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Made in us
Longtime Dakkanaut




We are still kinda in the conjecture stage of ghaz and should just wait and see right now but any 10+ wound ghaz would likely be a monster not infantry... so even if you could start the game hiding him behind a gorkanaut or 3 level ruin. He would need a massive movement upgrade to get him into melee where he excels. He would be incredibly hard to use properly considering any massive stat increase would come with a massive points increase...
For now let’s just wait and see.. his rules are already printed so they are not changing now.
   
Made in us
Regular Dakkanaut




I'm a little worried Ghaz won't be unlocked outside of Goff when reading the banner's gretchen abilities.

I'm hoping he'll at least be a LoW so I can bring a supreme detach if I absolutely need to. Really don't want to make a Goff Detachment just for him
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

actually personally i'd find him being a LoW to be annoying not helpful.
You'd have to have 3 other HQs for that, even if Makari is an HQ (which i saw the FB post mention he is) thats 2 other you need and while you can add weirdboyz now you need something else for the other detachments.
Every time i try to use a LoW i have to sac a detachment because of the HQ tax.

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
Nasty Nob





UK

Keramory wrote:
I'm a little worried Ghaz won't be unlocked outside of Goff when reading the banner's gretchen abilities.

I'm hoping he'll at least be a LoW so I can bring a supreme detach if I absolutely need to. Really don't want to make a Goff Detachment just for him


It really rather depends on how he buffs that Goff unit if he is locked. Some small changes can make large differences, for example a re-roll to hit in combat aura could certainly make me look at certain units like Meganobs again.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Regular Dakkanaut




Might be wrong but theres a 0cp supreme command detachment that slots ONLY the LoW. I use that for Guilliman and only bringing him
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Orks don't get culture traits in that detachment, which isn't really that important for Thrakka, but I'd prefer having him in HQ and bringing him in addition to a weirdboy and some gretchin.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

As Jidma stated, that detachment has penalties.

Girlyman doesnt really care because the Ultrasmurf tactics doesnt really help him. He doesnt have a reason to want to back off from melee since hes so strong in melee and his shooting is pretty forgetable so using that detachment for him makes sense.
Goff kulture is still a significant loss but its probably the 1 kulture that we could easily go without if we had to. Realistically its only going to spawn 1 more attack with Ghaz and unless hes hitting a knight or something about as big i doubt he'd need that extra hit anyway.

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
Regular Dakkanaut




Ah I never paid attention to that, had no idea.
Please note I wasn't hoping he'd be a LoW in general, I'm primarily hoping hes just not stuck in as Goff as he is now. It doesn't make sense (at least to me) the ultimate leader of orks atm is stuck in one kulture.
   
Made in au
Battlewagon Driver with Charged Engine





Honestly surprised by how soon they began leaking rules of the Ork stuff. Will it be coming out sooner than we think perhaps?

But on the topic of the grot, if he has the standard rules for a waaaagh banner and is decently priced he'll probably fit in a couple of lists. If it has it's own special rules they've not shown yet he could be pretty good.
   
Made in ca
Longtime Dakkanaut




If he costs like 30 points in the HQ slot, our CP bat is 182 points. Absurd.
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Yeah, Makari could work fine in a CP Battery, since they rarely care about Kultur anyway. Makari, Weirdboy, and 30 Grots for like 180-190 pts? No brainer.
   
Made in gb
Nasty Nob





UK

Played a 1500pt freebooter army tonight with a couple of 10 man squads of flash gitz supported by kustom booster blastas and ssag against Drukhari and pretty much tabled them y turn 4.
Did notice one discrepancy though, Flash Gitz only appear to have Ld6. Battelscribe has the Kaptin having ld7, but the codex is Ld6. Was there an errata I didn't notice?
Plus, a unit of 3x KBB did great work for me, wiping out screens, smashing flying Drukhari tanks and squashing a warlord. Phenomenal amount of screen clearing shots inside 6".

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Check the first page of the Ork FAQ. They changed the Kaptin's Leadership to 7.

   
Made in gb
Nasty Nob





UK

 flandarz wrote:
Check the first page of the Ork FAQ. They changed the Kaptin's Leadership to 7.



Thanks, I'd checked an older FAQ that I downloaded that didn't include that. Makes sense.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in gb
Ork Admiral Kroozin Da Kosmos on Da Hulk






On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare

This message was edited 1 time. Last update was at 2020/02/21 14:58:35


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Longtime Dakkanaut




 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.
   
Made in us
Gargantuan Gargant






tulun wrote:
 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.


Probably by the 1st place player having a stroke or something. Seeing that many centurions is like staring death straight in the eye with a Green Tide list.
   
Made in us
Dakka Veteran





tulun wrote:
 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.


Do we know if the centurions started on the board? Also how well do they deal with heavy armor. I'm thinking a heavy mech list would have worked wonders against that list
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

mhalko1 wrote:
tulun wrote:
 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.


Do we know if the centurions started on the board? Also how well do they deal with heavy armor. I'm thinking a heavy mech list would have worked wonders against that list
Eh... Not when each Centurion has 3 (4 on the charge) WS3+ S10 AP-4 D3 attacks.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Lead-Footed Trukkboy Driver





Boston

mhalko1 wrote:
tulun wrote:
 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.


Do we know if the centurions started on the board? Also how well do they deal with heavy armor. I'm thinking a heavy mech list would have worked wonders against that list


Well, step 1 to beating it is go first. If you go first it's possible.

Second step is be in one of the deeper deployments so you can keep your SAG meks outside of 39 inch eliminator range.

Step 3 is hurl grots or boys forward and take up so much space that his turn 2 reinforcements are coming down in his very back corner.

Step 4, shoot the centurions with SAG mek and smasha guns when they come down and kill screens and nothing else

See, it's super easy, idk what the problem is. lmao
   
Made in us
Tough-as-Nails Ork Boy





Maine

 vercingatorix wrote:
mhalko1 wrote:
tulun wrote:
 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.


Do we know if the centurions started on the board? Also how well do they deal with heavy armor. I'm thinking a heavy mech list would have worked wonders against that list


Well, step 1 to beating it is go first. If you go first it's possible.

Second step is be in one of the deeper deployments so you can keep your SAG meks outside of 39 inch eliminator range.

Step 3 is hurl grots or boys forward and take up so much space that his turn 2 reinforcements are coming down in his very back corner.

Step 4, shoot the centurions with SAG mek and smasha guns when they come down and kill screens and nothing else

See, it's super easy, idk what the problem is. lmao



So reliably going first is the problem..?

God is real! 
   
Made in se
Rogue Grot Kannon Gunna






Got a tournament tomorrow and I 'll be taking with me an ES detachment with Zadnarsk and a unit of Stormboyz, amongst other things. I was wondering if I got this right:

Full Throttle: When this unit Advances, you can add 6" to its Move characteristic instead of rolling a dice, but if you do, roll a D6 for each model in this unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.

Xenos FAQ:
Q: What happens when a unit of Stormboyz declares a charge and it is within range of an Ork Warboss’ Waaagh! ability at the start of the Charge phase (assuming the Stormboyz Advanced that turn) – do I still need to roll D6 to see if my Stormboyz unit suffers mortal wounds as described in their Full Throttle ability?
A:
No. In this circumstance, you can just use the Ork Warboss’ ability to Charge (even though the unit Advanced) and you do not need to use the Full Throttle ability to do so (and so you avoid the risks involved).


So I can auto-advance 6"(7" with ES) and, if I´m still in Zad range, I can avoid rolling for MW, right?


   
Made in ca
Longtime Dakkanaut




 Emicrania wrote:
Got a tournament tomorrow and I 'll be taking with me an ES detachment with Zadnarsk and a unit of Stormboyz, amongst other things. I was wondering if I got this right:

Full Throttle: When this unit Advances, you can add 6" to its Move characteristic instead of rolling a dice, but if you do, roll a D6 for each model in this unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.

Xenos FAQ:
Q: What happens when a unit of Stormboyz declares a charge and it is within range of an Ork Warboss’ Waaagh! ability at the start of the Charge phase (assuming the Stormboyz Advanced that turn) – do I still need to roll D6 to see if my Stormboyz unit suffers mortal wounds as described in their Full Throttle ability?
A:
No. In this circumstance, you can just use the Ork Warboss’ ability to Charge (even though the unit Advanced) and you do not need to use the Full Throttle ability to do so (and so you avoid the risks involved).


So I can auto-advance 6"(7" with ES) and, if I´m still in Zad range, I can avoid rolling for MW, right?




No. Looks like full throttle changed between index xenos and the main codex.

If you advance and force max distance, you gotta roll the mortal wounds.
   
Made in se
Rogue Grot Kannon Gunna






Thanks, man, I swear I could have fooled anyone but I´m stone-cold set on 0 tolerance on shady behaviour this year, both on my and my adversary part.
   
Made in us
Battlewagon Driver with Charged Engine





tulun wrote:
 Jidmah wrote:
On the topic of whether storm boyz are competitive:

Simon Priddis runs his Evil Suns to a third place, making the first GT top placement for orks this year: https://www.40kstats.com/winterwarfare


That’s sick.

That 1st place army though. How the hell would you beat that.


As Orks. it would be really hard.

As other armies, not too hard (thinking of my guard list where I am LR heavy with basilisks would be easy)

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Regular Dakkanaut






So I'm going to my first game tomorrow and I had someone help me put my list together, can confirm how many CP I should have.

I made two battalion detachments, and I used two cp to get souped up shokka and warphead, so do I have 3 CP or 8?



NYNA (Warhammer 40,000 8th Edition) [40 PL, 3CP, 754pts]

Battalion Detachment +5CP (Orks) [40 PL, 754pts, 3CP]

Rules: Dis Is Ours! Zog Off!

No Force Org Slot [4CP]

Clan Kultur

Selections: Bad Moons

Categories: No Force Org Slot

Abilities: Bad Moons



Abilities

Description

Bad Moons Re-roll hit rolls of 1 for attacks made by models with this kultur in the Shooting phase.


Detachment CP [5CP]

Categories: No Force Org Slot


Specialist Detachment [-1CP]

Selections: Dread Waaagh! [-1CP]

Categories: No Force Org Slot

Abilities: Dread Waaagh!



Abilities

Description

Dread Waaagh! Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.



   
Made in us
Longtime Dakkanaut




As long as you are battle forged, each Battallion gives you 5 CP.

You additionally then get 3 CP.

So your net total minus Dread Waaagh and Warphead is 11.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

It doesn't look like you posted your complete list.

However, you start with 3 CP for being battleforged. Then, each Battalion adds +5 CP.

So, you'd have...

3
+5
+5
-2
11 CP if you spent two pre-game and have two Battalions.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut






Holy cow for real??

Ya I just posted what seemed like the important stuff at the top.
   
Made in es
Krazy Grot Kutta Driva




Played apoc yesterday.

Orks seems kinda overpowered, our artillery shooting lot of dakka with a +1 and dakkadakka is very strong, melee with 6W and x3 attacks is very powerful, and Stompa is super strong in shoot order or assault order.

Orks 5000p 
   
 
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