Switch Theme:

Making Orks Competitive in 8th - Waaaagh! (Ork tactics)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fi
Locked in the Tower of Amareo





Kebabcito wrote:
I'm building an ork army, looking at battle reports till now, I think boyz-spam isn't that good, and I don't know how to make a 1000-1500 points army, this is what I've got.

- 60 boyz slugga/choppa - 2 boss nob with power klaw
- Weirdboy
- 3 Killa kans [magnetized]
- 10 nobz slugga/choppa
- 10 gretchlin
- 1 runtherd
- 2 deffkopta
- 1 painboy

I could go battlewagon+10 tankbustas, but I'm not sure about this, any tip?


Looks like evil sun deep striking boyz. Maybe nobs in 1500 as well or have them in battlewagon. Or da jump. Either way evil sun or you are in trouble

2024 painted/bought: 109/109 
   
Made in us
Stealthy Space Wolves Scout





Florida

xlDuke wrote:
That's quite disappointing they didn't FAQ Zhadsnark to effect Warbikers, when I use him I'll probably just pair him up with an Index Warboss on Warbike.

This is how Ive done it since the faq allowing Biker bosses to affect bikers. Ill probably now use Zhadsnark and the trike with a nearby KFF biker mek with a large mob of bikes. I may even try out nob bikers. I still think using lots S5 attacks from the nobz is effective. Im hoping they got a pts drop like the warbikers did. Im super excited to get my biker list back out.
   
Made in us
Dakka Veteran





I had another thought. About how the upgrade to skarboyz affects ork boyz mobs ability to destroy a knight.

Going from S4 to S5 means you are now wounding on 5s instead of 6s.

Wanted to know if this would be viable at all?
   
Made in us
Longtime Dakkanaut




mrtomski wrote:
gungo wrote:
vindicare0412 wrote:
mrtomski wrote:
gungo wrote:
Just leaving this here...fw rules faq
https://www.warhammer-community.com/wp-content/uploads/2018/11/imperial_armour_index_xenos-2.pdf?utm_source=forgeworld.co.uk&utm_campaign=5dd96ca6ee-FW_2nd_November_Swift_twins&utm_medium=email&utm_term=0_a6ef0a01da-5dd96ca6ee-115889781

They didn’t improve zhardsnark much. Added speed freak and dakka dakka dakka but limited his Waaaghh to evil sun infantry only...however since his point values remained unchanged he is an absolute steal and value...

They did have the foresight to clarify you can use the weapon profiles in the codex orks meaning killkannon meka dreads are decent as well.

Clan is also the same as kultur


Wow so disappointing he can't advance and charge. I think I'll have to run him as a regular warboss.


The Trike Boss allows bikers to charge after advancing correct? I feel like ill likely be running both so its not a huge loss Z doesnt give it out to himself.

As well as warboss on bike (w relic klaw for me)
I’ll be running all 3
Along w painboy on bike w lukky stikk.
And evilsun mekadread with killkannon/kff or Morkanaut.
4 fast hard hitting fast accurate powerklaws w at least 4+, 5++, 5+++.


I don't like the trike' s melee weapon, if it was a klaw id pick one up tomorrow. H9w did you convert your warboss on bike, regular bikes a bit small?

I have 9 warbikers
3 fw nob bikers
And zhardsnark

One of the regular bikes can have a bosspole however I don’t use those as a warboss on bike. (I tend to add a boss pole (not glued) and call it the nob w bc he also has a a very large axe)
Fw has the zhardsnark model (if I don’t use zhardsnark rules that’s my warboss on bike w pk)
When I do use zhardsnark I also have 3 of fw nobs on warbikers models (2 w PK, 1 big choppa) they are bulkier) (I also have a ork medic banner I got from 3rd party minature company when I want to use one of the klaw nobs as a painboy)

Between those 13 models I can cover many combinations. All I need to swap out is a banner sometimes.
My original build was
Zhardsnark
Warboss on bike w pk
Painboy on bike
Nob w bc
9x warbikers

This message was edited 1 time. Last update was at 2018/11/02 17:05:53


 
   
Made in es
Krazy Grot Kutta Driva




tneva82 wrote:
Kebabcito wrote:
I'm building an ork army, looking at battle reports till now, I think boyz-spam isn't that good, and I don't know how to make a 1000-1500 points army, this is what I've got.

- 60 boyz slugga/choppa - 2 boss nob with power klaw
- Weirdboy
- 3 Killa kans [magnetized]
- 10 nobz slugga/choppa
- 10 gretchlin
- 1 runtherd
- 2 deffkopta
- 1 painboy

I could go battlewagon+10 tankbustas, but I'm not sure about this, any tip?


Looks like evil sun deep striking boyz. Maybe nobs in 1500 as well or have them in battlewagon. Or da jump. Either way evil sun or you are in trouble

So, for my army (lot of infantry) evil sunz is the way to go, as I expected, thanks.

To reach 1500 I though about buying 1 more deffkopta and making a Outrider battalion (+1 CP as far as I remember), mek with KFF, warboss and a battlewagon +10 tankbustas.

Maybe this comp is too weak to 1500 points are I will get super stomped lol

Orks 5000p 
   
Made in us
Roarin' Runtherd




mhalko1 wrote:
I had another thought. About how the upgrade to skarboyz affects ork boyz mobs ability to destroy a knight.

Going from S4 to S5 means you are now wounding on 5s instead of 6s.

Wanted to know if this would be viable at all?


30 skarboyz do about 8 wounds to a knight, which is neat but actually getting the 30 into cc with the knight untouched is basically impossible without a lucky da jump charge (no evil suns bonus here so hard to count on) and you most likely lose a handful in overwatch too
   
Made in us
Stealthy Space Wolves Scout





Florida

mhalko1 wrote:
I had another thought. About how the upgrade to skarboyz affects ork boyz mobs ability to destroy a knight.

Going from S4 to S5 means you are now wounding on 5s instead of 6s.

Wanted to know if this would be viable at all?


I would say so. I plan on trying this out soon as well. I have killed a knight in two rds of combat before with ghaz and weirdboy buffing their attacks. I killed it in 2 rds of combat and that was with S4 and Ghz didn't even help since he targeted Ghaz and killed him instead if the boys. Now I did this when both armies were index but I think it could still definitely be done. I just watched a battle report from tabletop assault that used Goffs with Ghaz buffing them and they threw 140+ dice at a 30 man squad of bloodletters before the Goffs exploding dice and deleted them. ( I know a knight is tougher then blooletters im just saying) I imagine it will be harder now, if tournaments force the 32mm base requirement on boys, to fit them all into the combat. Just make sure you buff them with Warpath and have Ghaz nearby. if you really want to hurt them in combat use a banner nob to make them Hit on 2s and if you run them instead of using da jump then use grots as a shield on the way in.
   
Made in us
Dakka Veteran





 Weazel wrote:
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
The bonebreaka variant has to take the ard case.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

mhalko1 wrote:
 Weazel wrote:
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
The bonebreaka variant has to take the ard case.


Wasn't aware Ard case limited transport cap.. this is new, right?

7000+
3500
2000 
   
Made in us
Stealthy Space Wolves Scout





Florida

 Weazel wrote:
mhalko1 wrote:
 Weazel wrote:
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
The bonebreaka variant has to take the ard case.


Wasn't aware Ard case limited transport cap.. this is new, right?

no its been that way.
   
Made in us
Wicked Warp Spider





TheunlikelyGamer wrote:
 Weazel wrote:
mhalko1 wrote:
 Weazel wrote:
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
The bonebreaka variant has to take the ard case.


Wasn't aware Ard case limited transport cap.. this is new, right?

no its been that way.


Wasn't the Killkannon the factor that reduced the capacity? Ard Case just removed Open Topped previously.

Generic characters disappearing? Elite units of your army losing options and customizations? No longer finding that motivation to convert?
Your army could suffer Post-Chapterhouse Stress Disorder (PCSD)! If you think that your army is suffering one or more of the aforementioned symptoms, call us at 789-666-1982 for a quick diagnosis! 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Ard case doesn't limit capacity in the Index. Only the killkannon does.

7000+
3500
2000 
   
Made in us
Stealthy Space Wolves Scout





Florida

 Kaiyanwang wrote:
TheunlikelyGamer wrote:
 Weazel wrote:
mhalko1 wrote:
 Weazel wrote:
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
The bonebreaka variant has to take the ard case.


Wasn't aware Ard case limited transport cap.. this is new, right?

no its been that way.


Wasn't the Killkannon the factor that reduced the capacity? Ard Case just removed Open Topped previously.


I thought that was 7th ed. I have my index in the car ill check it on my lunch break.

edit: I stand corrected. Before it was the killkannon that affected capacity. so yes it appears it changed.

This message was edited 2 times. Last update was at 2018/11/02 17:45:22


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Anyway, if they've changed it I have missed it and it's a huge nerf tbh. Hope it's still the same as in the Index.

7000+
3500
2000 
   
Made in us
Dakka Veteran





TheunlikelyGamer wrote:
 Kaiyanwang wrote:
TheunlikelyGamer wrote:
 Weazel wrote:
mhalko1 wrote:
 Weazel wrote:
Does the Bonebreaka include the killkannon or what's the reason it is only 12 cap?
The bonebreaka variant has to take the ard case.


Wasn't aware Ard case limited transport cap.. this is new, right?

no its been that way.


Wasn't the Killkannon the factor that reduced the capacity? Ard Case just removed Open Topped previously.


I thought that was 7th ed. I have my index in the car ill check it on my lunch break.


Hmmm now you have me thinking. perhaps they did it this way to make killkannon BW's more viable with 20 man mobz.
   
Made in us
Stealthy Space Wolves Scout





Florida

I stand corrected. Before it was the killkannon that affected capacity. so yes it appears it changed.
   
Made in nl
Jovial Plaguebearer of Nurgle





I don't think there is any upgrade related reason for why it only carries 12. GW probably made it carry 12 so there is a niche for a vanilla Battlewagon as dedicated transport
   
Made in gb
Regular Dakkanaut





Hello all, quick question regarding Meganobz.

Picked up a box for the big mex and decided a unit of 5 especially with the points reductions would not be a bad unit.

What sort of loadout (I realise the new dex is not out yet, but based on reviews/batreps/leaks), would be best to equip them with?

I originally thought just power klaw and the shooter to keep them relatively cheap.

appreciate any thoughts
   
Made in us
Dakka Veteran





Shinzra wrote:
Hello all, quick question regarding Meganobz.

Picked up a box for the big mex and decided a unit of 5 especially with the points reductions would not be a bad unit.

What sort of loadout (I realise the new dex is not out yet, but based on reviews/batreps/leaks), would be best to equip them with?

I originally thought just power klaw and the shooter to keep them relatively cheap.

appreciate any thoughts


upgrading to saws is good if you're going to be fighting vehicles. If youre facing hordes you could put them in a transport , make them bad moons with the kombi flamer and shoot it twice with the strat.

This message was edited 1 time. Last update was at 2018/11/02 17:56:48


 
   
Made in gb
Mekboy on Kustom Deth Kopta






pismakron wrote:


If your transport deepstrikes, the passengers cannot disembark in the same turn.

Unfortunately I don't see the point of lootas, except perhaps in a large mob with the bad moons "shoot twice" stratagem.

Yea I get the transport thing. Nobs are to help chase enemies hiding in buildings.

Lootas are hot, I'm taking them mostly to get Brigade. Want them CP! Also can camp near objective.

 Jidmah wrote:

I would use full 15 warbikers, since those will be the ones clearing screens for you. The additional shots and cc attacks make sure that whatever you charge won't be hitting back on your highly expensive models.

As warlord trait I would suggest the +1 to attacks and strength, as that would push the wartrike to S8 for vehicle fighting.


Can we still take 15 bikes? Thought it was limited to 12 now? Good idea if we can though.

Yea I think you're right with WL trait. I don't think retreating and recharging will be useful or as efficient.

It's a shame about Zhadsnark and it makes no sense from a fluff perspective. Disappointing.
   
Made in us
Fresh-Faced New User




 An Actual Englishman wrote:
pismakron wrote:


If your transport deepstrikes, the passengers cannot disembark in the same turn.

Unfortunately I don't see the point of lootas, except perhaps in a large mob with the bad moons "shoot twice" stratagem.

Yea I get the transport thing. Nobs are to help chase enemies hiding in buildings.

Lootas are hot, I'm taking them mostly to get Brigade. Want them CP! Also can camp near objective.

 Jidmah wrote:

I would use full 15 warbikers, since those will be the ones clearing screens for you. The additional shots and cc attacks make sure that whatever you charge won't be hitting back on your highly expensive models.

As warlord trait I would suggest the +1 to attacks and strength, as that would push the wartrike to S8 for vehicle fighting.


Can we still take 15 bikes? Thought it was limited to 12 now? Good idea if we can though.

Yea I think you're right with WL trait. I don't think retreating and recharging will be useful or as efficient.

It's a shame about Zhadsnark and it makes no sense from a fluff perspective. Disappointing.


The hateon the rules people have for FW is kind of ridiculous at this point.
   
Made in gb
Regular Dakkanaut




So my friend won a local tourney and is very kindly giving me a speed freaks box for the cost of a couple of new models for him.

I'll use the shock jump for sure. But I'm sure, how good to people think bikes are now for the points? Don't they suffer from the same problems as before?
   
Made in us
Dakka Veteran





mrtomski wrote:
So my friend won a local tourney and is very kindly giving me a speed freaks box for the cost of a couple of new models for him.

I'll use the shock jump for sure. But I'm sure, how good to people think bikes are now for the points? Don't they suffer from the same problems as before?


They do but i think the points dropped helped a bit and could be useful as an option in an outrider now. even if its as a cheap option.
   
Made in nl
Jovial Plaguebearer of Nurgle





mrtomski wrote:
So my friend won a local tourney and is very kindly giving me a speed freaks box for the cost of a couple of new models for him.

I'll use the shock jump for sure. But I'm sure, how good to people think bikes are now for the points? Don't they suffer from the same problems as before?

I'm not very experienced so take this with a pinch of salt. I can't say if the point drop made them "worth" it but they can now use the Exhaust Fumes strat if you are death balling them so their survivability was slightly increased. That with the drop might make them reasonable effective. On top of that they also get Klan traits now so they can close the gap even faster or get some extra durability (Evil Sunz & Snakebites/Deathskulls respectively).
   
Made in us
Longtime Dakkanaut





 TedNugent wrote:
Bonebreaka I believe only has a 12 man transport capacity.

Also, why update Imperial Armor, but not the index?

Kind of conspicuous. Makes me wonder about official support.

It is exceptionally annoying, and conspicuous, that Zhadsnark has no biker waaagh.


Likely for the same reason GW is no longer printing imperium 1 or xenos 1, the index was a temporary list- they plan to phase them out along with the units/options that don't go from index to codex.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

nobody can shoot out of the bonebreaka so its only going to transport a KFF mek or melee units. The hard top removes opentopped rule and does not add in a limited one like we had in previous editions where SOME could still shoot.

10 nobz jumping out of that thing sounds good to me.

This message was edited 1 time. Last update was at 2018/11/02 18:18:09


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
Sister Oh-So Repentia




United Kingdom

gungo wrote:
 Wunzlez wrote:
gungo wrote:


They did have the foresight to clarify you can use the weapon profiles in the codex orks meaning killkannon meka dreads are decent as well.



I'm not so sure, since it's been changed from heavy 6 to heavy D6, rather take a big Zzappa instead I think, depending on points though.
wait killkannon was nerfed?i haven’t seen that


I didn't know either until I read your link:

"Pages 29, 34 and 85 – Killkannon
Change this weapon’s Type to read ‘Heavy D6’."

Or for an actual picture:

This message was edited 1 time. Last update was at 2018/11/02 18:19:30


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i actually didnt even know it was Heavy6 before.
The heck did they nerf it for? It was bad before that change anyway. Only time ive ever used it was on my gargqsuig because its like ~35pts difference between a killkannon and a supalobba lol

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
Fully-charged Electropriest






I always assumed it was just a FW misprint, the profile in the normal Index was always D6 shots
   
Made in nl
Crazed Spirit of the Defiler




mrtomski wrote:
So my friend won a local tourney and is very kindly giving me a speed freaks box for the cost of a couple of new models for him.

I'll use the shock jump for sure. But I'm sure, how good to people think bikes are now for the points? Don't they suffer from the same problems as before?


I'm personally going to try the Nob Bikers to have something to charge along with my Trikeboss. Evil Sunz should give both a very reasonable chance to make it in T1. Would've liked to try a Bonebreaka but I don't have a Battlewagon yet and my wallet says no So PK Nob Bikerz it is for now.

gungo wrote:
Just leaving this here...fw rules faq
https://www.warhammer-community.com/wp-content/uploads/2018/11/imperial_armour_index_xenos-2.pdf?utm_source=forgeworld.co.uk&utm_campaign=5dd96ca6ee-FW_2nd_November_Swift_twins&utm_medium=email&utm_term=0_a6ef0a01da-5dd96ca6ee-115889781

They didn’t improve zhardsnark much. Added speed freak and dakka dakka dakka but limited his Waaaghh to evil sun infantry only...however since his point values remained unchanged he is an absolute steal and value...

They did have the foresight to clarify you can use the weapon profiles in the codex orks meaning killkannon meka dreads are decent as well.

Clan is also the same as kultur


Hum, I guess that means I need to spam GW with messages asking whether this goes for T'au too. Aeldari and Orks can use codex versions but RAW T'au and Nids can't and I want to get a Barracuda at some point (but with D3 overcharged CIBs and Seeker Missiles that only do a single mortal wound I'm much better off simply getting 2 Razorsharks... I like the Barracuda model much better though)

This message was edited 2 times. Last update was at 2018/11/02 18:35:25


 
   
 
Forum Index » 40K General Discussion
Go to: