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![[Post New]](/s/i/i.gif) 2012/09/27 01:56:14
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Pyro Pilot of a Triach Stalker
New York
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Good thing I've got a guard friend with spare bits out the wazoo!
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![[Post New]](/s/i/i.gif) 2012/10/04 02:04:54
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Insect-Infested Nurgle Chaos Lord
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That's got to sting..
at least he isn't into CSM... Spiky!
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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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![[Post New]](/s/i/i.gif) 2012/10/04 02:13:05
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Smokin' Skorcha Driver
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In regard to PK nobs in Boyz squads, i have found that they are only useful if you plan on tar-pitting a walker. even then, you have to be very careful about how you arrange and move your models so that he can get within 2in on his initiative, but is not able to make it into BtB at all.
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"Friglatt Tinks e's da 'unce and futor git, but i knows better. i put dat part in when i fixed im up after dat first scrap wid does scrawn pointy ears and does pinkies." Dok chopanblok to Big Mek Dattrukk.
Victories against: 2 2 1 1 1 2 3 1 2
Died havin fun wid: 3 2 1 4 2 2 2 5 1
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![[Post New]](/s/i/i.gif) 2012/10/04 06:59:12
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Ailaros wrote:The stikkbombz bitz look so cool though. Unless I'm wrong, there are some models that get them for free, so at least you have a chance to model them.
Warbosses, Stormboyz, end of list. I just have them modeled on boyz/nobz/vehicles. It's not like anyone outside of ork players know what those are
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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) 2012/10/04 13:37:39
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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Jidmah wrote: Ailaros wrote:The stikkbombz bitz look so cool though. Unless I'm wrong, there are some models that get them for free, so at least you have a chance to model them.
Warbosses, Stormboyz, end of list. I just have them modeled on boyz/nobz/vehicles. It's not like anyone outside of ork players know what those are 
yeah that's how I was about it. All my boyz are blood axes, so it felt wierd to not have each one carrying a few stick bombs. They look awesome on the orks too, which I think is my favorite part.
But I would never pay points for them, that's madness
Although in a biker nob group, I may consider it. Thats 5pts to make sure your painboy and big choppas get to swing before other orks/necrons, not really that bad.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2012/10/04 13:54:49
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Growlin' Guntrukk Driver with Killacannon
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Jidmah wrote: Ailaros wrote:The stikkbombz bitz look so cool though. Unless I'm wrong, there are some models that get them for free, so at least you have a chance to model them.
Warbosses, Stormboyz, end of list. I just have them modeled on boyz/nobz/vehicles. It's not like anyone outside of ork players know what those are 
Yeah, you can't over model a model. My MegaNobz have had Kombi-Skorchas wih a Rokkit stuck on since 4th edition (how they are actually molded) and people repeatedly would get confused in 5th when I'd run 2 Rokkit, 2 Skorcha, 2 Twin linked in a unit. I painted the Twin linked red, Rokkits yellow, and Skorchas orange to help differentiate them and people would ask why I just wouldn't cut the Rokkits off the ones that didn't have them. Well now in 6th with no would allocation spread, it makes more sense to run the whole unit with the same load out.
Somehow I knew cuttin the Rokkits off would have been a mistake. Just have a clear list and know what you paid for and here shouldn't be a problem. One of my Rokkit boyz in my only shoota mob has a Tankbusta bomb in his non-Rokkit arm. Why? Because it looks cool!
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/10/04 14:02:00
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Liche Priest Hierophant
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Also, @ Stikkbomms question, Stikkbomms are now rather more useful for, say, Sluggas, as they give a short-range template weapon to a unit that hasn't had one since Boyz could take Burnas. Also, imagine assaulting a building with them! 30d3 hits!
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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) 2012/10/04 15:18:04
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Heroic Senior Officer
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Anvildude wrote:Also, @ Stikkbomms question, Stikkbomms are now rather more useful for, say, Sluggas, as they give a short-range template weapon to a unit that hasn't had one since Boyz could take Burnas. Also, imagine assaulting a building with them! 30d3 hits!
Unfortunately, you can only throw one per unit. And against MC's and vehicles, it's only S3.
However, if you see bastions a lot, I know that you can throw as many grenades as you want to inside that to hit the occupants. That many S3 hits is bound to kill something
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2012/10/04 15:28:41
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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Hey goodfellaz, I would like to have your thoughts on this army list, with an ally force from the Death Korps of Krieg Codex. A penny for your thoughts [1750 points] 1x Warbiker Warboss w/ PK, Attack Squig, Cybork Body, Boss Pole, Shoota-Skorcha 13x Lootas inc. Mek w/ Rokkit 15x Shootaboyz inc. Nob w/ Big Shoota, 'Eavy Armour, Boss Pole 15x Shootaboyz inc. Nob w/ Big Shoota, 'Eavy Armour, Boss Pole 10x Shootaboyz 15x Gretchins + Runtherd 3x Deffkoptas w/ Big Shootas 1x Dakkajet w/ extra SupaShoota 1x Dakkajet w/ extra SupaShoota 1x Lord Commissar 3x Heavy Mortars 10x Engineers (with demolition charge) in Hades Breaching Drill 10x Engineers (with demolition charge) in Hades Breaching Drill 1x Aegis Defense Line w/ Quadricanon Some units come from reserve: Deffkoptaz & Big Boss, Dakkajets + Engineers via Deep Strike. Shootaboyz try to hold their position, maybe with cover saves from ruins. Aegis Defense Line with the Grotz and Lootas. The Commissar + mortars stay near a table edge. I was thinking about switching Lootas for Tankbustas, either 11 with Nob or 10 in Trukk. Thanks for your help.
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This message was edited 1 time. Last update was at 2012/10/04 15:30:58
Breknek Krashdaskull
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![[Post New]](/s/i/i.gif) 2012/10/04 15:31:32
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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I'll see what I can do about putting together some batreps for the next few games I play with this list. I'll be honest, I'm not sure HOW it manages to do so well. It's obviously a bad list. XD
In the mean time, I can give you the basic strat.
Deployment
Buggies are placed on the flanks in as much cover as I can give them. Wagons /w boyz and kff inside are set facing the biggest threat(s) on the board. Lootas, and lobbas are placed behind the ADL in as long a string as I can build to block back field and hopefully have range on the whole board. Koptas and Boss are in reserve for outflank and Trukk with 12 boyz is put back field to hold objective and run interference for lootas and lobbas incase of deep striking units.
General strat.
Round 1-2
Wagons rush forward to press the high priority targets. I ignore terrain and just rely on the KFF here. I try and put out as much fire in the first two rounds as possible to soften up the opponents hard hitters. I ignore anything not infantry.
Buggies flank and try and get side or back shots on armor
Lootas go for as many glances on lightly armored foes and hope for the occasional pens. Mostly a suppression unit right now.
Lobbas assist the BWs with softening up main targets.
Trukk boyz have a party int he back.
Round 3
If wagons are still up and running, they start deffrolling priority targets. Boys are usually on the ground by now.
Buggies are now jockying for rear armor shots.
Lootas will start dividing fire to hard to kill targets like terms and they like.
Lobbas will continue to soften up infantry
The boss and Koptas are in by now and are either laying down suppressing fire or engaged in CC and really hurting enemy back field morale.
Trukk Boyz are tarpitting deepstrikers, or sitting pretty on objectives.
Round 4-5
I've usually taken some heavy losses by now, but I'm also usually holding twice as many points as my opponent as well. At this point he's trying to play catch up and never makes it by games end.
In spite of it's unusual composition, this army is 5 for 5 against Eldar, Nids, BA, SM, GK. I have no idea how, but yeah, that's the gist of it.
I haven't used it against the CSM player who regularly beats everyone in our area, but he also plays tournament level and is obviously playing a very different game than most of us casual people.
I really doubt I'd be able to beat him even with the most optimized Ork list available.
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This message was edited 1 time. Last update was at 2012/10/04 16:22:46
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![[Post New]](/s/i/i.gif) 2012/10/04 18:35:47
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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Jidmah wrote: Ailaros wrote:The stikkbombz bitz look so cool though. Unless I'm wrong, there are some models that get them for free, so at least you have a chance to model them.
Warbosses, Stormboyz, end of list. I just have them modeled on boyz/nobz/vehicles. It's not like anyone outside of ork players know what those are 
Right, I mean, I could always use stikkbombs as choppas, right? Just another one of those things an ork uses to bash people.
... like an ullapool caper...
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![[Post New]](/s/i/i.gif) 2012/10/04 19:12:00
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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matphat wrote:I'll see what I can do about putting together some batreps for the next few games I play with this list. I'll be honest, I'm not sure HOW it manages to do so well. It's obviously a bad list. XD In the mean time, I can give you the basic strat.
Why it's not a bad list at all -- it is well balanced for 6th edition games. You have to be able to take and hold objectives to win the game. The ADL is a nice and clean cover save for precious units, the Big Mek protects a double BW wall with plenty of boyz in it. What really hurts is Deffkoptas + Warboss on bike. This is how I played him and with a shoota-skorcha he deals a whole lotta damage. Plus in some missions, Fast Attack choices are scoring units, so Deffkoptaz can turbo-boost and have a great cover save for the last turn. However be careful against armies with effective flyer units, such as Vendettas for IG. Also, how come your Lootas can last more than one turn being only a 5-man unit each? This is what strikes me more about your list. Is the ADL *that* effective for cover saves?
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This message was edited 1 time. Last update was at 2012/10/04 19:12:58
Breknek Krashdaskull
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![[Post New]](/s/i/i.gif) 2012/10/04 19:12:21
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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Thats what we do with em. Sometimes they even explode! This was meant towards Ailaros
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This message was edited 1 time. Last update was at 2012/10/04 19:12:46
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![[Post New]](/s/i/i.gif) 2012/10/04 19:13:45
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Yellin' Yoof on a Scooter
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Does anyone use just regular boys to pop vehicles with back armor 10? since 4S on the charge plus rolling a 6 would glance it?
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![[Post New]](/s/i/i.gif) 2012/10/04 19:32:04
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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It can be done. You can do the same thing with shooting it with shootas as well. And Im pretty sure you can assault the unit inside if you blow the transport up in the shooting phase. Id have to re-read to be 100% sure.
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![[Post New]](/s/i/i.gif) 2012/10/04 19:38:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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Bonzofever wrote: matphat wrote:I'll see what I can do about putting together some batreps for the next few games I play with this list. I'll be honest, I'm not sure HOW it manages to do so well. It's obviously a bad list. XD
In the mean time, I can give you the basic strat.
Why it's not a bad list at all -- it is well balanced for 6th edition games. You have to be able to take and hold objectives to win the game. The ADL is a nice and clean cover save for precious units, the Big Mek protects a double BW wall with plenty of boyz in it. What really hurts is Deffkoptas + Warboss on bike. This is how I played him and with a shoota-skorcha he deals a whole lotta damage. Plus in some missions, Fast Attack choices are scoring units, so Deffkoptaz can turbo-boost and have a great cover save for the last turn.
However be careful against armies with effective flyer units, such as Vendettas for IG.
Also, how come your Lootas can last more than one turn being only a 5-man unit each?
This is what strikes me more about your list. Is the ADL *that* effective for cover saves?
never thought about using kombi skorcha on outflanking warboss... hmmm!!!
I run lots of 5 man loota squads in smaller games, or sometimes 7/7/6 in a 2k list and have success w/o bringing an ADL... I just always without a doubt deploy them in cover (or hold them in reserve if i can easily move thru cover onto board/going 2nd/vs heavy flyer lists... walking on board and snapfiring with lootas isn't so bad when you are already going to be shooting flyers right?)...I also almost invariably go-to-ground in area terrain for +2, typically giving the lootas a 3+ or the ever so coveted 2+ once in a while.... I don't think the point investment in the ADL is necessary for small loota squads to work, you just have to pretty much always go to ground it seems.. Pray for no flamers, and I keep a mob of shoota boys between my 3 loota squads protecting home base/scoring/protecting weedy lil gretchin when they walk on
I would love to bring the ADL but the 50 points... and more points for quad gun etc... Dissuades me.. I do need to test it out more though. At this point I'd rather bring 3 squads 7/7/6 strong respectively than 7/7 (or even shave 15 off else where and do 3 x5) + ADL & quad gun
just my 2 teef etc Automatically Appended Next Post: KingCracker wrote:It can be done. You can do the same thing with shooting it with shootas as well. And Im pretty sure you can assault the unit inside if you blow the transport up in the shooting phase. Id have to re-read to be 100% sure.
correctumundo!
only the unit that actually blows the ride up can assault occupants though, I think.
ran into it last night in game, necron barge with overlord shoots battlewagon doing nothing, gauss array from ghost ark w/ warriors inside rapid fire and wreck all 4 hull points, necron lord unable to charge occupants as he didn't blow the ride up.
we didn't look rule up but deferred to our memories because we were mutually near positive that was the way it went down from previous encounters.
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This message was edited 1 time. Last update was at 2012/10/04 19:41:58
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![[Post New]](/s/i/i.gif) 2012/10/04 20:15:26
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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skyfi wrote:never thought about using kombi skorcha on outflanking warboss... hmmm!!!
Actually it's pretty awesome, only 5 points that can be so killy. Last time I destroyed 6 Eldars in one shot... In addition, if the Big Boss is charged, he can deal D3 S5 PA4 hits, if he didn't use it before. That can be useful if your opponent has power weapons up in the front line skyfi wrote:I run lots of 5 man loota squads in smaller games, or sometimes 7/7/6 in a 2k list and have success w/o bringing an ADL... I just always without a doubt deploy them in cover (or hold them in reserve if i can easily move thru cover onto board/going 2nd/vs heavy flyer lists... walking on board and snapfiring with lootas isn't so bad when you are already going to be shooting flyers right?)...I also almost invariably go-to-ground in area terrain for +2, typically giving the lootas a 3+ or the ever so coveted 2+ once in a while.... I don't think the point investment in the ADL is necessary for small loota squads to work, you just have to pretty much always go to ground it seems.. Pray for no flamers, and I keep a mob of shoota boys between my 3 loota squads protecting home base/scoring/protecting weedy lil gretchin when they walk on I would love to bring the ADL but the 50 points... and more points for quad gun etc... Dissuades me.. I do need to test it out more though. At this point I'd rather bring 3 squads 7/7/6 strong respectively than 7/7 (or even shave 15 off else where and do 3 x5) + ADL & quad gun
Well I didn't think about putting Lootas on reserve, but that's a good point given the 48" range of Deff Gunz. I also see the benefit of having smaller units, it's easier to shoot at tanks on the flank that way. You're right about ADL too, it is costy. However you can effectively shoot at enemy units coming from reserve -- such as flyers, Eldar Swooping Hawks, etc. That needs several games to decide.
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This message was edited 2 times. Last update was at 2012/10/04 20:16:32
Breknek Krashdaskull
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![[Post New]](/s/i/i.gif) 2012/10/04 20:42:56
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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Bonzofever wrote:skyfi wrote:never thought about using kombi skorcha on outflanking warboss... hmmm!!!
Actually it's pretty awesome, only 5 points that can be so killy. Last time I destroyed 6 Eldars in one shot...
In addition, if the Big Boss is charged, he can deal D3 S5 PA4 hits, if he didn't use it before. That can be useful if your opponent has power weapons up in the front line
skyfi wrote:I run lots of 5 man loota squads in smaller games, or sometimes 7/7/6 in a 2k list and have success w/o bringing an ADL... I just always without a doubt deploy them in cover (or hold them in reserve if i can easily move thru cover onto board/going 2nd/vs heavy flyer lists... walking on board and snapfiring with lootas isn't so bad when you are already going to be shooting flyers right?)...I also almost invariably go-to-ground in area terrain for +2, typically giving the lootas a 3+ or the ever so coveted 2+ once in a while.... I don't think the point investment in the ADL is necessary for small loota squads to work, you just have to pretty much always go to ground it seems.. Pray for no flamers, and I keep a mob of shoota boys between my 3 loota squads protecting home base/scoring/protecting weedy lil gretchin when they walk on
I would love to bring the ADL but the 50 points... and more points for quad gun etc... Dissuades me.. I do need to test it out more though. At this point I'd rather bring 3 squads 7/7/6 strong respectively than 7/7 (or even shave 15 off else where and do 3 x5) + ADL & quad gun
Well I didn't think about putting Lootas on reserve, but that's a good point given the 48" range of Deff Gunz.
I also see the benefit of having smaller units, it's easier to shoot at tanks on the flank that way.
You're right about ADL too, it is costy. However you can effectively shoot at enemy units coming from reserve -- such as flyers, Eldar Swooping Hawks, etc.
That needs several games to decide.
I have been outfitting my boss with (when points allow, which is never ha) a rokkit and ammo runt, that way when he outflanks with kopters he can throw another TL rokkit out. I like skorcha idea.
Smaller units also helps with target prioirty... who wants to shoot a pie plate @ 5 lootas when there are tons of more pressing targets? They might shoot that pie plate or whatever if there were 10-15 lootas though..
Same thing for assault... what if they deep strike vanguard vets next to lootas and charge... i'd rather let 5 lootas get whiped and them consolidate on their turn so my other 10-14 lootas+shoota boys can  dem up proppa
Yeah it forces me to take LD checks frequently, and I run risk of fleeing but it seems to work for me!
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![[Post New]](/s/i/i.gif) 2012/10/04 21:47:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Grovelin' Grot Rigger
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skyfi, any unit that shoots at a transport can assault it, if they are able to assault that turn.
BRB p80 after the Explodes! effect of damage on passengers entry
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![[Post New]](/s/i/i.gif) 2012/10/04 21:55:36
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlefortress Driver with Krusha Wheel
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Bonzofever wrote:
Also, how come your Lootas can last more than one turn being only a 5-man unit each?
This is what strikes me more about your list. Is the ADL *that* effective for cover saves?
They last or they don't but it's better to lose 5 than to lose 15 and adds target saturation. Also units of 5 have more target flexibility. Since this does not impact the FOC at this point level. If the point level is higher I'll sometimes go with a group of 10 and 2 groups of 5, or even 2 groups of 10 and a group of 5.
What you are looking for these days is the option to go to ground. 3+ cover is awesome. Snapshot afterwards? Priceless.
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![[Post New]](/s/i/i.gif) 2012/10/04 22:25:19
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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varag wrote:skyfi, any unit that shoots at a transport can assault it, if they are able to assault that turn.
BRB p80 after the Explodes! effect of damage on passengers entry
did this change from 5th? or did we just learn it wrong originally? haha not sure if we are just being dumb or if we are messing up remembering 5th ha.
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![[Post New]](/s/i/i.gif) 2012/10/04 22:49:12
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Screamin' Stormboy
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matphat wrote:They last or they don't but it's better to lose 5 than to lose 15 and adds target saturation. Also units of 5 have more target flexibility. Since this does not impact the FOC at this point level. If the point level is higher I'll sometimes go with a group of 10 and 2 groups of 5, or even 2 groups of 10 and a group of 5. What you are looking for these days is the option to go to ground. 3+ cover is awesome. Snapshot afterwards? Priceless.
Yes, that does sound sweet! Say, you get that 3+ cover save by going to ground behind the ADL, right? And it works also with ruins. I never had the chance to go to ground, but the BRB states that you can snapfire the next turn and overwatch, too. Interesting also for shootaboyz wishing to hold an objective. I understand that makes 'em lootas good in smaller and more flexible groups, too! Cover saves is what made me won my games in 6th edition. That's why ADL is worth its points if you use it the right way. Do you people play Tankbustas mob(s)? Are they better off with Rokkit Launchas or Tankhammers? Small groups or larger ones? On foot or in a trukk/battlewagon? I can't tell if I need 'em when I play Lootas + Dakkajets that can glance to death light tanks or walkers. We have deffrollas and the Big Boss to tear down Land Raiders, right?
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This message was edited 2 times. Last update was at 2012/10/04 22:51:48
Breknek Krashdaskull
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![[Post New]](/s/i/i.gif) 2012/10/04 22:57:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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Bonzofever wrote: matphat wrote:They last or they don't but it's better to lose 5 than to lose 15 and adds target saturation. Also units of 5 have more target flexibility. Since this does not impact the FOC at this point level. If the point level is higher I'll sometimes go with a group of 10 and 2 groups of 5, or even 2 groups of 10 and a group of 5.
What you are looking for these days is the option to go to ground. 3+ cover is awesome. Snapshot afterwards? Priceless.
Yes, that does sound sweet! Say, you get that 3+ cover save by going to ground behind the ADL, right? And it works also with ruins. I never had the chance to go to ground, but the BRB states that you can snapfire the next turn and overwatch, too. Interesting also for shootaboyz wishing to hold an objective. I understand that makes 'em lootas good in smaller and more flexible groups, too!
Cover saves is what made me won my games in 6th edition. That's why ADL is worth its points if you use it the right way.
Do you people play Tankbustas mob(s)? Are they better off with Rokkit Launchas or Tankhammers? Small groups or larger ones? On foot or in a trukk/battlewagon?
I can't tell if I need 'em when I play Lootas + Dakkajets that can glance to death light tanks or walkers. We have deffrollas and the Big Boss to tear down Land Raiders, right?
Typically going to ground confers +1 to cover saves.. So 6+ in open, 3+ if on a ruin, or 3+ if in area terrain (as you get +2 for going to ground on area terrain) .. Sometimes though stars align and awesome bounties are to be had when the firing squad shoots through a ruined wall at your lootas in area terrain or based floor level of terrain and get 2+s
You get A 4+ from ADL but get +2 for going to ground behind it (like area terrain) so 2+ from original 4+
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This message was edited 2 times. Last update was at 2012/10/04 23:03:41
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![[Post New]](/s/i/i.gif) 2012/10/05 01:35:29
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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The above is correct
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![[Post New]](/s/i/i.gif) 2012/10/05 17:06:40
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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Ok this is what I have so far. Looking for tips. Goin Green Tide.
1 warboss full kit heavy armor, cybork, twin link shoota, power claw
6 30 man boyz squads( 3 big shoots, nobs, power claws, boss poles, heavy armor) each mob
2 15 man lootas
? Good or bad? What needs work. I figured flood the field with boyz. 180 of them.
On a side note I'm starting to have nightmares about ork boys. That's a lot of models to clean a paint. My figures are sore from all the mold line trimming. <- is this normal.
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![[Post New]](/s/i/i.gif) 2012/10/05 17:30:58
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Growlin' Guntrukk Driver with Killacannon
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Just playEd another game against Necrons last night. This time the opp. had 2 Doom Scythes and 2 Night Scythes, the TL Telsa Destructors were his MVP along with his Overlord in CCB. Chariot rules are so wrong when only one army has access to them!!! I won the same way I've won every game in 6th so far, I just had too many bodies for the opp. to kill.
What didn't work for me was SAG. Never rolled bad but with so much cover, it was near worthless. However I had him with 3 Lobbas and they were worth their weight in gold. Kannons are worthless against fliers and I had no ADL with gun so those fliers had free reign even with 20 Lootas firing at them each turn. The horror!
So I was thinking for my next list for 2000 points 3 Bikerbosses and 1 KFF. Ultimate Hammer and Anvil. Overkill?
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2012/10/05 17:34:10
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Alluring Mounted Daemonette
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@wowsmash
Are you planing on your boyz being shoota or slugga boyz?
Having a ton of boyz is not a bad idea... but remember they are just boyz. that amount of dakka can mow down a ton of stuff but they are going to die in droves as well.
You also should look at splitting up the lootas to 3x 10 man.
as stated in the previous few pages there are many advantages to having more units and thus target saturation. 2x 15 gives you 30, 60, 90, shots from your lootas or 15, 30, 45 if you lose one or one gets tied up in assault. 3x 10 gives you the same 30, 60, 90 shots but you get 20, 40, 60, if you lose one or one gets tied up in assault.
and since you do not include any other choices to your listed FOC that would limit you to 2 I highly suggest 3 units.
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This message was edited 1 time. Last update was at 2012/10/05 17:35:33
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![[Post New]](/s/i/i.gif) 2012/10/05 17:48:57
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Decrepit Dakkanaut
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I don't know how great I'd feel about a literal green tide, especially given my experiences with foot guard. It feels like you'd have a front wave of two mobz, a second wave deployed off to the side (as in, they'd march forwards and in, so would show up later) of two more mobz, and then you'd have to keep two in reserves.
The problem is that the force concentration would be terrible, and the boyz would be coming in piecemeal. There's still so many models on the board that blast and template weapons are going to be a nightmare, and then you have to deal with all the other stuff like wound allocation problems and new rapid fire, etc.
I obviously don't know for sure, here, but I suspect that the front wave would get to a certain spot and then all be killed, and then it would be mobz getting up to where the previous boyz were killed, and then being killed. Like, you wouldn't really achieve anything other than putting a big pile of ork corpses in the middle of the field.
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![[Post New]](/s/i/i.gif) 2012/10/05 18:40:31
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Longtime Dakkanaut
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Was planing on going all shoota all the way.
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![[Post New]](/s/i/i.gif) 2012/10/05 21:10:48
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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the right choice until a new codex
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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