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Made in au
Flashy Flashgitz






Team. Played three games yesterday with new dex. Brought this list vs imperial soup.
Spoiler:

Evil Sunz battalion:
Boyz: Choppaz 30 (BC)
Boyz: Choppaz 30 (BC)
Grot 10
Traktor Kannon 6
Painboy 1
Nobz 10 (BC)
Wartrike 1
Zhadsnark 1

Bad Moonz battalion:
Boyz: Shootaz 30
Grot 10
Grot 10
Tankbustas 14
Battlewagon 1
Big Mek 1 (KFF)
Weirdboy 1

So going first dramatically impacted games still, obviously. But yeah, first impressions:

1) Deepstriking boyz changes the way you think about support staff, Painboys are bad when they are stranded behind people getting jumped and deepstrikers. Painboys get less stock IMO especially considering their price increase.
2) Deffkilla Wartrikes are awesome, they are versatile and goddamn fast. Being able to 6" adv and ramming speed is just too much threat range. These guys are legit, their weapon options are super interesting too. I think they are best as death skulls.
3) Traktor Kannons are as brutal as everyone thinks, but only for the first turn or two. Once you kill the flyers they become meh. 6 is too many.
4) Badmoon shoota boyz with DDD5+ and shoot twice was not as good a screen killer as I had hoped. I'm evacuating from this 4CP strategy.
5) Weirdboyz are probably minimum 2, always bring da jump but also Fists of Gork. With our HQ threat range, fist of gork is solid, and as Jidmah says, casting it on the weirdboy himself makes him a monster.
6) I think to bring Nobz, you want them to be goffs instead of evil sunz. They are good, but not entirely that much better than boyz, and less durable. Nobz suffer from wanting to attack premium targets, but also being a perfect target for those premium guys to fight back. (e.g. characters with multi dmg weapons).
6) Generally, we are NOT more durable than before, evil sunz really doesn't increase the footslogging speed, you're simply not foot slogging anymore. It's trivial to get 90 boyz in their face turn 2. So what becomes more important is screen killers with shooting, so Dakka Jets (or similar) go up in stock IMO.
7) There is one exception to (6), Grot Shields. That is low key one of the best stratagem, if not the best, it rivals Unstoppable Green Tide. If 30 gretchin are not in front of your boyz you're doing it wrong. The 1 stratagem allows you to 2+ ANY of the grots so long as the squad is 3" away from the target. My opponent ended up just shooting gretchin first after the first game because they are easier to kill than boyz (which I'm also super happy about).

Keep in mind I'm still playing traditional green tide, and I'm actually bringing less on the board now than I used to. I found with my list that my threats were staggered too much and I was just losing a squad a turn without the impact I needed, running and slamming into screens took too long and I was not overwhelming them well enough.

Considering the above, I'm moving to this list for next weekend:
Spoiler:

Evil Sunz Battalion:
Boyz: Choppaz 30 (BC)
Boyz: Choppaz 30 (BC)
Boyz: Choppaz 30 (BC)
Stormboyz 30 (BC)
Traktor Kannon 4
Smasha Gun 4
Weirdboy 1
Zhadsnark 1

Blood Axe Battalion:
Gretchin 10
Gretchin 10
Gretchin 10
Big Mek 1 (KFF) WARLORD (I've got a Plan, Ladz)
Weirdboy 1

Death Skullz Supreme Command:
Wartrike 1 (Supa-Cybork Body)
Wartrike 1
Wartrike 1

My durability in this list is just deepstrike and gretchin. The KFF is only for the mek gunz. 60 boyz for 4CP and 30 stormboyz for free. Turn 2 da jump the 30 remaining boyz and we are literally all charging. 4 HQ monsters will also be there as well, zhadsnark and the 3 wartrikes.

Wartrikes are pretty CP hungry, but they are targets for so many good ones. Billowing Smoke, Ramming Speed, Orks is Never Beaten, Snagga Grapple, and they can be Looted once they die. I find that once I hit hard with my boyz, all my footslogging HQ are simply left behind, but the Wartrikes can just traverse the whole table whenever they want. I want saturation of threats on turn 2, and the wartrikes do that. I think the deathskull 6++ and the rerolls take the wartrikes over the edge, suddenly I'm considering shooting the Cutta part of the Killjet, and I am expecting to reroll my single miss in melee.

This message was edited 1 time. Last update was at 2018/11/03 22:17:28


 
Made in au
Flashy Flashgitz






tag8833 wrote:
Deffkilla wartrike is a pretty big disappointment to me. I wanted it to be more of a cc threat. I was holding out hopes for a relic that fixes it in the way that every castellan you've ever faced has the wrath of Caul relic plasmagun. If it could take Da Killa Klaw it would be good.

I'm also bummed that the Morkanaut still has 2 fewer attacks than the Gorkanaut.

The mekboy workshop is garbage.

What do you guys think is the most improved unit in the codex? I'm thinking lootas. Maybe Gorkanaut, Deff Dread, Manz, or Deffkoptas, but lootas got grot Shields and more dakka, which are 2 strats that essentially fix their problems

ETA:. Interesting that I got ninjad by a post singing the praises of the Deffkilla. I haven't run it in games yet, so I defer to experience on that.
Yeah man the reroll wound is pretty good in melee, but to be honest he doesn't hit as hard as a normal warboss, so you're right as well. I like how versatile of a unit he is however, he's just faster, more durable, better guns, massive threat range, and can smite on the charge.
Made in au
Flashy Flashgitz






Skullhammer wrote:
My wartrike is deff skulls with the might is right warlord trait and the da fixer upper, giving him 6 s8 attacks healing healing d3 wounds a turn a 6+ invun,
Da plan is to buff him with fist of gork making him s10 and 8 attacks then buffing with warpath for another attack, so hes at 9 s10 attacks with shred and the lucky blue gitz kulture, charge him forward with some deff coppters (who each do 2d3 attacks) use his speed waagh and charge turn one needing a 4" charge (if 24" apart) rerollable and crump some heads.

Looking at it i'll put the warpath on the koppters instead giving them each 3d3 attacks...........
Bolded for emphasis. I did NOT think of that, absolutely genius. Wartrikes just keep on getting better.
Made in au
Flashy Flashgitz






geargutz wrote:
bigmek didn't perform well becasue his kff wasn't needed to protect the meganobz and the gorkanaut (would be more useful if my opponent had more anti armor besides what i hadn't quickly destroyed from mek gun shooting). also was bad idea to have both the bloodaxe warlord trait and also my warlord in reserves (ability to recycle cp doesn't work until after he deployed, wont make that mistake again)
I also noticed this, I'm dropping painboys and yeah maybe even KFF since you're deep striking so much your defense is the deepstrike, not the KFF anymore, and the KFF doesn't even work becuase hes on foot in your deployment. Mek Gun defence is often just good enough being small 6 wound units.

geargutz wrote:
having the 3 types of mekgunz made my shooting very flexible but powerful, i had a better alpha strike then the tau did. i would suggest a good balance of these 3 mekguns if your unsure who your opponent will be. also, weird thing, any masive shhoting from mekguns into tau forced the tau player to charge my gunz. DDD on a kmk killed one of his commanders in overwatch lol.
Unfortunately you cannot DDD Mek Gunz, they are comprised entirely of gretchin and are ineligible targets.

geargutz wrote:
=mvps
traktor kannons blew away the drones from ghostkeel (greatly decreasing its defense), ghostkeel would eventually be whittled down by smites and defdreedd melee, i didnt get a forced crash and burn yet, my target priority and awareness wasn't the best.

kmk left longstrike with 1 wound left after 1st turn shooting (long strike would die to shooting next turn), even with not many hits the damage alone seems to worth the new price. also killed the commander in overwatch.

smasha guns destroyed a riptide (didnt get a chance to overcharge shield). DDD realy hekped get those xtra shots and i rolled well the dmg and the to wound.

weirdboys near my mekguns are great for smiting any unit that would try to charge the guns to keep them from shooting.
yeah the Tau list your vsing wasnt very tuned, needs more fire warriors at least. But I agree, I brought 6 Mek Gunz in my list this weekend and felt like my alpha strike with those 6 shots alone was a lot of pressure.

geargutz wrote:
=tau mvp
darkstrider and breachers make some nasty close quarters shooting. be careful charging vehicles into these gitz

alot of stealthsuits were meddlesome and still hard to take care of, would've brought more traktors?
I feel like 4 traktors is enough, enough to kill an eldar flyer in 1 turn. But I'm having a hard time deciding. I'm going 4 traktor 4 smasha at the moment. Vs Tau I can see why you would want 100 traktor, they are pretty damn useless vs tyranids for example.

Thanks for the write up mate.
Made in au
Flashy Flashgitz






mrtomski wrote:
So maybe a bit of stupid question - but it seems you can't put 1 clan into another clans transport?

At the moment I'm trying to make a evil suns and deathskulls force work... essentially I want to maintain the ability to T1 jump 30 boyz with an 8" charge, but also get those lovely rerolls on everything else. The issue I'm facing is advance and charge auras... I can only really afford 2 warbosses in my list, and I'm thinking a biker boss, and the trike, now I really need them to be the same clan as everything they need to buff... hence the issue.

I'd be interested if anyone thinks they have a decent list with 2 bats of different clans.


My list has three atm. Predominantly evil sunz green tide and mek gunz. 3x10 grots, weirdboy and big mek as blood axes, and three deffskull wartrikes.
Made in au
Flashy Flashgitz






 Chaplain Pallantide wrote:
Ok, stupid question but I have to ask, can a Goff only list be viable?

I’m not a tourney player but I also don’t want my hind end handed to me each and every game.

Which units would best benefit from a straight Goff Kulture around 2000 points.

So far in actual collection I have 40 slug game boys and the AOBR Warboss...

Thoughts? Thanks for the advise.
Hey mate I am a competitive player and I'm taking this goff only list to some fights this weekend. Maybe you'll get some ideas. I trapped myself into Goffs because im bringing so many transports, but the list is mechanised with nothing but heavy armour and 10 backfield orks during deployment.
Spoiler:

++ Battalion Detachment +5CP (Orks) [28 PL, 536pts] ++

+ No Force Org Slot +

Clan Kultur: Goffs

+ HQ +

Deffkilla Wartrike [6 PL, 120pts]: Snagga Klaw

Warboss [4 PL, 70pts]: Attack Squig, Big Choppa, Shoota (Index)

+ Troops +

Boyz [7 PL, 138pts]
. Boss Nob: Big Choppa, Slugga
. 18x Ork Boy W/ Slugga & Choppa

Boyz [7 PL, 138pts]
. Boss Nob: Big Choppa, Slugga
. 18x Ork Boy W/ Slugga & Choppa

Boyz [4 PL, 70pts]
. Boss Nob: Choppa, Choppa
. 9x Ork Boy W/ Slugga & Choppa

++ Spearhead Detachment +1CP (Orks) [40 PL, 734pts] ++

+ No Force Org Slot +

Clan Kultur: Goffs

+ HQ +

Big Mek (Index) [5 PL, 75pts]: Choppa, Kustom Force Field

Weirdboy [3 PL, 62pts]

+ Heavy Support +

Battlewagon [8 PL, 139pts]: 'ard Case, Deff Rolla

Battlewagon [8 PL, 139pts]: 'ard Case, Deff Rolla

Battlewagon [8 PL, 139pts]: 'ard Case, Deff Rolla

Mek Gunz [8 PL, 180pts]
. Gun: Traktor Kannon
. Gun: Traktor Kannon
. Gun: Traktor Kannon
. Gun: Traktor Kannon

++ Vanguard Detachment +1CP (Orks) [46 PL, 728pts] ++

+ No Force Org Slot +

Clan Kultur: Goffs

+ HQ +

Warboss on Warbike (index) [5 PL, 99pts]: Attack Squig, Butal but Kunnin, Da Killa Klaw, Power Klaw, Warlord

Weirdboy [3 PL, 62pts]: 2. Warpath, 4. Fists of Gork, Warphead (1 CP)

+ Elites +

Nob with Waaagh! Banner [4 PL, 77pts]: Kustom Shoota

Nobz [7 PL, 99pts]: Ammo Runt
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa

Nobz [7 PL, 95pts]
. Boss Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa
. Nob: Big Choppa, Choppa

+ Fast Attack +

Stormboyz [10 PL, 148pts]
. Boss Nob: Power Klaw, Slugga
. 14x Stormboy

Stormboyz [10 PL, 148pts]
. Boss Nob: Power Klaw, Slugga
. 14x Stormboy

++ Total: [114 PL, 1998pts] ++

9 drops in this list, and can deep strike a battlewagon should you wish (wouldnt recommend it unless desperate).
I'm bringing 19 boy squads to fit characters in my battlewagons, otherwise I would have two BW with 20 boyz, and 1 BW with 10 nobs and 5 characters, which will just die turn 1. So instead I'm spreading out the characters.

It is highly likely that ONLY nobz are better than boyz as Goffs. For example, for the same point cost instead of 20 boyz, I bring 10 nobz with double choppas. I can fit these squads in trukks, and shove a character or ammo runt in the spare seats. However, the deff rolla I think is legit, so I went this direction (and I dont have 30+ nobz yet).
Things that I considered in this list: Meganobz in trukks (I actually started here, but ended up deciding nobz in BW are much better), Dakka jets (to clear small screens), Zagstruk (warboss on bike is just better), Ghazkul (he's just too expensive), and more weirdboys (this list really wants da jump, warpath, AND fist of gork).
Made in au
Flashy Flashgitz






 BaconCatBug wrote:
32mm bases are super cheap though, you can save money with eBay Boyz (especially since people will be rage selling) and just glue them onto the 32mm bases or rebase them on the cheap.
Semper, can I buy all your kommandos?
Made in au
Flashy Flashgitz






SemperMortis wrote:
Codex: Deep strike on display.

I played a tourny yesterday and I had 45 Deep striking Kommandos with 2 Bonebreakaz and 1 regular BW with a Deff Rolla AND a warboss wearing The Redder armor. On turn 2 they all appeared with 30 boyz jumping to meet them. I made almost every single charge and used the 3D6 strat on my BW with my warboss in it. in 3 out of 3 games my Warboss in BW made it into Combat turn 2 and got stuck in where he was near at the least 3 units, the rest of my Deep striking horde was attacking different units because on turn 3 my Warboss's redder armor kicked off and inflicted a lot of mortal wounds Every single opponent was so surprised they demanded to see the codex entry

Codex: Deep Strike works really well against opponents and the only downside I can see is it has a hard time dealing with screens. I am debating about whether or not to take a Dakkajet to help with this or rely on maybe a Jumping Shoota boyz mob that dumpz everything into screening units and charges to open a hole turn 1. Feels like a waste of 210pts.....wish it was still 180
We're running lists that function similarly, i have 2 BW w/ deff rollas running 10 nobz and gretchin in each, and a bunch of deep strike boyz. I currently run 1 dakkajet, and I tell ya it's good at clearing, but it's just not enough (i'm snakebites, largely). I'm planning on 30 dajumping boyz as a suicide mission to clear room on top of my already included dakkajet. That or I go up to three dakkajets. This has been my feeling vs imperial soup, chaos daemons, and even against an eldar list with only 15 rangers to screen (and wave serpents), 1 dakkajet isn't enough IMO.

Honestly though, I hate turn 1 jump suicides. It feels like you're just gifting them max damage output for their first turn. 3 dakkajets might clear the way by turn 3 for me to drop everything all at once and do a proper overload. Dakkajets also protect your characters at times, move block knights really well, and soak up shots for your battlewagons (and by god, those units are so good with deff rollas and a deffkilla wartrike. Like I might even take them without filling them up).
Made in au
Flashy Flashgitz






 r_squared wrote:
Meks with Deathskulls and a kmb for 31 points are absolutely amazing, especially that even with re-rolls, if you do get a natural 1 and reroll another 1 it's only a mortal wound, you have 2 more to go and you're not slain. My only doubt is that in order to take a kmb, it's an index option and the index damage is d3, not d6 as in the codex.


20 death skull meks with kustom mega sluggas in a battlewagon, 700 points.
12" range :(
reroll all hits and all wounds
basically melta damage, at the full 12" range too
rough math has you killing a 5++ knight in one round of shooting.
you then have the character rule to protect them, and they all have obsec.

edit:
16 T7 wounds at 4+/6++
60 T4 wounds at 6++

edit: rule of three :( how do i keep forgetting this?

This message was edited 2 times. Last update was at 2018/11/19 08:14:27


 
Made in au
Flashy Flashgitz






Renegade Open GT, 74 man tourney, orks win and come 9th.

Winning list:
Steve Pampreen

triple battalion (evil suns, bad moons, and mixed)
30 30 30 boyz
10 10 10 10 10 12 grots
10 10 15 kommandos
10 12 lootas
1x warboss
3x weirdboy
1x painboy
1x big mek on bike
1x Snikrot

This list dumps command points into the lootas. Mob up, then double shoot 22 lootas with 5+ DDD. then kill grots when they shoot back. Nick Nanavati referred to this as the Ork castellan.

9th place list:
Charles Arnett


triple battalion (evil suns, bad moons, and mixed)
30 30 30 boyz
10 10 10 10 10 10 grots
5 deffkoptas
10 15 lootas
1x warboss on warbike
3x weirdboy
1x Zhadsnark
1x big mek
1x runtherd
and a gentlemans 1 Lobba (freeboota, lol).

Basically the same list, boys.
Made in au
Flashy Flashgitz






Everyone's been talking about the 25 Lootas. TBH this is not surprising if you've been following the podcast chatter. You can even watch Charles play his list vs Colin Sherman from Best in Faction podcast on twitch.

edit: Nick also tested the Lootas vs Colin, but I don't pay for that service.

This message was edited 1 time. Last update was at 2018/11/20 06:05:25


 
Made in au
Flashy Flashgitz






 Jidmah wrote:
Sorry guys, much non-ork related stuff going on right now, I'll try to get the new thread up by today.

@scotsman, can you PM me your analysis so it doesn't get lost?
Unacceptable, life must take a back seat to orks. Also expect a PM from me, I'll give you a "orks in the meta" section over the next few weeks/months if you want it.


Automatically Appended Next Post:
 JimOnMars wrote:
 hollow one wrote:
Everyone's been talking about the 25 Lootas. TBH this is not surprising if you've been following the podcast chatter. You can even watch Charles play his list vs Colin Sherman from Best in Faction podcast on twitch.

edit: Nick also tested the Lootas vs Colin, but I don't pay for that service.
Wow, I don't see lootas as stronger than tankbustas or mek guns. Considering a smasha is less than the price of 2 lootas, that seems a little hard to swallow.

But then again, with the tweak to the grot stratagem, my big blob of blood axe lootas are going to be really annoying to kill.

I knew I picked up 25 lootas for a reason...just didn't think the reason was winning games.
It's the entire puzzle, not just the Loota. This is a "build around" strategy. You need 15+ command points to be effective (minimum 4 CP a turn, double shoot and 5+ DDD), so triple battalion, and you need the 40-60 grots to protect them, you need the weirdboyz to da jump them, and you need to have them mob up. You'll probably need the boyz to screen as well. There's a reason both these lists look similar, is because almost 1000 points is dedicated directly to the 25 lootas.

This message was edited 1 time. Last update was at 2018/11/20 07:00:56


 
 
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