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Made in us
Pyro Pilot of a Triach Stalker




New York

Now, I'm curious as to other peoples thoughts.

I've run Battlewagon Rushes before. I love them, but there's always a problem.

You've got 3-4 high priority targets that most armies have at least 1 answer to. Battlewagons die, and hopes of victory tend to die with them.

Are they just too fragile to actually compete?
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

KFF helps, though not as much as before.

You could scrable their priorities but adding a fast, damaging unit or two that they can't ignore, to harrass them as your BW move up.

It also depends on your usual enemies, and how much terrain is usual at your FLGS.

Mine runs a decent amount of big terrain, and a LOS blocked wagon is a survivable one, at least from that shooter.

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
Krazed Killa Kan






Jidmah wrote:
TedNugent wrote:Maybe worth noting that a Painboy wounds on 4+

edit: as for killing vehicles with strength 5:

Keep in mind that poison even gets rerolls against most opponents, unless you are charging big MCs.


Does Furious Charge affect that?

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. 
   
Made in us
Fresh-Faced New User




Dr. What wrote:Now, I'm curious as to other peoples thoughts.

I've run Battlewagon Rushes before. I love them, but there's always a problem.

You've got 3-4 high priority targets that most armies have at least 1 answer to. Battlewagons die, and hopes of victory tend to die with them.

Are they just too fragile to actually compete?


They're too fragile to survive more than two turns, but to compete? That's 3-4 AV 14 vehicles that the enemy has to take down, and even with the increased vulnerability that vehicles experience in 6th that's a fairly tall order. Plus your threat range has increased since you can now move 19" in a single turn. Over two turns that means you are guaranteed to charge anything within 34" (T1: 13" Move, 6" Flat Out. T2: 7" Move, 6" Disembark, 2" Min Charge). On average you can charge anything within 39", especially if you also declare your WAAAGH! for that fleet of foot reroll.

The goal here is target saturation. Sure most enemies can handle a tank or two. But four? In one turn? That's a pretty tall order. It gets even worse if you incorporate a KFF and possibly some ally shenanigans like take a Necron with a solar pulse (KFF + Night Fight = 4+ or 3+ cover save). That can easily double the number of shots required to down your wagons, which means that twice as many are going to survive. So long as your list has the appropriate redundancy you should be able to weather the storm of gunfire and unload 60 boyz into your enemy's lines in no time.

I like to combine a battlewagon brigade with some superior firepower, ideally in the form of 5 man loota squads. I've also heard good things about incorporating dakkajets for added mobility. With a warboss and nob or meganob squad you can get four battlewagons on the field and charging at the enemy. What's not to like?
   
Made in gb
Waaagh! Warbiker





Indeed, a single wagon will be popped in short order, but 4 poses a much bigger threat.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in pa
Regular Dakkanaut




Panama

I put a KFF Mek inside a wagon and in the shooting fase I was able to restore a hull point. You can include a loota unit with a mek and repair the wagon. I know about point wise, but you can include 3 meks inside the lootas. I know is expensive.

Keep up the fight!  
   
Made in gb
Nurgle Predator Driver with an Infestation




Dover

Why not stick 15 burna's with 3 meks inside? ;p Make it bristle with guns, and just move 6inches a turn firing everything, as it will be near the back, guarding the flank, anything that goes near is getting its face burnt off.

W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
Made in pa
Regular Dakkanaut




Panama

Orkaswampa wrote:Why not stick 15 burna's with 3 meks inside? ;p Make it bristle with guns, and just move 6inches a turn firing everything, as it will be near the back, guarding the flank, anything that goes near is getting its face burnt off.


That too.

Keep up the fight!  
   
Made in us
Longtime Dakkanaut




Indiana

I want to run a wazdakka list and one of the problems I am having is overcoming the leadership problem. It is hard to get them to fearless size without limiting them too much. Ideal sized units are to easy to scare off the board. I was wondering what you all think of a unit of three with nob and big choppa?

For 90 points you have a scoring 4 wound T5 unit with a 4+ persistent cover save and a decent gun that is also very fast. Also the nob is a legitimate threat to vehicles in CC with a strength 7 on the charge. I am a really big fan of big choppas. I could bump them up to 5 and make it so they must take two casualties to test but not sure.

This message was edited 1 time. Last update was at 2012/07/21 16:55:38


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

My Deathwatch army project thread  
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Leth wrote:I want to run a wazdakka list and one of the problems I am having is overcoming the leadership problem. It is hard to get them to fearless size without limiting them too much. Ideal sized units are to easy to scare off the board. I was wondering what you all think of a unit of three with nob and big choppa?

For 90 points you have a scoring 4 wound T5 unit with a 4+ persistent cover save and a decent gun that is also very fast. Also the nob is a legitimate threat to vehicles in CC with a strength 7 on the charge. I am a really big fan of big choppas. I could bump them up to 5 and make it so they must take two casualties to test but not sure.


are you going to do 6 mobs of 3? That could work, because the FAQ says bosspole/WAAAGH! wounds are allowed to be saved.

Otherwise, 3 mobs of 6-7 would be good too.

Add in some Stormboyz, Deffkoptas, and maybe a flier and you'll have a fast and fun list to run!
   
Made in se
Sneaky Kommando




Gothenburgish

Just of the top of my head now, haven't sat down to do the calculations, so I might be a bit off the mark..
2k points, extra FOC.

An army with 3 BWs with the killkannon(or is it boomgun on the bw), 12 sluggaboys in each.

2 large mobs of shootaboys, one with the warboss, the other with a kff mek, keeping all BWs under kff, and the BWs hopefully blocking LOS to the shootas.
1-2 allied Leman russ demolisher flanking the BWs, towards the middle of the deployment, to present it's higher side armour at any enemy trying to get shots angled at the column.
2-3 dakkajets as airsupport.
ADL with quad gun, housing a kannon unit, lobba unit and a CCS, with master of ordnance, PCS, and 2 guardsmen units.

Plan is to drive the armored column, shielding the infantry up to 18-24" of the enemy, separating the BWs at ladt movement to allow the shootaboys through, and discorging sluggaboys to help mop up any resistance, that the 4-5 ornance shots, orbital bombardment, lobba barrage and 100-120 shoota shots fail to kill. Jets and quadgun to keep the skies clear, and finally the big gunz and master of ordnance to provide support, whilst being relatively protected by 20-25 guardsmen kept safe by the ADL.

Sprinkle with rokkitkoptas for any leftover points.

Do you think it's plausible, and what should I equip the PCS and 2 guardsmen units with? I figured the 25 lasguns ordered to first rank, second rank fire order should put a dent into anyone drop-podding/deep striking to get at the master of ordnance, lobbas/kannons and quadgun might be a good start..

Thoughts?

//Calle

 
   
Made in za
Mutilatin' Mad Dok





Right, so my first two games of 6th today... (as Orks).

Some points:

*Battlewagons with Burnas inside them are fantastic.
*Battlewagons with burnas / Lootas inside them, two to three of whom are meks, makes it VERY hard to kill. I brought up my battlewagon from 1 hull point back to 3 hull points twice.
*KFF is not nearly as reliable, but it's still very, very useful.
*Removing casualties from the front is fantastic if playing defensively. I was able to keep two units of 40 shoota boys from assaulting me - eventually vaporising the one, and forcing the other to flee off the table.
*Snap Fire is so beautiful for Orks, particularly for Battlewagons, as well as those inside them. Having four Big Shootas is actually something one can do, and use!
*Nob bikers are TERRIFYING. Having fought against them, I managed to take them out after a single volley of Deffguns, one squadron's volley Grotzookas, a unit of Shoota Boyz, a Dread Dredd, and finally Overwatch from my Battlewagon with Burnas inside. T5 and FNP not being denied by AP2 has made them really, really tough to kill. (not to mention Look Out Sir!, etc).
*Kanz are still great. Surviving Immobilized results helps a lot, Grotzookas are even more fantastic.
*Hull Points means Trukks are much more survivable. Lower KFF means they are more vulnerable. Overall however, I think it comes out in their favour.
*Lootas are great, particularly with Snap Fire but *need* that 4+ save.
*Dakka Jets and Burna Bommas are BEAUTIFUL. Burna Bommas can take out fliers as well, with a WAAAGH.
*Pre-Measuring is a sexy, sexy thing.
*Weirdboyz have fantastic synergy with Bommas, and in general don't perform to badly either. Very tempting choice.
*Hill Edges have 4+ cover saves!
*Warlord Traits had no effect on either of my games, so no real opinion on them.
*Secondary Objectives were what won both games.
*Having a Dakka Jet makes going second a very tempting choice. You want that enemy flier on the table when your Dakka Jet comes on.
*Killkanon actually helped a LOT. Still not sure if worth the points, though.
*Night Shields are infuriating!
*Zzap Guns are really great. That automatic glance means they can potentially remove two hull points per shot - at at very least, a single hull point on any target.

My Grot Tanks, only used in the second game, performed really poorly. Gets Hot dropped two of them down to a single hull point, and they were cleaned up easily. Sadface :C

This message was edited 5 times. Last update was at 2012/07/21 19:41:24


 
   
Made in us
Longtime Dakkanaut




Indiana

I was thinking 3 or 4 units of 3 bikers and a unit of nob bikers with stormboyz dakkajets and battlewagon support

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

My Deathwatch army project thread  
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Leth wrote:I was thinking 3 or 4 units of 3 bikers and a unit of nob bikers with stormboyz dakkajets and battlewagon support


Perhaps this?

Wazdakka

Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Boyz X20 - Shootas, 2 Big Shootas, Nob with Power Klaw, Bosspole, and 'Eavy Armor (Included in Total)
Boyz X20 - Shootas, 2 Big Shootas, Nob with Power Klaw, Bosspole, and 'Eavy Armor (Included in Total)

Deffkoptas X2 - Twin-Linked Rokkit Launchas
Dakkajet - Additional Supa-Shoota, Fighta Ace (Keeping this despite the struggle to avoid arguing and I play against Tau a lot.)

Battlewagon - 4 Big Shootas, Grot Riggers, Kannon (NOT a Kilkannon), Deff Rolla
Battlewagon - 4 Big Shootas, Grot Riggers, Kannon (NOT a Kilkannon), Deff Rolla


Automatically Appended Next Post:
That's 1.5k

This message was edited 1 time. Last update was at 2012/07/22 01:19:30


 
   
Made in us
Anointed Dark Priest of Chaos






I played my first 6th edition game with my Orks tonight (1500pts.).

I didnt run a list made specifically for the new edition: I ran what has been my default 5th edition 1500pt. "Deff Wing Speed Freaks" list because I was curious to see how it would perform under the new rules as is:

*Warboss (m. armour/c. body/attack squig)
*three units of meganobz (3 each) (1 k. rokkit, 1 k. skorcha in each unit) all in trukks w/ b.shoota/r. ram (warboss joins one that is a troops choice)
* two shoota boyz units (11+ nob each) (nob w/ p.klaw/boss pole/1 b. shoota) in trukks as above
* three units of 3 war buggies w/ t.l. rokkits
*two looted wagons w/ boom gun/r. ram/b.shoota

I played a friends GK army ( a compact foot slogging army of paladins, termis, Thrawn, Grand Master, etc.). Not an optimized list for 6th nor my mechanized army. When he saw how many models/vehicles I was deploying he was not amused as he looked at his twenty something models...

I won't go into geat detail about the game because it was a lop-sided victory (I tabled him on fourth turn), instead I'll concentrate on my observations of my Orks and this list under the new rules:

1. Mega-nobz seem far more durable thanks to power/force weapons not ignoring their armour anymore. They tore up his units and had staying power when they would have been sliced to ribbons with ease in 5th.

2. The speed of the fast vehicles and the ground they can cover going flat out is scary. I was able to more easily press the attack when needed and reposition more effectively then in 5th.

3. Not losing immobilized buggies that I left behind was refreshing.

4. I felt like the hull points made my models more durable, which is key in a mechanized rush list like this.

5. Warboss in mega-armour felt like a tank especially becaue I rolled the "tenacity" warlord trait. together him and the mega -nobz he joined couldnt be shifted from the objective they claimed after destoying the enemy unit that had been defending it.

All in all I felt the list performed well under the new rules, got a boost in a number of ways and i would run it again as is.

This message was edited 2 times. Last update was at 2012/07/22 02:42:43


++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in us
Poxed Plague Monk




san diego

i've got several games of 6th in with the orks, and feel i can now make some assessments.

my games have been 1500-2k points against BT/DA, BT/SW, CSM, CSM/daemon with fateweaver, SM/GK marneus and draigo combo.

i've been running 3 mobs of 30 boys (2 shoota, 1 slugga) with PK nob, and 15 lootas every game. my HQ choices are a warboss and a KFF mek. i've won 4 of the games solidly, and won the last by a very narrow margin (probably would have lost if the game didn't end).

i've taken these choices intermittently:
kan wall
15 burnas in a wagon
19-20 stormboys with zag
nobs with 5 fists, painboy, and a wagon
deffkopta

the warboss is amazingly cheap for the amount of combat effectiveness you can get out of him. he'll chump most non-named HQ's that cost more points and isn't ID'd by str8

the big mek is what he is. a little less survival given to vehicles, but other than that no real change.

the waaagh!! was nerfed a bit. reroll on charge range is nice, but doesn't offset run + charge.

kan wall is far easier to take on. honestly though, it was too difficult to take on for the most minor points investment before. they still are worth it though. 3 dreds for the price of 1 is quite good.

with the forcefield/cover changes, the BW has been easier to damage, but so far has remained on the table in every game fielded. it has been immobilized on a couple of occasions, but the grot riggers and the mek can handle that.

nob squads can't overutilize the janky wound allocation trick anymore, but they still can do some allocating while not being broken. also, a unit of characters to accept/issue challenges and precision strike is pretty nice. in the games i've used them, they haven't been wiped out, won all close combats they were involved in, and while didn't always make up their points in kills, i viewed them as effective for forcing my opponent to overcommit to them instead of my boys units.in one of the games, they took on a unit of 10-12 berserkers, a unit of 10 plague marines, and a daemon prince. by the end of the game, the prince had 2 wounds left, and the other units were gone.

burna wagons continue to be amazing. usually you can cover 5-6 models for an alarming 75+ hits.

zag and the stormboys were used 3 times. one time they took out a unit of noisemarines and a few plague marines. in another, they took out a unit of obliterators and a couple other models. in the last game, they charged draigo and his paladins along with another unit to tie them up. they were counter charged on the following turn by 10 tac marines. the ork mobs tied up all that for 4 combat rounds while killing 4 paladins, 5 tac and putting 2 wounds on draigo.

i think the whole challenge system works out so-so for the orks. the nob is one of the few unit leaders that can be viable with a fist nowadays. a PW sergeant is unlikely to do 2 wounds to the nob, and if a IC fails to kill him he has a good chance of being instant killed by the nob.

i feel that flyers can largely be ignored. for the most part, they don't threaten the tide. if they are a troop carrier then try to immobilize/destroy them. if they are zooming, there is even more of a draw to immobilize.

i believe mega nobz will become the staple unit that opponents love to hate: 2+ save, power klaws, more attacks than equivalents, 2 wounds, and cheap.


for 40k

skaven for fantasy. for the under empire!........but it isn't a game anymore.

for infinity 
   
Made in us
Battlewagon Driver with Charged Engine






Leth wrote:I want to run a wazdakka list and one of the problems I am having is overcoming the leadership problem. It is hard to get them to fearless size without limiting them too much. Ideal sized units are to easy to scare off the board. I was wondering what you all think of a unit of three with nob and big choppa?

For 90 points you have a scoring 4 wound T5 unit with a 4+ persistent cover save and a decent gun that is also very fast. Also the nob is a legitimate threat to vehicles in CC with a strength 7 on the charge. I am a really big fan of big choppas. I could bump them up to 5 and make it so they must take two casualties to test but not sure. [/quote

I run a wazdakka list and honestly there not much you can do about it. Keep wazdakka and a warboss with two of the mobs and then just be smart about 'em. Thankfully you can now regroup at 25% so you can recover easier. Personally I think you need a minimum of 5 models to be effective.

H.B.M.C. wrote:
"Balance, playtesting - a casual gamer craves not these things!" - Yoda, a casual gamer.
Three things matter in marksmanship -
location, location, location
MagickalMemories wrote:How about making another fist?
One can be, "Da Fist uv Mork" and the second can be, "Da Uvver Fist uv Mork."
Make a third, and it can be, "Da Uvver Uvver Fist uv Mork"
Eric
 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Ran this list yesterday against Nids. Purge the alien.

HQ:
Warboss w/ PK, ‘eavy armor, cybork, TL Shoota - [105]


Elite:
5 Lootas
5 Lootas

Troops:
19 Shoota Boyz /w 1x Big Shoota, Nob w/ PK, BP, ‘Eavy armor
20 Shoota Boyz /w 1x Big Shoota, Nob w/ PK, BP, ‘Eavy armor
[334]

Fast:
2x Wartrakk w/ RPJ, TL rokkits, Armor Plates - [110]

Heavy:
Battle Wagon w/ Deffrolla, Armor Plates, RPJ, 4x Big shootas, Riggers
Battle Wagon w/ Deffrolla, Armor Plates, RPJ, 4x Big shootas, Riggers
[300]

Total: 999

Nids were running 2 MCs (Burrower, and Pooper), two units of shooty nidlings, elite CC unit with Warlord attached, and genestealers with HQ attached.

It was a fairly one sided game. Orks really just ravaged the Nids. Primarily, I was able to sit back and shoot for three rounds, and then clean ip the board on round four and five with some CC. By the end of the game it was 8VP to 4VP, Ork favor.
Overall, after a week of games at various point levels, I feel like Orks got a little stronger, and that minor tweaks to all builds will be enough to really make them shine. I wont say they have moved from semi-competitive to competitive, but they are quit e a bit closer.
   
Made in gb
Waaagh! Warbiker





heckler wrote:i believe mega nobz will become the staple unit that opponents love to hate: 2+ save, power klaws, more attacks than equivalents, 2 wounds, and cheap.

I feel that while meganobs have had a few big holes in their strengths get closed (power weapons and difficult terrain), giving them a more all-round capacity, some smaller ones have opened.
Not being able to run will seriously hamper them if ever left out in the open away from something, sweeping advances can be helpful at times. Plus they are still as vulnerable to all the things that weren't power weapons.

Though they will probably steam roller almost any unit in close combat , we will have to be careful with using them to best effect as a clever opponent will quickly be able to neutralise them.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Gylen wrote:
KingCracker wrote:
Jidmah wrote:Yup, and they still have crap LD and no boss pole. I own 30 deff koptaz and have tried about anything with them, including the "I'm crashing 30 ork koptaz into your baneblade"-formation.

They do awesome until your opponent finds out that a tank shock will make them fall back 3d6 roughly 40% of the time. And then there's all those new ld-based curses from the psychic tables. At least they can't get pinned anymore.



Since 6th, Ive been running 5 stock w/1 buzzsaw along with a bikerboss w/bosspole. It has been working really well so far. Its a powerful combo, they are REALLY fast, all those str5 TL shots just tear up units, EVEN MEQs and then they crash into assault and tear whats left right up.

I personally rarely used koptas in 5th, and rokkit buggies simply were better hands down. In 6th though? Yea, I havnt touched my buggies, infact I turned a couple back into koptas


Maybe you can clear this up for me. How exactly are Koptas better than Warbuggies in 6th? I would have thought in 5th they were better, but now I can't see why.

In 5th, at least you could scout really far (turbo-boost) into your enemy's deployment then possibly get some rear armor shots / 1st round assaults.

In 6th, your scout movement is only 12" is it not? Since turbo-boosting happens in the shooting phase.

Koptas still suffer from the same problems as they did in 5th. Low leadership and has wounds. Wouldn't a Warbuggy just be a cheaper, better version? Especially for 6th?

I'm still investigating which is better and would like some clarification on your statement, but so far, it seems like Warbuggies are best.




The reason is the changes they did to vehicles. In 5th, I could move a squadron of buggies 12 inches infront of an enemy unit, spread out, granting a 4+ cover save to units behind, still fire my TL rokkits into the unit, and then be a road bloack, and if done right would get a 4+ cover from any KFF. The enemy unit would either A. Ignore the buggies and go around them, which being so spread out, makes the enemy unit wasnt movement just to go around. Or B. they would assault. But moving 12 inches would mean the enemy attacks would only hit on a 6, making them very difficult to damage.

Now the cover isnt so good, and assaulting a vehicle your hitting on 3+ or 4+ (cant remember which it is) and you can glance vehicles to death. So in 5th they were excellent road blocks and great for area deniment. Now, they would either be glanced to death, or just assaulted and blown apart as easy as pie. Even assault space marines would be able to attack enough to do some damage.


And yes they have low leadership, but thats cleared up a bit with a Warboss with bosspole and being multi wound T5 models.

This message was edited 1 time. Last update was at 2012/07/22 23:30:16


 
   
Made in gb
Stinky Spore




UK

I can see the attraction of a biker boss with rokkit koptas but the problem is that that they excel at different things.

The biker boss is a CC beast but deffkoptas only have 2 attacks compared to a nob bikers 3 attacks and are S3 not S4 so are not so suited to CC. Consider that a buzz saw costs the same as a PK but you get one less attack per round and on the charge gives S7 and not S9.

When shooting the TL rokkits want to be hitting higher AV whereas the boss's dakkaguns want to be hitting low AV. They also have a slight mismatch in range. The bike is also slower than the kopta so you can only turboboost up to 12" in the shooting phase, wasting the potential 24" boost of the koptas.

They just don''t seem to mesh efficiently. Maybe the benefits (such as the koptas conferring scout to the boss) outweigh these problems but I'm not convinced.

This message was edited 1 time. Last update was at 2012/07/23 00:13:55


 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

I've been running buggies and koptas alternating over the last week.
I feel like the buggy is a little nerfed and the kopta a little buffed.
But I also feel like this more or less puts them on par with each other.
More or less equal all other things considered.
What I think this comes down to is conditional argument.
Each has it's place, but neither does well in the others space.
I still like them both for their various 6th Ed. strengths.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Ascalam wrote:KFF helps, though not as much as before.

You could scrable their priorities but adding a fast, damaging unit or two that they can't ignore, to harrass them as your BW move up.

It also depends on your usual enemies, and how much terrain is usual at your FLGS.

Mine runs a decent amount of big terrain, and a LOS blocked wagon is a survivable one, at least from that shooter.


When playing pick-up games (or games with people who are unable to create a scenic table) you should always use the terrain-placement ruls from the BRB. I really love that rule, as you can quickly set up a table without anyone whining about terrain being disadvantageous for his deep strikers/horde/snipers. On average you end up with slightly less terrain than in 5th though. Rolling 3's for all table section does make it feel like cities of death though

Dr. What wrote:Now, I'm curious as to other peoples thoughts.

I've run Battlewagon Rushes before. I love them, but there's always a problem.

You've got 3-4 high priority targets that most armies have at least 1 answer to. Battlewagons die, and hopes of victory tend to die with them.

Are they just too fragile to actually compete?

I have lost all my battlewagons so far to deep strikers, flanking moves or lascannons to the side, resulting in death by explosion - so basically everything that would have killed them before. Keep in mind that rocks and ruins still provide 4+ cover, on most tables it's quite easy to get 25% of your battlewagon behind a ruin or a rock.

Orkaswampa wrote:Why not stick 15 burna's with 3 meks inside? ;p Make it bristle with guns, and just move 6inches a turn firing everything, as it will be near the back, guarding the flank, anything that goes near is getting its face burnt off.

Meks replace burnaz, so it would be 12 burnas and 3 meks. Otherwise, agree.

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 gb
Tough-as-Nails Ork Boy




UK

Kharrak wrote:
*Zzap Guns are really great. That automatic glance means they can potentially remove two hull points per shot - at at very least, a single hull point on any target.


Can you clarify this? Why do Zzap Guns get auto-glance? Is this a specific rule to Zzap Guns in 6th, that I have missed or is it something else?

We need MOAR Dakka!
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beatonator wrote:
Kharrak wrote:
*Zzap Guns are really great. That automatic glance means they can potentially remove two hull points per shot - at at very least, a single hull point on any target.


Can you clarify this? Why do Zzap Guns get auto-glance? Is this a specific rule to Zzap Guns in 6th, that I have missed or is it something else?


They auto-shake. That's not the same as taking off a hull points. It does make more sense when you don't roll on the damage table for glances, but that's about it.

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

Da yella 'eads wrote:I can see the attraction of a biker boss with rokkit koptas but the problem is that that they excel at different things.

The biker boss is a CC beast but deffkoptas only have 2 attacks compared to a nob bikers 3 attacks and are S3 not S4 so are not so suited to CC. Consider that a buzz saw costs the same as a PK but you get one less attack per round and on the charge gives S7 and not S9.

When shooting the TL rokkits want to be hitting higher AV whereas the boss's dakkaguns want to be hitting low AV. They also have a slight mismatch in range. The bike is also slower than the kopta so you can only turboboost up to 12" in the shooting phase, wasting the potential 24" boost of the koptas.

They just don''t seem to mesh efficiently. Maybe the benefits (such as the koptas conferring scout to the boss) outweigh these problems but I'm not convinced.



Im not using rokkits, they are stock, with 1 having a buzzsaw. The TL bigshootas and DAKKAgun match up very nicely, and they cause quite alot of damage to units and low armor. And sticking a buzzsaw in there also allows the unit to have some bit all its own, not to mention they are all T5 multiwound models, so they can really take a beating, specially with a BP boss in there. They also confer hit and run as well, not to mention if I want to break them apart I can, AND the unit is mostly there to keep the bullets from killing off my boss before he gets to the lines and does what he does best, kill things with ease
   
Made in gb
Stinky Spore




UK

Im not using rokkits, they are stock, with 1 having a buzzsaw. The TL bigshootas and DAKKAgun match up very nicely, and they cause quite alot of damage to units and low armor. And sticking a buzzsaw in there also allows the unit to have some bit all its own, not to mention they are all T5 multiwound models, so they can really take a beating, specially with a BP boss in there. They also confer hit and run as well, not to mention if I want to break them apart I can, AND the unit is mostly there to keep the bullets from killing off my boss before he gets to the lines and does what he does best, kill things with ease


Ah, sorry I misread it. Yeah, the big shootas will match up well and run 10 points cheaper than rokkits. I can see the Hit And Run gain being extremely useful since it makes it easier to stay in CC rather than getting shot to pieces (great for the warboss). Also, you can leave the opponent stranded at the end of their turn so they can be shot to pieces, and you can then recharge next round to regain Furious Charge. Nice.

I also love the idea of a biker boss riding out and being escorted by a bunch of crazy kopta pilots to the tune of Ride of the Valkyries.

You know what, I'm gonna try out this combo!
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Da yella 'eads wrote:
Im not using rokkits, they are stock, with 1 having a buzzsaw. The TL bigshootas and DAKKAgun match up very nicely, and they cause quite alot of damage to units and low armor. And sticking a buzzsaw in there also allows the unit to have some bit all its own, not to mention they are all T5 multiwound models, so they can really take a beating, specially with a BP boss in there. They also confer hit and run as well, not to mention if I want to break them apart I can, AND the unit is mostly there to keep the bullets from killing off my boss before he gets to the lines and does what he does best, kill things with ease


Ah, sorry I misread it. Yeah, the big shootas will match up well and run 10 points cheaper than rokkits. I can see the Hit And Run gain being extremely useful since it makes it easier to stay in CC rather than getting shot to pieces (great for the warboss). Also, you can leave the opponent stranded at the end of their turn so they can be shot to pieces, and you can then recharge next round to regain Furious Charge. Nice.

I also love the idea of a biker boss riding out and being escorted by a bunch of crazy kopta pilots to the tune of Ride of the Valkyries.

You know what, I'm gonna try out this combo!


Ran this exact combo last week. Outflanked the Boss and Koptas into the side of his Vindicator line. Blew up the first one on that Outflank turn, Soaked some fire, shot and then assaulted the second one on the next turn and wrecked it. After that my wagons had hit the front line and it was all over for that game. Great combo. Just DIFFERENT than running with Bikers.
   
Made in us
Yellin' Yoof





Toronto, ON

Dr. What wrote:
Leth wrote:I was thinking 3 or 4 units of 3 bikers and a unit of nob bikers with stormboyz dakkajets and battlewagon support


Perhaps this?

Wazdakka

Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Warbikers X3 - Nob with Power Klaw and Bosspole (Included in Total)
Boyz X20 - Shootas, 2 Big Shootas, Nob with Power Klaw, Bosspole, and 'Eavy Armor (Included in Total)
Boyz X20 - Shootas, 2 Big Shootas, Nob with Power Klaw, Bosspole, and 'Eavy Armor (Included in Total)

Deffkoptas X2 - Twin-Linked Rokkit Launchas
Dakkajet - Additional Supa-Shoota, Fighta Ace (Keeping this despite the struggle to avoid arguing and I play against Tau a lot.)

Battlewagon - 4 Big Shootas, Grot Riggers, Kannon (NOT a Kilkannon), Deff Rolla
Battlewagon - 4 Big Shootas, Grot Riggers, Kannon (NOT a Kilkannon), Deff Rolla


Automatically Appended Next Post:
That's 1.5k



I actually have been thinking about a similar list to this... Here is what I was considering at 1.5k:

Spoiler:

Zhadsnark (my group allows FW rules/Characters, and this is the Biker Boss from IA8)

Warbikers X3 - Nob with Power Klaw/Bosspole
Warbikers X3 - Nob with Power Klaw/Bosspole
Warbikers X3 - Nob with Power Klaw/Bosspole
Warbikers X3 - Nob with Power Klaw/Bosspole
Warbikers X3 - Nob with Power Klaw/Bosspole
Gretchen x23 - 2 Runtherds

Lootaz x5
Lootaz x5
Lootaz x5

Dakkajet - Additional Supa-Shoota
Dakkajet - Additional Supa-Shoota
Dakkajet - Additional Supa-Shoota

Aegis Defense Line - Quad Gun Emplacement


The gretchen obviously go with the Defense Line in the backfield, taking down fliers, and getting ridiculous cover saves. MSU Lootaz are kind of the norm, so that should be self explanatory. The Dakkajets are just REALLY good. They kill everything. Also, what rules are being argued when it comes to the Fighta Ace? FAQ says to reference the BRB for Strafing Run, which is painfully clear.

I like the MSU approach for Warbikers as well, since most armies seem to have large units that concentrate fire. This limits the potential to run your entire force off the board, and it's a good way to get PKs into whatever you like. Also, Dakkaguns are SO good! Glancing side armour to death is tons of fun.

If you're not able to take IA characters, you could drop some Gretchen and a Runtherd and change to Wazdakka... but Zhadsnark is so fun, and his model is gorgeous...

Thoughts?
   
Made in us
Longtime Dakkanaut




Indiana

I was thinking about for my ork biker army one maxed out biker Unit with claw nob and then small 3 man units with choppa nob. With dakkajet stormboyz and some guns for back up. Maybe some nob bikers 5 man unit of them

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

My Deathwatch army project thread  
   
 
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