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I have a tournament coming up this weekend, my competition is pretty hardcore and I play Orks.....feth!
So I plan on going completely counter meta, I challenge Ork players here to come up with the most competitive list possible that isn't usually seen. The units you have to choose from are
Points limit? Personally, I'd take 2x units of 3 Deffkoptaz with Rokkits and Buzzsaws, 12 Killa Kanz, and a Morkanaut for the 5++. After that, it's up to you, but Lootas, Tankbustas in a Battlewagon, and the Bikes are a good start.
You're gonna have a problem trying to come up with a unique competitive list, but the Kanz with Greotzookas is a good start and could catch people unaware if they don't expect to fight a bunch of AV 11.
I prefer a higher ratio of shoota boys over choppa boys for objectives on mid field and further. They have a bigger threat range which is good if they are sitting in the one spot. Also more reliable on dishing out str4 wounds even if their bs is low. Need grots for back field objectives. Sucks to spend more points the needed to hold an objective and do nothing all game. Use grots and put the spare points into your other stuff. Not enough stormboyz if you are going to field them you need more. Although...at that small size they can be held back out of sight for the mid-late game when there is less models on the table and having a fast unit to grab a far objective can get you that vital extra point. Not enough trukks. But I suppose putting a Manz missile in cover behind the bw''s would work. I know it's expensive but I'd consider taking 3 of the biker nobz and making them a separate unit from the other bikers led by a nob. Id still want the glory hogs that are tankbusts and I'd put in a mek or big mek with killsaw in the unit. Not sure what to do about walkers. There are better options that cost less.
I can't even be bothered with Grots. The moment the opponent decides they need to go, 1-3 volleys and they are either gone, or fleeing on Ld5. If I need backfield Objectives, I take Mek Gunz who are not only cheaper if in singles, but also are T7 so survive stuff.
Boyz have been way more reliable, including Warbikers for when I ran Zhadsnark. These days I have a Megaboz leading 30 Choppa Boyz with a Nob, Mek and Painboy and 2x20 Shoota Boyz supporting them.
Get an adl, make ur own if you can, get a comms relay and ammo dump for the adl (adl, comms, ammo=90pts total). Stick the Mekgunz (lobba if you can) behind the adl next to the comms (use the comms to reroll for reserves on defkoptas and zhadsnark warbikers comming from outflank ).
Then put the lootas behind the adl next to the ammo dump, reroll ones!.
As far as anything else I leave to you, but an adl supported by mekgunz and lootas is a good backfield artillery, and a magnet for enemy fire (leaving your other guys to run up the board).
But I have to stress msu, even with the Mekgunz and lootas. Keep each squad small, and cheap. MSU is not so "anti meta"
But it is pretty much the only way to be competitive with objective grabbing.
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket"
Frozocrone wrote: If I need backfield Objectives, I take Mek Gunz who are not only cheaper if in singles, but also are T7 so survive stuff.
Wow I have never thought of mek guns as cheaper "upgraded grots. Not the worst idea ever.
My usual set up for pick up games is 2x KMK 1x Traktor, all with Ammo Runts. It's more expensive than grots sure, but the long range S8 AP2 and Skyfire makes it worth it IMO. Single guns are still great. Traktors reliably force Jinking because people don't want to ground an FMC near MANz and Flyers just get wrecked. Once they've jinked, ignore them for a turn. KMK double out tricky units, such as Wulfen, Death Company and a lot of Necron Infantry.
Since they are usually all I take for Heavy Support (I don't use Lootas as much, although they are good), I've been wondering whether to go with 2x3 KMK and 1x3 Traktor Kannons. Obviously, you can apply more shots and don't waste guns when firing at ground/air targets. But with hidden Traktor Kannons, you can protect them/use them (with/as) ablative wounds (if the enemy has no Flyers, which remains to be seen with Death from the Skies).
tough a bit more about it and I don't think that I like them in this way. Grots are my way to get 2 or even 3 cads cheap just in order to be able to get enough heavy slots for my looted wagons / gunwagons ( that I use as transports) + mek gunz + loota's
Inactive, user. New profile might pop up in a while
SemperMortis wrote: 1500, the tournament focuses on objectives, however purge the alien is a mission that I will be playing as well. limit is 2 Detachments.
Purge the Alien? Don't bother trying too hard, everything you'll use to saturate objectives in objective based games will be free veeps in Purge the Alien. It's designed for Orkz to lose already. Your vehicles are free victory points, your screening units are free victory points, your ICs are free victory points, and your large units of orkz are manageable to all deffstars that you should MSU against anyways.
Best you can do with those models is take two CAD's, take two blocks of boyz, two screening units of boyz, take two gigantic squads of Lootas, and as large a bike unit to use as early objective interception. You can't afford to MSU because of the Purge the Alien game, you will be pwnt by any dummy with a deffstar, you might have the shooting and footprint to mess up bike armies.
If it is 'focused on objectives' then at 1500 points I would walk, spam MSU across two CAD's and play objectives hard. You'll hemorrhage free victory points in the Purge the Alien game so just play to table to make lite of a stupid format, maybe your opponent just won't have an answer for the model count. Who brings flamers in this meta? Someone worried about a horde of Orkz in a competitive scene? (right)
Too bad you couldn't Orkurion too well at 1500, fearless orkz at that quantity moving running and maybe assaulting every turn is fierce and at least wouldn't run away in the Purge the Alien game.
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.
If you want to go counter meta just take a greentide and zhardsnark biker swarm. Overload your opponents with bodies to claim objectives. Most armies can't handle that many bodies and it's damn well impossible to win purge the alien against greentide lists without tabling.
Or you could be my hero and just run this budget Orkurion
Spoiler:
+++ Orkurion (1498pts) +++
++ Orks: Codex (2014) (Ork Great Waaagh!-band) ++
+ Command +
Council of Waaagh!
Ā·Ā·Ghazghkull Thraka
Ā·Ā·Mad Dok Grotsnik Da Painboss
Ā·Ā·Big Mek (WG) [Choppa, Gubbinz: Mega Force Field, Slugga]
Ā·Ā·Nobz [Waaagh! Banner]
Ā·Ā·Ā·Ā·Boss Nob [Choppa, Slugga]
Ā·Ā·Ā·Ā·Nob [Choppa, Slugga]
Ā·Ā·Ā·Ā·Nob [Choppa, Slugga]
Ā·Ā·Warboss [Choppa, Slugga]
Ā·Ā·Warboss w/ Mega Armour [Gift: Da Lucky Stikk, Mega Armour, Power Klaw, Twin-linked Shoota]
Fearless and numerous. Move and run every turn with it in your mind that if your run move is good enough you are gonna assault because you can Waaagh! every turn. Do not let beatstick IC's walk a unit of assaulty gitz into it(screen them if the threat is at the table) otherwise the DLSMA Warboss takes all small arms fire from Ghaz and Ghaz takes all the AP2 on the nose. Lucky D weapons rolls and dedicated assault units are about all that can upset the Council if ran with attention to your flanks. Even if something flanks it you have a 4++ to shooting. Be mindful of da Skyhamma.
EDIT; Spoilers not quote derp
This message was edited 1 time. Last update was at 2016/06/03 13:59:43
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.
Ghaz can take most beatstick characters in a challenge and if his unit has enough powerklaws such as 2 mega armour warbosses they can take almost any assault unit as well. Ghaz star throws out a lot of str10 ap2 hits at ws8/9 (especially if outnumbered) and a lot more str5 ap- hits as well.
I love the idea of running 2 detachments, Zhadsnark and his biker boyz with a Green tide running up the middle being a giant prick
Green Tide: 839pts(with DLS) 814pts (without DLS)
95 Boyz
5 Nobz/PKs 1 Warboss/PK/DLS? (I can't remember if the new W!G Lets you take DLS on characters)
Zhadsnark's biker boyz: 660pts
Zhadsnark
Painboy/Warbike
Painboy
Warbikers x 3 +1 Nob BP/PK Warbikers x 3 +1 Nob PK Warbikers x 6 +1 Nob BP/PK
So I flood the field with 100 boyz and nobz, plop the extra painboy in to give them all 5+ FNP and then spend the remaining 660ish points on an elite biker army with a blob of 9 Bikers with FNP and Zhadsnark to make them all skilled rider (3+ Jink, 2+ if I Turbo-boost or if it is nightfighting turn 1)
I like it, I think if the TO says its ok that is what I am going to field, Thank you Gungo.
The Big Boss Pole could make the green tide fearless, might be noice.
In the newwer supplement you can take the DLS on a W!G Warboss, in the old one you couldn't. You are going to be mixing the Green Tide from the older W!G with the relic rules from the new W!G where the Green Tide is missing however.
Can you build a second Warboss into it?
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.
95 orks. Grav is going to suffer if they cannot target your bikers.
Vs orks armoured t shirts lol..
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
egh forget what I said that list has an issue. You can't take bikers as troops unless zhards the warlord and you can't waagh each turn unless the warboss in the tide is warlord.
And without any significant range shooting there is going to be issues getting the tide to your opponents
This message was edited 3 times. Last update was at 2016/06/03 20:45:34
can either of your warbosses pass for a mega armored warboss? if so battlewagon plus 17 boys and a nob with pk and mega armored warboss with lucky stik makes for a good unit
oldzoggy wrote: Good luck paying for eavy armour for them all + a dozen powr klaw nobz : )
Sure its powerull unil your entire army it gets stuck in a single combat they really don't like to be in.
You don't need eavy armour the tide has 5+ fnp and the bikers are already 4+ Armour and base 4+ cover.
There is a reason the tide did so well the last year.
And there are very few combats the tide can't deal with the 6 klaws in the tide and 300+ str4 ap- atks.
You've never played a tide have you? It's a counter meta list. Everything you keep bringing up is the meta. Everyone plays giant Death Stars, msu, huge point sink gmc/superheavies, or grav/melta/plasma spam or drop pod spam. No one plays a giant fearless 100+ Model single unit with fnp that takes up half the board. It's annoying. You can't deepstrike in your opponents zone without being within 2in of an enemy model. You don't usually have enough atks to get through 100 t4 5+ fnp by turn 4-5 so while you are stuck in combat with your Death Star/super heavy taking casualties from the 6 pks the ork player is zipping around on bikes or deffkoptas claiming objectives. Unless you kill every single model in the tide you can't claim a single kill point from it making purge the alien missions annoying to play against the tide. It's a counter meta list.
This message was edited 5 times. Last update was at 2016/06/03 20:59:38
There is a reason the tide did so well the last year. And there are very few combats the tide can't deal with the 6 klaws in the tide and 300+ str4 ap- atks.
yeah it went against the meta that is why. I have ran that thing for years ( even when it was just an appoc formation) and it is hugely overestimated. It sure does look nasty, and most opponents will be in shock the first time they see it. But there are just so many ways to get stuck if your opponent knows what he is doing and has at least some semi capable units. It is just too unwieldy and expensive.
Automatically Appended Next Post: It can be fun if everything goes right, if it goes wrong you are piling in and or rolling difficult terrain checks for the entire game.
This message was edited 5 times. Last update was at 2016/06/03 21:11:27
Inactive, user. New profile might pop up in a while
Rismonite wrote: I haven't ran green tide in a while but I didn't think you could Waaagh every turn anyways, maybe just go with Zhardsnark as warlord
The none apoc formation for it has the stampede rule and can waaagh each turn and if your lucky with change rolls get 100+ hammer of wrath hits.
It makes the tide faster and easier to get in combat.
But as stated you can't have both zhardsnark and the warboss both be warlord.
This message was edited 1 time. Last update was at 2016/06/04 02:57:57
The Waagh is a seriously over rated ability. Don't get me wrong, running and assaulting is great but in a biker army with a green tide you will only need it 1-2 turns at most. So having Zhad be the Warboss isn't a big deal.