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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

 Sovspot wrote:
In all honesty, I don't see any real reason to field regular nobz.



I dont. Infact I havnt used a nob mob in over a year if I remember correctly. I personally call units like that of Ghaz, a crutch unit. Meaning, they are so powerful, you end up relying on them to do the impossible, because they usually can. Ive dont awesome without them. And now in 6th, so many people are confused what to do with them now. feth em, thats what Id say about it But yea, 6th, REALLY hoed the Nobz.


Automatically Appended Next Post:
 Jidmah wrote:
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.



Again, I dont actually run Nobz, BUT at least taking big choppas give you more versatility with the unit. They can actually bring down vehicles without having to glance the piss out of them. What if (Big what if here) they are assaulted by a walker? Or something with a high toughness? Then what? Again, assuming there ISNT a PK in the mix. With all those attacks....your going nowhere, where as my unit of bigchoppas can still chuckle and put holes in things

This message was edited 1 time. Last update was at 2012/09/25 00:48:59


 
   
Made in us
Tough-as-Nails Ork Boy





 KingCracker wrote:
 Sovspot wrote:
In all honesty, I don't see any real reason to field regular nobz.



I dont. Infact I havnt used a nob mob in over a year if I remember correctly. I personally call units like that of Ghaz, a crutch unit. Meaning, they are so powerful, you end up relying on them to do the impossible, because they usually can. Ive dont awesome without them. And now in 6th, so many people are confused what to do with them now. feth em, thats what Id say about it But yea, 6th, REALLY hoed the Nobz.


I wouldn't call Ghaz a crutch unit. I believe you can make a diversified list with him in it.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Sovspot wrote:
In all honesty, I don't see any real reason to field regular nobz.

One reason would be getting the fourth battlewagon for games below 2000 or that 1999+1 nonesense.

MechanicusOmnisWrex wrote:
Lifta Droppaz are mega deadly.. no roll to hit YAY!!!

Incorrect, the lifta droppa has to hit on 4+ or has no effect at all. The latest rules for the lifta droppa are found in IA: Apocalypse Second Edition.

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..

The save value has little to do with it, hitting three times vs hitting four times is the key. Against guard the choppas even wound on 2+/3+ so the gap is smaller.

S7 on the charge is great for hacking down light to medium walkers and the Boss mixed in means even AV14 is threatened...

Sure, but do you really need ten of them? I'd bet half as many would do just as good.

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!

Agree, but you did ask for advice
All I'm doing is supplying it. What you do with it, is none of my business.

 KingCracker wrote:

 Jidmah wrote:
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.


Again, I dont actually run Nobz, BUT at least taking big choppas give you more versatility with the unit. They can actually bring down vehicles without having to glance the piss out of them.

This is exactly where I'm coming from. I run nobz all the time (as bikers or regular), usually fielding two PKs and an even split between big choppas and choppas. In almost every single fight against a vehicle I had in 6th, either the choppa nobz and the painboy took down the vehicle before I rolled the big choppas, or the klaws totally tore it apart if they got to strike. If nobz charge any vehicle, even if it has rear armor 11, it's dead, and big choppas really never added anything but overkill, which sometimes even lead to an explosion on top of a wrecked result, causing unnecessary wounds.

What if (Big what if here) they are assaulted by a walker? Or something with a high toughness? Then what? Again, assuming there ISNT a PK in the mix. With all those attacks....your going nowhere, where as my unit of bigchoppas can still chuckle and put holes in things

I'd argue that's its your own damn fault for not bringing a pk
But seriously, against a AV13 walker you'd still be going nowhere (curse those damn soul grinders), even if you charged them for some reason. And once you've failed to take it down during your first turn, S6 isn't going to scatch their paint anymore, while they smash 30 points of nobz whenever one of their attacks connects. All walkers actually good in combat either have AV13(soul grinder, furioso, ironclad, bjorn) or hit so hard that nobz shouldn't be remotely near them, like DC dreads or (if rumors hold true) mauler fiends. So it really comes down to beating deff dreads (and we all know that stopping them does not involve tossing a deathstar at them), and marine dreads which didn't trade away their DCCW. If you find yourself in combat with one of those for whatever reason, you would probably have been better off spending 25 points on a PK rather than on five big choppas. All other walkers both fold like wet paper to nobz (some of them even to boyz) and should be taken down by lootaz anyways, to prevent them from shooting your stuff.
A wise ork player once told me to not spend points on making a unit mediocre at something it usually sucks at. It's probably the best advice given to me ever.
Nobz suck at fighting walkers, even if you spend as many points as possible, they still aren't great at it.

This message was edited 1 time. Last update was at 2012/09/25 07:21:00


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
Fresh-Faced New User




Thanks for the advice and I find it very useful, I never fielded Nobz until the spring of this year when I started selecting units I rarely fielded units and giving them a go, finding myself using 3 Boom Wagons and a hefty amount of Nobs without PK's and doing quite well with them too. (admittedly only fighting against Guard and Orks and on the local stores 4x4 foot table too - an environment where death stars can do well since they end up in range of most things quite quickly).

There have been some entertaining scraps in the center of the board with most of each army piling in to bash the zog out of one another!

The Nobs high toughness was a constant feature that helped, and a lot of my logic was based on the cost of 1 nob with big choppa being the same as buying one nob a PK and they both wound on 2+.

At heart I'm a horde playing but spending time using super-elite-troop units has been refreshing

anyways. cheers for all the feedback!

ps.. Lifta Droppa roll to hit now.. does the opponent get a cover save too? makes it a lot less deadly, but then, it was kinda mental!


Ork's ROK - follow the link. (do it, you won't regret it).

http://www.dakkadakka.com/dakkaforum/posts/list/594675.page 
   
Made in za
Mutilatin' Mad Dok





MechanicusOmnisWrex wrote:
ps.. Lifta Droppa roll to hit now.. does the opponent get a cover save too? makes it a lot less deadly, but then, it was kinda mental!

Cover saves can be taken if they have access to it, but Power Fields and Void Fields are ignored.
   
Made in us
Sneaky Kommando



Pensacola, Fl

In 5th edition I ran a kanwall list with a full unit of nobs and a painboy, diversified of course, and they were superb. Took the kans out since they now suck, and drop to anything as small as IG because everyone now has nades! Bottom line my nobs, where they used to go through 2 or 3 units and still kept trucking, now are lucky to go through thier first unit without being whiped!

Last game was
lootas15
boyz30x2
boyz20x3
ghaz
warboss
dakkajet x2
4manz

and against BA was a good match, we ended up tieing in KP game

Thank You
Rejn (region) 
   
Made in fr
Screamin' Stormboy





France

 Jidmah wrote:
MechanicusOmnisWrex wrote:
Lifta Droppaz are mega deadly.. no roll to hit YAY!!!

Incorrect, the lifta droppa has to hit on 4+ or has no effect at all. The latest rules for the lifta droppa are found in IA: Apocalypse Second Edition.

Once again, my opponent and I didn't play according to latest IA rules of Lifta Droppa Battlewagon. This is all about agreeing on what seems best suitable for fun games (I think I've already made my point before in this topic ;-) ) For 650 points, the Big Mek Stompa unit would be completely useless. Seriously, a mishap making the gargantuan walker to explode? That'd be a ridiculous investment even for Apoc Games. We opted for the original rules of the Lifta-Droppa.

For those playing with the latest rules (which are for the Lifta Wagon), you'd be better off with extra SAG templates.

Edit: Plus there are so many mix-ups in IA books, especially in Aeronautica (Flakka Trakks/Trukks). It looks like a slapdash job to me.
For example, IA Apoc Second Edition gives the following profile to Lifta Droppa overload: Range: Overload, S: 48", AP: D, Special: 1 Heavy, 10" Blast

This message was edited 1 time. Last update was at 2012/09/25 14:45:00


Breknek Krashdaskull
(Kraknuk Pét'le Krane) 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Just because you don't like the rules doesn't make them any less official. Plus, the rules are for the lifta droppa weapon, not just the wagon. The nerf was needed, considering that any hit basically auto-destroys any vehicle in game now.

If you want to use old rules, that's your business, I hear people are also still using the old tyranid or CSM codices.

But, unless your opponent agreed with you on it, using outdated, more powerful rules is no less than cheating. Claiming that an obviously intended change is a "mix-up" even more so.

The rules for the lifta-droppa have changed, deal with it.

Considering that his is a thread about 6th Edition Tactics for everyone, outdated rules and house-rules should stay outside.

This message was edited 2 times. Last update was at 2012/09/25 14:58:16


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 fr
Screamin' Stormboy





France

 Jidmah wrote:
Just because you don't like the rules doesn't make them any less official. Plus, the rules are for the lifta droppa weapon, not just the wagon. The nerf was needed, considering that any hit basically auto-destroys any vehicle in game now.

If you want to use old rules, that's your business, and so on.

Woh-woh-woh. Calm down, pal. Be cool. I know the GW rules no longer are the official ones.
However please do allow me to answer you quickly.

1/ My opponent and I came to an agreement. No cheating, sir, just an agreement.
As far as I'm concerned, there are too many issues with Apocalypse games. Everything is overpowered.
This is why I didn't want to spend too many lines on my Apoc battle report, I saw that coming right from the start.
So take it easy, please. It's just a matter of finding a way to have fun with big armies.

2/ I didn't claim the new rule for Lifta Droppa was a mix-up, I wanted to point out some typos and errors that shouldn't exist when you have to pay for rulebooks.
Let's face it though. GW gave more love to its outdated rulebooks than the latest IA codices. Evidence?
As far as I'm concerned, it's not clear to me how Flakka Trukks and Flakka Trakks work.
P43, Flakka Trukk doesn't have any Transport Capacity BUT they have a Ramshackle special rule.
PP46-47, Flakka Trakk. Transport Capacity: The Flakka Trukk has a transport capacity of 6. Wargear: Two Big Shootas. WTF?
I hope that explains my use of "mix up" and "slapdash job". No offense.

Anyway, this is not the topic at hand. My original point was: if you play a Stompa in 6th, fill it with 2x5 Burna Boyz (including 6 Meks) + 1 KFF Big Mek.

Breknek Krashdaskull
(Kraknuk Pét'le Krane) 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

That is the only negative thing I have to say about the IA books, FW aren't really good at editing them properly. I have 5 IA books and there are a bit of mix-ups a confusions, although I haven't really seen them mix up the rules, only names of chaos warbands and such.


Automatically Appended Next Post:
I have been thinking a bit about BW loadouts lately, especially shooty loadouts.
I'm building a 1000-1.500 points Mechanized army with a KoS theme, and since I have the BW upgrade sprue, I was thinking about running a regular assault BW (Shoota boys + nob or nob squad) with a deathrolla AND a shooty BW with a killkannon. My only issue is how should I build this effectively?

I coulden't find it in the rules, but my guess is that when a transport fires an ordnance weapon, the passengers also have to snap fire, like the rest of the weapons on the vehicle.
(If this woulden't be the case, I would run the BW with burnas, as they can't be fielded in much larger units anyway and they can take meks.)

The idea was that the shooty BW should follow the assaulty BW and draw fire, while reducing target units so the other assauly BW could take them in CC easier. Therefore it should move 7" and fire 24" every turn, while trying to only show its front armour. The other units in the army would be trukk boys, deffcoptas, rokkitbuggies and a dakkajet to keep the theme and present a lot of pressing targets.

The loadout of the shooty BW would be:
Killkannon, RPJ, riggers, ram, kannon and 4x big shootas.

To not waste the transport capacity, I feel like I should field a unit inside it. My first thought was burnas, but I came to think that they might not be able to shoot their burnas from inside, unless when firing overwatch at assaulting units. Should I just go with 12 shoota boys w. PK Nob for a cheap scoring unit? Or should I take lootas and make the thing extremely expensive, but more survivable?

Keep in mind that I don't play in the most hard core competitive enironment. I play against competent players with different and diverse armies, but I still want a fighting chance.

This message was edited 1 time. Last update was at 2012/09/25 17:04:03


2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






KingCracker wrote:I dont. Infact I havnt used a nob mob in over a year if I remember correctly. I personally call units like that of Ghaz, a crutch unit. Meaning, they are so powerful, you end up relying on them to do the impossible, because they usually can. Ive dont awesome without them. And now in 6th, so many people are confused what to do with them now. feth em, thats what Id say about it But yea, 6th, REALLY hoed the Nobz.


Dammit.

I had kinda figured out. In fact I haven't been running nobs for the past three months, despite the many sucessess my eight ork strong unit amassed for all of 5th ed. The LOS gimmick looked even worse than the former wound allocation shenanigans, and begged for an official GW response. It came, and Nobs became what they were intended to be: Elite boyz with two wounds, higher strenght and top tier equipment. But boyz nonetheless: Paper armor, low ld, laughable init.

Still, I've got a game coming this thursday. 1750 pts. I normally run 1500 and 2000 points lists, and torn between cutting my 2000 points battlewagon list or boosting my 1500s speed freaks with an extra trukk full of nobz, I opted for the latter.

So, this is the list I had decided upon:

Warboss on a bike, pk, bp, cybork, attack squig

5 deffkoptas with rokkits.

11-strong slugga boyz + Nob with bp and pk + trukk with reinforced ram x 5

dakkajet with ace, extra supa-shoota x 2

7 Nobz with painboy, cybork, 2x pk, 2x big choppa, 1x bp, 1x waaagh! banner + trukk with reinforced ram.

Opponent will be necrons, standard scarab farm with maybe a night scythe loaded with immortals for support. Warriors in arks, lord with mindshackles in a catacomb and a couple A-barges, probably with heavy teslas. My plan is to send those pks to deal with the arks and barges, nobs after the Spiders, rokkit koptas after the catacomb. If they arrive on time, Dakkajets will try sweeping the scarabs before them manage to get tangled and/or the Scythe when it shows up. If not, they'll assist with warriors, finishing vehicles with their Quantum Shielding down or trying to land wounds on enemy characters or whatever lies under their path. The warboss will run around putting his 5 s10 attacks where they're needed, or boosting the koptas' ld.

Now I have my doubts about the role nobs will be playing in all this. Frankly speaking, I doubt they'll be able to perform as intended. Maybe dropping a trukk and fielding my old reliable nob bikers will be better instead... Any suggestions?




War does not determine who is right - only who is left. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

dakkajet with ace, extra supa-shoota x 2


Do you mean 2 DAKKAjets with supa shoota? Or you took 2 extra supa Shootas? Because if its the last one, you can only take 1 extra supa shoota. Im assuming you meant you have 2 jets though
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Yep, poor choice of words. I meant two dakkajets, each with an additional supashoota.



War does not determine who is right - only who is left. 
   
Made in us
Tough-as-Nails Ork Boy





 Jidmah wrote:
or that 1999+1 nonesense.


ALL OF MY RAGE

 
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

So what is the verdict now and days boyz? Nobz worth it or not?

I am starting a 400 pt league here soon which escalates each week by 50 pts. As a joke for the first week i was going to play a megawarboss +unit of mega nobz inside a trukk but would it be better to still take basic nobz? or not?

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Bonzofever wrote:
1/ My opponent and I came to an agreement. No cheating, sir, just an agreement.
As far as I'm concerned, there are too many issues with Apocalypse games. Everything is overpowered.
This is why I didn't want to spend too many lines on my Apoc battle report, I saw that coming right from the start.
So take it easy, please. It's just a matter of finding a way to have fun with big armies.

Mind you, I did not accuse you of cheating. I merely stated that using the old rules in order to get the more powerful version of the lifta-droppa without your opponent's consent would be cheating.

2/ I didn't claim the new rule for Lifta Droppa was a mix-up, I wanted to point out some typos and errors that shouldn't exist when you have to pay for rulebooks.
Let's face it though. GW gave more love to its outdated rulebooks than the latest IA codices. Evidence?
As far as I'm concerned, it's not clear to me how Flakka Trukks and Flakka Trakks work.
P43, Flakka Trukk doesn't have any Transport Capacity BUT they have a Ramshackle special rule.
PP46-47, Flakka Trakk. Transport Capacity: The Flakka Trukk has a transport capacity of 6. Wargear: Two Big Shootas. WTF?
I hope that explains my use of "mix up" and "slapdash job". No offense.

To be fair the Aeronautica is a terrible book, that's not even worth the paper it's printed on. Luckily us orks weren't victim to the biggest f***-up, them slapping super-sonic on every single flier in the book. Ironically, super-sonic disallows entering hover-mode, making every single flying transport useless.
Imperial Armor: Apocalypse Second Edition a lot less so, except for some formatting errors, which (sadly)are quite common across all FW books.
Flakka Trukks are Gun Trukks with a big gun choice (in this case the flakka gun), and thus lose their transport capacity. Ramshackle works exactly like for normal trukks. They can still fly across the board and explode in random places, just like an empty trukk would.
Flakka Trakks are Big Trakks with a big gun choice (again, the flakka gun), reducing their transport capacity from 12 to 6. Big trakks come with two big shootas standard and then you add the flakka gun.
This is the Flakka Trakk model, just add the flakka gun:
http://www.forgeworld.co.uk/Warhammer-40000/Orks/ORK_VEHICLES/ORK-BIG-TRAKK.html

Anyway, this is not the topic at hand. My original point was: if you play a Stompa in 6th, fill it with 2x5 Burna Boyz (including 6 Meks) + 1 KFF Big Mek.

You could also fill it with three mekka dreads


Automatically Appended Next Post:
 Sovspot wrote:
 Jidmah wrote:
or that 1999+1 nonesense.


ALL OF MY RAGE


Until anyone posts an actual overpowered list without a major flaw at 2000 points, that house rule is nonsense. Also, don't spam.

This message was edited 2 times. Last update was at 2012/09/26 08:49:05


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
Longtime Dakkanaut




The trukk will die and you will have infantry that can not even run.
A joke would be one unit of cheap nob bikers, then maybe grots for the second troop if needed.
   
Made in us
Tough-as-Nails Ork Boy





Big Mek Wurrzog wrote:So what is the verdict now and days boyz? Nobz worth it or not?

I am starting a 400 pt league here soon which escalates each week by 50 pts. As a joke for the first week i was going to play a megawarboss +unit of mega nobz inside a trukk but would it be better to still take basic nobz? or not?


At 400 points the nobz would probably be a better alternative. You stick them in something in which a simple spit ball will make it explode, and when it does you have a bunch of slow and purposeful dudes walking on turn 1. (assuming you don't get first turn.) Then it won't be a such a joke anymore and more of a sigh. And what are you going to fill the second troop slot?

Since you were talking about joke armies I thought I would make a grot list at 400 pts.

Bigmek Shokk Attack Gun --105Pts
Heavy armor, boss pole

Gretchin x2 255
One of the runtherds has a grotprod

Big Gunz 40
Kannons 2

Ehehhehe

Jidmah wrote:
 Sovspot wrote:
 Jidmah wrote:
or that 1999+1 nonesense.


ALL OF MY RAGE


Until anyone posts an actual overpowered list without a major flaw at 2000 points, that house rule is nonsense. Also, don't spam.


It wasn't intended to be spam, so I apologize I suppose.

This message was edited 2 times. Last update was at 2012/09/26 14:51:19


 
   
Made in fr
Screamin' Stormboy





France

 Jidmah wrote:
Mind you, I did not accuse you of cheating. I merely stated that using the old rules in order to get the more powerful version of the lifta-droppa without your opponent's consent would be cheating.

That's for sure!

 Jidmah wrote:
To be fair the Aeronautica is a terrible book, that's not even worth the paper it's printed on. Luckily us orks weren't victim to the biggest f***-up, them slapping super-sonic on every single flier in the book. Ironically, super-sonic disallows entering hover-mode, making every single flying transport useless.
Imperial Armor: Apocalypse Second Edition a lot less so, except for some formatting errors, which (sadly)are quite common across all FW books.
Flakka Trukks are Gun Trukks with a big gun choice (in this case the flakka gun), and thus lose their transport capacity. Ramshackle works exactly like for normal trukks. They can still fly across the board and explode in random places, just like an empty trukk would.
Flakka Trakks are Big Trakks with a big gun choice (again, the flakka gun), reducing their transport capacity from 12 to 6. Big trakks come with two big shootas standard and then you add the flakka gun.
This is the Flakka Trakk model, just add the flakka gun:
http://www.forgeworld.co.uk/Warhammer-40000/Orks/ORK_VEHICLES/ORK-BIG-TRAKK.html

So Flakka Trukks lose their transport capacity altogether, and the Ramshackle rule only applies for a regular vehicle? That's weird but I see the point.
Thanks for the Big Trakk picture, that helps. Agreed to the rest of your post about FW books!

 Jidmah wrote:
You could also fill it with three mekka dreads

Ohh... That sounds great and fluffy! How do you make that work? Do walkers count as 5 models? (thought that was 10)

This message was edited 3 times. Last update was at 2012/09/26 15:35:38


Breknek Krashdaskull
(Kraknuk Pét'le Krane) 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

 Bonde wrote:
That is the only negative thing I have to say about the IA books, FW aren't really good at editing them properly. I have 5 IA books and there are a bit of mix-ups a confusions, although I haven't really seen them mix up the rules, only names of chaos warbands and such.


Automatically Appended Next Post:
I have been thinking a bit about BW loadouts lately, especially shooty loadouts.
I'm building a 1000-1.500 points Mechanized army with a KoS theme, and since I have the BW upgrade sprue, I was thinking about running a regular assault BW (Shoota boys + nob or nob squad) with a deathrolla AND a shooty BW with a killkannon. My only issue is how should I build this effectively?

I coulden't find it in the rules, but my guess is that when a transport fires an ordnance weapon, the passengers also have to snap fire, like the rest of the weapons on the vehicle.
(If this woulden't be the case, I would run the BW with burnas, as they can't be fielded in much larger units anyway and they can take meks.)

The idea was that the shooty BW should follow the assaulty BW and draw fire, while reducing target units so the other assauly BW could take them in CC easier. Therefore it should move 7" and fire 24" every turn, while trying to only show its front armour. The other units in the army would be trukk boys, deffcoptas, rokkitbuggies and a dakkajet to keep the theme and present a lot of pressing targets.

The loadout of the shooty BW would be:
Killkannon, RPJ, riggers, ram, kannon and 4x big shootas.

To not waste the transport capacity, I feel like I should field a unit inside it. My first thought was burnas, but I came to think that they might not be able to shoot their burnas from inside, unless when firing overwatch at assaulting units. Should I just go with 12 shoota boys w. PK Nob for a cheap scoring unit? Or should I take lootas and make the thing extremely expensive, but more survivable?

Keep in mind that I don't play in the most hard core competitive enironment. I play against competent players with different and diverse armies, but I still want a fighting chance.


Does anybody have any thoughts about my idea of running a shooty BW with an assaulty one? I haven't even purchased a second BW yet, so I can change just what I want. Thanks in advance.

2500pts Da Blitza Boyz! (Orks) 70% painted.

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On ork tactics; I wonder if anybody tried this idea yet:

A buggy wall; with one skorcha in every squadron. The idea is that of a can wall but with buggies.
It can do roughly the same, that is provide cover & shoot at 50% hitrate.
This of course only an idea if you prefer freeing up your heabvy support rather than fast - which I personally do.

So; the idea is that buggies move faster than Cans, thus your wall actually has a hammer/anvil effect built into it, as the wall will strike a turn because the boyz. AND since they can move further per turn than the boys; you don't have the risk of them blowing up on the boys (my biggest objection to can wall), while you don't have to slow your boyz down to keep distance. It's also a bit cheaper, although less strong (10 v 11 armour) & no close combat abilities.

I think can wall is superior, but again given a situation in which you want to use the heavy slots (or want two walls!), I think it can be handy & you loose less boys.

What do you think?

This message was edited 1 time. Last update was at 2012/09/26 19:45:53




 
   
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Longtime Dakkanaut




Why do you want skorchas? Rocket buggy spam is awesome, it doesn't fit with every list and there may be more suitable fast attack options.
It is dirt cheap, unpopular but one of the best options in the ork codex for a long time.

They work really well with trukk spam. Then the only issue you have is trukk spam self.
   
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Kansas City, Missouri

 Sovspot wrote:
Big Mek Wurrzog wrote:So what is the verdict now and days boyz? Nobz worth it or not?

I am starting a 400 pt league here soon which escalates each week by 50 pts. As a joke for the first week i was going to play a megawarboss +unit of mega nobz inside a trukk but would it be better to still take basic nobz? or not?


At 400 points the nobz would probably be a better alternative. You stick them in something in which a simple spit ball will make it explode, and when it does you have a bunch of slow and purposeful dudes walking on turn 1. (assuming you don't get first turn.) Then it won't be a such a joke anymore and more of a sigh. And what are you going to fill the second troop slot?


Since you were talking about joke armies I thought I would make a grot list at 400 pts.

Bigmek Shokk Attack Gun --105Pts
Heavy armor, boss pole

Gretchin x2 255
One of the runtherds has a grotprod

Big Gunz 40
Kannons 2

Ehehhehe

This league requires 1 troop and 1 hq at start of it which 400 is the start. then as we progress 50 pts per week we increase to eventually standard force orgs at 750.

basic rule of thumnbs are

1) No HQ over 125 pts
2) No single model with more than 150 pts (this means like MC's and stuff)
3) No armor over 12
4) only 1 elite, FA, and Heavy until 750 force org expansion, once that happens the mitts are off.

My idea was going to be something like this... just for lawls but I think it will do well.

400 Pts - Codex: Orks Roster

HQ: Mega-armoured Warboss (1#, 125 pts)
1 Mega-armoured Warboss, 125 pts (Attack Squig; Cybork Body)

Troops: Nobz (6#, 275 pts)
1 Nobz, 275 pts (Count as Troop Troops; Cybork Body)
1 Painboy (Cybork Body; Grot Orderly)
1 Nobz ('Eavy Armour; Bosspole; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Waaagh! Banner; Power Klaw)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Nobz ('Eavy Armour; Cybork Body; Big Choppa)
1 Trukk

This message was edited 1 time. Last update was at 2012/09/26 22:28:30


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 Bonde wrote:


Does anybody have any thoughts about my idea of running a shooty BW with an assaulty one? I haven't even purchased a second BW yet, so I can change just what I want. Thanks in advance.


That's actually a basic part of my army. When I run BWs, I always start with my Boomstompa, which is outfitted with a Killkannon, 4x Rokkits, a Kannon, 'Ard Case and Grot Riggers. This guy's filled with my KFF Big Mek, and a unit of 6 Burnas with 3 Meks (a total of 7 models, including the Big Mek). That's a full 5 chances to repair Hull Points or Weapons every turn, or 8 Strength 8 shots (well, less, because of Fire Points) plus a Str7 AP3 pie plate.

My second wagon is a ride for my Meganobz, usually, and is outfitted with a Deffrolla, Grabbin' Klaw, Wrekkin' Ball, Big Shoota and Boarding Planks (as well as Armour and Riggers, and usually an 'Ard Case, though I've been experimenting without it.)

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Curb stomping in the Eye of Terror!

Now that there's some tolerance with allowing FW models in Tourny/friendly games...

Has anyone thought about using Squiggoths? Maybe put Lootas in there?

T6, W4... can never be shaken....

Hmmmmmmmm *pondering*

EDIT: fixed typo

This message was edited 1 time. Last update was at 2012/09/27 04:10:48


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Bonde wrote:Does anybody have any thoughts about my idea of running a shooty BW with an assaulty one? I haven't even purchased a second BW yet, so I can change just what I want. Thanks in advance.

Short answer: The killkannon is a weak, short.ranged, overcosted weapon that will never be worth its points, even if you do hit that tactical squad without cover. Without even thinking, I know dozens of thing I'd rather spend that 60 points on. If you want a shooty battlewagon get either four big shootaz or rokkits and then your choice of kannon or lobba. Other than that I don't see a flaw with your idea. Keep in mind that all weapon upgrades can be stuck on the battlewagon without glueing them in place, so feel free to experiment.

whembly wrote:Now that there's some tolerance with allowing FW models in Tourny/friendly games...

Has anyone thought about using Squiggoths? Maybe put Lootas in there?

T6, W4... can never be shaken....

Hmmmmmmmm *pondering*

EDIT: fixed typo

There is a guy over at The Waagh! who owns a whole squiggoth herd, and always does ridiculously good with them, even though he is far from a competitive player. Smash and Hammer of Wrath should only have improved that list.

Math-hammering it, you get a trukk (T6 is pretty much equal to A10) with an additional "hull point", 5+ armor and no damage table (and its drawbacks, like explosions) in exchange for 10 Points, 2 models transport capacity and the big shoota. On top of that it can dish out quite a beating in close combat, as long as you don't pick a fight with WS5+ models, it hits those on a 5+. Due to the latest FAQ it is pretty good at destroying vehicles, too, as you get 3 smash attacks on the charge (3 halved = 2 +1 for charging). For just 50 points, it's a great deal, even if it uses up heavy support slots. It's still an all-or-nothing thing, a single squiggoth is going to be just as useful as a single battlewagon. Other than battlewagon it should work quite well in a footslogging list though.
Since the latest rules have doubled the costs of the big gunz upgrades on squiggoths, I wouldn't recommend using them, a BS2 kannon is not worth 20 points. And yeah, I'd probably put lootaz (shooty) or nobz/MANz inside(assaulty). Burnaz might work, too, but any other units aren't that useful at 10 models.

This message was edited 4 times. Last update was at 2012/09/27 07:44:40


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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.
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MFletch wrote:
Why do you want skorchas? Rocket buggy spam is awesome, it doesn't fit with every list and there may be more suitable fast attack options.
It is dirt cheap, unpopular but one of the best options in the ork codex for a long time.

They work really well with trukk spam. Then the only issue you have is trukk spam self.


The idea is that they have to shoot the scorcha or it will kills (well, harms) their gunline (which is prolly opposed to my horde), which guarantees more negation from my precious targets than a rokkit buggy would do.

But the idea of trukk spam is different from the wall idea, which is a footslog tactic rigth?




 
   
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Fresh-Faced New User




When considering the Killkannon, have a word with your opponent about the Supakannon in IA8 .. it is about 10 points more and has much better range and strength.

Since FW have stamped a load of things in their books as useable in 40k the Supakannon is in theory a viable gun.. though I still prefer to discuss anything non-codex before a battle.

I like the idea of a Squiggoth army!.. cost a lot to build but would look amazing!


Ork's ROK - follow the link. (do it, you won't regret it).

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Insect-Infested Nurgle Chaos Lord





Oregon, USA

Assuming that your opponent will let you use it, it's an awesoem bit of kit

Most of my local scene are very down on FW units. A few are OP, and get spammed whenever a FW-allowed event is scheduled, which has soured most folk on them

A lot are actually a bit over-costed, but people don't tend to bring those, for some reason

The Killcannon is ludicrously overpriced for what it does. If it was longer ranged, higher S or AP 2 it might be worth it, especially since some armies (like Marines of various colours for example) have access to AP2, S 10 pieplates, with better BS.

The Boomgun is marginally better, but also far too costly.

This message was edited 1 time. Last update was at 2012/09/27 21:43:23


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
 
   
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New York

Where are the rules for Squiggoths?

I've always wanted to scratch some mechanical-esque ones to use as Trukks/Battlewagons.
   
 
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