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2012/09/18 19:40:50
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
So the orks beliefs works like oil for their tech... An engine will run a few minutes without oil, but is likely not something you want to be standing next to while its doing it.
2012/09/18 19:48:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Jidmah wrote: That would not be accurate fluff though. Ork technology works better than it should, but it's not completely disfunctional like most people keep saying.
A human could probably pick up some of the shootaz and fire them two or three times before they jam, explode, oder the recoil rips their arm off. Ork technology works better in ork hands, but it still has to work in the first place.
Amen.
It's extremely annoying how many people get this wrong. I constantly have to correct people online and in the real world.
keltikhoa wrote: So the orks beliefs works like oil for their tech... An engine will run a few minutes without oil, but is likely not something you want to be standing next to while its doing it.
Orks still use oil.
2012/09/18 20:14:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
The waagh field smoothes reality over, basically. It's not perfect, but it allows their planes to fly despite shoddy aerodynamics (not the only ones here..looks at SM fliers ) and theur machines to work without clapping out every two seconds.
There is the narrative on Pg 10 of the codex showing that many ork devices don't work unless wielded by an ork, but they at least have to mostly work for the field to edge them to 'works, most of the time..'
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
2012/09/18 21:27:30
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
daorksalot wrote: [user] : Well I guess Im pretty lucky then, considering i am very new to this and really aint missing out on what was and its like ive told the guys i play with that if i Really cared if I waon alot, I wouldn't be plain orks. I chose th play orcs cause they are funny and sooo unpredictable.
Good God, man (or woman)! You're supposedly American; Please, PLEASE! Type English!
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!
2012/09/18 22:22:18
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
had some Catachans disguise themselves as reanimated orks and used some shootas they had found to help "convince" the orks that they were being attacked by their reanimated dead. The deathworld would actually reanimate things that died on it, so the orks had fought it before. They used the ensuing panic to sneak into a mine. No, i am not making this up.
They managed to fire the shootas for about half a minute until they jammed, but they still worked just fine.
Of course this could be because the Orks that were being shot at thought that the guns being used to shoot them would work
tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips?
2012/09/20 21:42:38
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
The only ork weapons that deffinately would not work in non-ork hands are probably SAG and Zzap kannon. Zzap kannon would just send a gigantic current through a human and killn them, and who the hell knows what a SAG would do if fired by a human..
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
2012/09/21 12:05:47
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Jidmah wrote: That would not be accurate fluff though. Ork technology works better than it should, but it's not completely disfunctional like most people keep saying.
A human could probably pick up some of the shootaz and fire them two or three times before they jam, explode, oder the recoil rips their arm off. Ork technology works better in ork hands, but it still has to work in the first place.
Amen.
It's extremely annoying how many people get this wrong. I constantly have to correct people online and in the real world.
keltikhoa wrote: So the orks beliefs works like oil for their tech... An engine will run a few minutes without oil, but is likely not something you want to be standing next to while its doing it.
Orks still use oil.
Agreed on both fronts, if my name wasn't obvious. We orks have tech you think that shouldn't work... but see we'z cunning like dat and den BAM i kills ya! ya see?! Snikky tech is wot dat is!
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
2012/09/22 11:49:40
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
The "ork tech is magic!" front doesn't have a footing in fluff though
That opinion pretty much sprung from non-ork players hearing orks talking about their armies.
This message was edited 1 time. Last update was at 2012/09/22 11:50:45
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 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.
2012/09/22 13:53:27
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Rejn wrote: Except for that it says it right in the codex, that most ork tech works because they believe it does... Specifically talking about the RPJ
It's specifically talking about red paint job, yes. dBut other than that, it only says that some pieces of ork technology found by the imperium refuses to work unless in the hands of an ork. This does not mean that an ork mek could nail a peice of rusty iron to a burger grill and because he believes it can destroy the world, it will. Otherwise, every mek that built a badass stompa, like a super huge one with lots of armor, would naturally beleive that it was the killiest thing ever and couldn't be killed. But they can be. Ork meks are said to have all engineering and electrical knowledge down pat from birth. If all they had to do was nail two chunks or iron together and it became a teleporter, why would they need that knowledge?
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
2012/09/22 16:32:11
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Hey so this discussion got me thinking about a few things that orks can do in sixth edition. Warbosses have always been great at crumping and when accompanied by a nob,who can protect him from challenges, he gets even better. Orks can also very easily abuse the new force org at 2k points because of their horde composition. So why not abuse it to take our cheapest and most efficient generals, Warbosses? Also someone pointed out the combination of kannons and dakkajets. It seems like a good combination, both eat light armor, are decent at killing enemy flyers and kannons are super cheap. Anyways here is a list idea, not sure how competitive it is, but I feel like it could get the ball rolling on how Ork's can abuse their new toys and org charts.
Troops:
2x 20 shoota boyz
3x 10 slugga boyz (making room for the boss), 3x Nob PK, BP 3x trukk
Elite:
12x burnas
Heavy support:
2x BW, DR, BS, RPJ 1x BW, BS, RPJ 3x 3 kannons, extra ammo runts in each group (had 12 extra points exactly )
Fast attack:
2x dakkajet, extra suppa shoota
I know this is an army list, but it involves a lot of the new changes to orks in sixth edition (flyers, boost to artillery, force org, challenges, flamers) and i was wondering how this list looks and if it really plays to orks strengths in the sixth edition or not. (I was also considering dropping the Big Mek, and the two DRs to add a third flyer and 1 mekk to the burna group, just to have better protection against flyers).
I always press dat, if you know what I mean.
2012/09/23 09:56:55
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
This does not mean that an ork mek could nail a peice of rusty iron to a burger grill and because he believes it can destroy the world, it will
untrue . if the waaghh is big enough with enough boyz pumped up , it would .
Source?
Why does Mekboss Buzzgob bother with the wiring of his eye of gork and looting better engines from imperial vehicles for his gargant if that were the case?
Automatically Appended Next Post:
TableTopJosh wrote: Hey so this discussion got me thinking about a few things that orks can do in sixth edition. Warbosses have always been great at crumping and when accompanied by a nob,who can protect him from challenges, he gets even better. Orks can also very easily abuse the new force org at 2k points because of their horde composition. So why not abuse it to take our cheapest and most efficient generals, Warbosses? Also someone pointed out the combination of kannons and dakkajets. It seems like a good combination, both eat light armor, are decent at killing enemy flyers and kannons are super cheap. Anyways here is a list idea, not sure how competitive it is, but I feel like it could get the ball rolling on how Ork's can abuse their new toys and org charts.
Troops:
2x 20 shoota boyz
3x 10 slugga boyz (making room for the boss), 3x Nob PK, BP 3x trukk
Elite:
12x burnas
Heavy support:
2x BW, DR, BS, RPJ 1x BW, BS, RPJ 3x 3 kannons, extra ammo runts in each group (had 12 extra points exactly )
Fast attack:
2x dakkajet, extra suppa shoota
I know this is an army list, but it involves a lot of the new changes to orks in sixth edition (flyers, boost to artillery, force org, challenges, flamers) and i was wondering how this list looks and if it really plays to orks strengths in the sixth edition or not. (I was also considering dropping the Big Mek, and the two DRs to add a third flyer and 1 mekk to the burna group, just to have better protection against flyers).
I have tried that, but my experience is that there aren't enough things on the board worth getting crushed by the warboss. That's not my final conclusion though.
Taking more battlewagons instead of trukks would be better though, keep in mind that your opponent can bring twice as much of hus battlewagon-stopping units as well.
This message was edited 1 time. Last update was at 2012/09/23 10:00:04
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.
2012/09/23 10:57:28
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Last week, I finally got to play 40k games in 6th. Twice against IG and once against Eldars.
Orks vs. IG, 750 points ------------------------------ 1x KFF Big Mek 19x Shootaboyz inc. PK/HA/BP Nob 19x Shootaboyz inc. PK/HA/BP Nob 1x Grot Bomm Launcha 1x Battlewagon (DR, 1BS, Kanon, RPJ, AP) 1x Battlewagon (DR, 1BS, Kanon, RPJ, AP)
The battle was a night fight. Refused flank for both of my Battlewagons along with KFF cover. Overall I made one big mistake: disembarking one of my shootaboyz squad to take an objective (relic). Bad idea when you can get burnt or sniped. I won the game by taking advantage of ruins to protect my boyz against heavy fire, but most of all thanks to deffrollas. The IG headquarters and heavy weaponry was hidden in a ruin which collapsed thanks to a lucky roll. I didn't think I could use DR against buildings but it can be mighty effective. That was close anyway.
A similar list -- I just attached a Warboss on bike attached to a unit of Kopterz for obvious reasons. Got the first turn and thanks to unbelievable lucky rolls, I shot down an entire Wraithguard squad. Moving BWs by 7" and shooting is quite good, but using DR against a Wraithlord isn't *that* effective, because of 3+ saves. Turn 2, the Big Boss killed 6 footdars thanks to its shoota-skorcha. Seriously, if you ever play a Warboss on bike, just give him that combiweapon, it's really useful, even more when coming into play by the opposite table edge. At the end of turn 2, the Eldar army only got his HQs + a Wraithlord and 6 Guardians. I just ignored monstruous creatures and aimed at infantry and won the match with only one of my troops entirely destroyed.
Orks vs. IG Apocalypse ~3000 points ------------------------------ Since there can be many issues with 6th edition when playing Apocalypse games, we had to come to an agreement with my opponent (e.g. trying to keep traditional FOCs). For those interested, I'll be brief: use Flank March as a strategic asset for most of your best units, and field from the first turn a Big Mek Stompa full of meks, with a KFF Big Mek being the icing on the cake, to protect also a couple of BWs full of boyz/lootas. The IG Stormlord didn't do really well. I used an ADL to shoot down flyers but Vendettas are really overpowered units. Large victory for Orks in spite of my Stompa crushed by an insane series of rolls for a SINGLE lascanon (6 to hit, 6 for penetration, 6 chain reaction, 6 chain reaction and 5 loss of the last structure point!).
Which brings me to ask you something about boarding plank. Can I use my attacks the turn it arrived by the opposite table edge? This isn't considered like an assault, is it?
This message was edited 1 time. Last update was at 2012/09/23 10:59:32
Breknek Krashdaskull
(Kraknuk Pét'le Krane)
2012/09/23 11:33:31
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Here's a list I've been having a bit of success with let me know what you think.
1850 pts.
HQ Big Mek w/ shokk attack gun
ammo runt
attack squig
cybork
Fortification
Fortress of Redemption w/ Krakstorm missile upgrade
Troops
4 units of 11 boyz w/ shootas
all are in trukks with a nob that has a big shoota
10 gretchin with a runtherd--- these are in fortress of redemption in the krakstorm missile silo
Fast Attack
3 units of 3 Grot Bomm Lunchas
Heavy Support
1 unit 3 Zzap gunz w/ 3 ammo runts and a runtherd
Elite
35 Lootas w/ deffguns in the fortress broken into 3 units
10 in the bunker with one manning the twin linked lascannon when necessary
10 on the battlements
15 in the Tower itself
opinions definitely welcomed and the fortress has been properly modified so it has been orc desecrated
2012/09/23 19:38:03
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
I know this is an army list, but it involves a lot of the new changes to orks in sixth edition (flyers, boost to artillery, force org, challenges, flamers) and i was wondering how this list looks and if it really plays to orks strengths in the sixth edition or not. (I was also considering dropping the Big Mek, and the two DRs to add a third flyer and 1 mekk to the burna group, just to have better protection against flyers).
I have tried that, but my experience is that there aren't enough things on the board worth getting crushed by the warboss. That's not my final conclusion though.
Taking more battlewagons instead of trukks would be better though, keep in mind that your opponent can bring twice as much of hus battlewagon-stopping units as well.
Thanks for the feedback. I was wondering, since I havent played too much 6th editiont myself, if people still bring as much anti av 14. I feel like less people are bringing mech, and that helps BW lists. I could be wrong, I haven't played too many armies in the new edition.
I always press dat, if you know what I mean.
2012/09/23 22:20:40
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Page 16 – Shooting Phase, Look Out, Sir
Change the second sentence of the second bullet point to:
“Determine which model in the unit is closest to the character,
and resolve the Wound against that model instead.”
Page 413 – Reference, Profile, Codex: Orks, Nob.
Change unit type to Infantry and add the following Designer’s
Note:
Designers Note: Wolf Guard, Nobz, Nobz Warbikers, and Crisis
Shas’vre that lead a unit (for example an Ork Nob leading Ork
Boyz, a Wolf Guard leading Grey Hunters) have (Character)
added to their unit type.
grumble grumble grumble
.. well, at least I got inspired to make another mob of 10 Nobz with Big Choppaz. to accompany my very successful other Choppa Nobz + Boss.. now I can field the following:
Wagon + Rolla + Kannon
Boss + 10 Nobz + Painboy + Waargh Banner + All Big Choppaz
Wagon + Rolla + Kannon
Boss + 10 Nobz + Painboy + Waargh Banner + All Big Choppaz
Theres a Powerklaw and some Kombi Skorchas lurking in there too.
All of which comes in around (ish) 1k... I think on the small 4 x 4 foot table the local store has it should have some fun. I'm planning to use this in the next game so will let you know how it goes.. and yeah, it's not that competitive.. but it is freshly painted and thats what matters to me!
RE - Bonzofever.. that Stompa sounded deadly, were you running a couple of burna boy mobs with 3 meks, thus 6 mek in total plus a big mek to boot?
Ork's ROK - follow the link. (do it, you won't regret it).
TableTopJosh wrote:Thanks for the feedback. I was wondering, since I havent played too much 6th editiont myself, if people still bring as much anti av 14. I feel like less people are bringing mech, and that helps BW lists. I could be wrong, I haven't played too many armies in the new edition.
This is true for meltas(espeically the suicide variants), but not for lascannons, lances or rail guns. In addition, high-strength blasts got a lot better at shooting vehicles, so look out for those, too.
MechanicusOmnisWrex wrote:
.. well, at least I got inspired to make another mob of 10 Nobz with Big Choppaz. to accompany my very successful other Choppa Nobz + Boss.. now I can field the following:
Wagon + Rolla + Kannon
Boss + 10 Nobz + Painboy + Waargh Banner + All Big Choppaz
Wagon + Rolla + Kannon
Boss + 10 Nobz + Painboy + Waargh Banner + All Big Choppaz
Theres a Powerklaw and some Kombi Skorchas lurking in there too.
All of which comes in around (ish) 1k... I think on the small 4 x 4 foot table the local store has it should have some fun. I'm planning to use this in the next game so will let you know how it goes.. and yeah, it's not that competitive.. but it is freshly painted and thats what matters to me!
Have you tried just using regular choppas instead of big choppas? In my experience they are about equal since you no longer need big choppas to kill vehicles, but regular choppas don't cost extra. I think they are only worth their points on nobz wielding combi-weapons, since those lose their slugga.
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.
2012/09/24 12:14:24
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
See, if I were to run a nobz unit, they would have kombi skorchas on them anyways, so I too would run bigchoppas. Not to mention, with choppas, your rolling 3+ on the charge to wound, and 4+ afterwards against most armies. Where as with Bigchoppas its pretty much always a 2+ to wound. Sure its -1 attack, but the wounding stays consistent throughout
2012/09/24 13:25:36
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Assuming MEQ, 3 Attacks wounding on 2+ cause half a dead marine (.55), four attacks wounding on 4+ cause about a tenth of a marines less casualties (.44). I don't think that's worth five points. Besides, most units should be getting crushed by nobz either way.
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.
2012/09/24 13:33:29
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Have we found that nobz have lost ALL of thier fielding power? or just most of it?
My nobz have yet to perform for me at all when fielded in 6th. so far, the MANz still hold thier own, and lootas and dakkajets are the units that are almost guaranteed to hold thier own anymore. Is that everyone elses experience too or just my play style?
Thank You
Rejn (region)
2012/09/24 17:08:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
RE - Bonzofever.. that Stompa sounded deadly, were you running a couple of burna boy mobs with 3 meks, thus 6 mek in total plus a big mek to boot?
Precisely! Turn 1 I repaired 4 Hull Points (i.e. 1 Structure Point + 1 Hull Point).
Turn 2... I forgot to repair, I wasn't expecting to have 3 Structure Points blown with a single lascannon hit!
Lifta-droppa is fun to use, and deadly. It killed 1 Leman Russ, 1 Manticore and 3 random troopers. Cool !
Breknek Krashdaskull
(Kraknuk Pét'le Krane)
2012/09/24 20:47:15
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
Lifta Droppaz are mega deadly.. no roll to hit YAY!!!
as regards Nobz Mobs with Big Choppaz it is probably worth mentioning that most the time I face other Orks or Guard so the 3+ save doesn't factor in to the equation..
S7 on the charge is great for hacking down light to medium walkers and the Boss mixed in means even AV14 is threatened...
and as I said, its not for the competitive value that I behold my Nobz so highly.. its cus they look so damn cool wielding massive choppy chain blades above their heads!
Ork's ROK - follow the link. (do it, you won't regret it).