Switch Theme:

6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.3)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

 Ascalam wrote:
 Wingeds wrote:
Has anyone played with a Tankbuster squad in a Trukk for popping light vehicles or side armor on LRBT's? I was thinking 5-6 tankbusters, 1 tankhammer in a trukk with RPJ and Boarding Plank. Gives your a fast mobile troop transport can opener. Move your 13" then 12" first turn, then turn 2 move 12" and hit some side armor or move 6" and shoot or assault.

I'm leaning towards the fast shooty army with PKs in the 2nd wave to pop vehicles and a biker boss as well. It seems to be suited to 6th rules.




You can, and it works ok, but since you can't buy a trukk for them as a dedicated transport you will have an undersized boyz mob footslogging around..


But that isn't so bad, we pay 40 points for Grot objective campers 11 T 2 majority.

For just a small increase you get a 10 model T4 majority camping squad you can hold in reserves and or throw a BS or Rokkit on just for kicks!

Fighting crime in a future time! 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

If you're willing to do that, and have the points go for it !

I prefer a full Tankbusta squad in a BW. It's slower, but it has extreme damage potential

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
 
   
Made in us
Liche Priest Hierophant






Actually, the Battlewagon is a good idea. Whatever you do, don't footslog them. I've tried, often, and they invariably get whittled down by shooting right away, to the point that they're nearly useless. And you can slap 4 more Rokkets on the Battlewagon, giving you, in essense, 4 more Tankbustas. Plus, of course, the Deffrolla.

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! 
   
Made in ca
Fresh-Faced New User





You can, and it works ok, but since you can't buy a trukk for them as a dedicated transport you will have an undersized boyz mob footslogging around..


12 shoota boys in your deployment zone can hold objectives, shoot flyers and intercept deep strikers or infiltrators.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yes the can do that, but 12 boyz on their own, just sitting will blow over like paper in the wind. I guess the plus side to that is who would waste time shooting at 12 boyz?
   
Made in fr
Screamin' Stormboy





France

Dear Ork players, I need your help on a specific point of rule, concerning IC, Artillery and Fortifications.

This would be about an IG ally force:
- My IC would be one Lord Commissar, who is BS5, so hits on 2+.
- The Artillery would be a Heavy Mortar team, so T7.
- The Fortifications are ADL + Quad-gun (Interceptor).

So here's what's troubling me. I'm a little confused.
1/ Deployment: Lord Commissar attached to the Artillery unit, T7 and Ld10 to everyone, yay. Behind ADL, 4+ cover with Quad-gun nearby.
2/ During an opponent's turn: Lord Commissar fires the ADL's Quad-gun on a unit coming from reserve, be it a flyer or deep-strikers, etc.
3/ During my next turn: Can I separate Lord Commissar from the rest of the unit so the Artillery unit can still shoot anywhere, not the unit the Lord Commissar shot during the opponent's turn?

The rulebook is not clear on that matter. P96, "Emplaced Weapons" "Manual Fire" : "If a building is occupied, a model within can choose to fire one of the emplaced weapons instead of his own. Use the model's Ballistic Skill and the line of sight of the weapon. All relevant special rules from the firing model and the weapon are used". Fair enough. But do you have to shoot the unit you intercepted during the last turn of your opponent with all the models during the player's turn? If so, can this be avoided by separating the IC from the unit?

The benefit? Having a T7-Ld10 combo for both units and blocking LoS on Lord Commissar who is able to hit enemy flyers on 2+ (twin-linked).
But I want to use my artillery freely. I'm planning to field a Death Korps of Krieg ally force and I'd like to have your point of view for this hypothesis.

Thank you very much for your help, I'm lost here.

This message was edited 2 times. Last update was at 2012/11/08 01:17:12


Breknek Krashdaskull
(Kraknuk Pét'le Krane) 
   
Made in us
Heroic Senior Officer





Western Kentucky

If that T7 artillery unit is a big gunz unit from the ork codex, it can't happen sadly. We're not battle brothers, so our IC's are unable to join each other's units (or else I'd have KFF meks in my platoons )

If you're talking a T7 artillery unit in the IG codex, are you using forgeworld? Because the vanilla IG dex doesn't have any unit with the actual "artillery" rule. All of ours are on armored vehicles, so have an AV value still.

'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 fr
Screamin' Stormboy





France

 MrMoustaffa wrote:
If you're talking a T7 artillery unit in the IG codex, are you using forgeworld? Because the vanilla IG dex doesn't have any unit with the actual "artillery" rule. All of ours are on armored vehicles, so have an AV value still.

Yes, what I was thinking about is Forgeworld rules for Death Korps of Krieg. Heavy Mortars are Artillery type, giving the whole unit T7.
My ally force would consist in 1x Lord Commissar (HQ), 1x 3 Heavy Mortars (Elites), 2x 10 Engineers in Hades Drill (Troops).

No mix with Ork units whatsoever, even if I'll be using Kromlech models to make them DKoK look orky.



Here's my first Troop choice, "Da Alfa-Team" (Engineers) with scratchbuilt "Da Mole of Gork" (Drill).

Both of the troops come into play via enhanced deep-striking rules. The HQ+Elite stay behind ADL together.
The rest of the Ork army would then be played as usual.

So, your thoughts about this point of rule?

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






Burtucky, Michigan

I love the gasmasks for those Orks
   
Made in ca
Mekboy on Kustom Deth Kopta




 MrMoustaffa wrote:
If that T7 artillery unit is a big gunz unit from the ork codex, it can't happen sadly. We're not battle brothers, so our IC's are unable to join each other's units (or else I'd have KFF meks in my platoons )

If you're talking a T7 artillery unit in the IG codex, are you using forgeworld? Because the vanilla IG dex doesn't have any unit with the actual "artillery" rule. All of ours are on armored vehicles, so have an AV value still.


The KFF will still protect the guard non vehicle units, but for the points putting them up on a skyshield is more effective if they're camping.

 
   
Made in us
Heroic Senior Officer





Western Kentucky

Those Kromlech bitz look absolutely amazing man. Those will look great on the table.

As for the lord commissar guy, I don't really know if he's needed, but he'll look awesome and keep them from running away. Any excuse to get that ork kommissar model is fine by me. I've been meaning to get one myself for ages

'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 ca
Regular Dakkanaut




 MrMoustaffa wrote:
Those Kromlech bitz look absolutely amazing man. Those will look great on the table.

As for the lord commissar guy, I don't really know if he's needed, but he'll look awesome and keep them from running away. Any excuse to get that ork kommissar model is fine by me. I've been meaning to get one myself for ages


I've got the model, but haven't actually used him as a kommissar yet, just as a sergeant or a Psycher. If you are going to use him though, make use of that BS5 and shoot a weapon like a quad gun.


I'm looking forward to my next project, using the clanking destroyers as necrons warriors or immortals and adding in some looted necrons vehicles. The monolith, although not as dangerous as a doom scythe, may be too good for looting potential to pass up.
   
Made in us
Dakka Veteran





NamelessBard wrote:

The monolith, although not as dangerous as a doom scythe, may be too good for looting potential to pass up.


Make the monolith a looted Stompa!

YES YES YES!




 
   
Made in fr
Screamin' Stormboy





France

Yeah those Kromlech models are awesome indeed. I have ten other "boyz" almost ready to hold their shotgun rifles. Yet again I'll have to convert the Sarge and the Demolition Charge but it's pure win. I'll be using the Kromlech 20-cm Flehaubitse Canon for Heavy Mortars. The most difficult part will be the building of another drill from scratch...

NamelessBard wrote:
I've got the model, but haven't actually used him as a kommissar yet, just as a sergeant or a Psycher. If you are going to use him though, make use of that BS5 and shoot a weapon like a quad gun.


I'm looking forward to my next project, using the clanking destroyers as necrons warriors or immortals and adding in some looted necrons vehicles. The monolith, although not as dangerous as a doom scythe, may be too good for looting potential to pass up.

Yes, with twin-linked BS5 I'm almost sure the 4 shots would hit every time. About joining the Heavy Mortar team, I think it'll depend on whether the Orks have the first turn or not. Anyway if somebody thinks he's got the right answer for that matter I'm buying it.

Using clanking destroyers as Necrons is PURE WIN. Didn't think about that, but I'll definitely have a look later on. I like the idea of orky allies. You're able to play your models for as much for ally force as for your regular orks.

This message was edited 1 time. Last update was at 2012/11/09 08:30:39


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






Burtucky, Michigan

Phydox wrote:
NamelessBard wrote:

The monolith, although not as dangerous as a doom scythe, may be too good for looting potential to pass up.


Make the monolith a looted Stompa!

YES YES YES!



Now THERES an idea....








Also, I played a game with mass AV10 spam at 1100pts last night. 4 shootaboyz trukk mobs, with planks (Though I ended up playing against nids sooooo waste of points lol) 9 bigshoota buggies and some lootas to fill it out, lead by a basic KFF mek. Ive got to tell ya....I think 6th has made AV10 spam much more viable. Those buggies, I just zipped up and turned sideways, whatever those bigshootas killed was awesome, but that was just icing on the cake. Because they blocked SO MUCH LOS and were such a nuisance. They allowed me to really set up my kill zones for the trukk mobs.

The planks will allow for some extra anti transport along with the lootas, the buggies are just a tool to set up the enemy more or less. Not to mention attacking one unit with 2 trukk mobz, allows you lot that plays with challenges to still throw down PK attacks into said unit, since youll have a free Nob to do it with in most situations. Im running with this for a while to see how it hashes out.
   
Made in au
Mekboy Hammerin' Somethin'





Fedan Mhor

 KingCracker wrote:
Also, I played a game with mass AV10 spam at 1100pts last night. 4 shootaboyz trukk mobs, with planks (Though I ended up playing against nids sooooo waste of points lol) 9 bigshoota buggies and some lootas to fill it out, lead by a basic KFF mek. Ive got to tell ya....I think 6th has made AV10 spam much more viable. Those buggies, I just zipped up and turned sideways, whatever those bigshootas killed was awesome, but that was just icing on the cake. Because they blocked SO MUCH LOS and were such a nuisance. They allowed me to really set up my kill zones for the trukk mobs.

The planks will allow for some extra anti transport along with the lootas, the buggies are just a tool to set up the enemy more or less. Not to mention attacking one unit with 2 trukk mobz, allows you lot that plays with challenges to still throw down PK attacks into said unit, since youll have a free Nob to do it with in most situations. Im running with this for a while to see how it hashes out.


Be interested to know how this list/playstyle would do at higher point levels. Might give me incentive to run more Trukks, and really get in their faces!

1500 
   
Made in us
Battlewagon Driver with Charged Engine





I wonder how it would turn out vs a more shooty army, like space wolves, guard or tau. Id imagine you have to deploy in cover turn one?

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

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Im not sure, in our group I plan on playing a higher point version of this list and so Ill see how it operates there. As for really shooty, couldnt tell ya off hand. Im hoping the buggies would still block LOS from the majority of other units, meaning a unit would have to either move around them to shoot at the main army, or waste their shots on the buggies themselves.

As far as second turn goes, I dunno, that would certainly suck against a really shooty army. Still though, if I were taking this and went second, Id probably use the buggies again, to block LOS to the rest of my army, at least as much as possible.
   
Made in us
Battlewagon Driver with Charged Engine





Oh, for some reason it didnt register that you brought 4 trukks AND 9 buggies. For some reason I thought you only had 4 vehicles.... I think that much gak on the board around 1k is quite alot for alot of armies to handle, tho I think IG would give your problems. How did you like BS biggies compared to rokkit (granted vs nids BS would be better than rokkits generally)?

This message was edited 1 time. Last update was at 2012/11/09 19:13:33


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

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well against Nids, they were still pretty decent, decent range and str5 can do damage everywhere. I THINK (take with salt as I havnt tried it yet) that my idea against mech or SM that Ill still take the Bigshoota variety instead. Mainly because Im going to use the planks +PK + Lootas should take care of the rest. And mass Bigshootas have proven their abilities already in my eyes when I run my Bikerboss with x5 BS koptas as a group. So really, they can still pop transports alright, and wound most units with little effort.

So I think they will do just fine, and once more, I wont stress this enough, the buggies are going to play distraction/blockers first, and then hurting things second. Their main job is to keep the fire away from the rest of my army. But yea @1k points their was soooo much gak on the table for my side, it was great!
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

Okay... just saw this in the YMTC, so here goes.

Ork having KFF mek + that big bastion thingy + an AV14 immobile building with 5+ cover save?

Isn't that some sort of there?

This message was edited 1 time. Last update was at 2012/11/09 22:07:06


Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Liche Priest Hierophant






Only when you add a group of Grots and some sort of weapon emplacement.

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! 
   
Made in gb
Waaagh! Warbiker





 whembly wrote:
Okay... just saw this in the YMTC, so here goes.

Ork having KFF mek + that big bastion thingy + an AV14 immobile building with 5+ cover save?

Isn't that some sort of there?

Maybe, but buildings are still horribly dangerous to any infantry without a good save. It would be far better to put them in a battle wagon which has the bonus of being manoeuvrable.

Deffwing Nutta.

Codex: Bad Moons 
   
Made in us
Battlewagon Driver with Charged Engine





 KingCracker wrote:
Well against Nids, they were still pretty decent, decent range and str5 can do damage everywhere. I THINK (take with salt as I havnt tried it yet) that my idea against mech or SM that Ill still take the Bigshoota variety instead. Mainly because Im going to use the planks +PK + Lootas should take care of the rest. And mass Bigshootas have proven their abilities already in my eyes when I run my Bikerboss with x5 BS koptas as a group. So really, they can still pop transports alright, and wound most units with little effort.

So I think they will do just fine, and once more, I wont stress this enough, the buggies are going to play distraction/blockers first, and then hurting things second. Their main job is to keep the fire away from the rest of my army. But yea @1k points their was soooo much gak on the table for my side, it was great!



So how do you run them? I understand that you use them to block and stuff, but is that just LOS blockers or what? Would be nice to be able to provide some cover so my trukk boyz get up there fast.

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

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Well buggies are decent size (mine are based around a landspeeder size) So they can grant some cover yes. But youd be surprised how much LOS they can block, specially if your right up in your opponents face. So if they are forced to move, any heavy weapons in the squad become much less of a problem. And some simple maneuvering can go a long way in getting those trukks up where you need them
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

It's also a lot on area denial. Either they have to destroy them, wasting the whole turn on a 90+ point unit, and because movement comes before shooting and assault, well, they essentially do nothing for the whole turn. Stuff has to move all the way around them, and max spacing them all means that you can't get by in just one turn. It denies space for enemy units to go to, so you funnel them all into kill boxes to be munched by your trukks of boyz and MANz and bikers.

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
Dakka Veteran





 KingCracker wrote:
Well buggies are decent size (mine are based around a landspeeder size) So they can grant some cover yes. But youd be surprised how much LOS they can block, specially if your right up in your opponents face. So if they are forced to move, any heavy weapons in the squad become much less of a problem. And some simple maneuvering can go a long way in getting those trukks up where you need them


I run a very similar list as you posted KC (less buggies more trukks). Maybe its my area but I can't seem to be able to get away from tl rokkits on buggies. I just don't have enough anti armor otherwise. Ive just dropped the pk on nobs though and use big gunz and a unit of tankbustas. I'd be interested in how the pk and boarding ramps work out though. There's just something awesome about a nob w/ a pk hanging out of a trukk on a boarding plank.

Since you use the buggies as cheap los blockers, have you consider the trakk w/ scorcha? The models are a lot longer then reg buggies cause they have the tank connected to the trakk as a trailer. I know its more points (roughly +15?) but it would block a lot more.




 
   
Made in us
Battlewagon Driver with Charged Engine





That sounds pretty awesome. Ill have to give it a shot.

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

 
   
Made in be
Fresh-Faced New User




 KingCracker wrote:
Well buggies are decent size (mine are based around a landspeeder size) So they can grant some cover yes. But youd be surprised how much LOS they can block, specially if your right up in your opponents face. So if they are forced to move, any heavy weapons in the squad become much less of a problem. And some simple maneuvering can go a long way in getting those trukks up where you need them


This was my idea to, the buggy wall instead of a can wall. But I run a horde instead of trukks behind it & fit em out with different weapons, actually managed to land the scorcha template on a SM line.

I ran a bit of both last time, and... I favor the buggies over the cans now. Their cheaper, they move faster. The cans can survive immobelized now, but when you run a horde it's like having a demolition charge you have to walk around, bc if opponent is smart h'll try to explode it on u'r boyz (while the fast buggies are normally ahead of the boyz). The cans never make contact in my experience, which is bad bc you pay for the powerweapon & that's what makes them scary.

Also need more buggies but their expensive :(

This message was edited 2 times. Last update was at 2012/11/10 11:28:01




 
   
Made in us
Battlewagon Driver with Charged Engine





Plus using buggies frees up HS slots kans would take up. Buggies are FA right?

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

 
   
 
Forum Index » 40K General Discussion
Go to: