots at quasi bs3. Kaptain badrukks formation makes them even more amazing IMO. Though, i'd rather have a reroll on the ap d6 rather than mastercrafted, still not bad at all. and the look of horror on your opponents face when you roll that 1 or 2 when shooting at their terminators is always so fulfilling. Then when you charge in, their jaw drops as they realise they are getting charged by a nobs squad as well. the only big difference is the lack of power klaws or big choppas.
I do fancy picking up some flash gits. I think the main tactical consideration for me would be judging whether or not to get them out of the wagon (I run a mech list). If they get a good roll for AP, then they are better off staying inside the wagon. If they roll badly, they are better off getting out, shooting, then finishing the enemy off with a charge. But you don't know their AP until you start firing, which is obviously after you make the decision on whether to disembark.
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This message was edited 2 times. Last update was at 2015/01/10 10:01:25
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![[Post New]](/s/i/i.gif) 2015/01/15 04:59:44
Subject: Re:Best Ork Units and Synergies
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!!Goffik Rocker!!
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What's the naught's transport capacity?
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![[Post New]](/s/i/i.gif) 2015/01/15 05:11:51
Subject: Re:Best Ork Units and Synergies
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Regular Dakkanaut
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6. a 3 meks, 2 burnas, and a big mek w/ fixxa uppas fits nicely inside.
also, i enjoy my flash gits. They routinely melt whole units of MEQ off the board either through Ap or the fact that they put out 30 s5 shots at quasi bs3. Kaptain badrukks formation makes them even more amazing IMO. Though, i'd rather have a reroll on the ap d6 rather than mastercrafted, still not bad at all. and the look of horror on your opponents face when you roll that 1 or 2 when shooting at their terminators is always so fulfilling. Then when you charge in, their jaw drops as they realise they are getting charged by a nobs squad as well. the only big difference is the lack of power klaws or big choppas.
I do fancy picking up some flash gits. I think the main tactical consideration for me would be judging whether or not to get them out of the wagon (I run a mech list). If they get a good roll for AP, then they are better off staying inside the wagon. If they roll badly, they are better off getting out, shooting, then finishing the enemy off with a charge. But you don't know their AP until you start firing, which is obviously after you make the decision on whether to disembark.
I typically just keep them in their transport and use them as better-shootas. If they had the option for 'eavy armor, i'd unload them and use them like you describe though. Honestly, if they had 'eavy armor upgrade, i'd take it every time on them. 6+ armor just feels way too squishy on a unit as expensive as nobs. I'd rather pay 4 points more and get 4+ armor. If they could roll for AP before choosing their target or even get some kind of reroll or modifier for it, i'd love them even more. I really wish they had the upgrade options like they used to. That's why i liked them, really. You could make them do pretty much whatever.
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This message was edited 1 time. Last update was at 2015/01/15 05:21:22
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![[Post New]](/s/i/i.gif) 2015/01/15 05:49:58
Subject: Re:Best Ork Units and Synergies
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!!Goffik Rocker!!
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Oh, if it was 5, i'd think about regular nobz with combi-skorchas inside being good enough. But as is, you can fit meganobz with combi-skorchas in there. And it might be that it's a decent tactix with an outflanking naught using Mogrok bossboyz.
On the other hand, you can field more combi-skorchas and probably an indep, eh.
But i'm still not sure how outflank works with units and non-dedicated transports.
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![[Post New]](/s/i/i.gif) 2015/01/15 05:58:55
Subject: Re:Best Ork Units and Synergies
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Regular Dakkanaut
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koooaei wrote:Oh, if it was 5, i'd think about regular nobz with combi-skorchas inside being good enough. But as is, you can fit meganobz with combi-skorchas in there. And it might be that it's a decent tactix with an outflanking naught using Mogrok bossboyz.
On the other hand, you can field more combi-skorchas and probably an indep, eh.
But i'm still not sure how outflank works with units and non-dedicated transports.
much the same way, I believe.
That's actually a very good tactic I hadn't thought of. Walk the naut in 6 inches, disembark 6 inches (trying to walk into cover for a save against ap 2 weapons) and toss out 3 flame templates, then charge something next turn.
Could also work with a nob squad and a big mek. Leave the big mek inside to fix things as they break (fixxa uppas FTW) and walk the nobs out.
Honestly, I think the Gorkanaut (gasp) would be best in this role. It's not going to be using the KFF anyways, and more likely to be in CC, so the bonuses to rampage and the anti infantry guns will be better IMO)
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![[Post New]](/s/i/i.gif) 2015/01/15 18:48:36
Subject: Best Ork Units and Synergies
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Growlin' Guntrukk Driver with Killacannon
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GW would have sold a helluva lot more GorkaMorkanauts had they only made them assault vehicles. The access point is on the FRONT for gak's sake!!!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/01/15 23:04:45
Subject: Best Ork Units and Synergies
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Nasty Nob on Warbike with Klaw
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The issue with things jumping out to burn units, is that this unit will often then be in the way of the 'naut making a charge :(
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![[Post New]](/s/i/i.gif) 2015/01/15 23:22:29
Subject: Best Ork Units and Synergies
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Dakka Veteran
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PipeAlley wrote:GW would have sold a helluva lot more GorkaMorkanauts had they only made them assault vehicles. The access point is on the FRONT for gak's sake!!!
Or made it a super heavy like I feel it should have been. It' the size of a knight but a knight can sstep on it. WTF ?
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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) 2015/01/16 20:01:52
Subject: Best Ork Units and Synergies
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Growlin' Guntrukk Driver with Killacannon
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Dakkafang Dreggrim wrote: PipeAlley wrote:GW would have sold a helluva lot more GorkaMorkanauts had they only made them assault vehicles. The access point is on the FRONT for gak's sake!!!
Or made it a super heavy like I feel it should have been. It' the size of a knight but a knight can sstep on it. WTF ?
Exactly, if a Knight is Super Heavy than why not?
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Fighting crime in a future time! |
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