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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yea I didnt know how much he was. I have to say, now knowing, its not SO bad hearing how much ass he kicks. Thatd be like getting pissed that a flamestorm burninated half a boyz mob. It just happens. But yea sounds like an easy way to deal with Mr "Im a friggin Primarch" Mephiston is to introduce him to some MegaArmored Nobz, looking to add a pretty impressive trophy to their already pretty impressive trophy racks
   
Made in us
Battlewagon Driver with Charged Engine





Unfortunatly I would think that any BA player worth his salt will know to keep him away from MANz. Then again im sure they arnt used to things being able to kill him (especially from orks) so maybe he'll be over zealous. I cant wait to see the look on a players face when he gets cut in half by 120pts of MANz in 1-2 turns.

This message was edited 1 time. Last update was at 2012/11/03 17:06:09


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Purged Thrall






Ok, so I plan on playing my first game of sixth today. I've got a green tide going, and a fair grasp of the rules. Got any tips that I should know before I go into the match? I mainly plan on just swamping objectives, and holding them for the rest of the game, and then shooting/charging anything that comes close. Anything else I should know about before I go play?
   
Made in us
Heroic Senior Officer





Western Kentucky

For the love of god, make sure you keep your guys spread out, or you'll have a very bad time.

'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  
   
Made in us
Battlewagon Driver with Charged Engine





Yeah make sure you keep spread. Also, dont forget to overwatch things that charge you and that charge distances are 2d6 instead of 6in, so you cant reliably charge something all the time.

Take shoota boyz

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Purged Thrall






Got it. I will do those things. If I can actually get a game in, I'll post what happened.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

 Billagio wrote:
Unfortunatly I would think that any BA player worth his salt will know to keep him away from MANz. Then again im sure they arnt used to things being able to kill him (especially from orks) so maybe he'll be over zealous. I cant wait to see the look on a players face when he gets cut in half by 120pts of MANz in 1-2 turns.



The problem with this logic, is Ork players have a very cheap way to get those MANz and what have you into combat with him. They are called trukks. Thanks to 6th, they can cover 24 inches a turn if not assaulting from them. So turn one, 24 inches gone. Turn 2, move 6 more inches, then disembark 6 inches. So thats a total of 36 inches, AND THEN charge moves. Soooooo how exactly would you keep him out of combat?


Granted this is in a vacuum and assuming the trukk doesnt meat its untimely end. But the point still stands, we have the means to cover an entire table by turn 2.
   
Made in us
Purged Thrall






He'll probably be buried behind rhinos, Dreads, or 20-60 assualt marines. If the BA player is running him infront of everything, he deserves to lose Mephiston. That's how I would run him, buried behind everything and then popping out and smashing weakened stuff.
   
Made in us
Battlewagon Driver with Charged Engine





 KingCracker wrote:
 Billagio wrote:
Unfortunatly I would think that any BA player worth his salt will know to keep him away from MANz. Then again im sure they arnt used to things being able to kill him (especially from orks) so maybe he'll be over zealous. I cant wait to see the look on a players face when he gets cut in half by 120pts of MANz in 1-2 turns.



The problem with this logic, is Ork players have a very cheap way to get those MANz and what have you into combat with him. They are called trukks. Thanks to 6th, they can cover 24 inches a turn if not assaulting from them. So turn one, 24 inches gone. Turn 2, move 6 more inches, then disembark 6 inches. So thats a total of 36 inches, AND THEN charge moves. Soooooo how exactly would you keep him out of combat?


Granted this is in a vacuum and assuming the trukk doesnt meat its untimely end. But the point still stands, we have the means to cover an entire table by turn 2.



Well like the poster before me said, other things can block path, plus he has the psychic power Wings of Sanguinis or something, which basically makes him jump infantry. Not as if he can outrun a trukk or something, but he is more mobile than a normal model. Hes also a single model unit, so is a lot more mobile than a squad.


Not saying that he will get away, just saying that a smart BA player will do what he can to keep him away from manz.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in fr
Screamin' Stormboy





France

 PipeAlley wrote:
Last week in addition to the above listed units I ran 4 mobs of Bikerboyz as follows, 3 bikes, one as Nob with BC for a total of 90 points a piece. I also ran 3 units of Deffkoptas 2x3 and 1x2. BikerBosses ran with the 3 strong deffkopta units and Waz with the 2-strong unit. I was going to outflank those 3 units if I went second but in the end I went first and lined up the 3 Deffkopta units each wih a boss in a row and interspersed my 4 Bikerboyz units. Behind that wall of cover were the 2 Trukks full of Manz.

So I had six fast Troops units. I figured I'd go cheap with the BikerNobz since I felt I had PK's toenough spare. I really like the cheap BikerBoyz Nobz that can take/issue challenges to the scarier opp. HQ's as long as they all can get into assault.

Anywho I learned a lot that game since it was my first game without a mob of foot boyz in half a decade I think.

So next game it'll be 5 x 90 point Bikermobz, 1 unit of 3 Rokkit Deffkoptas, 2 units of 3 MANz missiles one with MAB. And of course Lootas.

Here's the plan: run all 3 BikerBosses with any single unit of Bikerboyz if I get first turn or with the 3 Deffkoptas if I go second. Wih the rule of majority toughness, that unit will all count as T6! Basically Orks pretending to be Grey Wolves 4 HQ TWC. The bosses will be far enough away from each other that LoS rolls will transfer to the Bikerboyz or Deffkoptas.

Could you please share the full list you played with 3 Biker Bosses, MAB and so on? I'd very much like to go into detail.
How did you play the biker nobz? Some with BC and BP, Waaagh Banner, Painboy?
I'm trying to create a biker-themed army and yours sounds great enough for starters.

Breknek Krashdaskull
(Kraknuk Pét'le Krane) 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

virx67 wrote:He'll probably be buried behind rhinos, Dreads, or 20-60 assualt marines. If the BA player is running him infront of everything, he deserves to lose Mephiston. That's how I would run him, buried behind everything and then popping out and smashing weakened stuff.


Billagio wrote:
 KingCracker wrote:
 Billagio wrote:
Unfortunatly I would think that any BA player worth his salt will know to keep him away from MANz. Then again im sure they arnt used to things being able to kill him (especially from orks) so maybe he'll be over zealous. I cant wait to see the look on a players face when he gets cut in half by 120pts of MANz in 1-2 turns.



The problem with this logic, is Ork players have a very cheap way to get those MANz and what have you into combat with him. They are called trukks. Thanks to 6th, they can cover 24 inches a turn if not assaulting from them. So turn one, 24 inches gone. Turn 2, move 6 more inches, then disembark 6 inches. So thats a total of 36 inches, AND THEN charge moves. Soooooo how exactly would you keep him out of combat?


Granted this is in a vacuum and assuming the trukk doesnt meat its untimely end. But the point still stands, we have the means to cover an entire table by turn 2.



Well like the poster before me said, other things can block path, plus he has the psychic power Wings of Sanguinis or something, which basically makes him jump infantry. Not as if he can outrun a trukk or something, but he is more mobile than a normal model. Hes also a single model unit, so is a lot more mobile than a squad.


Not saying that he will get away, just saying that a smart BA player will do what he can to keep him away from manz.





Which brings back to the WAY one is suppose to play a MANz missile unit. Bring it in a few turns (around 3 is usually good) and then go balls out. Basically a MANz missile is an assassination unit that you have up your sleeve. So sure, there will be a bunch of other units on the table, but by turn 3 many of those units will either be gone or locked in combat. So yea, those boyz that Mephiston is bashing the gak out of, well they were really just to hold that poor sucker in place or whatever would be appropriate.

And if you BA players are hiding him behind your whole army.....well......nice waste of over 200 points I guess.
   
Made in gb
Waaagh! Warbiker





 KingCracker wrote:
And if you BA players are hiding him behind your whole army.....well......nice waste of over 200 points I guess.

Exactly.

Though that said, like the Meganob missile, he's an awesome counter-charge/assassination unit that can be held back until needed.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in us
Purged Thrall






Hmm, hadn't thought of using MANZ like that. Makes sense though.

Anyways, I ended up playing against a friend who's collecting Eldar. He couldn't field much, so we played about 1250 pts.

My list:

1 Warboss
1 5 man loota squad
4x 30 man Choppa boyz, w/ Nob + 3x Bigshootas
3x Deffkoptas

He fielded 9 Scatter lasers warwalkers, Eldrad, one squad of striking scorpions, and three squads of Dire Avengers.

We rolled for the mission, and got Purge the Alien. I was hoping for an objective game, but this is were everything started to go wrong.

We roll off, and he gets first turn. We then deploy, and I roll to sieze the initiative. I fail.

First Turn, Eldar:
He nukes my Lootas, and proceedes to take out my Warboss, and 16 of my boyz and the nob in one squad. I forgot about LoS,which would have helped me immensly. He scores first blood, and a point for killing my warboss.

First Turn, Orks:
I move up the field, and shoot all Deffkoptas at a squad of war walkers. I then glance one to death, and pretty much end my turn. I also get the VP for crossing his deployment line.

Second Turn, Eldar:
He then proceedes to nuke two of my Deffkoptas, and almost wipes out an ork squad. He whittles it down to about 8 boyz.
He gets two VP's for killing my Deffkoptas.

Second Turn, Orks:
I move up, and shoot his WW's. I proceed to kill off another.

Third Turn, Eldar:
He then assualts his Dire Avengers into my other Deffkopta. I make all saves except one, leaving the Kopta with one wound. He also rips into the small boyz squad, leaving one boy left.

Third Turn, Orks:
I hide my lone boy, determined not to give him any more VP's. I then proceed to kill off the last WW with one of my squads, and move up one more. I then charge the striking scorpions with my Boyz squad, and wipe them out. Unfortunately, he kills my Deffkopta in the process, but oh well.

We are running low on time, so we call the fourth turn the last one.

Fourth Turn, Eldar:
He rips into my orks with more scatter lasers. Not much else happens. One of my Nobz makes 7 LoS saves, and then dies. Was pretty cool.

Fourth Turn, Orks:
I assualt his Dire Avengers, and almost wipe them out. Unfortunately, not much else happens.

Eldar: 6 VP's (I think)
Orks: 3 VP's (crossing the line, Striking Scorpions, and WW's)

What I learned:
Mass choppa attacks is beautiful. Still as awesome as before. 100+ attacks will just destroy anything.
Footslogging armies are painfully slow.
Hull Points are really cool. I'm liking the changes.
Look out Sir is amazing. Unfortunately I don't remember it enough.
Lootas would have been better at a longer range. Instead, I put them within range of the WW's, and they died. Plus I needed way more. Deffkopta's just didn't perform as well as I had hoped.
5 up cover saves really change the durability of an army.


I used to play a Kan wall in 5th, so I thought I could use most of the same tactics. Unfortunately, I didn't do too well. This was the first game of sixth for both of us, so we probably missed some of the rules. Overall, though, I liked the changes. I probably won't play a Choppa horde again anytime soon, as I feel it just has too many weaknesses. Battlewagons are what I foresee in the future of my Orks. This loss was mainly due to errors on my part, as I didn't take any of the right units, and more Lootas camping would have certainly ruined the WW's. Deffkoptas aren't that great. I doubt I will field them again. 6th has a lot of cool rules, and I look forward to playing more games.

This message was edited 5 times. Last update was at 2012/11/04 01:14:28


 
   
Made in us
Battlewagon Driver with Charged Engine





One thing I will say is if youre playing a footslogging list like that, you should def take a KFF unless there is a ton of terrain. Now that casualties are taken from the front, you really want to minimize casualties. Im a bigger fan of shootas myself even in 5th. Overwatch is great on shoota boyz, plus just shooting in general, but if you like choppa boyz more, more power to ya.


I love BW lists, even in 6th. Its 4HP and if you get a big mek in there, theyre pretty tough to take out.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well, Id still say take a KFF even if there IS a bunch of cover. Focus fire can laugh at us when we have big ass blobs of units. Its plenty hard/stupid to pile 30 boyz behind a pillar. They will either focus fire at what doesnt have a cover save. Ouch. Or, they will bring a pie plate from somewhere, and drop it on all those perfectly bunch up boyz. Ouch.

Even with only a 5+ cover, the KFF still is a great idea when slogging it.
   
Made in us
Purged Thrall






Yep. That's one of the things I regret taking that matchup. A KFF mek would be fantastic. It was a bit boring moving all those models, so I probably won't play a green tide for a little while. However, KFF meks are still worth thier weight in gold. I'll be taking them in every Ork list I write up now.
   
Made in us
Battlewagon Driver with Charged Engine





Thats basically what I do. I wish I had more HQ slots for bosses blow 2k >-<

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

Still playing essentially the same list I had in 5th.

I just went from Choppa boyz to shoota boyz,
added more fat to the loota squads.

run 2x10 man Loota Squads now.
Run 18-20 man Shoota boys in BW's
1 has Ghaz
1 Has Mek + KFF
All have nob+PK+BP

Anyone get any good use out of the flyer?

   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Dakkajets and burna bommas are great. Dakkajets especially. They murder light armour and other fliers. Ghaz ain't what he used to be though. with the change to fleet, his Waaaagh! is useless.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Regular Dakkanaut




SC

DakkaJet can take out a squad a turn, especially with Ghaz's Waaagh!

What would you guys use to take on an IG list with 2-4 Chimeras (assume 10 man squads in 2 and 5 man squads in the other 2), 2 Leman russes, and 2 heavy weapons squads? I'm having the most trouble with the transports and Leman Russes. I can pop the transports pretty reliably Turn 2 / 3, but then I get eaten alive the next turn by the troops that spill out. I'm running 2 20 man shoota mobs (2 big shoota, nob w/ pk), a BW with deffrolla and 10 burnas, dakka jet, 3 kannons, and ghaz at 1k.

This message was edited 1 time. Last update was at 2012/11/04 03:07:54


 
   
Made in us
Battlewagon Driver with Charged Engine





Yeah I think youd be better off taking a MegaBoss with AS for the points now. Unless you think youll be up vs alot of str10 or force weps.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in fr
Screamin' Stormboy





France

 virx67 wrote:
It was a bit boring moving all those models, so I probably won't play a green tide for a little while.

This is exactly the reason why I've almost never played a footslogging ork army. Moving 70+ models in one turn is boring while playing 40K should be fun

 Wingeds wrote:
DakkaJet can take out a squad a turn, especially with Ghaz's Waaagh!

What would you guys use to take on an IG list with 2-4 Chimeras (assume 10 man squads in 2 and 5 man squads in the other 2), 2 Leman russes, and 2 heavy weapons squads? I'm having the most trouble with the transports and Leman Russes. I can pop the transports pretty reliably Turn 2 / 3, but then I get eaten alive the next turn by the troops that spill out. I'm running 2 20 man shoota mobs (2 big shoota, nob w/ pk), a BW with deffrolla and 10 burnas, dakka jet, 3 kannons, and ghaz at 1k.

That's odd, I never thought about using Ghaz's Waaagh for Dakkajets. This could work great.

To counter that IG army, I'd say drop Ghazghkull and Burnas and play a couple units of Lootas along with 1 or 2 Dakkajets to pop light vehicles or deal heavy damage on infantry. I'd try 3 Deffkoptaz + Boss Biker to take down heavy weapon squad / LR with kombi skorcha / twin-linked rokkits. Then max out the number of boyz and use KFF Big Mek for cover save against LRs and shoots.

HQ
---
1x Boss Biker
1x KFF Big Mek

Elites
---
5x Lootas
5x Lootas

Troops
---
20x Shootaboyz
20x Shootaboyz

Fast Attack
---
1x Dakkajet
1x Dakkajet
3x Deffkoptaz

You may drop one or two Dakkajets to keep one or two BWs with Deff Rolla for use with the KFF.

The only game I lost against IG was because I didn't use cover for my boyz. If you have to make them wait in ruins for a couple of turns, just do it and claim objectives in the last two turns!

Breknek Krashdaskull
(Kraknuk Pét'le Krane) 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I dont mind moving all those bodies around. Ive learned over the years how to move a blob pretty quickly. The only time I get annoyed by it, is when you roll a poor run move. Moving 20-30 boyz 1 or 2 inches just sucks.



MY DAKKAjet story so far, is been pretty good. I like to save my WAAAGH! for either that perfect setup with thejet, OR when youve been forced to Jink and can only fire in snapshots. Then rolling all 6s isnt so bad when you 18 rerolls to toss around Works rather well for me since I dont use my WAAAGH! too much for charging. Though I must admit, I seem to use it for charging way more in 6th then I ever did in 5th. Hell I could go entire games without WAAAGH! in 5th
   
Made in gb
Waaagh! Warbiker





 KingCracker wrote:
I dont mind moving all those bodies around. Ive learned over the years how to move a blob pretty quickly. The only time I get annoyed by it, is when you roll a poor run move. Moving 20-30 boyz 1 or 2 inches just sucks.

This is why you ask your opponent if they mind you rolling your run distance in the movement phase and make a single move rather than two.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in ca
Nasty Nob





Canada

Is shooting a space marine bike/ land speeder army to pieces with dakkajets a viable option? It seems that if I take lootas, he'll just blitz the hell out of them with his land speeders and wipe them all out by turn 2. It's so frustrating.

Stomped

To Be Stomped
No One
My vision of how 40k ends: http://www.fanfiction.net/s/5937830/1/Time-of-Ending-the-40k-Finale  
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

 CuddlySquig wrote:
Is shooting a space marine bike/ land speeder army to pieces with dakkajets a viable option? It seems that if I take lootas, he'll just blitz the hell out of them with his land speeders and wipe them all out by turn 2. It's so frustrating.


Wrap/protect. Prioritize shooting to prevent it from happening.

   
Made in ca
Nasty Nob





Canada

Given how fast he can move, he can basically get into optimum firing position on turn 1, assuming he gets turn 1.

Stomped

To Be Stomped
No One
My vision of how 40k ends: http://www.fanfiction.net/s/5937830/1/Time-of-Ending-the-40k-Finale  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Dribble Joy wrote:
 KingCracker wrote:
I dont mind moving all those bodies around. Ive learned over the years how to move a blob pretty quickly. The only time I get annoyed by it, is when you roll a poor run move. Moving 20-30 boyz 1 or 2 inches just sucks.

This is why you ask your opponent if they mind you rolling your run distance in the movement phase and make a single move rather than two.


I have had quite a number of player refuse that for some reason though. Unsure why.

As for mephiston, if he has his default power I shoot him with everything I have before drowning him in boyz. Even if every one of his attacks connects, he needs about three combat phases to get through them, while taking some wounds in the process. Considering that Mephiston is more expensive than a mob of boyz, that's a good deal. If he trades away his powers, he is a slowpoke as he no longer has wings of blood. Block him with buggies, trukks, koptaz or (best) with dakka jets. Nothing beats forcing a 200+ point model to use up it's entire movement phase to get around a model they can't assault. Just put your blocking model right where Mephiston would move next, and watch the Lord of Death smash a 40 point trukk instead of contributing anything useful to the game.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I dont know BA very well, as Ive literally never l;ooked at their codex. But why cant he assault the buggies?


Automatically Appended Next Post:
But to add to that, thats something Ive found awesome with buggies currently. They are so cheap, I use them to just charge down the table and block off areas of the board. So the unit that has been blocked either moves around, or wastes their turn shooting/assaulting the units to get them out of the way. Last game, I used 1 whole squadron of rokkit buggies to soak up half of my opponents army for a couple turns. Turn 1 they zipped up and blocked LOS to some scouts with a rokkit launcher. So they wasted that shooting phase popping only 1 buggy. Then the other 2 next turn raced up and right into the grill of a LR redeemer. So he wasted the shots from THAT unit as well to shoot them out of the way, and only killed off one, so a near by unit of bikes wasted their shots so the LR could continue next turn.

Not bad for only 105pts. Part of me is thinking of just leaving the rokkits OFF the buggies and sticking with Bigshootas. Cheaper, and more shots. The rokkits hit nothing on 3 squadrons worth the whole game. So I think If Im just going to mostly use them for controlling the board, with the added help of peppering other units, Ill just keep em cheap.



Thoughts??

This message was edited 2 times. Last update was at 2012/11/05 12:48:13


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I was referring to the dakka jet. It has a huge base that is hard to get arround when you can't assault it. Of course, he can assault buggies and trukks, but he doesn't really want to - since he traded away his S10 buff, there even is a chance of him failing to destroy them.

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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