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Made in gb
Stealthy Grot Snipa





 Frozocrone wrote:
You can't Overwatch Lootas when they have a MegaMek with them, all of SnP confers.Easy fix is to detach your mega mek when you feel like you're going to be charged.


Ah yes, forgot that.
Although it does mean you can't DS with the weirdboy power and then detach. You'd just have to weigh up shooting snaps against BS2 and no overwatch. (that is if you do DS lootas ).

Weirdboy with busta's like koooaei said is potent. they would also be good for Da jump.

Move, Da jump, killbolt, power vomit, whatever powers you have all with Tank hunter USR, shoot separate vehicle with busta's (hopefully having opened something up in the psychic phase). Could be nasty. Don't expect to last next turn, but with da jump it doesn't prevent bomb squigs, so you could take a 5man busta squad with 3 squigs. Would give you a cheap unit at 150ish points that will not only cause havoc but will most certainly distract your opponent.

Question;
When do you roll for powers? Is it pre-reserves and deployment? Aka, can you ensure that the weirdboy with killbolt is joining your tankbusta's and that the weirdboy with +1 attack joins your boyz mob?

This message was edited 1 time. Last update was at 2015/07/21 09:08:56


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Longtime Dakkanaut





UK

Before the game begins, so you can have the Wierdboy who rolled beneficial power X with unit X and Wierdboy with beneficial power Y for unit Y or whoever it seems best for

YMDC = nightmare 
   
Made in us
Nasty Nob





United States

Played a 1250 game against the new DA. Friend fielded ravenwing/deathwing combo. Some surprising winners in my army.

I had five lootas kill their points back in bikes on turn one. This coupled with a shootas boy mob with two BS in a BW with four big shootas managed to secure first blood on turn one.

A big mek SAG managed to kill two bikes on turn one, he launched himself into CC turn two though.

On his turn one my friend went flat out with his bikes to get close enough to me with some DS DW. On my turn two, ten heavy armored Nobz hopped out of a Battlewagon with rolla and assaulted ten inches and stomped his Librarian on bike plus primary ravenwing bike unit.

When Belial and his termies started the deep strikes orkz had only taken 1W on a Big Mek.

Suicide Ravenwing with Deathwing support seems beatable. I really think the right Dakka gets it done. My big losers where actually two trukk squads of 7 tankbustas that had no vehicle to shoot. They happily died assisting my shootas boyz with assault on Belials unit.


Automatically Appended Next Post:
Also Big Shootas seem world's better at shooting bikes.

This message was edited 1 time. Last update was at 2015/07/21 14:23:59


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in nz
Disguised Speculo





Solar Shock wrote:
 Frozocrone wrote:


Weirdboy with busta's like koooaei said is potent. they would also be good for Da jump.

Move, Da jump, killbolt, power vomit, whatever powers you have all with Tank hunter USR, shoot separate vehicle with busta's (hopefully having opened something up in the psychic phase). Could be nasty. Don't expect to last next turn, but with da jump it doesn't prevent bomb squigs, so you could take a 5man busta squad with 3 squigs. Would give you a cheap unit at 150ish points that will not only cause havoc but will most certainly distract your opponent.


It says that "Bomb squigs cannot be used to make Snap Shots" so not so sure about that one.

This message was edited 1 time. Last update was at 2015/07/21 18:24:57


 
   
Made in us
Flashy Flashgitz





But, why are they snap shooting?

Warboss Troil
"Less chat, more splat!" 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

The power called Da Jump forces the unit to use only snap shots if they scatter and roll doubles.
   
Made in us
Mutilatin' Mad Dok





Georgia

Also, a quite note is that my army recently hit the 500 point threshold, so I might actually get to play a game this Saturday. No idea how well I'll do, but hey, it's a first step.

As for the deep striking, I'd probably go with the shoota blob. They seem more flexible when close up, though that tankbuster idea could be hilarious. Or, hell, why not burnaz actually? From pretty much everything I've read about burnaz, the worst part about them is getting them in close. Deep striking a bunch of burnaz sounds hilarious.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Nasty Nob





United States

The big let down with DS burna is that guys in the middle and back get no shot.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Mutilatin' Mad Dok





Georgia

Just put them in a long, sideways conga line?

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in us
Nasty Nob





United States

Sorry buddy, rules say they DS in a bundle

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gb
Longtime Dakkanaut





UK

So here's a sort of Deffstar that I'm thinking of trying out at some point, since I'm close to getting the models.

Ghazkulls Bullyboyz
Mogroks Boss Boyz (MegaMeks with KFF)
Ork Horde detachment (3 Painboys)

So each unit of Manz with the Painboy and MegaMek comes to 375 but you've got 2+ 5++ 5+++ for all your WS5 Fearless Manz.

Maybe get some Blitzabombers to Outflank problem units, Idk, I just want my Manz to not die to the ap2 I always see

Oh one thing I found hilarious was the Grukk's Rippin Klaw formation. Can re-roll morale, fear, pinning and cowardly tests while Grukk is alive. Pretty good.
But the gravy is that you can put everything in reserve and then have the formation DS on turn one automatically. Null deployment Orks anyone?

This message was edited 1 time. Last update was at 2015/07/22 01:06:21


YMDC = nightmare 
   
Made in us
Nasty Nob





United States

I'm actually really excited for the tourney crowd when people decide several formations in one game are okay. I feel like blitz wagonz and Bully boys could do work in the same game.

I mean, could you imagine the only list that gives combo rokkits a purpose?

Nvm that though I mean fearless meganobz scouting for a foot and jumping out of a BW and smashing stuff feels like win. Even if you don't get turn one and don't have wagon after the shooting stops, you are still fearless meganobz in the middle of the board. What can't you assault?

This message was edited 1 time. Last update was at 2015/07/22 03:20:42


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Dakka Veteran




Manchester, NH

 Rismonite wrote:
I'm actually really excited for the tourney crowd when people decide several formations in one game are okay. I feel like blitz wagonz and Bully boys could do work in the same game.

I mean, could you imagine the only list that gives combo rokkits a purpose?

Nvm that though I mean fearless meganobz scouting for a foot and jumping out of a BW and smashing stuff feels like win. Even if you don't get turn one and don't have wagon after the shooting stops, you are still fearless meganobz in the middle of the board. What can't you assault?


I have used Blitz Brigade and a couple squads of Mega Nobs. It does pretty good. I had other wagons filled with Lootas and with tankbustas. The problem for the opponent in this case is they don't have enough fire power to get through 5 AV14 battle wagons that have scouted into their face. They have to decide which pill they are going to swallow. 3 wagons will make it most of the time. Something good is going to be left.
   
Made in ca
Missionary On A Mission





GTA

Just won my 6th game da boyz. Currently 6-0 with them

KMK are amazing!!!!

 MrFlutterPie wrote:
Have my babies Anvil Industries!

 Anvils Hammer wrote:

@MrFlutterPie - That's not currently a service we offer, but you can purchase quality miniatures from us..

 
   
Made in gb
Longtime Dakkanaut





UK

How many do you run, per slot and per unit?

YMDC = nightmare 
   
Made in gb
Stealthy Grot Snipa





 MrFlutterPie wrote:
Just won my 6th game da boyz. Currently 6-0 with them

KMK are amazing!!!!


care to share your list? Also what are you using the KMK's for/with/against?

I've had my KMK's do reasonably well, but in both games I've had them run off the table. Even with a full unit of grots they just still seem to take enough wounds when focussed on.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ca
Missionary On A Mission





GTA

The artillery rules state that all shooting attacks are resolved against the gunz themselves. I stick a battery of 5 in ruins giving me 10 T7 3+ wounds with a 4+ cover save. They are a really tough nut to crack with shooting to the point that a lot of people stop trying. To protect them from assault you bubble wrap it with a grot squad or a cheap unit of boyz because that is the biggest threat to them.

These things MURDER meq. I wiped a 10 man Death Company squad and a 5 man Terminator squad in one game with them. In another they nuked a 10 man Warp Spider squad (Flicker jump this! )

My opponents are scared to come withing 36" of these things so it creates a nice no mans land and helps me control the board.

I use a balanced tac list roughly this give or take a few small things

Warboss on a bike with pk, da lukkkly stixx

Panboss on bike

2x 20 boyz with nobs, power klaws and bosspoles

1 cheap grot squad

11 warbikes (the HQ's go here)

4x rokkit buggies (outflanking)

15 Lootas

5 KMK with 5x ammo runts

The lootas and the KMK make a really nice fire base while the ladz go up the board while the bikes are flexible and can achieve a verity of different things.

 MrFlutterPie wrote:
Have my babies Anvil Industries!

 Anvils Hammer wrote:

@MrFlutterPie - That's not currently a service we offer, but you can purchase quality miniatures from us..

 
   
Made in gb
Stealthy Grot Snipa





sounds a lot like my recent lists.

Seems I was playing artillery wrong, I was using the artillery's toughness, but not its save. Would have seriously saved me running off the board otherwise Not gona forget that next time



Automatically Appended Next Post:
 MrFlutterPie wrote:
The artillery rules state that all shooting attacks are resolved against the gunz themselves. I stick a battery of 5 in ruins giving me 10 T7 3+ wounds with a 4+ cover save.


I've just had a look through the artillery section and no where can I find that you can use the artillery's save for the grots.
If the gunz were at the front then yes you can use the 3+; as they are the closest model, however if you fail those saves you are going to lose a KMK - defeating the point of having a large grot crew.
If the grots are at the front they are closest, as such you use the grot save. which is nothing

Please correct me if I am wrong, I would happily be wrong

This message was edited 1 time. Last update was at 2015/07/22 16:58:31


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Lead-Footed Trukkboy Driver





Solar Shock wrote:
sounds a lot like my recent lists.

Seems I was playing artillery wrong, I was using the artillery's toughness, but not its save. Would have seriously saved me running off the board otherwise Not gona forget that next time



Automatically Appended Next Post:
 MrFlutterPie wrote:
The artillery rules state that all shooting attacks are resolved against the gunz themselves. I stick a battery of 5 in ruins giving me 10 T7 3+ wounds with a 4+ cover save.


I've just had a look through the artillery section and no where can I find that you can use the artillery's save for the grots.
If the gunz were at the front then yes you can use the 3+; as they are the closest model, however if you fail those saves you are going to lose a KMK - defeating the point of having a large grot crew.
If the grots are at the front they are closest, as such you use the grot save. which is nothing

Please correct me if I am wrong, I would happily be wrong


happily, Im afraid you are wrong my friend. page 64 it says under 'shooting at artillery' it states that wounds are allocated to nearest model first. Although the gunz themselves count as models, if a grot is the closest model then he is taking the wound. however, it also says that the toughness of the guns is always used whilst at least 1 gun remains. If you therefore had 1 gun with all the gretchin in front, then all of those gretchin would have toughness 7 but NOT the 3+ armour save. only the gunz themselves have the armour save. If however they were then shot from behind and the neartest model was the big gun, and if that then was removed as a casualty, then no gunz qwould remain and the grots would go back to toughness 2 or whatever the little snots are haha




Automatically Appended Next Post:
 MrFlutterPie wrote:
The artillery rules state that all shooting attacks are resolved against the gunz themselves. I stick a battery of 5 in ruins giving me 10 T7 3+ wounds with a 4+ cover save.


I am afraid the rules clearly state that 'the toughness of the guns is always used whilst at least 1 gun remains'
AND it also says that 'any wounds that are caused are still allocated to the closest model first'

so the gretchin therefore DO NOT receive the 3+ armour save, but they do receive the toughness


This message was edited 2 times. Last update was at 2015/07/22 18:05:59


 
   
Made in us
Flashy Flashgitz





Would you have been more understanding of he said 10 T7 3+/4+ wounds, to signify he is only getting one or the other... Maybe y'all are thought any he doesn't know the rule correctly, but i assume he was saying the grot would take a 4+ if able, the artillery would take a 3+ if allowed or at worst a 4+ unless of course they have both ap3+ and ignores cover. But see how much more writing that took?

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Longtime Dakkanaut





UK

It's alright, just give them a Big Mek w/ MA so they can tank for them (2+) and move and shoot (SnP)

YMDC = nightmare 
   
Made in gb
Stealthy Grot Snipa





 Frozocrone wrote:
It's alright, just give them a Big Mek w/ MA so they can tank for them (2+) and move and shoot (SnP)


so last game, Turn 1 KMK's remove 2 centurions and put 1 wound on the libby with them. leaving one cent and a 1W libby. Next turn his lascannon shoots at my MAmek out front of the KMK's.... LoS....

So my warlord (mogrok) goes pooof! losing me StWL and leaving my KMK's vunerable. But apart from that in that turn alone I think they made their points back Not to mention the other marines they crucified.

This message was edited 1 time. Last update was at 2015/07/22 21:53:35


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in gb
Longtime Dakkanaut





UK

Well, that's just unfortunate.

But MegaMeks transport Mek Gunz/Lootas around has always worked out for me (except this one time against Necrons where I kept rolling 1's for D3 and then caused 19 wounds against Wraiths, only to see 17 of them be saved, followed by two successful RP).

Oh, and that Libby would have been killed, S8 against T4 no? Hahaha.

I'm currently debating on whether to have another unit of 5 KMK or a unit of ten Tankbustas in a Trukk, given that I have none in my 1850. Shall have a Mek w/ a Rokkit accompanying both either way, if only for Ld/ character/cheap S8.


Automatically Appended Next Post:
Just out of curiousity, how did Mogrok being the Warlord work out? I've got 30 Slugga Boyz footslogging it and wanted to use Mogroks formation, not sure if I'd miss calling the Waaagh! though.

This message was edited 3 times. Last update was at 2015/07/23 00:14:54


YMDC = nightmare 
   
Made in gb
Stealthy Grot Snipa





 Frozocrone wrote:
Well, that's just unfortunate.

But MegaMeks transport Mek Gunz/Lootas around has always worked out for me (except this one time against Necrons where I kept rolling 1's for D3 and then caused 19 wounds against Wraiths, only to see 17 of them be saved, followed by two successful RP).


Haha yeh it was just a bit of bad luck Unlucky on the wraiths heart beaking when that happens.


Oh, and that Libby would have been killed, S8 against T4 no? Hahaha.

Well sadly with 1 centurion still alive majority T was still 5


I'm currently debating on whether to have another unit of 5 KMK or a unit of ten Tankbustas in a Trukk, given that I have none in my 1850. Shall have a Mek w/ a Rokkit accompanying both either way, if only for Ld/ character/cheap S8.
Automatically Appended Next Post:
Just out of curiousity, how did Mogrok being the Warlord work out? I've got 30 Slugga Boyz footslogging it and wanted to use Mogroks formation, not sure if I'd miss calling the Waaagh! though.


I was only using 3 KMK's, but they were still damn effective for their points. I would like to try 5, I can imagine not much survives.
As for Mogrok,
I was outflanking 2 Blitzabomba's and if I rolled a 3 on the D3, then I would sometimes add my Bikerboss and his 3 bikes and painboy. The outflanking blitza's were brutal. Even with a jink save (non-turbo) I managed to wipe all but 2 of a 6man SM bike squad with a single bomb, the other bombs also then greatly helped with decimating SM squads on objectives. Bikes coming on from the side also helped, as they could open up some side armour simply by piling on the shots.

I didn't really miss the Waaagh! but I was running a gun heavy list; 13x lootas, 3x KMK's, 2x blitza, 5x lobbas, Mogrok formation and then some bikes, 1 large blob of boyz and grots to give everything a screen. So for me I planned to not need a waaagh! although im sure i'd have liked one given the chance.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






Solar Shock wrote:

Well sadly with 1 centurion still alive majority T was still 5


Actually, the majority T doesn't count for ID - only for to-wound rolls. So, he'd be dead.
   
Made in gb
Lead-Footed Trukkboy Driver





 koooaei wrote:
Solar Shock wrote:

Well sadly with 1 centurion still alive majority T was still 5


Actually, the majority T doesn't count for ID - only for to-wound rolls. So, he'd be dead.


had a look and i think the toughness of the MODEL is actually taken. on page 36 it says 'any wound allocated to a model has the instant death special rule, if the strength value of the attack is at least double the toughness of the model'

so i have to stress the use of 'the MODEL' and not the toughness of the majority of the unit.

the majority toughness of the unit is only used when rolling to wound
   
Made in gb
Stealthy Grot Snipa





Oh thanks guys I'll keep that in mind!
It didn't really matter all that much, the following turn the libby and the 1 cent got charged by 13 angry lootas and a MegaMek, they were angry because they needed the objective, because they needed to kill something in the assault phase..... but most of all... because to achieve those they had to forgo shooting; lootas =/= shootin' umies = very angry lootas....




Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ca
Missionary On A Mission





GTA

I always put my gunz up front so they are the closest models to be shot so that I can benfit from the 3+. Although I am thinking it might be better to buy extra krew and let them take the hits as they are still T7 and getting a 4+ cover save. This way I don't risk losing the gunz to lucky lascannon shots

 MrFlutterPie wrote:
Have my babies Anvil Industries!

 Anvils Hammer wrote:

@MrFlutterPie - That's not currently a service we offer, but you can purchase quality miniatures from us..

 
   
Made in us
Mutilatin' Mad Dok





Georgia

So I read through most of this and my head is spinning (not just because I'm a biiit tipsy at the moment), but I have a random question about point costs. For standard ork boyz, it says every additional boy above ten is six points. It also says that a unit can be upgraded to a boss nob for 10 points. Does this upgrade come after or before the additional boy? Basically, does the point cost go as:

Additional ork boy (6) + boss nob upgrade (10) = 16
or
Boss nob upgrade = 10.

It's because my army is riiiiight on the edge of 500, and the place I'm going Saturday does run 500 point games.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in gb
Longtime Dakkanaut





UK

One boy becomes the Nob, so it's just a 10 pt upgrade (eg, 9 boyz and a boss nob is 70 pts)

YMDC = nightmare 
   
 
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