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Made in us
Longtime Dakkanaut




Indiana

Yea but the standard ork had choppas that made the best save possible against it a 4+ so take what you will. For the melta we just have volume of fire weapons

So now I am stuck between meganobz in a battlewagon, or nob bikers

Bikers
+1 toughness
move like bikes
+1 attacks
can get FNP
can get Invul

Meganobz
With same weapon is 30 points cheaper each
2+ save
Can ride in a battle wagon

This message was edited 1 time. Last update was at 2012/07/15 13:37:57


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Grovelin' Grot




Colorado

@Dr. What - If the Tau player is worth his salt all of your trukks will be dead by the end of the first turn and you will be foot slogging those boys across the table.

The foot sloggers will get shot at every turn, reducing your forward momentum by as much as 50%, meaning that all of your troops are dead before they reach their first CC.

That is what happened to me when fighting my Tau playing friend (in about 10 6E games so far)

This message was edited 1 time. Last update was at 2012/07/15 13:56:35


18000 , 5000 , 2000 , 1000 , 1000 , ???  
   
Made in us
Pyro Pilot of a Triach Stalker




New York

UrgThraka wrote:@Dr. What - If the Tau player is worth his salt all of your trukks will be dead by the end of the first turn and you will be foot slogging those boys across the table.

The foot sloggers will get shot at every turn, reducing your forward momentum by as much as 50%, meaning that all of your troops are dead before they reach their first CC.

That is what happened to me when fighting my Tau playing friend (in about 10 6E games so far)


I believe he's worth his salt. Fortunately, salt =/= XV88. He doesn't have any broadsides. His 1 Hammerhead railgun has only killed 1 thing since it's debut in the 4th edition. We're fairly certain his soldiers were trained on top of an ancient Gue'vesa burial ground.
   
Made in pa
Regular Dakkanaut




Panama

Dont use trukks against Tau or IG. If you dont have a good cover or the KFF, trukk orks will die easily.

Keep up the fight!  
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Leth wrote:Yea but the standard ork had choppas that made the best save possible against it a 4+ so take what you will. For the melta we just have volume of fire weapons

So now I am stuck between meganobz in a battlewagon, or nob bikers

Bikers
+1 toughness
move like bikes
+1 attacks
can get FNP
can get Invul

Meganobz
With same weapon is 30 points cheaper each
2+ save
Can ride in a battle wagon


I'm leaning bikers and there is only one reason. With the new deployments, and game types, mobility is more important than ever. Bikers are going to be more resilient to focused fire due to volume, than BWs.
   
Made in za
Mutilatin' Mad Dok





Man, having trouble choosing which planes to build.

The Dakkajet seems to be the best anti-air the Orks have, especially on a turn you Waaagh. In fact, since only Assault weapons are affected by Waaagh Plane, they are the only ones that get use out of it. Points wise, they're cheaper than Lootas for what you're paying for, more efficient than Quad Guns, and are harder to deal with than either. Then again, Bomb Squigs and Grabbin' Claws seem to be a potential viable alternative.

Burna Bombas are fantastic anti-infantry... against anything that doesn't have a majority 3+ save. They will liquefy *any* non space marine list, but space marines are such a massive majority within the playerbase. They are also the most expensive option, being 165pts if you want to toss on 4 skorcha missiles assuming it will last the two turns it will take to fire them.

Blitza-Bommas are also tempting, 5pts more expensive than an upgraded Dakka Jet for two str7 blast that rolls 2D6 for penetration against vehicles. Then again, this is arguably a less lethal asset considering the introduction of hull points. It would be able to finish off target vehicles, but not to take them out in one go. On the other hand, with a str7 blast that only scatters D6", it could be used as a "poor man's Burna Bomba", though I'm unsure the points would be worth it in that case.

   
Made in us
Lord of the Fleet





Texas

I think (and I will predict others will agree) that the Dakka Jet is the best. They're almost like lootas that fly. They can zoom in and dakka the heck out of rear armors, special weapons, etc

Though I think the change of blast weapons does make the blizta a tad more tasty

Problem with Burna Bomba is that anti infantry is a normal orks specialty though. It can barely, if at all, touch armor.

 
   
Made in za
Mutilatin' Mad Dok





kenshin620 wrote:I think (and I will predict others will agree) that the Dakka Jet is the best. They're almost like lootas that fly. They can zoom in and dakka the heck out of rear armors, special weapons, etc

Though I think the change of blast weapons does make the blizta a tad more tasty

Problem with Burna Bomba is that anti infantry is a normal orks specialty though. It can barely, if at all, touch armor.

While I agree that I'm rather attracted to the Dakka Jet, the restrictions in turning is the problem - getting into rear armour may not be nearly as easy as one may think.

The Burna Bomma provides Orks with LONG ranged anti-infantry. A 24" missile fired from a vehicle moving 36" (60" threat range) is going to reach a lot of itches Orks could never scratch before, particularly compared to the devestation str5, ap4 blasts that ignore cover would wreak. Considering the deployment options (particularly Hammer and Anvil), it becomes even more valuable.

But again, not going to help much against 3+ saves.

This message was edited 1 time. Last update was at 2012/07/15 21:23:48


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Welp, FINALLY got my first game of 6th in today, same with my opponent. He REALLY didnt want to try out the challenges deal, so I said why not and we ignored it. But everything else was fun. It was a 650pt game to basically get the swing of things. It took us awhile, because we would do a little, then rules check and do some more, and then rules check and so on.
Orks
Warboss
bike
PK
Cybork
Attack squig
Bosspole

Koptas x5 w/ 1 buzzsaw

Boyz x20
nob
big choppa
bigshoota x2

Boyz exactly the same as above

My opponent had 2 5 man tacticals 5 terminators Sgt had a power maul and lead by Lysander.


I ended up having to leave before we finished the game, sad too because if I could of finished my assault phase, I would of definitely swept the Space Marine player. When I had to leave, I had 2 out of 4 objectives, killed all the terminators and Lysander and shot one of the 5 mans to bits with my boss/koptas (Seriously this unit pisses out bullets, its incredible) and my Boss/koptas were definitely within assault range of the other 5 man, sitting on an objective.

The things that Im really digging this edition, is the change to how charging works, I scored a nice 11 inch charge on my WAAAGH! which was pretty epic I also like how mystery objectives work, and all the random stuff that can happen depending on what game type you pick. From what I read, I dont think Ill really care for challenges, but again, we decided not to try it this time *shrugs* But I can tell ya, I REALLY think I still want a PK in my boyz mob, because there were a couple times I thought "dammit, if only I had pk's!" But that also might change when I find out how challenges work out.

Very fun game though for sure. One of my objectives was a sabotage and blew up something fierce which made me chuckle
   
Made in us
Been Around the Block





I always wanted a weirdboy. What are some pros and cons? Of course he'd have to be warp head, but if he doesn't have mob rule (his squad dies), then his low leadership would make psychic tests a pain. Anything change for them with 6th? (not counting that he cant use the new psychic powers)
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Pros:

Some awesome powers

ZZAppp especially is a good one, as autohitting long range melta tends to be..

Cons:

Random powers, even with Warphead.

'Ead banger especially


I tend to stick mine with a Tankbusta unit, and gate them around ZZapp and Ere we go! work well with this approach, Frazzle occasionally come in handy, and WAAGH! works out well for the whole army. Warpath is less useful, but can be handy at times. Eadbanger sucks, but doesn't come up that often..

They aren't 'competitive' because you have no idea what they'll do on any given turn, making it hard to strategise around them. They are HILARIOUS though

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Bomb Squig wrote:I always wanted a weirdboy. What are some pros and cons? Of course he'd have to be warp head, but if he doesn't have mob rule (his squad dies), then his low leadership would make psychic tests a pain. Anything change for them with 6th? (not counting that he cant use the new psychic powers)


LOL, I just clicked on this thread to bring up Weirdboys. Even if you do get 'Eadbanger, you can Look Out Sir! your troubles away! That, and there is nothing better than free WAAAGH!s for Dakkajets and being able to deepstirke a squad behind enemy lines (you can assault out of these, IIRC).
   
Made in au
Liche Priest Hierophant







Perils of the warp is no longer insta-kill, so that's ok
   
Made in us
Longtime Dakkanaut




St. George, UT

I've traded out my Big Mek for a Warp Head. Haven't got a chance to play it yet, but I'm looking forward to the much dakka he is going to help give my two dakka jets.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Dr. What wrote:
Bomb Squig wrote:I always wanted a weirdboy. What are some pros and cons? Of course he'd have to be warp head, but if he doesn't have mob rule (his squad dies), then his low leadership would make psychic tests a pain. Anything change for them with 6th? (not counting that he cant use the new psychic powers)


LOL, I just clicked on this thread to bring up Weirdboys. Even if you do get 'Eadbanger, you can Look Out Sir! your troubles away! That, and there is nothing better than free WAAAGH!s for Dakkajets and being able to deepstirke a squad behind enemy lines (you can assault out of these, IIRC).



Not seeing how you can assault out of Deepstike for Ere we Go!

You follow the normal deepstrike rules per the wierdboy page, and those don't allow assaults on the turn you Deepstrike.

*edit for dyslexia*

This message was edited 1 time. Last update was at 2012/07/16 05:12:30


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Ascalam wrote:
Dr. What wrote:
Bomb Squig wrote:I always wanted a weirdboy. What are some pros and cons? Of course he'd have to be warp head, but if he doesn't have mob rule (his squad dies), then his low leadership would make psychic tests a pain. Anything change for them with 6th? (not counting that he cant use the new psychic powers)


LOL, I just clicked on this thread to bring up Weirdboys. Even if you do get 'Eadbanger, you can Look Out Sir! your troubles away! That, and there is nothing better than free WAAAGH!s for Dakkajets and being able to deepstirke a squad behind enemy lines (you can assault out of these, IIRC).



Not seeing how you can assault out of Deepstike for Ere we Go!

You follow the normal deepstrike rules per the wierdboy page, and those don't allow assaults on the turn you Deepstrike.

*edit for dyslexia*


Woops, I think I got myself confused with Deepstriking and not being allowed to assault when coming in from reserves. Either way, a Weirdboy can do a lot of damage.


Automatically Appended Next Post:
Here's another experimental list:

http://www.dakkadakka.com/dakkaforum/posts/list/462795.page

This message was edited 1 time. Last update was at 2012/07/16 05:41:47


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

UrgThraka wrote:@Dr. What - If the Tau player is worth his salt all of your trukks will be dead by the end of the first turn and you will be foot slogging those boys across the table.

The foot sloggers will get shot at every turn, reducing your forward momentum by as much as 50%, meaning that all of your troops are dead before they reach their first CC.

That is what happened to me when fighting my Tau playing friend (in about 10 6E games so far)


You should only ever need your trukk for one turn anyway. It's no big loss.

Also, Grey Knights and Orkz make for great bedfellows.

I ran a 2000 point (1 FOC) Ork army with a bikerboss, Nob unit in a trukk, a unit of 10 boyz (just filler), and two 7 man loota units alongside Draigo and a unit of Paladins against a very competent guard player today, and did quite well. There are only a few units on the table, but each one is such a considerable threat, and tends to be so durable, that an opponent will have a very hard time prioritizing their targets.
   
Made in us
Resentful Grot With a Plan





I know it's been talked about in other places, but redundancy is orks friend. I can see running a list with 3-4 Warpheads in that magic 2k size of games(3 if a mek is mandatory, ~6 dakkajets, ~100 boyz, and some big guns). The list could be tinkered with for Aegis Defense line, and regular grots to lower the boyz and add more dakka.

with 4 wierd boyz and the reroll you should be able to waaagh nearly every turn, and pull enough zzzaps to possibly deal with armor.

smaller games I find that I have currently shelved my kans for now, even though the extended charge range is nice for them.
I feel that my shooty orks are going to get even more shooty.

This message was edited 1 time. Last update was at 2012/07/16 07:03:12


The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Dribble Joy wrote:
Fxeni wrote:If' we're going off of pure RAW, the Dakkajet hits flyers on BS3. Because the entry states "When shooting at etc etc etc and vehicles without the skimmer type, the Dakkajet has +1 BS.

That includes flyers.

Dakkajet Fighta Ace just adds +1 BS to skimmers and such. I am inclined to think that they MEANT for that to apply to flyers, but atm it is the exact opposite.

In other words, the Dakkajet hits flyers at BS3 regardless of whether or not it has a Fighta Ace upgrade.

The FAQ got rid of most of the Dakkajets rules and replaced them with Strafing Run, I'm unsure of the exact ruling, but I don't think it includes Fliers (though I could be wrong). Fighta Ace only specifies skimmers and jetbikes (?).
If Strafing Run allows +1 vs Fliers, then Fighta Ace is largely redundant.

Dr. What wrote:But by using burnaz as flamers, wouldn't they lose power weapon status?

Yes, though it's not like anyone used them as such; the volume of fire from a burna unit caused so many wounds that it was invariably a better option than charging with power weapons.


Actually, they don't. "Wall of death" simply causes d3 hits to any unit charging a model with template weapon. The apendix names the burna as template weapon. The flamer is not fired (and totally not used in shooting anyways). So you can use them as powerweapon afterwards. Think of the opponent running into the blowtorch.

Dr. What wrote:
2B) Give them a Trukk with a Reinforced Ram (maybe a Grabbin' Klaw, now that they're awesome anti-flyer)

Sadly, trukks can't take grabbin' klaws.

Zog Off wrote:So the Imperial Armour FAQ's say Codex: Orks and the Dread Mob army lists count as Battle Brothers. Does anybody see any interesting combos there?

Lots of stuff. Of course, you have to take the mandatory spanna boyz, but they aren't that bad if you use them as shoota boyz.

Dread Bash: Mekka dread (hq), squad of 3 deff dread (troops), squad of 5 kanz, mega dread (heavy support)
Cherry picking: Pain boss, Warkoptas and their ridiculous twin rattlers, lifta weagon

And if you really don't like your opponent: Mekboss Buzzgob riding Da Lugga (Kustom Stompa). Yes, he has a special rule to allow him to ride a stompa in regular games. That's why the IoM sacrificed thousands of guardsmen and a couple hundred of Ravenguard, just in an attempt to kill him.

Bomb Squig wrote:I always wanted a weirdboy. What are some pros and cons? Of course he'd have to be warp head, but if he doesn't have mob rule (his squad dies), then his low leadership would make psychic tests a pain. Anything change for them with 6th? (not counting that he cant use the new psychic powers)

He allows his unit to make 5+ "Deny the witch!" rolls. Quite useful if someone rolled on that fething annoying telepathy table.


So, I finally managed to play two quite large games this weekend, and had some pretty interesting results.
Game1
2000 points necrons vs 1000 points orks and 1000 points tzeench
Mission was 4 objectives, deployment on small table edges.
I played:
-HQ-
Biker Warboss with all the toys
Warphead
-Troops-
20 Shootas, Nob, PK, BP, 'eavy armor (Warphead)
20 Sluggas, Nob, PK, BP, 'eavy armor (Warboss)
10 Gretchin + Runherd
- Fast Attack -
Dakka Jet, extra shoota
Skorcha Bommer, four missiles
- Fortification -
Aegis Defense Line, Quad Gun (Gretchin go here)

I placed one objective in the middle of my defense line, filled with gretchin. Luckily, it didn't explode. Sadly, it didn't do anything else either (rolled a 2). My warboss get's to pick where flanking units come from. Hurray? All other HQs get similarly useless traits.
In turn 1 the lights went out (nightfight) until round 4. Didn't do a lot for me, as necrons only shoot 24" anyways. In turn 1 my warphead rolls warpath, sadly the necron scarabs refused to charge them that turn. Quad gun kills three warriors, one gets back up. On the necron's turn, my warboss takes six wounds, four Look out Sir! rolls(2+) are failed, two saves are failed, bringing him down to one wound.

Turn 2 starts with me and my ally failing all six reserve rolls. My warphead perils of the warping himself, quad gun kill another three warriors, they stay down. Warboss detaches charges a full unit of necron warriors. They don't wound him in both overwatch and melee, they lose combat by 5, initiative 4+ sweeps them. First blood! During my opponent#s turn, the warboss takes another single wound, fails to save, dies - to a total of seven successful wounds. Necron Lord on command barge comes in from the flank, quad gun shoots interceptor fire at him and takes two hull points off the barge. A lot of boyz are shot dead by destroyers and a monolith.

Turn 3, my skorcha bommer comes in! It starts carpet-bombing necrons right away, killing 11 warriors in one go. Four get back up. My shoota boyz get ready to shoot and charge scarabs getting close to my ally's soul grinder. Warphead rolls... 'Eadbanger! Rerolls... 'ere we go! Suddenly the backfield objective of the necrons is occupied by orks. A monolith is not happy about this and sucks half my shoota boyz through the portal. A huge unit of flayed ones appears next to my boyz. Surfboard lord gets dangerously close to my gretchin bunker.

Turn 4, dakka jet comes in, I call the Waagh! and it simply blows all flawed one off the table. The burna bommer drops a bomb but scatter, shoots another two missiles and his big and supa-shoota twice, killing 13 necron warriors, wiping the squad out. Quad gun kills two more necrons. Warphead rolls... 'Eadbanger! Rerolls... 'ere we go! Zog that stupid git. My boyz deep-strike somewhere far from the damned monolith and fail to hit anything by shooting. Slugga boyz charge the Overlord, drag him off his command barge and beat him dead.

Turn 5 is pretty much clean-up. My slugga boyz clear some immortals off an objective, a quartet of destroyers refuses to budge from another objective, my gretchin shall know no fear. The skorcha bommer drops his bomb on the last necron warrior and kills him, the soul grinder smashes the command barge, the monolith proceeds to vacuum more boyz, warphead fails his psychic test. Except for the monolith and the five destroyers the necrons have been annihilated. Game ends with 10 VP (2 objectives + 2 warlords + first blood + linebreaker) to 1 (one warlord). Crushing defeat for the necrons. To be fair, one of them was playing his army from before the codex update, so no cryptecs or other fancy stuff.
Notable things:
- The skorcha bommer did awesome. The sheer amount of necron warriors it killed is insane. Four skorcha rokkits were exactly the right amount, didn't miss the third pair one second, while being happy to have brought the other four.
- Quad Gun+Gretchin is no less than awesome. You always get 3-4 wounds or glances out of it, only the constant night slightly lessened its effect.
- I hate my warphead now for being so useless.
- Rolling for terrain density might leave you with very empty tables.

Game 2
2000 Points of orks vs 2000 points of eldar (my arch-nemesis )
Mission is two objectives, regular deployment.
My list:
-HQ-
Biker Warboss, all toyz
KFF mek with burna, 'eavy armor
-Elite-
15 Lootaz (Big Mek)
-Troops-
2x 20 Shootas, Nob, PK, BP, 'eavy armor
5x Nob bikerz, 2 PK, BC, BP, W! Banner, combi-skorcha, cybork, dok, grot
-Fast Attack-
3x Dakka Jet, extra shoota, fighta ace
-Heavy Support-
3x Battlewagon, rolla, armor plates, rigger, grabbin klaw, big shoota, red paint
Yep, that's lootaz in a battlewagon.

I put my objective as close to my opponent's as possible to prevent tank-jumping shenanigans, so both are on the left side. Unneeded as it turns out. My warboss reduces enemy reserve rolls by 1.
Eldrad Ulthran is allowed to outflank, trades away all his four powers for telepathy in an attempt to get the invincibility power. He doesn't get it.
Turn1: Lights go out, again, lasts until turn 3 this time. My opponent redeploys his entire army (all skimmers, some reserves) to the right, then moves flat-out into my deployment zone. I turn my battlewagons around to meet them, and use the boss bikers to protect their rear.

Turn2: My opponent brings in a pair of war walkers and deep strikes a unit of warp spiders right between my boss bikers and the battlewagons. Any scatter would have been a mishap, but he hits. The walkers manage one penetrating hit on one boyz wagon, it explodes, killing half the squad. Fire dragons try to kill the loota wagon, but only take off a hull point. Warp spiders blow up the second boyz wagon. On my turn, the loota wagon goes on rampage. It runs over the fire dragons, killing three, crushing the last one during DoG, exploding their serpent, and wrecking the one behind it. The lootaz inside snap-fire and kill a third serpent. One unit of boyz charges Eldrad's serpent, wrecking it two times over without the klaw needing to do anything, leaving a seer council in the middle of nowhere. The other unit of boyz does the same to a fifth wave serpent. Two dakkajets come in and blow up a viper. Nob bikers trash the walkers, warboss tears warp spiders apart. Take that, panzees!

Turn3: Two pairs of walkers come, one in the middle of nowhere, one right behind the last battlewagon. A second unit of warpspiders mishaps back into reserves. Eldrad puts all kind of curses on one unit of boyz, the seer council incinerates the other boyz who charged their serpent. Walker blow up the lootaz' wagon, killing ten in the explosion. The walkers in the middle of nowhere take a hull point off a dakka jet. Dire avengers crawling from their wrecks kill a lot of boyz. My third dakka jet comes in and wipes out a unit of dire avenger, another one immobilizes the last viper, the last one kills one of the walkers that shot it. Nobz eat the walker unit which blew up the battlewagon after a grand 11" charge (walkers were 9.5" away). Lootaz stay still for the first time and kill the last serpent. No more eldar vehicles! The cursed boyz were not allowed to do anything, so they are still standing out in the open.

Turn4: Not much happening. The previously cursed boyz are wiped out, the seer council tries to get the nob bikerz, but is too far away to do anything but curse them. My lootaz kill a unit of dire avenger. My big mek flames and charges two dire avengers standing on a wreck, takes a wound to dangerous terrain, one of the DA dies to dangerous terrain. My big mek kills his first model in close combat, ever! He then dies to dangerous terrain while consolidating. Nob bikers move 20" away from the seer council, close to the objective. They can't harm them next turn that way.
To my opponents confusion, all my dakka jets leave the table. He is even more confused after I tell him that it's all part of my master plan.

Turn 5: Warp spiders jump onto the objective next to my nob bikers. Council moves toward objective, has one model within 3". All other units are useless or eliminated.
On my turn, my master plan unfolds, all three dakka jets come on, I call the Waagh! and pour 54 TL BS3 shots into the seer council, causing 44 wounds aaaand... 3 casualties. Damn you, fortune. Luckily one of them was the single warlock within 3". My nob bikers turn warp spiders into warp confetti, the game ends. Orks have 3 VP (1 Objective) vs Eldar 2 (First Blood, Line Breaker)

Notable things:
- Lootaz in battlewagons rock. Lootaz that can move rock. Completely in love with them now.
- I'm terrified of explosions. S4 explosions mean that half your squad goes. Hurts a lot for elite units.
- Battlewagons don't die from glances. They die from penetrating hits, just like before.
- KFF did close to nothing.
- Skimmers are no longer a problem to orks. Charge them, ram them, deff rolla them. They die either way, jink doesn't change that.
- I missed my quad gun this game.
- Nobz take a lot more wounds now due to worse FNP, but wound allocation can easily be done like before with Look out Sir!
- Even eldar with all shuriken catapults everywhere didn't manage to shoot a single dakka jet out of the sky.

This message was edited 5 times. Last update was at 2012/07/16 12:13:08


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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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 si
Foxy Wildborne







kenshin620 wrote:
Zog Off wrote:So the Imperial Armour FAQ's say Codex: Orks and the Dread Mob army lists count as Battle Brothers. Does anybody see any interesting combos there?


Well problem with Dread Mob is that you have to take spanner boyz, who are a tad worse than normal boyz. Still you can fit in some more dread goodness


You get trukks with grabbin' klaws, tho

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Screamin' Stormboy





Kharrak wrote:Man, having trouble choosing which planes to build.

The Dakkajet seems to be the best anti-air the Orks have, especially on a turn you Waaagh. In fact, since only Assault weapons are affected by Waaagh Plane, they are the only ones that get use out of it. Points wise, they're cheaper than Lootas for what you're paying for, more efficient than Quad Guns, and are harder to deal with than either. Then again, Bomb Squigs and Grabbin' Claws seem to be a potential viable alternative.

Burna Bombas are fantastic anti-infantry... against anything that doesn't have a majority 3+ save. They will liquefy *any* non space marine list, but space marines are such a massive majority within the playerbase. They are also the most expensive option, being 165pts if you want to toss on 4 skorcha missiles assuming it will last the two turns it will take to fire them.

Blitza-Bommas are also tempting, 5pts more expensive than an upgraded Dakka Jet for two str7 blast that rolls 2D6 for penetration against vehicles. Then again, this is arguably a less lethal asset considering the introduction of hull points. It would be able to finish off target vehicles, but not to take them out in one go. On the other hand, with a str7 blast that only scatters D6", it could be used as a "poor man's Burna Bomba", though I'm unsure the points would be worth it in that case.



I have tried the Blitza quite a bit and its the worst of the three by far, the single D6 makes it way to inconsistent for anti tank.

   
Made in za
Mutilatin' Mad Dok





Lepuke wrote:I have tried the Blitza quite a bit and its the worst of the three by far, the single D6 makes it way to inconsistent for anti tank.

But the bombs roll 2D6 for penetration?

Still, I've sidelined the Blitza Bomma, and have decided to focus on Dakka Jets and Burna Bommas. A Dakka Jet primarily, since its the best anti-air the Orks have, plus some non-too-shabby anti-infantry (as long as it doesn't have a 2+ / 3+ save). Burna-Bomma shall be bought quickly though, since it looks be hilariously devastating to all the xeno races and IG.

Jidmah - thanks for the write up! Interesting read.

This message was edited 1 time. Last update was at 2012/07/16 11:36:59


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Kharrak wrote:Jidmah - thanks for the write up! Interesting read.

You're welcome, I'm sorry about the dozens of spelling errors though... every time I reread it I find more

This message was edited 1 time. Last update was at 2012/07/16 12:35:15


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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
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
Decrepit Dakkanaut






Burtucky, Michigan

Jayden63 wrote:I've traded out my Big Mek for a Warp Head. Haven't got a chance to play it yet, but I'm looking forward to the much dakka he is going to help give my two dakka jets.



Hmmm, now theres an interesting idea. Ill be keeping that one in the memory banks. Definitely worth taking 1 just because of the extra WAAAGHS! you can get from them.


Automatically Appended Next Post:
Jidmah wrote:
Kharrak wrote:Jidmah - thanks for the write up! Interesting read.

You're welcome, I'm sorry about the dozens of spelling errors though... every time I reread it I find more



Yea that was awesome man Ive been working on larger builds since my game yesterday, and I cannot wait for my own DAKKAjets as well, and you made me want them even more. Those things are just the tits

This message was edited 1 time. Last update was at 2012/07/16 13:36:30


 
   
Made in us
Been Around the Block





Ha so the general consensus is that the Blitza-Bommer is the worst? Aww. I just built mine into a Blitza. That sucks. Lol.
   
Made in us
Longtime Dakkanaut




Indiana

I was thinking of trying this as a 2k ork/necron build

Wazdakka

Warboss on bike, attack squig, cybork, boss pole

6x nob bikers: cybork bodies, 1 claw/combi skorcha, 1 waggh banner, 1 pain boy, 3 big choppa

6x warbikers - nob with big choppa
6x war bikers - nob with power claw

14x storm boys with zagstruck
2x dakka jet with extra shoota and fighta ace

Necron Detachment
Overlord with Warscythe, mindshackle, and phase sfiter in barge
5x tesla immortals- Harbinger of destruction with solar pulse
Doom Scythe

Solar pulse combines with bikes pretty well, giving them a 2+/3+ cover save on that first turn, especially if I go second. Good amount of anti-flyer in the doom scythe and the two dakkajets. Figure zaggstruck and the warbikers hit the enemy lines at about the same time as the fliers show up. Use the Waaggghh and just go to town.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Jidmah! Awesome BRs. Thanks so much for sharing.
I'm going to be getting in several games this week as well, so hopefully I'll be able to lay something out like this by next week.
Keep it coming guys.
   
Made in us
Fresh-Faced New User




Leth wrote:Yea but the standard ork had choppas that made the best save possible against it a 4+ so take what you will. For the melta we just have volume of fire weapons

So now I am stuck between meganobz in a battlewagon, or nob bikers

Bikers
+1 toughness
move like bikes
+1 attacks
can get FNP
can get Invul

Meganobz
With same weapon is 30 points cheaper each
2+ save
Can ride in a battle wagon


Nobz are characters. Meganobz are not. That makes it a pretty easy decision.
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Beer4TheBeerGod wrote:
Leth wrote:Yea but the standard ork had choppas that made the best save possible against it a 4+ so take what you will. For the melta we just have volume of fire weapons

So now I am stuck between meganobz in a battlewagon, or nob bikers

Bikers
+1 toughness
move like bikes
+1 attacks
can get FNP
can get Invul

Meganobz
With same weapon is 30 points cheaper each
2+ save
Can ride in a battle wagon


Nobz are characters. Meganobz are not. That makes it a pretty easy decision.


I'd have to agree. Not only that, but you have to take their 4+ mobile save in to account as well, AND need I say it? "Mobility".
   
Made in us
Longtime Dakkanaut




Oklahoma City

played 2.5k this weekend vs. a friends eldar (regular opponent)...

2 FOC's each, neither of us took allies.


He brought (this is a fuzzy monday morning memory from a booze/drug fueled game so pardon me.) (will ask him to read the thread and help me correct anything)
eldrad (warlord, he realized should of made pheonix lord this after the fact)
Dark reaper pheonix lord,
farseer on jetbike (in seer council)
farseer on jetbike (with jetbike troops)

some dark reapers
3 war walkers
3 vypers
1 falcon w/ 8 fire dragons or so
2 wave serpents with 7 avengers or whatever has bladestorm in em'
seer council 6 strong or so
2 units of jetbikes 6 strong i think. (warlock in each, seer also in one i think)


ork list:

mega warboss (warlord)
biker boss
mad dok
big mek (kff)

dakkajet
15 stormboys n boss zag
2 deffkoptas w/ rokkits
5 nob bikers painboy included (troop)
5 meganobs (cyborked) (troop) (mad dok's escort = mega failure) (with deffrolla wagon dedicated transport)

10 lootas + 2 meks

12 burna boys + 3 meks

BW w/ defrolla n 4 big shootas

deff dread 2 skorchas (troop)



We got whatever missions that was d3+2 objectives which ended up being 4 centrally located objectives, 1 closer to each of our deployments. 2 middle ground.

dawn of war deployment, I get some lame warlord trait about counter attack in my own deployment and Eldrad gets a bonus VP for each character he slays.

I believe eldar win deployment, and set up eldrad/pheonix lord/dark reapers in central ruins on north long table edge. warwalkers flanking them, 1 serpent on west flank behind obelisk, falcon and serpent torward east flank behind mountains, jet bikes and seer council fill the deployment zone between those members. Its very full. and I feel like mine is going to very scarce.

I deploy bikes on west flank with biker boss, behind a mountain, safe from all the killy shooting stuff and only visible to a single serpent.. lootas go in ruins in central side of my long edge, wagons nearby, and dredd hiding behind them, all easily within reach of meks from lootas (1 wagon has burna boys/3 meks and big mek inside it)... will update from mobile, have to leave office!

edit: back from lunch!

After I deployed my opponent rolls for how many units he can redeploy... 3! I forgot about this...

He places walkers/ reapers with eldrad n pheonix lord, directing in LOS of my bikers, and moves the non-threatening wave serpent elsewhere.

Eldar turn one:
I believe eldar had the first go, massive amounts of shots are let loose, couple saved glances on wagons, 2 bikers die, 2 more wounds on survivors. seer council moves to middle of board, falcon flanks them and drops fire dragons to melt whatever wagon comes close. jetbikes shuffle around and identify objectives, his serpent on east flank hides behind mountains, vypers move to other flank of seer council for shooting against wagon side armor but fail to do anything.


Ork turn 1:


Whew ok.. survived first turn without too much carnage... wagon with megaboss (warlord), mad dok, and 5 mega nobs moves torward closest enemy (seer council) disembarks and is only 8" away or so, a fairly safe charge. Not looking too bad this far, I think I will win the combat, I definitely won't run being fearless. Other wagon with burnas move torward west flank where walkers/reapers are castled, jetbikes are in front of them as well so concentrate shooting on what I can reach and fell a couple.

Deff dredd moves up torward immobilized falcon. Can charge next turn hopefully.

Bikers move forward, and I stupidly choose to shoot at the vypers in lieu of turboboosting the out of LOS of the death spitting 4"x4" corner of the board... and bikers manage to drop vypers from 3 to 2.

lootas shoot at some probably knocking some HP's off.

MANZ charge seer council, 6 D3 auto hit flamers later negligible wounds thanks to 2+ mega armor and FNP.

MANZ drop council to farseer and 2 warlocks, maybe 3. (from 6-7 originally) and win combat, eldar actually fail leadership and bolt 4" from their table edge.



Eldar 2:

Seer council stays in cover casting spells and playing pokemon or something.

massive amounts of shooting from the ultra killy reaper/war walker castle fells my warbiker boss and the last bikers with him.

fire dragons drop a meganob or put a wound on one.

vypers strip a HP off mekless wagon (MANZ ride)

lots of shooting at manz with jetbikes etc to no effect.


Orks 2:

roll for reserves and everything comes in!

zagstruk and vulchas (who are all cyborked!) deepstrike in front of a forest that is providing cover to the jetbikes who are protecting the walker/reaper castle. between my gunline and the stormboys is 1 vyper

deffkoptas come in east flank behind hiding serpent full of DA.

plane comes in along west side flying directly at walkers/reapers.

MANZ run torward falcon (side) because its closer than fire dragons.

dredd moves up to falcon front.

burna wagon advances towards jetbikes who have moved from middle of his deployment to west side hiding from plane along a mountain.


Lootas gib the last vypers, stormboys kill 1 jetbike with shooting (how the hell), dakka jet downs 2 war walkers and takes a hull point off the 3rd

kopters blow up serpent killing 1 or 2 in wreck, but they are not pinned.

dredd assaults falcon wrecking it

MANZ assault fire dragons seeing as they are now closest enemy, wiping them and consolidating toward seer council in ruins. (mega warboss leaves group and moves torward castled reapers/ eldrad)

stormyboys take d3 casualties and choose to charge and fail it! losing 2 to the d3 and 2 to overwatch.

Eldar 3:

Dire avengers shoot alot at kopters but makes saves and only 1 dies of the 2. They then assault kopter which ends in a draw.

Seers move torward MANZ shoot them/assault lose combat but hold with minimal survivors.

Walker moves away from castle for LOS on empty wagon and wrecks it.

Serpent that had redeployed to side with kopters jumps the mountain and lands behind dread, wrecking it in a torrent of s6 shots.

reapers shoot at plane and get 1 glance removing a hull point.

Orks 3:

waaaaaagh!

Burna wagon moves closer to jetbikes dumps burnas out front

stormboys hop woods and shoot/charge jetbikes wiping them but leaving themselves hella exposed to reapers..

lootas down the serpent that killed the dredd, spilling its contents near an obj.

jet shoots reapers killing 3-4... 3+ with fortune.. sigh. with 18 shots...

burnas/big shootas fire off killing 2/5 jetbike guardians then assaulting/winning leaving a remaining lone jetbike and a farseer with 2 wounds on him.

MANZ finish off council and consolidate into forest ontop of obj. torwards nearest enemy DA in combat with kopters.. in process of running past it due to stupid 1 scalpel short of a medpack rule.

Eldar 4: DA still holding strong vs. kopter, draw after draw after draw..

Walker shoots at burna wagon but KFF saves the HP loss.

Reapers fire on stormboys killing all but 4 (but they pass morale)

footslogging squad on ork territory moves torwards lootas and onto obj.

Orks 4: MANZ move thru cover torward DA and roll 2" and don't make it out of forest or out of obj controlling zone, haha. cmon guys 1 more turn possibly!

burna wagon turn and drives torward walker/castle and warboss is headed torward it also, in hopes of catching a ride along the way.

stormboys assault reapers, lose 2 to overwatch, eldrad challenges zagstruk and I accept (thinking eldrad cast 2/3 powers not having a pwr weapong AND stupidly forgetting he gets a VP for slaying the character) .. and eldrad eats zag struks lunch/remaining last wound

they win, consolidate torwards walker/away from corner

lootas kill half of DA on obj in my turf. 3 left or so

plane blows up last walker


all i got for now gotta get some work done! will edit rest later























This message was edited 1 time. Last update was at 2012/07/16 19:45:07


http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
 
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