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Made in ca
Ork Boy Hangin' off a Trukk





Had my first game last night against a friend with Space Wolves. Just grabbed a handful of stuff since it was a learning game.
Hitting on 6's was better, but still didn't do anything to speak of. Had two Gunners with Big Shootas, hit once in 18 rolls and bounced that off armor.
Managed to get into a two on one combat and killed one marine with Boyz, the other three combats with Boyz ended up being one on one, and the Boyz lost.
Second half nerve tests were awful since I had more than 4 models off the board. Can't believe Gretchen count for that.

Definitely have to change my focus to units with AP since I had trouble getting very many models into combat in order to get the volume of dice that we normally have.
   
Made in gb
Longtime Dakkanaut





UK

I'm going to be running:

Kommando Nob with Power Klaw as leader

Loota specialist
Boss Nob with Big Choppa and Kombi Rokkit specialist
Loota spanna specialist (Comms)

3 Kommandos
2 Boyz Gunners with Rokkit
Gretichin

I'm not entirely sure whether replacing the Kommandos with regular Boyz is worth it but I'm hoping a Loota hitting on 4s and a mobile Rokkit brigade will pack a punch while Kommandos sneak around and pick off key units.

Also not sure if the Boss Nob should be leader but hey ho

YMDC = nightmare 
   
Made in us
Oozing Plague Marine Terminator





I wouldn't bother with Ork shooting. Burnaz seem like a fun niche, but I haven't decided if 2 Ork boyz is just better than one Burna.

My first game did well, but it was a 3 player game, where the divided forces really saved me from some shooting, so my boyz could actually get into CC.

My first list was Kommando Nob (leader) , 2 Kommandos (scout and combat), Burna (demo) , 6 Kommandos, 4 Gretchin.

I immediately discovered the Gretchin are a liability. The Burna did have some good CC experience, but more attacks from boyz seem to be favorable. I also note the Kommando Nob (without a big choppa available) is limited in the Leader role, but his Level 1 Tactic seems pretty Good. For Kommandos, specialists to take would be to veteran, combat, and scout. For a Burna, the demolitions.

I'm toying with the idea of using a single Gretchin as leader, hiding him behind something all game, and giving the Kommando Nob the Combat specialism. Could also sub a Kommando boss nob for a regular boss nob with Big Choppa... But that would require some converting.

I'm going to keep a Burna or two on the command roster, but also include some spare Ork Boyz to sub them out.

This message was edited 2 times. Last update was at 2018/08/04 18:48:27


 
   
Made in us
Krazed Killa Kan






Why not the kombi skorcha. For the price and damage output it seems like a no brainer

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in ca
Longtime Dakkanaut





Toronto

Ork shooting is terrible, but what do people think about cramming in lots of big shootas? They might only hit on 6's most of the time, but they have a lot of shots, good range, are s5, and being assault weapons means you have great mobility. Even shoota boys are decent in combat

Here's the list I'm playing around with:
-Boss Nob with Kombi Skorcha (leader)
-Loota with Deffgun (Heavy)
-Burna Spanna with Big Shoota (Comms)
-Burna Spanna with Big Shoota
-Burna Spanna with Big Shoota
-Boy Gunner with Big Shoota
-Boy Gunner with Big Shoota
-Kommando (Demolitions)
-Kommando
-Kommando
-Gretchen
-Gretchen

Lacks a bit in AP and multi-damage, but I might swap out some models for a kommando powerclaw nob.

This message was edited 1 time. Last update was at 2018/08/07 00:36:08


   
Made in de
Virus Filled Maggot





 McGibs wrote:
Ork shooting is terrible, but what do people think about cramming in lots of big shootas? They might only hit on 6's most of the time, but they have a lot of shots, good range, are s5, and being assault weapons means you have great mobility. Even shoota boys are decent in combat

Here's the list I'm playing around with:
-Boss Nob with Kombi Skorcha (leader)
-Loota with Deffgun (Heavy)
-Burna Spanna with Big Shoota (Comms)
-Burna Spanna with Big Shoota
-Burna Spanna with Big Shoota
-Boy Gunner with Big Shoota
-Boy Gunner with Big Shoota
-Kommando (Demolitions)
-Kommando
-Kommando
-Gretchen
-Gretchen

Lacks a bit in AP and multi-damage, but I might swap out some models for a kommando powerclaw nob.


I would be tempted to make the Boss Nob with Kombi Skorcha your demolitions specialist and switch the leader to something else (Gretchen leaders are pretty handy and easy to hide).

The problem I've found is the lack of AP, power armour enemies pretty much just shrug off most of the wounds you get through. Also flamers are a real pain to have to deal with, if I think their flamer will be in range I've started to keep my Orks outside of 2" from each other just so they can only toast 1 model. I've only played against IG and Grey Knights so far though.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

I don't own any Burnas or Lootas yet so what would be the recommended way of building Krogskull's Boyz? I'm thinking 2 Burnas, 2 Lootas, and maybe just make the boss a Loota too, I suppose the gun fits him.

Or is it useless to bring Burnas or Lootas in the first place and just spam Boyz?

7000+
3500
2000 
   
Made in de
Virus Filled Maggot





 Weazel wrote:
I don't own any Burnas or Lootas yet so what would be the recommended way of building Krogskull's Boyz? I'm thinking 2 Burnas, 2 Lootas, and maybe just make the boss a Loota too, I suppose the gun fits him.

Or is it useless to bring Burnas or Lootas in the first place and just spam Boyz?


I think bringing at least 2 Burnas is a good idea especially when we've got access to some good stratagems for them.
   
Made in au
Dakka Veteran




Australia

I've been thinking of running a Gretchin leader, and basically hiding him inside the 41st millennium equivalent of a bin so he doesn't die, his low profile helps hide him inside.

It means I can focus on throwing my Nobs where they should be.


I also think that Loota + Heavy Specialisation + The suppression talent can be very, very useful - especially when he'll be shooting at 2d3+2 enemies a turn with only 2 CP of stratagems

This message was edited 2 times. Last update was at 2018/08/08 06:47:01


 
   
Made in de
Virus Filled Maggot





 Eonfuzz wrote:
I've been thinking of running a Gretchin leader, and basically hiding him inside the 41st millennium equivalent of a bin so he doesn't die, his low profile helps hide him inside.

It means I can focus on throwing my Nobs where they should be.


I also think that Loota + Heavy Specialisation + The suppression talent can be very, very useful - especially when he'll be shooting at 2d3+2 enemies a turn with only 2 CP of stratagems


I've tried out using a Gretchin as a leader and its very easy to hide / keep them out of line of sight for the entire game.

I've just finished building 3 Loota's so looking forward to trying them out in a list, I think using them as backfield fire support with Kommando's charging up the board with a -2 to hit will be pretty nasty.
   
Made in ca
Ork Boy Hangin' off a Trukk





So far I have tried orks against Space Marines and Dark Eldar, and got hosed both times. The lack of survivability is a huge issue for our expensive units like Nobs and burnas/lootas. I'm afraid that green tide is going to be our only option, but we get punished for it with the broken/nerve test rules.
   
Made in ca
Longtime Dakkanaut





Toronto

I think that's why kommandos are so essential as assault units. The extra -1 to hit is basically the only survivability we have access too.
That's why I can see lots of Big Shootas being useful because at 36", they can outrange most other shooters and reliably keep -2 to hit from range and cover.

Regular boys seem lackluster because they just fold too fast, and then contribute to shake n' break.

This message was edited 1 time. Last update was at 2018/08/08 17:00:26


   
Made in au
Ork Boy Hangin' off a Trukk





I'm so not used to orks having bad morale, how are people working around this?

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in de
Longtime Dakkanaut





 Eonfuzz wrote:
I've been thinking of running a Gretchin leader, and basically hiding him inside the 41st millennium equivalent of a bin so he doesn't die, his low profile helps hide him inside.

It means I can focus on throwing my Nobs where they should be.


I also think that Loota + Heavy Specialisation + The suppression talent can be very, very useful - especially when he'll be shooting at 2d3+2 enemies a turn with only 2 CP of stratagems


Gretchin leading Orks?! Is this really possible?
   
Made in us
Oozing Plague Marine Terminator





I've used the hidden Grot Commander in a few games. You miss out on the decent Leader ability, but you really can just hide them out of LOS super easy.

Now, after about 2 weeks of playing Orkz in Killteam I feel we really need to play the Missions more than the army. I played a Terror Tactics mission against Tau, and while I was caught up in trying to assault them in Melee, I should have just ran my Kommandos through the brushes and exited the field.

   
Made in gb
Hellacious Havoc





Yeah. With ha ing lots of models comes great numbers to hold objectives.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

bout the only way orks can deal with morale is Veteran (so that model cant fail it, good for the boss nob that isnt your leader skulking in cover first couple turns) or just sitting in a thick ball. Or burn your precious, precious CP.
Burnas and lootas arent all that amazing but they do perform better than 6pt boyz and they bring the numbers down. I feel somewhat safe sitting around 9 models in terms of leadership but of course my CP is solely for keeping my gak alive. its rather annoying that i cant use any of my offensive stratagems because i MUST use them to stay alive.

Imo, bigchoppa > pk, kinda silly that kommando nobz cant use one. Yeah its only a 2pt difference but S7 is still plenty, theres no 2+ armor to chew through, and flat2 damage is better than D3 because you just KNOW youre gonna roll a 1 anyway lol.

If you play with specialist levels theres some lv2 and lv3 stuff thats just bonkers for orks. Unfortunately not part of normal play

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
Been Around the Block






In terms of gretchin being a bit of a hindrance morale wise, it would have been nice to have them take a leaf out of Epic Armageddon and have Orks ignore Gretchin casualties (so only Orks would count in terms of numbers). That would lead to them being useful as mobile cover and every shot taken at a Gretchin would feel wasted.
   
Made in ca
Gargantuan Gargant






Sonsoftherock wrote:
In terms of gretchin being a bit of a hindrance morale wise, it would have been nice to have them take a leaf out of Epic Armageddon and have Orks ignore Gretchin casualties (so only Orks would count in terms of numbers). That would lead to them being useful as mobile cover and every shot taken at a Gretchin would feel wasted.


Definitely. There was an equivalent of this in Mordheim where goblins/squigs counted as half an orc when it came to break tests. So you needed two out of action to count as a full casualty. I also feel like a grot stratagem where they suicide bomb into an enemy in the combat phase would be a good way to make them useful outside of being a shield, so that way there is both a defensive and offensive tactic for an otherwise very limited unit. Also, makes it hilarious as a spiteful response to any guy fast enough to kill a gretchin leader. They're going down with him!

This message was edited 1 time. Last update was at 2018/08/11 17:21:33


 
   
Made in us
Oozing Plague Marine Terminator





The idea of a a Gretchin triggering the Gnasher Squig is pretty awesome though.
   
Made in ca
Ork Boy Hangin' off a Trukk





After tossing it around with my opponents, we are looking to put in a houserule for Ork survivability.

'Ard Boyz: An ork model can increase it's save to 4+, but loses the 'Ere We Go ability

It is exactly the same as the Genestealer ability Extended Carapace, so does have precedent, and proven to not be broken.
   
Made in us
Water-Caste Negotiator




I would bring volumes of boyz and no grots, with both a boss nob and commando nob for special melee weapons.

Don't forget you have a roster of 20 dudes in a matched play game and you build your list after knowing the mission and opponent's faction. If you're playing against marines tailor for that.
   
Made in ca
Gargantuan Gargant






cmspano wrote:
I would bring volumes of boyz and no grots, with both a boss nob and commando nob for special melee weapons.

Don't forget you have a roster of 20 dudes in a matched play game and you build your list after knowing the mission and opponent's faction. If you're playing against marines tailor for that.


I definitely agree with the addition of both the Boss Nob and Kommando Nob, since multi-wound models have a significant advantage against suffering flesh wounds later than others. I do however think having some grots on the roster is fine, they work out pretty fine as the leader since they're so easy to hide and having a few around to provide mobile cover or using the grot shield stratagem is a good idea IMO, the ideal number is around 1-3 depending on whether or not you're using them as the Leader.
   
Made in pl
Regular Dakkanaut




So:
Shooting is a no go
Gretchin as hidden leader (lucky grot xD )
Nobz because 2W is better than 1W with 6+ save
Kommando with -1 to hit when obscured lives much longer than regular boyz
Burnas are okayish but expensive

Something else to add or we can wrap this topic?

This message was edited 1 time. Last update was at 2018/08/27 10:56:17


 
   
Made in pt
Fresh-Faced New User





So, I'm currently assembling my 20 units command roster, and I'm having a hard time deciding if I should get rokkit launchers in there. I know that the only time I tried them they were lackluster.
What is your opinion on them? Is it worthy to "waste" a couple slots for rokkit launcher boys for the sake of versatility?
   
Made in au
Ork Boy Hangin' off a Trukk





cfrag wrote:
So, I'm currently assembling my 20 units command roster, and I'm having a hard time deciding if I should get rokkit launchers in there. I know that the only time I tried them they were lackluster.
What is your opinion on them? Is it worthy to "waste" a couple slots for rokkit launcher boys for the sake of versatility?


I think you'll find Lootas filling that roll a bit better, 10 points for a rokkit boy and 12 for a loota, but you're getting d3 attacks instead of 1. With the dakka strat you could push that to 2d3, and if its a heavy you can potentially add 1 to each shooting attempt. It ticks the two boxes of being more then 5 strength and multi damage, so it'll still be viable for use against units like plague marines and rubrics.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in ca
Ork Boy Hangin' off a Trukk





I'm considering running shoota boyz instead of choppas. I know the shooting sucks, but since movement is almost always advance only, it would be nice to get an attack in if I haven't reached the enemy yet. With pistols not being able to be used if you charged or advanced, they are essentially completely useless.
   
Made in pt
Fresh-Faced New User





 Quackzo wrote:


I think you'll find Lootas filling that roll a bit better, 10 points for a rokkit boy and 12 for a loota, but you're getting d3 attacks instead of 1. With the dakka strat you could push that to 2d3, and if its a heavy you can potentially add 1 to each shooting attempt. It ticks the two boxes of being more then 5 strength and multi damage, so it'll still be viable for use against units like plague marines and rubrics.


Thanks for the tip. That is kind of how I feel about it, but my KT experience is still very limited and maybe I was missing something. 1 attack when your shooting is 5+ is kind of sucky, especially since everyone is almost always obscured
   
Made in be
Orc Bully with a Peg Leg




Hasselt, Belgium

Will be having my first game of Kill Team on Saturday (never played earlier editions - or even regular 40K - before).

Got myself the Ork starter set, and with the suggestions in this thread got some extra Boyz, Nobs and Gretchin (unfortunately the Ork Kommando box seems unavailable everywhere it seems).

This is the list I will be using:

Ork Boy Nob with powerklaw [leader]
Burna Spanna [comms]
Burna [demolitions]
Loota [heavy]

Burna
Loota
3X Ork Boyz with Slugga and Choppa
3X Gretchin

Total: 12 members and 99 points

The plan (purely theoretical as I have no game experience) is to split them into three four-man teams:
Nob + Burna + Ork boy + Gretchin: My main close combat team

Burna specialist + 2 Ork boyz + Gretchin: my other close combat team

Burna Spanna + Loota specialist + Loota + Gretchin: my main fire team

Not sure how things will go with the Gretchin as on paper they look pretty terrible, and can work as a disadvantage for checking if the squad becomes broken.
Currently I see them as mobile cover, but if things go bad I can always swap out two and add another Ork boy for the next battle.


This message was edited 2 times. Last update was at 2018/09/04 11:20:46


 
   
Made in be
Orc Bully with a Peg Leg




Hasselt, Belgium

I'm having a game against Tyranids soon.
Any good tactics against them? On paper they seem very similar to Orks, except they do everything better...

My current list is focused on getting in close combat as soon as possible but it seems Tyranids would just destroy me if I tried that.
And Ork shooting is not reliable enough to take care of the big gribblies...

This message was edited 1 time. Last update was at 2018/09/21 12:06:28


 
   
 
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