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Made in se
Rogue Grot Kannon Gunna






I'm gonna test 3 next week and my thought process was to fly the one I want to blast in optimal position to do as much damage as possible, than use the other two to move block a part of the army and force them to move where I want them. So either will they move, where I want them to move, either will they stay stationary and risk to blow the plane and explode on 4+ with CP reroll, which is 75% chance to explode in their deployment.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

The question is same like with the deepstrike - how does it work, if the enemy knows, how does it works? Almost everybody do some type of screening againts deepstrike now. Screen againts kamikadze bommers is similar task.

BUT the base of bommer is significantly harder to screen than 9” deepstrike. That is definetly significant adventage.

9500p fullpaint orks ready to krump!

https://instagram.com/mektomsug 
   
Made in se
Rogue Grot Kannon Gunna






The fact that you can move up to 1" from your enemy AND the explosion range is 6" , it forces your opponent in a very peculiar deployment.
   
Made in us
Regular Dakkanaut





Chicago, IL

If anyone is interested in a deeper dive into Saga of the Beast for Orks, we break it down in our latest review. You can check it out below and feel free to leave your thoughts!

https://www.grimdarkfilthycasuals.com/orks-review-saghaz-of-the-beast/

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in ca
Longtime Dakkanaut




 wannabmoy wrote:
If anyone is interested in a deeper dive into Saga of the Beast for Orks, we break it down in our latest review. You can check it out below and feel free to leave your thoughts!

https://www.grimdarkfilthycasuals.com/orks-review-saghaz-of-the-beast/


You might need to do a light edit. Your formatting is a bit off in a couple places I just saw from a quick look.

Like, Klever Spanner is listed as an "Interesting Option" but you actually comment it as a Missed Opportunity.

And the Pyromaniacs review isn't there. Although I'd label that as a major asterisk -- in an air wing with 3 Burna Bombers, interesting. Anything else? Trash.

I'd probably do a quick run through again.
   
Made in us
Longtime Dakkanaut




cody.d. wrote:


I'm thinking about putting the grots in the subculture as it gives them a minor toughness buff while not really losing all that much. The characters I'd put in their detachments would be weirdboyz and possibly a warboss to keep the chaff from running and maybe counter charging something, he doesn't really need to be freebootaz to do his thing anyway.

And often I don't find the smashas kill their preferred target anyway, but soften it up for things like the buggies or shokkboss to finish up. But yes, I will likely move them from bootaz to grots and back a few times to see which works more consistently.


My only problem with putting grotz into the subkulture is that I need them protecting my characters. I know that sounds strange but I have no less than 2 players in my tournament scene who run sniper heavy armies that pick off weak characters for fun, and a SSAG big mek is a golden target for snipers. I don't want to put him in any other kulture because I want that +1 to hit from freebootaz and he loses access to SSAG if he changes kulture as well.

The other issue with the subkulture is that they don't keep Freeboota which also means my Mek gunz can't proc the +1 to hit when they kill something for me. If those subkultures worked the way the sanctus ones worked I would be all about it. Id pay 1CP for that detachment to keep their freeboota rule AND gain the grot rules, but otherwise its a trap in my opinion. the 6++ isn't spectacular in any sense, the reroll 1s is nice but not worth losing +1 to hit for a huge swath of units that needed those mek gunz to pick something off.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in se
Rogue Grot Kannon Gunna






tulun wrote:
 wannabmoy wrote:
If anyone is interested in a deeper dive into Saga of the Beast for Orks, we break it down in our latest review. You can check it out below and feel free to leave your thoughts!

https://www.grimdarkfilthycasuals.com/orks-review-saghaz-of-the-beast/


You might need to do a light edit. Your formatting is a bit off in a couple places I just saw from a quick look.

Like, Klever Spanner is listed as an "Interesting Option" but you actually comment it as a Missed Opportunity.

And the Pyromaniacs review isn't there. Although I'd label that as a major asterisk -- in an air wing with 3 Burna Bombers, interesting. Anything else? Trash.

I'd probably do a quick run through again.


I agree on everything, plus I had the chance to see the batrep those guys did and, even if I dismissed it on reddit, I gotta say there is a lot of potentials there.
   
Made in ca
Longtime Dakkanaut




 Emicrania wrote:


I agree on everything, plus I had the chance to see the batrep those guys did and, even if I dismissed it on reddit, I gotta say there is a lot of potentials there.


Hmm. They also seem to be very bullish on the Gork and not the Mork.

I seem to like Morks better on paper, are Gorks really that much better?
   
Made in us
Yellin' Yoof




Southern Indiana

Klever Spanner IMO is definitely a good one if running lootas in a Vehicle, as part of a vehicle heavy list. I've found that a trukk way in the back gets ignored if Buggies and Battlewagons are up in the Gits face.

DieHard 40K player. Primary Army: Goff/Deffskull Orks 18,000+ pts (And Growing Still, slowly)
Secondary army: Mentor Legion Space Marines, 4000 or so (heading for about 7-8000)
Tertiary army: Tau , eh bout 1750 or so, (someday 2-3000) 
   
Made in us
Longtime Dakkanaut




On tactics for burna bombers is it worth headbutting your bomber turn 1 where instead you could just drop a burna bombs? I feel sure 3 garaunteed mortal wounds are nice in a large radius but isnt a 4+ chance for a mortal wound on every model in a unit better (up to 10)? Those extra helllfire missles aren’t bad either...

This message was edited 1 time. Last update was at 2020/04/02 18:25:23


 
   
Made in us
Regular Dakkanaut





Chicago, IL

 Emicrania wrote:
tulun wrote:
 wannabmoy wrote:
If anyone is interested in a deeper dive into Saga of the Beast for Orks, we break it down in our latest review. You can check it out below and feel free to leave your thoughts!

https://www.grimdarkfilthycasuals.com/orks-review-saghaz-of-the-beast/


You might need to do a light edit. Your formatting is a bit off in a couple places I just saw from a quick look.

Like, Klever Spanner is listed as an "Interesting Option" but you actually comment it as a Missed Opportunity.

And the Pyromaniacs review isn't there. Although I'd label that as a major asterisk -- in an air wing with 3 Burna Bombers, interesting. Anything else? Trash.

I'd probably do a quick run through again.


I agree on everything, plus I had the chance to see the batrep those guys did and, even if I dismissed it on reddit, I gotta say there is a lot of potentials there.


Thanks, is there anything you'd like to see in the future? Depending on when quarantine's lift we have a great matchup between SW and Orks planned but we may be going with engine war next instead.

Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com

Twitter: @GDFilthyCasuals
Instagram: grimdarkfilthycasuals
Facebook: https://www.facebook.com/grimdarkfilthycasuals
 
   
Made in us
Longtime Dakkanaut




Bombs are dropped during the movement phase as you move over, so you can drop one set of bombs (and another set that hit on 5+s if you want for 1CP), then blow it up for another 3 on anything in the radius, if you've got a good spot to place it after moving over something.

You do lose your second set of bombs and your chance to shoot, but the shooting on a burna-bomma is terrible and you're unlikely to have a great target for a second set of bomb anyway; it'll either be destroyed or you are going to have trouble setting up another run given the way flyer movement works.
   
Made in us
Longtime Dakkanaut




yukishiro1 wrote:
Bombs are dropped during the movement phase as you move over, so you can drop one set of bombs (and another set that hit on 5+s if you want for 1CP), then blow it up for another 3 on anything in the radius, if you've got a good spot to place it after moving over something.

You do lose your second set of bombs and your chance to shoot, but the shooting on a burna-bomma is terrible and you're unlikely to have a great target for a second set of bomb anyway; it'll either be destroyed or you are going to have trouble setting up another run given the way flyer movement works.
rerollable d6 skorcha missles aren’t that bad. But ya losing that second bomb hurts if you are only taking 1 bomber. If you are taking a flyer detachment of 3 go nuts head butting each turn.
   
Made in us
Longtime Dakkanaut




gungo wrote:
On tactics for burna bombers is it worth headbutting your bomber turn 1 where instead you could just drop a burna bombs? I feel sure 3 garaunteed mortal wounds are nice in a large radius but isnt a 4+ chance for a mortal wound on every model in a unit better (up to 10)? Those extra helllfire missles aren’t bad either...


As mentioned, the bombs are dropped in the movement phase not shooting so you can still drop your first set of bombs. The big thing is positioning. if you are going to get 3 mortal wounds on a tactical squad and thats it? don't bother. If you going to inflict 3 mortal wounds on 2 or 3 characters and some random squads....go for it!

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Yeah, Headbutt is entirely situational. If your opponent spreads their forces out, you'll never make back the point and CP investment for using it. If they castle up, though...
   
Made in us
Longtime Dakkanaut




Here’s my list I’ve been working on it starts with 14 command points.

Spoiler:
2 CP warboss on bike- da biggest boss, extra relic
1 CP for Vigilus
1 CP killa kan kustom job- sparkly bits
3 CP gorkanaut- kustom job- slug gubbin, teleport
1 CP gunwagon- kustom job- da boomer
1 CP shockjump dragsta kustom job- whirlygig

My list -
Death skull detachment (vigilus)
SSAG Mek w warlord trait bbk (w grot)
weirdboy- mechanical seizure
3x 10 grots
Gorkanaut- slugg gubbin, teleport
Gunwagon- da boomer
5x tankbustas- in wagon
Shockjump dragsta- whirlygig


Grot detachment
Warboss on bike - da biggest boss, da killa klaw
Weirdboy- da jump
3x10 grots
6x smasha gun
6x killa kans w rokkits (sparkly bits)

Airwing detachment
Specialist mob- pyromaniacs
3x Burnabomber w skorcha missiles on 1

Useful in game strategems (5 left)
Vigilus shoot twice on gork or SSAG (kustom ammo)- cost 2cp
Ramming speed- gorkanaut - cost 2cp
Flying headbutt
Wildfire
Grot shields
Temperamental shockdrive


Or should I drop da boomer gunwagon and tankbustas for 6 more killa Kans. It gives me another CP.
Spoiler:

2 CP da biggest boss, extra relic
1 CP for Vigilus
1 CP killa kan kustom job- sparkly bits
3 CP gorkanaut kustom job- slug gubbin, teleport
1 CP shockjump dragsta kustom job- whirligig

My list
Death skull detachment (vigilus)
SSAG Mek w warlord trait bbk
weirdboy- mechanical seizure
3x 10 grots
Gorkanaut- slugg gubbin, teleport
Shockjump dragsta- whirligig


Grot detachment
Warboss on bike- da killa klaw, da biggest boss
Weirdboy- da jump
3x10 grots
6x smasha gun
6x killa kans w rokkits (sparkly bits)
6x killa kans w grotzookas

Airwing detachment
Specialist mob- pyromaniacs
3x Burnabomber w skorchas on 2

Useful in game strategems (6 left)
Vigilus shoot twice on gork or SSAG (kustom ammo) - cost 2cp
Ramming speed- gorkanaut - cost 2cp
Flying headbutt
Wildfire
Grot shields
Temperamental shockdrive

This message was edited 20 times. Last update was at 2020/04/03 02:48:05


 
   
Made in us
Yellin' Yoof




Southern Indiana

personally i'd go with Second, Biker warboss is a great thing to have with that buff, and Shokjump dragsta can be a real game-changer well worth trading a gunwagon for. And 1 less cp wont make any appreciable difference.

This message was edited 1 time. Last update was at 2020/04/02 20:58:01


DieHard 40K player. Primary Army: Goff/Deffskull Orks 18,000+ pts (And Growing Still, slowly)
Secondary army: Mentor Legion Space Marines, 4000 or so (heading for about 7-8000)
Tertiary army: Tau , eh bout 1750 or so, (someday 2-3000) 
   
Made in au
Battlewagon Driver with Charged Engine





 flandarz wrote:
Yeah, Headbutt is entirely situational. If your opponent spreads their forces out, you'll never make back the point and CP investment for using it. If they castle up, though...


And there in lies it's power I feel. If you make a tau or marine player choose between taking 3 mortal wounds on half their army every turn or spreading out, pushing units out of aura ranges or shoving shield drones into places the tau player doesn't want. I may be a bit optimistic in saying this but I reckon even the threat of 1 or 2 burna bommas could have a fair bit of effect on the meta in general.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The fun part is that spreading out makes bombing stuff easier - casteling up to prevent bombing runs makes 'eadbutting easier

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
Longtime Dakkanaut




 acme2468 wrote:
personally i'd go with Second, Biker warboss is a great thing to have with that buff, and Shokjump dragsta can be a real game-changer well worth trading a gunwagon for. And 1 less cp wont make any appreciable difference.

It’s mostly how it plays out in my head
Turn 1, move bombers and headbutt with 1..... -1 cp (no cp for wildfire)
Turn 1, shock jump dragsta use temperamental shockdrive... -1cp
Turn 2, tellyport gork arrives... kustom ammo shoots twice.... -2 cp or kustom ammo shoots twice turn 1 SAG if good target.
I don’t have 2 CP left for ramming speed using the first list but do in second.

An extra CP can be used for reroll, grot shield, or wildfire or another headbutt. And a boomer tankbusta wagon (w deathskull psychic power) plus tankbustas is decent shooting.. Lack of CP is a problem

This message was edited 8 times. Last update was at 2020/04/03 02:50:44


 
   
Made in ca
Longtime Dakkanaut




Yeah. I honestly think it'll be really hard to not go triple bat or a Brigade if you want to buy that many Kustom Jobs.
   
Made in us
Longtime Dakkanaut




tulun wrote:
Yeah. I honestly think it'll be really hard to not go triple bat or a Brigade if you want to buy that many Kustom Jobs.

Honestly I think beyond fixing his Waagh the one thing ghaz needed to make him viable is a way to increase or regain command points. Allowing ork players to do more.
   
Made in au
Battlewagon Driver with Charged Engine





Yeah, something to reflect his sneakiness or cleverness would be nice. We got the gorkiness but where's the morkiness?

This message was edited 1 time. Last update was at 2020/04/02 23:04:45


 
   
Made in us
Fresh-Faced New User




Yea there's a lot of small things that bug me about Ghaz, and always has. Youre paying so many points for a "beat stick" yet you can just flop your wounds with no re rolls and end up with only a minimal amount of wounds haha. Its so odd that you're paying so much for only 5 attacks and they're not 100% accurate.
   
Made in us
Hierarch





Well, he does give himself reroll 1s to hit now, making him almost 100% accurate (and mathmatically greater than 100% accurate if he's actually in goffs)

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in ca
Longtime Dakkanaut




 Swampmist wrote:
Well, he does give himself reroll 1s to hit now, making him almost 100% accurate (and mathmatically greater than 100% accurate if he's actually in goffs)


It's more insulting I can do this for at little as 78 points, a relic, and a CP, and I re-roll all wounds to boot. Ghaz is not an offensive powerhouse at 285.

This message was edited 1 time. Last update was at 2020/04/03 01:20:58


 
   
Made in au
Battlewagon Driver with Charged Engine





I think most of his points cost would be wrapped up in the 1+ attack aura. It's a pretty good buff.
   
Made in us
Longtime Dakkanaut




I initially thought flying 'eadbutt was going to have a big impact, but now I'm not sure sure. The castles you really want to use it on pack so tightly you aren't going to be able to land the plane anywhere near the middle on T1, so you're going to be stuck detonating it at the edge if you detonate it anywhere. And then after T1, they're just going to shoot your planes down. Maybe against Tau broadside builds if you are really careful with your movement you can keep the plane out of range and then come in for a T2 or T3 drop once you've made some room...but honestly I'm not sure 3MW on some broadsides is really such a big deal anyway. And the bombs themselves are pretty much junk against tau.

I do see it boning grey knight paladin bombs pretty hard, since they don't want to castle and rely on a bunch of juicy character targets they don't really want to be screening out, and also have extremely limited ability to kill anything outside 24 inches. I guess they could take some of their 5-man assault squads (forget the name offhand, the ones that aren't terminators) and put them around their characters instead of DSing them to make it so you can't land the plane close enough to the characters T1. But they don't have much range, so even if they do that, you can probably keep the plane away from their paladin bomb until you're ready to use it. They aren't going to want to jump the paladins to deal with the plane because that'll leave them stranded. The bombs themselves are a big threat against this build, too.

I thought initially it would also bone seer council eldar, but I think it's really only T1 that the planes are a big threat to that build, because they can pretty easily shoot/smite them down or avoid them after that, not to mention that they'll likely have a 5+FNP up from their first turn. And the build has so much mobility and so much screening that on T1 they can just wrap the council with their CP-generating trash (usually storm guardians or rangers) so you can't bring the plane in T1. And if you don't bring it in T1, you're going to really, really struggle to bring it in again because they'll just dodge you or if necessary shoot you out of the sky easily with a round of seer council guided catapults and spears. And the bombs itself are not that great against seer council since they only hit a on 5+ base (and the seer council will have a 5+ FNP as soon as they get a turn to put it up).

   
Made in us
Hierarch





tulun wrote:
 Swampmist wrote:
Well, he does give himself reroll 1s to hit now, making him almost 100% accurate (and mathmatically greater than 100% accurate if he's actually in goffs)


It's more insulting I can do this for at little as 78 points, a relic, and a CP, and I re-roll all wounds to boot. Ghaz is not an offensive powerhouse at 285.


What is this combination? I do believe I'm missing a relic here.

 Tamereth wrote:

We'll take your Magnus leak and raise you plastic sisters, take that internet.
 
   
Made in us
Krazed Killa Kan






cody.d. wrote:
I think most of his points cost would be wrapped up in the 1+ attack aura. It's a pretty good buff.


Yes, yet his lack of Waaagh means that you have to keep him in 6" range of the boyz when they are both advancing and assaulting. That hobbles it in the practicality department. In addition, unlike his prior version he can't be taken in a transport. You're essentially limited to footlogging him or tellyporta, in the latter case the aura won't even be a factor.

It's one of those things where they haven't taken in the whole versus the parts.

If you compare Guilliman or Calgar's aura ability, a simple reroll to all hits, it's far superior because it's a static, predictable buff. Not really terrain dependent and you don't have to time it or concentrate on your movement at all. Ghaz is kind of a liability as is.

 Swampmist wrote:
tulun wrote:
 Swampmist wrote:
Well, he does give himself reroll 1s to hit now, making him almost 100% accurate (and mathmatically greater than 100% accurate if he's actually in goffs)


It's more insulting I can do this for at little as 78 points, a relic, and a CP, and I re-roll all wounds to boot. Ghaz is not an offensive powerhouse at 285.


What is this combination? I do believe I'm missing a relic here.


Da Killa Klaw and Brutal but Kunnin and da Biggest Boss strategem. Reroll all hits and wounds w/ 4 damage, 5 attacks.

This message was edited 1 time. Last update was at 2020/04/03 02:06:31


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
 
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