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 be
Fresh-Faced New User




sirlynchmob wrote:
I have 90 painted, 30 waiting to get primed and my last 60 still in the boxes

Just avoid timed events or bring the 180 and just move & run to all the objectives til you run out of time.



I really have an issue with the time it takes to move. I play a list kinda like yours at 1500 points; but am already embaressed about how long my turns take. I can feel its annoying for opponents + bystanders who want to clear the table. You also have no time to think, always moving or rollin stuff. Almost making me want to switch armies at times...

BTW on snikroth: In 5th i used him, I'd say he's still usefull now, but if you have pre-knowledge of terrain/mission maybe.




 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






 KingCracker wrote:
wheresmypulitzer wrote:
I'm sick of av14, so I came up with a Power Klaw Delivery system...


All those trukks are just wasted chance to smoke some heavy vehicles. Planks on em is more important then a ram. Then those PK on the inside get to do bad things to good people. 4 STR9 attacks on a vehicle? Yes please.


On more argument for the planks: If your boyz manage to smoke an enemy vehicle, chances are an "explodes!" result on the damage table will wipe out half the squad or more. Twelve S4 autohits on T:4 6+ save? Bad news. A single S:4 AP: - hit on an AV:10, HP:3 vehicle? Nothing to worry about!



War does not determine who is right - only who is left. 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

 Agent_Tremolo wrote:
 KingCracker wrote:
wheresmypulitzer wrote:
I'm sick of av14, so I came up with a Power Klaw Delivery system...


All those trukks are just wasted chance to smoke some heavy vehicles. Planks on em is more important then a ram. Then those PK on the inside get to do bad things to good people. 4 STR9 attacks on a vehicle? Yes please.


On more argument for the planks: If your boyz manage to smoke an enemy vehicle, chances are an "explodes!" result on the damage table will wipe out half the squad or more. Twelve S4 autohits on T:4 6+ save? Bad news. A single S:4 AP: - hit on an AV:10, HP:3 vehicle? Nothing to worry about!


I'm to the point that I don't even run a PK nob in my boyz squads anymore because explodes results are so common of, and punitive against, that tactic, that it's no longer worth it.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yea the MANz and your warboss is enough PK power for me lately. I usually only find 1 maybe 2 targets my lootas cant deal with effectively, so i send the missile dattaway.

I usually run 4x 20 boyz and even just that measily 80 boyz takes me awhile to move compared to otherplayers. Ive wanted to beef to 30mans but thats just so many models....and i feel the extra 10 or whatever it is Lootas is better than another 20 boyz or so since they already got apretty thick meatshield guarding them as it is.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Liche Priest Hierophant






It's kinda funny, but if you think about it, Orks and Guard are about the only armies that can field Mass AV14, and neither of those have great rear armour, so are vulnerable to Melee (and we'z got da best Smashy Armer Krumpin' around!). Spess Mehrine armies can generally only field like, 1 or maybe 2 Land Raiders per.

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 us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Yea but landraiders have 14 rears. I really dont consider battlewagons a true AV14 because the AV14 side is very, very narrow while the AV12 is easy as hell to hit.

Its still CONSIDERABLY more durable than our clunky trukks, but its still pretty easy compared to any other av14 to take out.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Maniacal Gibbering Madboy






Juneau, Alaska

Not to mention that Land Raiders are hardly cost efficient to field with an SM army anymore. I let my Boyz at my BT Land Raider so that I could field a Kustom Battle Wagon!

"Orkses never loses a battle. If we win, we win, if we die, we die fightin' so it don't count. It we runs for it we don't die neither, cose we can come back for annuver go, see!"
-The Gospel according to Ork.

8000pts of WAAAGH!
Indiorkalypse Koltz - Ork BB Team

Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/546562.page#5955022
Blood Bowl P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/0/594998.page#6826981 
   
Made in us
Purged Thrall






 matphat wrote:

Don't let me rain on your parade, but I'm going to suggest you back off the green tide for now, and run a few less boyz. Mostly because you're going to really dislike moving all those models and trying to deal with all the complications that terrain is going to give you.

Try running 90 to start with, and see how that feels. If you don't mind it, add 30 more and try again.

Also, Orks have a lot of other viable builds that are a lot of fun and bring combined arms to the table. Don't discount those.

Lastly, MOAR LOOTAS. You really could use more.


Well, I already have 120 assembled. Granted, I still need to play more games to get used to all those models, but It'll be a nice core for a green tide when I get there. Might add in some nob bikers and more lootas. I really just need to play test units and see what I like; though green tide is one of the main reasons that I started Orks in the first place.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Not sure how WAAC or tourny people are but when i play with my friends i just measure the furthest i can move my hordy boyz and just pile them in behind that one or next to it. I might be cheating an extra half inch here and there but im also gibbing myself of that occationally, and it goes way faster. I could see some cry-hard WAAC weasel try to whine saying im using this to get an extra inch or something.

I wasnt able to play in the local tournament my friends held cuz i had work that day (an excuse to get all 12 of us together instead of 1-3 at a time...were all in Korea on a military base btw so theres no local store) and to speed it up they had a 2hr game rule. Even without hordy groups they were pressing that time, so im like "How the hell could i have made that with hordes of green?"

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Mekboy on Kustom Deth Kopta




T-rex wrote:
sirlynchmob wrote:
I have 90 painted, 30 waiting to get primed and my last 60 still in the boxes

Just avoid timed events or bring the 180 and just move & run to all the objectives til you run out of time.



I really have an issue with the time it takes to move. I play a list kinda like yours at 1500 points; but am already embaressed about how long my turns take. I can feel its annoying for opponents + bystanders who want to clear the table. You also have no time to think, always moving or rollin stuff. Almost making me want to switch armies at times...

BTW on snikroth: In 5th i used him, I'd say he's still usefull now, but if you have pre-knowledge of terrain/mission maybe.



All the painting and sheer numbers makes me think of a smaller army. If I ever do another army I'd go GK just because you can do a 2500 pt army with 25 models

but ya if I can finish a game in under 3 hours it means I tabled the guy by turn 5. otherwise we could be looking at a 5 hour game.

I made a biker list for fun with remarkably 49 models, I got tabled by 5, but it looked cool and was fun to play

I found out the orks from IA8 could ally with regular orks, according to FW at last so I went 1850:

warboss on warbike pk, squig, cybork
wazdakka
Zhadsnark

13 boys nob bp
13 boys mek BS (IA8) you get mek's instead of nobs

7 nob bikers, painboy, 2bc, pk, bp, wb w/ wazdakka
7 nob bikers, painboy, 2bc, pk, bp, wb w/ zhadsnarky

3 deffkoptas tlrk w warboss (outflanking)

BW def rolla 2bs for boys
BW def rolla 2bs for boys





 
   
Made in us
Purged Thrall






I've got an airbrush, so painting doesn't seem too terrible. Not to mention that I'll be dipping the majority of my orks, so it should be decent table-top quality fairly quickly.

As for the time limit, unless I know that I will be able to finish 5-6 turns in 2-3 hours, the green tide will only really be used in friendly games.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I guess i never figured out how to use an airbrush well because to me it felt longer to paint the infantry with. Granted i only used one for a couple days, but i felt like i painted faster by hand.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Liche Priest Hierophant






You know, it's entirely possible to get a 2500 point Ork army with 25 models as well, and it'll be ded 'ard.

Nob Bikers.

A single Nob Biker can easily run you over 100 points, depending on what you kit him out with- and you'll have two Biker Warbosses as well, which are kinda expensive in their own right. However, you'll have 4 units that're all absolutely killy.

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 us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

And crash n burn to anything that counters them. Anything that ignores cover usually has AP4 or better as well, and i cant think of many armies that dont bring flamers at all against orks.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






Anvildude wrote:
You know, it's entirely possible to get a 2500 point Ork army with 25 models as well, and it'll be ded 'ard.

Nob Bikers.

A single Nob Biker can easily run you over 100 points, depending on what you kit him out with- and you'll have two Biker Warbosses as well, which are kinda expensive in their own right. However, you'll have 4 units that're all absolutely killy.


Still, those nob squads are sorely missing a couple of painboys. Scoring 14 wounds on a T:5 unit is not hard for some armies these days... not so much when said bikers have FNP!



War does not determine who is right - only who is left. 
   
Made in us
Liche Priest Hierophant






You know you can take Painboy Nob Bikers, right? And the Cybork Bodies is part of the cost.

Nob, Bike, Powerklaw (or kombination Big Choppa and fancy Shoota plus Ammo Runt), Cybork Bodies, some Bosspoles, fancy Shootas for all of them (skorchas, Rokkits, ) with Ammo Runts. And of course a Waaagh!! banner or two.

Have them as 2 mobs of 10 and one of 5, plus Warbosses? Awesome.

Not as awesome as the start of 5th, but more awesome than the end of 5th.

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 es
Growlin' Guntrukk Driver with Killacannon






^What he said.

I'd also consider switching Wazdakka for a biker boss. You're not using regular bikers after all, and the S:10 klaw attacks sure come in handy.



War does not determine who is right - only who is left. 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Tried out a MANZ missile last night. 5 MANZ in a Trukk.
Trukk got popped top of first turn and the MANZ spent five rounds walking to combat.
I'm going to give them a few more tries as I'm hoping this was just a fluke, but honestly, I think the Trukk is a poor choice. Even with LOS, a determined opponent will find a way to pop it.
Having initiative is more or less mandatory don't you think?
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

Try keeping it in reserve.

My AT Gallery
My World Eaters Showcase
View my Genestealer Cult! Article - Gallery - Blog
Best Appearance - GW Baltimore GT 2008, Colonial GT 2012

DQ:70+S++++G+M++++B++I+Pw40k90#+D++A+++/fWD66R++T(Ot)DM+++

 
   
Made in us
Purged Thrall






I've heard people running it with three MANZ and putting the trukk in reserve. Maybe you should try that out?
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 virx67 wrote:
I've heard people running it with three MANZ and putting the trukk in reserve. Maybe you should try that out?

^This...

Even betta... TWO 3xmaz squads in trukks.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yea the ONLY time you have a missile on the table turn 1 is if theres something to completely hide it behind till turn 3
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Four battlewagons can usually do than quite nicely

But still, with reserves being highly unlikely to arrive any later than turn 3, I wouldn't take the risk.

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 kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Highly unlikely? My luck sucks ass then cuz every time i put my manz missile in reserve the little rats come in automatically in turn 5.

Ive been stashing them behind some ruin on my side of the board. That or following behind the BWs since long as i have more than 1 you cant even see the trukk without outflanking me...its typically 1 turn of you-no-see-me

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Tough-as-Nails Ork Boy




UK

I have had a good read through the first post, and alot of the subsequent pages, and then skipped to the last 5 or so.

I want to try and mix up my army a bit more as I always seem to run the same stuff. We nearly always play 1000pts at the minute as we rarely get games and when we do we are still learning the rules. (not had much time lately).

I don't have my codex with me but I normally run something along the lines of:

HQ
Warboss - PK/BP/EA or CY
Big Mek - SAG/EA

ELITE
5x Lootas
5x Lootas

TROOPS
20x Slugga Boyz, Nob - PK/BP/EA
20x Slugga Boyz, Nob - PK/BP/EA
20x Shoota Boyz, Nob - PK/BP/EA

HEAVY
Looted Wagon - Boomgun
2x Zzap Guns

I have to mix in currently:
Moar Boyz (unpainted/unassembled)
Grot Mob
2x Battlewagons (1 Deffrolla)
1x Dakkajet
4x Burnas
5x Nobs (Old metal ones)
1x Deff Dread (BS/SK)
3x Kopta's
1x Big Mek KFF (Unassembled)
6x Stormboyz (with Nob)

As mentioned, I have several Boyz unassembled. At this point I'm tempted to knock up some more Burna Boyz and Shoota Boyz with them (about 20 spare bodies)

I'm also really tempted by investing in several Trukk's (& maybe warbikes) for a laugh. Although I am also VERY tempted to get some Tankbustas as I love the idea of them, also would love some Flash Gitz.

I play for the fun of it and I would rather enjoy my game than win. Are Tankbustas any good in 6th? If I bought a few trukks, ran them with Battlewagons and warbikes would they be any good? Obviously I would LIKE to win, so I want reasonable units, but I want them to be fun.

We need MOAR Dakka!
 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Vineheart01 wrote:
Highly unlikely? My luck sucks ass then cuz every time i put my manz missile in reserve the little rats come in automatically in turn 5.

Ive been stashing them behind some ruin on my side of the board. That or following behind the BWs since long as i have more than 1 you cant even see the trukk without outflanking me...its typically 1 turn of you-no-see-me



Yanno its funny, because I get the same luck most times as well. I swear my DAKKAjets have never seen a turn 2. Its always 3 or 4
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Same here, even with the warlord trait that allows a reserves reroll...

Little gitz like messing with me...

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






Tankbustas and Flash Gitz are underrated, but each got a HUGE boost in 6th Edition- check the FAQ to find out what. They essentially make them some decent area-denial units, and Tankbustas can finally be used for what they're meant for.


Other than that, it's up to you.

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 us
Battlefortress Driver with Krusha Wheel






Boulder, CO

I usually don't consider reserves because my reserve luck is like everyone elses who's posted. I get turn 4 or 5.
Every time.
   
Made in gb
Smokin' Skorcha Driver






Cambridge, UK

 matphat wrote:
I usually don't consider reserves because my reserve luck is like everyone elses who's posted. I get turn 4 or 5.
Every time.


Well in that case you have been playing it wrong. In sixth reserves automatically come in at turn 4

2000pts in refurbishment

> with allies 1850pts finished
You can see the finished army here

Also started a tutorial in how to paint blood angels 
   
 
Forum Index » 40K General Discussion
Go to: