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![[Post New]](/s/i/i.gif) 2012/08/16 14:26:27
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Dakka Veteran
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Kharrak wrote:
Actually, not even the Meka-Dredd - since it requires a Mega Dredd to be in the Codex Ork army, but the Mega-Dredd has no entry saying where it goes in a Codex Ork army, it itself is invalid.
*shrugs shoulders*
Actually there is a mention for the Mega-Dread that it counts as a Heavy Support choice in Codex: Orks armies. Sadly you can't count it as a troop choice. Then you can take a Kustom Meka-Dread as an HQ choice.
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![[Post New]](/s/i/i.gif) 2012/08/16 15:11:16
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Battlefortress Driver with Krusha Wheel
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Just another report on performance.
I ran two BWs in a 1500 pt game last night against Tau, and they managed to soak 6 railgun shots a round for 4 rounds before one exploded. This was with the KFF, and one rigger repair for an immobilized hit.
BWs are better than ever I feel.
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![[Post New]](/s/i/i.gif) 2012/08/16 19:36:46
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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Pretty sure they were some lucky dice rolls! And bad tau positioning, but yes wagons are more survivable than ever, especially with hull point repairing meks.
Better yet, you have a 12 hull point stompa that can be constantly repaired by meks, rendering it basically immortal  Thumbs up for anything not a trukk.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/17 07:15:59
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Keep in mind that super-heavies can transport multiple units, so you could carry 6x 3 meks and 2 burnaz around, for a total of 18 attempts to fix the stompa. Oh, and wall of death
It would even fit the fluff described in IA:8 where Mekboss Buzzgob walks around his gargant and there are meks and burnaz everywhere building new gubbinz and welding more armor plate on everything.
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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. |
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![[Post New]](/s/i/i.gif) 2012/08/17 08:12:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mutilatin' Mad Dok
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Murrdox wrote:Kharrak wrote:
Actually, not even the Meka-Dredd - since it requires a Mega Dredd to be in the Codex Ork army, but the Mega-Dredd has no entry saying where it goes in a Codex Ork army, it itself is invalid.
*shrugs shoulders*
Actually there is a mention for the Mega-Dread that it counts as a Heavy Support choice in Codex: Orks armies. Sadly you can't count it as a troop choice. Then you can take a Kustom Meka-Dread as an HQ choice.
Really? Can't find any information on where the Mega Dread (NOT Meka Dread) can be included myself - suspect you may be mistaken.
The Meka Dread can never be taken as an HQ choice for Codex Orks, since its inclusion, in both the HQ and Dread areas of IA:8 say it can be included as Heavy Support, IF there's another Mega Dread.
KingCracker wrote:Gah fast attack?! I made a thread a while ago, where we were speculating how 6th/new codex would change the face of Orks. And I speculated that I think Fast attack would be a the new Heavy Support. And looks like Im right. DAKKAjets or Grot tanks?
Grot Tanks are Elites.
Grot Mega Tanks are Fast Attack
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![[Post New]](/s/i/i.gif) 2012/08/17 08:17:25
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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You could take a dread mob mega dread as ally and then field Meka dreads in your primary detachment
Despite that, in case of the mega dread, the implicit slot is quite obvious. With all the switching around for lootaz, kanz, deff dreads, grot tanks etc, it's hard to claim the same for the lifta droppa.
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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. |
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![[Post New]](/s/i/i.gif) 2012/08/17 12:20:24
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Decrepit Dakkanaut
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Kharrak wrote:Murrdox wrote:Kharrak wrote:
Actually, not even the Meka-Dredd - since it requires a Mega Dredd to be in the Codex Ork army, but the Mega-Dredd has no entry saying where it goes in a Codex Ork army, it itself is invalid.
*shrugs shoulders*
Actually there is a mention for the Mega-Dread that it counts as a Heavy Support choice in Codex: Orks armies. Sadly you can't count it as a troop choice. Then you can take a Kustom Meka-Dread as an HQ choice.
Really? Can't find any information on where the Mega Dread (NOT Meka Dread) can be included myself - suspect you may be mistaken.
The Meka Dread can never be taken as an HQ choice for Codex Orks, since its inclusion, in both the HQ and Dread areas of IA:8 say it can be included as Heavy Support, IF there's another Mega Dread.
KingCracker wrote:Gah fast attack?! I made a thread a while ago, where we were speculating how 6th/new codex would change the face of Orks. And I speculated that I think Fast attack would be a the new Heavy Support. And looks like Im right. DAKKAjets or Grot tanks?
Grot Tanks are Elites.
Grot Mega Tanks are Fast Attack
Ahh that makes sense I guess. I dont have an IA book, so really I was just going off of what someone on here said. Still though, Fast Attack is the new Heavy Support for us.
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![[Post New]](/s/i/i.gif) 2012/08/19 02:46:45
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Decrepit Dakkanaut
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Well I lost my first game of 6th, but I did go out with one hell of a bang. I can honestly tell the reason I lost we set up and mission. The game boiled down to the SM player setting up in a tight table corner and just doing a serious gun line. He had 2 tacticals, a sternguard squad, Cato, 2 vindicators and a whirlwind. There was just too many bullets to get through it all, not to mention I rolled poorly, naturally, on the 2 things I needed to roll decent on the most. But it was fun, I had a burna wagon that wall of flamed the ever living gak out of a tactical squad, and my deffkoptas krumped one of the vindicators.
So I can say, that burnas are incredibly brutal in 6th, wow. Do not doubt those guys, they WILL make your opponent pay weather they charge or not
But at the same time, I could see the lootas riding shotgun in the wagon REALLY being useful, there were many times I thought "If only I had taken Lootas instead.
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![[Post New]](/s/i/i.gif) 2012/08/19 07:36:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Poxed Plague Monk
san diego
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take both lootas and burnas. both are an amazing value for having a squad where every model is equipped with good weaponry.
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for 40k
skaven for fantasy. for the under empire!........but it isn't a game anymore.
for infinity |
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![[Post New]](/s/i/i.gif) 2012/08/19 09:43:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mutilatin' Mad Dok
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heckler wrote:take both lootas and burnas. both are an amazing value for having a squad where every model is equipped with good weaponry.
"Points Permitting" is the issue here
I struggle - local standard is 1750, and its tough to fit what I feel I need into my lists. I never feel I have enough Lootas, feel I really need my grot tanks, can't have less than three trukkboyz, and so on.
On having had a game yesteday - one REALLY must remember to maneuver their Nobs well, to avoid that first challenge and still get them into the fight. Keep them 3" away from the enemy after charging - they can't be challengs, but should be able to then consolidate into the combat to get hits in. Though they may be challenged afterwards, just those first few attacks in that first round are crucial.
I'm also learning when to accept a challenge, even if it would mean the death of my Nob.
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![[Post New]](/s/i/i.gif) 2012/08/19 20:51:02
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Decrepit Dakkanaut
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While taking a shower, I realized I made a HUGE mistake last night, that could of easily turned the tide of our game. When my biker boss was mowed down, I TOTALLY FORGOT to do the "Look out Sir" for his 4 wounds.  If only I had remembered that, the slaughter would of been glorious
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![[Post New]](/s/i/i.gif) 2012/08/20 11:08:43
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Waaagh! Warbiker
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Kharrak wrote:
I struggle - local standard is 1750, and its tough to fit what I feel I need into my lists. I never feel I have enough Lootas, feel I really need my grot tanks, can't have less than three trukkboyz, and so on.
My local standard has generally been 1.5k and I feel that these medium point games are actually better. You don't have all the points to have all of what you want but enough to have some, or maybe more but have to slim down elsewhere. It forces compromises that you don't get in 2k or 2.5k and can make for much more tense games.
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![[Post New]](/s/i/i.gif) 2012/08/20 11:41:59
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Decrepit Dakkanaut
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I prefer sub 2k point games, because your gambles are bigger and your choices are harder. You either play it safe and have a bunch of bodies and prey for not too many av14, OR you take a couple tough guy units at the cost of more points per unit. So you really have to think, and play smarter.
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![[Post New]](/s/i/i.gif) 2012/08/20 21:06:18
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Battlefortress Driver with Krusha Wheel
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KingCracker wrote:I prefer sub 2k point games, because your gambles are bigger and your choices are harder. You either play it safe and have a bunch of bodies and prey for not too many av14, OR you take a couple tough guy units at the cost of more points per unit. So you really have to think, and play smarter.
In total agreement. I tend towards 1500 as it forces every army to make hard decisions and you have a lot less spamming of the "best" units.
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![[Post New]](/s/i/i.gif) 2012/08/21 17:23:41
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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I favour 1750, it doesnt offer the flexibility of 2k, but doesnt constrict as much as 1500. That said i also like 1000, because its small, but small in a nice way if you know what i mean, not just an awkward pain in the ass like 1250 or 1850.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/21 17:52:51
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Land Raider Pilot on Cruise Control
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1500-2000 is my favorite range. 1750/1850 probably being my two favorite points levels.
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![[Post New]](/s/i/i.gif) 2012/08/22 05:41:01
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Renegade Kan Killin Orks
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Bonzofever wrote:Yes I think Flakka Trakks are awesome. I believe they are to be added to the upcoming Ork Dex in 2013: there is a list of upcoming GW releases on the web that makes me think we might have some "ex-Apocalypse" units added to a standard 40K codex. In addition, as the Stompa is a GW kit I expect to find its rules in a GW rulebook for 6th edition. I do hope so, tbh "Tellyporta Nobz" ??!! ps, I'm liking the 2000 cap, as you can have 4 HQ at that level now!
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This message was edited 1 time. Last update was at 2012/08/22 05:41:53
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![[Post New]](/s/i/i.gif) 2012/08/22 15:43:02
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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And 6 manticores! YAY THE GAME IS BALANCED
P.S. I hate double foc
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/22 16:30:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Waaagh! Warbiker
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I thought they came in squadrons, for an allowance of 18?
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![[Post New]](/s/i/i.gif) 2012/08/22 16:32:31
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Battlefortress Driver with Krusha Wheel
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I will never participate in double FoC. It's a broken bunch of BS and not worth my time.
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![[Post New]](/s/i/i.gif) 2012/08/22 16:50:12
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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Nope. Leman Russes and Hydras come in squadrons. Manticores are like the other "artillery" units and do not come in squadrons, like medusa's and basilisks don't. Thank the emporer!
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/22 17:02:35
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Smokin' Skorcha Driver
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Orkaswampa wrote:Nope. Leman Russes and Hydras come in squadrons. Manticores are like the other "artillery" units and do not come in squadrons, like medusa's and basilisks don't. Thank the emporer!
Corrction: Medusa's and Basilisks CAN come in squadrons. Unless I misread your post.
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![[Post New]](/s/i/i.gif) 2012/08/22 17:34:39
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Dakka Veteran
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matphat wrote:I will never participate in double FoC. It's a broken bunch of BS and not worth my time.
At 2000 points with double Force Org, Orks can get:
3 Big Meks w/ KFF
18 Killa Kans, mixture of Grotzookas and Rokkits
3 Deff Dreads, Skorcha, CCW, Armour Plates, and Riggers
That leaves you 500 points and some change for Boyz and other units.
Of course I realize this isn't nearly as insane as what other armies can do with a double-force org at 2000 points, but it's still amusing. That's one hell of a Dread Bash army right there.
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![[Post New]](/s/i/i.gif) 2012/08/22 17:49:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Liche Priest Hierophant
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Just get more Deff Dredd, and a SAG Mek.
Then again, just how many Boyz can one get at 2000 with double FoC?
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/08/22 18:07:06
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Dakka Veteran
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Your math may vary, but in a 2000 point list:
2 Warbosses w/ PK and other basics
7 squads of 30 Boyz, w/ Nob, PK, and 3 Big Shootas.
That leaves you 100 points for some extra toys, or a Big Mek, etc.
But that's over 200 Boyz. One crazy hell of a Green Tide!
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![[Post New]](/s/i/i.gif) 2012/08/22 18:10:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Purged Thrall
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Or you could fit 360 grots in under 1500. That'd be even more insane.
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![[Post New]](/s/i/i.gif) 2012/08/22 18:16:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Nurgle Predator Driver with an Infestation
Dover
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Big Mek /w KFF - 85
Big Mek /w SAG + Cyb + EA + BP - 115
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
30x Boyz - 180
2000 On the Dot, Big Meks slowed upgrades are to make 2000, as you cant double foc at 1999.
302 Model Count, if you can roll double 6s every turn with SAG and get the first turn each game, this will be competitive  (assuming you get 3 days per turn)
If every single boy charged, they would inflict 300 wounds on space marines on average which is 50 terminator kills, 100 marine kills, 150 eldar/tau kills, 200 guardsmen kills, 250 ork kills, 300 gretchin kills
However the only way that could ever happen is a house rule where you can have unlimited size squads of terminators etc and one ork is within range of the artefact that gives you I10
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This message was edited 3 times. Last update was at 2012/08/22 18:19:56
W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/22 18:21:33
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Mekboy on Kustom Deth Kopta
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Anvildude wrote:Just get more Deff Dredd, and a SAG Mek.
Then again, just how many Boyz can one get at 2000 with double FoC?
360 boys
2 big meks 70 pts
360 boys, 2160 no upgrades
140 points to play with for a 2500 pt game.
You just flood every square inch of your deployment zone with boys, then just march across the field towards his HQ.
you could claim every objective, cross the line while denying him as he'd have no room to cross. Keep your hq in the back and go for his.
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![[Post New]](/s/i/i.gif) 2012/08/22 18:34:30
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Liche Priest Hierophant
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"Tide's Rollin' in!"
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/08/22 19:12:52
Subject: 6th Ed. Ork Changes and Tactics. (Updated 8/7)
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Alluring Mounted Daemonette
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