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Made in us
Regular Dakkanaut





Did my second game of 8th edition (2000 points) against Ad Mech with an army I always wanted to try in 7th:

No boyz. Just Nobz.


my list had:

2 Battlewagons with 2 5 nob squads a warboss, and a banner nob in each,

1 trukk with a 5 nob squad a warboss, and a banner nob.

A burna bomber

a 5 gun squad of zapp gunz.


Some takeaways were:

Nobz were great. They wrecked face with their big choppas, (and a couple of klaws) and the 2+ to hit is so great. Makes them very, very killy.

Ammo runts are so fantastic it's incredible. They soaked the explosion damage from the one battlewagon my opponent killed on turn 1, and ate some serious firepower when my nobz got in close to some nasty robots. The fact that they don't count towards morale was just the icing on the cake. Totally worth filling the empty seats of the wagons/trukk with grots.

Zapp Guns would have been better if we weren't playing the mission where everyone is -1 to hit unless they're 18 inches away. Still think they're worth taking,

The burna bomber was a great distraction for turn 1, and it was able to take out a unit of rad-gun toting dudes to make way for my nobs to kill some heavy firepower in the back field. I think I might try a 5 gun unit of lobbas next time, however, and see how it goes. 5d6 shots sounds nice.

Having only 5 drops was fantastic. I was able to easily get first turn that way.

The game ended a turn early, but it was my 6 points to his 1 point. There was a lot of carnage, but I had the advantage with more boots on the ground. I think this list deserves a second chance

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






If an army made of zzap guns and nobz is actually able to dominate a game, I think GW might at the very least be on the right track with our codex

Thanks for sharing!

This message was edited 1 time. Last update was at 2017/06/25 08:03:45


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 ru
!!Goffik Rocker!!






gungo wrote:
 koooaei wrote:
gungo wrote:

Let's see 9 squads of command squads is 36 scions in rapid fire range cause I'm nice is 12 hits for 6 wounds is a whooping 12wds


36 scions is 48 hits, 24 wounds, 20 go through 6+ armor, exactly 40 damage. You won't be able to charge if there's no model left. If you're playing vs strong deepstrike, you got to bauble wrap. Last game i played vs scion comsquad spam, they one-shot a landraider and a predator on 1-st turn in a 1k pt game. The game was over before sm had a chance to really do anything. You got to have bauble wrap in 8-th or you got to be able to hide stuff in deepstrike yourself. Ideally, you got to be able to do both. Orks can handle scions if we spam enough boyz.

NOT on overwatch which is what I was replying too
Let's put your hypotheticals away comparing every unit vs the most broken unit in the game.
Deepstriking cheap scion command squads can kill anything at equal points even a 4000+pt warlord Titan. There is absolutely no point for you to keep bringing it up over and over vs every unit in the game. It's going to get nerfed.
The garg squiggoth is still a good unit even in a world of scion command squads but it's has its issues being a gunwagon for heavy wpns.



I still think that 2-3 battlewagons are better than a garg squiggoth.
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

I thought I saw some folks on this thread mention a while back that weirdboyz were more likely to suffer Perils when adding the modifiers for being near large numbers of Orks. But now that I have the rule book, I see it says you only suffer Perils when rolling double ones or double sixes, not a "12+". So it seems like modifiers don't change the odds of Perils. Is that how everyone else understands it?

If that is the case, then weirdboyz in hordes will be quite fun! It will be very difficult for other psykers to nullify a weirdboy power with a large bonus modifier.

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Potent Possessed Daemonvessel





 The Riddle of Steel wrote:
I thought I saw some folks on this thread mention a while back that weirdboyz were more likely to suffer Perils when adding the modifiers for being near large numbers of Orks. But now that I have the rule book, I see it says you only suffer Perils when rolling double ones or double sixes, not a "12+". So it seems like modifiers don't change the odds of Perils. Is that how everyone else understands it?

If that is the case, then weirdboyz in hordes will be quite fun! It will be very difficult for other psykers to nullify a weirdboy power with a large bonus modifier.


The Waagh energy rule on the weird boy states he perils on a 12+
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

Breng77 wrote:
 The Riddle of Steel wrote:
I thought I saw some folks on this thread mention a while back that weirdboyz were more likely to suffer Perils when adding the modifiers for being near large numbers of Orks. But now that I have the rule book, I see it says you only suffer Perils when rolling double ones or double sixes, not a "12+". So it seems like modifiers don't change the odds of Perils. Is that how everyone else understands it?

If that is the case, then weirdboyz in hordes will be quite fun! It will be very difficult for other psykers to nullify a weirdboy power with a large bonus modifier.


The Waagh energy rule on the weird boy states he perils on a 12+


Thanks! That makes sense. I was wondering about that.

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Fresh-Faced New User





How are bikers overall? Recently came into six and wondering if they are worth their points.
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Nob Bikers have been playing well for me; really survivable in addition to being mobile and very killy. Regular Warbikers are okay, but they're currently overpriced and can get mowed down by 2-damage spam (like autocannons and plasma guns).

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

I just want to say thanks to everyone who has contributed to this thread. I've read every post from the first page and learned a lot. With three little kids, I don't get a lot of time to paint or play so I rely on you guys to tell me which units are decent so I can paint the stuff that is at least mediocre and also to help understand how our units actually play on the battlefield since I find the new rules fairly vague and incomplete. Without this thread, I would be lost! Thanks.

This message was edited 1 time. Last update was at 2017/06/25 19:13:37


Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Regular Dakkanaut




Houston

Are Dakkajets still the best of the Ork flyers? I got the flyer set and want to confirm that they are still good or find out if one of the others are really strong before I put it together.
   
Made in us
Longtime Dakkanaut




 TillForPie wrote:
How are bikers overall? Recently came into six and wondering if they are worth their points.


As mentioned they are mediocre at best this edition. They went up in price 50% and in my opinion they lost durability even though they gained a wound. 4+ jink (3+ with turbo or nightfighting, or 2+ with that and Zhadsnark) was HUGE, even more importantly it allowed them to at least attempt to save things that this edition kills them outright, add to that the fact that Painboyz are kind of crap these days and you can see the problem.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Bonkers Buggy Driver with Rockets






 GreatGranpapy wrote:
Are Dakkajets still the best of the Ork flyers? I got the flyer set and want to confirm that they are still good or find out if one of the others are really strong before I put it together.

Dakkajets put a lot of shots out at BS4+, they're a pretty good anti-everything unit that can focus down transports or threaten artillery parked in a corner. Burna-bommers are still the black sheep of the ork plane family, being kind of mediocre at everything and unlikely to make their points back. Blitza-bommers are basically scaled-up deffkoptas, they're marginally better than burna-bommers but really need to bomb large units to make their points back. As for the Wazbom it has a lot of weapons that are good vs multi-wound targets like vehicles, maybe could be a bit of a swiss-army knife with it's stikkbom flinga, or even used to fly over bubble wraps and snipe multi-wound characters from behind with clever positioning, but seems inferior as a mobile KFF compared to a bike mek due to awkward movement and pays a crapton for it's weapons on a fragile body. Overall the Dakkajet is still a very safe option, and is what I'm doing my next waaaghplane as.

Edit to add some more thoughts: The main problems with the ork planes are the supersonic rule making movement a pain (they'll probably spend most of the game flying in a rectangle around the board center due to 90 degree turns), fragility vs melee units with fly, and how much they pay for their guns. Seriously, supa shootas should be 5 points if the rest of the plane is so much!

This message was edited 1 time. Last update was at 2017/06/26 05:20:03


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Nasty Nob





United States

Are Ammo Runtz/Bomb Squigs taking up a space on a vehicle? Can you use them more than once? Can they be removed as a casualty?

A tankbusta with a pair of rokkit pistols on a trukk that is locked in ongoing CC with another vehicle can fire it's rokkit pistols at the target the trukk is in an assault with and reroll misses if it is vs. an enemy vehicle?

The Gorkanaught's Crush attack is considered str 16 at full wounds?

Thank you for your help

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
Battlewagon Driver with Charged Engine





 Rismonite wrote:
Are Ammo Runtz/Bomb Squigs taking up a space on a vehicle? Can you use them more than once? Can they be removed as a casualty?

A tankbusta with a pair of rokkit pistols on a trukk that is locked in ongoing CC with another vehicle can fire it's rokkit pistols at the target the trukk is in an assault with and reroll misses if it is vs. an enemy vehicle?

The Gorkanaught's Crush attack is considered str 16 at full wounds?

Thank you for your help


Both take up space. You can use runts once per phase (presumably on overwatch too--but not embarked), not bomb squigs. Da squiggy blows up with his bomb

Both can be removed as a casualty, and any wounds the unit takes can be applied to them. Note nobs with runts let the runt count as t5!

I think rokkit pistols embarked on a locked vehicle can shoot in the shooting phase, but only the nearest model--in this case the other vehicle. Tankhunter would still apply.
   
Made in us
Nasty Nob





United States

Also, how are we rolling shots in a unit of ten Meganobz with Kombi-Skorchas? Do we roll one d6, then multiply the result by 10? Or do we roll 10 D6, then add up shots then roll wounds?

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
Stealthy Grot Snipa





 Rismonite wrote:
Also, how are we rolling shots in a unit of ten Meganobz with Kombi-Skorchas? Do we roll one d6, then multiply the result by 10? Or do we roll 10 D6, then add up shots then roll wounds?


In the rule book it states anything that is D* is rolled on a model basis, unless the unit or another rule states otherwise. Aka, lootas and burna's.
So with MANz you would roll 10x D6.

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!!






I think that of all the flyers, burna bombers are the ones with highest survivability. Cause if they don't get killed 1-st turn, the opponent would rarely want to risk shooting them for fear of 3 mortal wounds to everything within 6'. They explode on a 4+ unlike other vehicles and you can even spend a cp to make it a 75% chance to explode at the right moment. I'd definitely take them iа they could volunteerly go suicidal.

This message was edited 1 time. Last update was at 2017/06/26 09:45:06


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Played three games in the last 4 days. 30 boyz blobs continue to be the work horse of the army. Tankbustas (10 with 2 bomb squigs in a trukk) continue..GAME AFTER GAME to be my MVP unit. Continuously earning their points back and then some. Vehicles just get decimated, and even high toughness multi wound models are pummeled by rokkits. Cant seem to make kommandos work. I will keep trying. I converted about 20 from scratch and greenstuff so I have a lot of time invested into that unit.

One game against dark eldar (drukhari..I guess?) did 75 power level (ABOUT 1500 points) and I brought 90 boyz, 10 kommandos, MA warboss, weirdboy with warpath, big mek and KFF, nob with waaagghh banner, trukk-tankbustas. He had three raiders with warriors, big whych blob, big hellion unit, incubi/archon/succubus "unit" and a couple deep striking scourge units. WTF is with those scourges with heat lances. My god talk about a broken unit. The tank bustas were taking out a raider a turn. ramshakle (I got a few lucky rolls turning multi damage into one and repairing with big mek) saved my butt a few times! Boyz (one blob didnt lose a single greenskin until they reached combat) buffed by weirdboy swarmed his arachon, succubus, incubi and raider with warriors and when the dust settled over a couple turns.. everything was dead. including the boyz but I will take that tradeoff anyday. I charged in and had almost 150 attacks (decent charge roll and bad positioning by him led me to get almost every boy in).. it was insane.

I lost the game though. STOOOPID I didnt hold my own objective. He didnt capture, but I charged my MA warboss into the whych blob. They tried for three turns to crack him open and kept beating on him like a concete wall. A few wounds and I tried to fall back to take his objective on the bottom of the last turn and they whyces lashes didnt let me ..fail ahaha. oh well we got stuck in and thats what counts.

This message was edited 2 times. Last update was at 2017/06/26 13:38:50


 
   
Made in dk
Fresh-Faced New User




 Sal4m4nd3r wrote:
Tankbustas (10 with 2 bomb squigs in a trukk) continue..GAME AFTER GAME to be my MVP unit. Continuously earning their points back and then some. Vehicles just get decimated, and even high toughness multi wound models are pummeled by rokkits.


How are you running these?
Are you using Tankhammers or rokkit pistols, or just plain rokkits and squigs?
Do you keep them in the truck and out of combat, or do you drive close enough to throw grenades?

Isn't it better to run 2 units of 5 (+1 squig) so you get the extra free nob, and the ability to throw 2 grenades if you get close enough?
   
Made in us
Longtime Dakkanaut




I like the double grenade trukk too
Anyway I thought this guys blog is excellent at showing how good boy blobs are.
He's been wrecking face w this list. Using high volume of boy blob atks, 200+ boys w kff, smite spam abc exteemeky fast list movement.
I'm surprised he doesn't have issues a fliers without stormboys but smite spam is strong.
I think he can do an improvement w zhardsnark over a basic warboss on bike too.
But otherwise his list is hard counter meta list that's difficult to deal with unless you list build against it.
https://tidesofdestruction.blogspot.com/2017/06/episode-29-red-games-go-faster-orks-vs.html?m=1

This message was edited 1 time. Last update was at 2017/06/26 14:48:12


 
   
Made in gb
Stealthy Grot Snipa





tilds wrote:
 Sal4m4nd3r wrote:
Tankbustas (10 with 2 bomb squigs in a trukk) continue..GAME AFTER GAME to be my MVP unit. Continuously earning their points back and then some. Vehicles just get decimated, and even high toughness multi wound models are pummeled by rokkits.


How are you running these?
Are you using Tankhammers or rokkit pistols, or just plain rokkits and squigs?
Do you keep them in the truck and out of combat, or do you drive close enough to throw grenades?

Isn't it better to run 2 units of 5 (+1 squig) so you get the extra free nob, and the ability to throw 2 grenades if you get close enough?


Rokkit pistols are only 1 per 5, which seems to make them pretty useless. As the only benefit is if you survive in a round of combat in order to be able to fire them in combat. And if your tankbusta's are in combat for more than a round it sounds like a bad plan.

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

 
   
Made in us
Longtime Dakkanaut




At one point my plan was rokkit pistols in trukk. Charge the trukk into combat and fire pistols into combat and then someone pointed out to me that it's 1 per 5 and they are pretty bad bs anything but toughness 6 1-2 wound units which is not what tankbustas are meant to shoot. Double squad in trukk growing out 2d3 busta bombs that do d6 wounds is the way to go. Keep them in the trukk and just use it as a gunboat. Trukks are durable especially as you keep 1 tire on range of kff.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

How are you running these?
Are you using Tankhammers or rokkit pistols, or just plain rokkits and squigs?
Do you keep them in the truck and out of combat, or do you drive close enough to throw grenades?

Isn't it better to run 2 units of 5 (+1 squig) so you get the extra free nob, and the ability to throw 2 grenades if you get close enough?


Straight up one unit of 10 all with rokkits. Nob and 2 squigs. No rokkit pistols, no MSU, no tank hammas. They hang back and fire. Use the trukk to get around terrain and get to where they need to go. I try not to get them in combat (so tank hammas only stymie the way I use them). If the trukk gets assualted, I just have the bustas hop out and fire, and try to use the trukk to block/disrupt any would be assaulters and manuever in a manner that would maybe let them get back in.
   
Made in ca
Waaagh! Warbiker





Noticed something

Grots:

Surprisingly Dangerous in Large Numbers: If a unit of Gretchin includes 20 or more models, you can add 1 to thier hit rolls.

Vague AF, means grots hit on 3s if they 20 or more. Prob not enough to warrant taking them over boyz but maybe.

If you jumping a 90pts unit of Grots across the table and then firing. They only need to kill a couple marines and then get blown of the board for them to earn their points back.
   
Made in us
Battlewagon Driver with Charged Engine





 Dr.Duck wrote:
Noticed something

Grots:

Surprisingly Dangerous in Large Numbers: If a unit of Gretchin includes 20 or more models, you can add 1 to thier hit rolls.

Vague AF, means grots hit on 3s if they 20 or more. Prob not enough to warrant taking them over boyz but maybe.

If you jumping a 90pts unit of Grots across the table and then firing. They only need to kill a couple marines and then get blown of the board for them to earn their points back.


It would be AWESOME if they were conscripts instead of grots...
   
Made in ru
!!Goffik Rocker!!






I don't really see why we need 3 ppm grots now. Boyz are still relatively cheap and are really dangerous unlike grots that just evaporate without an expensive runtherd. And +1 to hit is a joke. 30 grots still only kill around 2 marines with shooting. Why don't you spend a bit more points on boyz and actually get to do way more than grots can hope to accomplish. The only thing they're somewhat better at is 1-st turn deepstrike denial and filling troop slots for 30 pts. But than i'd rather spend 60 and get a squad of 10 shootas with a nob that can occasionally wreck face. And they can perform the area denial role too.

They used to be those troop fillers because you didn't need troops in 7. But now you actually want to field those boyz. Also, you can no longer use grot's size to full advantage. If the opponent sees 1 grot, he can still kill the whole squad. And all he actually needs is to kill 5-6 and the rest will just run away. Also, with how cover works they're not even able to give cover to boyz.

So, i'd say that grots are even more pointless than burnas atm.

Oh and 3ppm conscripts just make grot's point cost look so sad. It's like a space marine that costs 6 ppm.

This message was edited 1 time. Last update was at 2017/06/26 20:51:07


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Dr.Duck wrote:
Noticed something

Grots:

Surprisingly Dangerous in Large Numbers: If a unit of Gretchin includes 20 or more models, you can add 1 to thier hit rolls.

Vague AF, means grots hit on 3s if they 20 or more. Prob not enough to warrant taking them over boyz but maybe.

If you jumping a 90pts unit of Grots across the table and then firing. They only need to kill a couple marines and then get blown of the board for them to earn their points back.


I just did that in a game yesterday to steal an objective from an enemy (Maelstrom mission where you can archive enemies capture objectives), they killed a grand total of three tactical marines. It did take surprising amounts of firepower to remove them, but I tend to agree with koooaei here - a unit of shoota boyz might have done more.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Lead-Footed Trukkboy Driver






MT

 koooaei wrote:
I don't really see why we need 3 ppm grots now. Boyz are still relatively cheap and are really dangerous unlike grots that just evaporate without an expensive runtherd. And +1 to hit is a joke. 30 grots still only kill around 2 marines with shooting. Why don't you spend a bit more points on boyz and actually get to do way more than grots can hope to accomplish. The only thing they're somewhat better at is 1-st turn deepstrike denial and filling troop slots for 30 pts. But than i'd rather spend 60 and get a squad of 10 shootas with a nob that can occasionally wreck face. And they can perform the area denial role too.

They used to be those troop fillers because you didn't need troops in 7. But now you actually want to field those boyz. Also, you can no longer use grot's size to full advantage. If the opponent sees 1 grot, he can still kill the whole squad. And all he actually needs is to kill 5-6 and the rest will just run away. Also, with how cover works they're not even able to give cover to boyz.

So, i'd say that grots are even more pointless than burnas atm.

Oh and 3ppm conscripts just make grot's point cost look so sad. It's like a space marine that costs 6 ppm.


I got so sick of taking grotz as required troop choices in 7th edition that I refuse to take them in 8th edition. The exception to this is the Mek Gunz KMK, which seem to be awesome.

This message was edited 1 time. Last update was at 2017/06/26 22:48:31


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in gb
Longtime Dakkanaut





UK

If I stick a Nob with Waaagh banner in a Gorkanaut, does the Gorkanaut hit on 2+?

I'm not too sure whether one can cast psychic powers inside a transport but I kinda feel like building a list with a KFF Big Mek and Waagh Banner inside a Gorkanaut while a Weird Boy sends them off and let's them distracted the enemy while my 90+ boyz walk up.

I really need it to be Wednesday so my GW has the rulebook restocked.

YMDC = nightmare 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Weirdboy can only jump ork infantry. Also same for waaagghh banner. Also I don't think psychic power work while embarked. Most things don't unless the rule specifically says so...like the kff but even that only extends to the vehicle he is embarked in only.
   
 
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