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![[Post New]](/s/i/i.gif) 2013/01/30 03:18:00
Subject: Re: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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virx67 wrote: valminder wrote:Hi, I'm going to play a 2vs2 Battle Mission tournament (5x 1h15 games on a 4' x 4' table, 550 pts/player, 1100/team of 2).
I'll play my orks (what else!) and my son his Space Marines.
RULES:
-No vehicles with AV rating, except walkers with AV11 max (so Killakan are OK)
-No "named" / unique characters
-Max 2W per fig (except swarms).
-Need 2 Troop choices, HQs are optional.
-No 2+ armor / invul saves
-No monstrous creatures
-No Flyers
That's extremely limiting....
But I'd go with a KFF mek, and 2 30 man boyz squads Or some form of Nob Bikers. That would be funny in 500 pts. If you are only going to field stuff out of your choices, I'd probably do choice 4.
Wow. To say it's limiting is an understatement. Some armies would have a HARD time competing under such rules. Heck, Daemon players are even banned from entering! Really, It looks like someone's tailored a list, then came out with a set of "tournament restrictions" to keep their opponents predictable.
But well, that's not the point of the thread. Fact is, orks can hit really hard at low point levels.
Honestly, I'd pass on the nob bikers. My choice would be lootas and as many shoota boyz as the points allow. Your son's already bringing big guns and marksmanship, now you must bring the bodies... lots of them!
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War does not determine who is right - only who is left. |
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![[Post New]](/s/i/i.gif) 2013/01/30 04:06:51
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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Though you really oughtn't be concerned with any number of Nob Bikers. Especially at these low points, without high AV (which are usually the ones that have things like Str10 pie plates) when people aren't bringing MCs or 2+ Armour, people wont' be packing the sorts of things to deal with T5 2W bikers. And Nob Bikers can hit hard.
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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) 2013/01/30 16:36:48
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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This looks like a job for Green Tide.
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![[Post New]](/s/i/i.gif) 2013/01/31 00:19:23
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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Has anybody tried adding a Deathstrike Missile to their Ork force? I'm really tempted to throw one into my next game, if only for laughs.
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![[Post New]](/s/i/i.gif) 2013/01/31 04:17:40
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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This looks like a job for Green Tide.
I hesitate for a green tide, because I think that 2 squads of 30 boys will never reach anything and will be too hard and too long to move. let alone attack.
And I think I'll use KillaKans .... I think they'll be great and hard to kill. Maybe 6 of them, I could try for 9, but with 550 pts it's hard to fit 2 other troop choices in there.
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This message was edited 2 times. Last update was at 2013/01/31 04:21:05
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![[Post New]](/s/i/i.gif) 2013/02/01 16:47:51
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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valminder wrote:This looks like a job for Green Tide.
I hesitate for a green tide, because I think that 2 squads of 30 boys will never reach anything and will be too hard and too long to move. let alone attack.
If they're all shoota boyz and you have a KFF, you'll be fine. That's 60 wounds in a low point game. Weight of numbers will crush whatever is fielded against you, unless you face a list tailormade to stop your horde. Just move and run until you reach that glorious shooting range.
If you're that worried about range, throw in some big shootas. Or better yet, get some big gunz: they're dirt cheap and I found they're amazing at low point games. Kannons are AP3 so they're perfect for making marine players cry. Or you could field 3 lobbas, hide em behind a wall somewhere and bombard from a paltry 48 inches away while your boyz slog forward.
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![[Post New]](/s/i/i.gif) 2013/02/02 00:55:30
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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3x Squads if 20x Boyz with Shootas, Big Shootas, PK & BP Nob with a Big Mek, KFF and PK running along behind some Kans will do the trick just don't block LOS from the Marine Player.
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![[Post New]](/s/i/i.gif) 2013/02/05 21:14:05
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlewagon Driver with Charged Engine
Ye Olde North State
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I've almost finished converting my flash gitz. Would anyone be interested in seeing them?
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2013/02/05 21:53:23
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Regular Dakkanaut
SC
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I'd love to see them Loota Boy, I'm considering throwing together a unit of Kommandos myself and I wanna see how other people give their units enough variation from the standard boy to tell them apart.
As for the death strike missile, I could see it being okay, but I think the Medusa (I think thats the name) would be better, 4 shots with D3 barrage).
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![[Post New]](/s/i/i.gif) 2013/02/05 22:12:58
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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Wingeds wrote:
As for the death strike missile, I could see it being okay, but I think the Medusa (I think thats the name) would be better, 4 shots with D3 barrage).
They cost the same, so I think I'll try them both out with my IG contingent (Command Squad with Lascannon + Vet Squad with Lascannon + Bastion with Quad Gun, for loads of anti-flyer and tank, especially with Bring it Down!). It seems very Orky to bring an intercontinental missile to the front lines and let loose!
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![[Post New]](/s/i/i.gif) 2013/02/05 22:19:22
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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Manticore if you're being "serious", deathstrike if you're gonna play like a proppa ork.
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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) 2013/02/05 23:02:25
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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MrMoustaffa wrote:Manticore if you're being "serious", deathstrike if you're gonna play like a proppa ork.
I'm a seriously proppa Ork! I just wish Deathstrikes could come in squadrons, that'd be great!
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![[Post New]](/s/i/i.gif) 2013/02/06 00:06:22
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Regular Dakkanaut
SC
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I'm on the wall about allying in some IG for range and high STR shots for my Orks and Chaos too. Lascannons, plasma guns, Vendettas, LRBTs, and then some artillery are way too tempting to fill the Ork's lacking ranged anti tank.
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![[Post New]](/s/i/i.gif) 2013/02/06 01:28:21
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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I'd love to see some good Gitz.
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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) 2013/02/07 06:26:13
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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I know hes kinda gimped right now because of the BS0 issue, but would you guys take Zogwort against a nidzilla player just to be a prick with the curse chance? Neither the FAQ or the codex says it doesnt target certain ICs, just that it has to be an IC in range.
I'd love to see the look on my friend's face when he finds out i just permanently turned his Flyrant/Swarmlord depending on what hes running into a Squig that even my boyz could instapaste rofl.
I mean, he wounds on 2+ and has a LOT of attacks so not like hes totally useless.
EDIT: I could see being disallowed to target the flyrant while hes swooping because of the whole "Autohits never hit fliers" but i usually bring him crashing to the ground every shooting phase he isnt locked in combat, and i can still zap him when hes in combat anyway so even thats not a safe thing for him.
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This message was edited 1 time. Last update was at 2013/02/07 06:28:21
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/07 07:23:40
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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The ability doesn't "Hit'' anybody though as far as I'm aware. It just automatically affects the unit (as long as he doesn't deny it) It should work just fine right?
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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) 2013/02/07 07:35:01
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Lead-Footed Trukkboy Driver
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Vineheart01 wrote:I know hes kinda gimped right now because of the BS0 issue, but would you guys take Zogwort against a nidzilla player just to be a prick with the curse chance?
Tyranids Monstrous Creatures are *not* IC. Only the Tyranid Prime and the Broodlord (I think) are legal targets for Zogwort's curse. Trygons, Tervigons, Tyrants, Fexes and the like are all immune to this curse.
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This message was edited 1 time. Last update was at 2013/02/07 07:36:02
Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2013/02/07 09:07:28
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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so they have HQs that arent ICs? sense level zero......
meh i really need to read other codexes.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/08 00:53:40
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Would you rather lose the benefits of Zogwort's Curse, or deal with a 2+ monstrous creature with 30 extra wounds in the form of gaunts?
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![[Post New]](/s/i/i.gif) 2013/02/08 02:05:06
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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Zog's curse targets any IC in range regardless of what that IC is doing, even if Zog is in combat too.
And what are you talking about? They do that anyway for the most part, its either deal with the 30 gaunts in your face or attempt to shoot over them at the MC behind them. I'd rather deal with the gaunts first because the MC only has so many attacks, 30 gaunts would rape in melee if you let them get that close.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/08 05:01:31
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Fresh-Faced New User
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Yeah, but letting a tyrant join a horde unit nullifies all the high STR/low rate of fire weapons that you'd normally want to use on them and not the gaunts (though I suppose lootas are good enough at chewing through both, but not all armies get autocannons as cheap as us) . I suppose a better example would be if tervigons were allowed to join their babies. It's hard enough to get through 6 wounds sometimes.
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This message was edited 2 times. Last update was at 2013/02/08 05:05:07
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![[Post New]](/s/i/i.gif) 2013/02/08 09:31:31
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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If that MC is a Tervigon and you kill him he will take a lot of Gaunts with him
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![[Post New]](/s/i/i.gif) 2013/02/08 11:08:05
Subject: Re: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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Garbled wrote:Would you rather lose the benefits of Zogwort's Curse, or deal with a 2+ monstrous creature with 30 extra wounds in the form of gaunts?
One upside if the latter happened: Majority tougness! Eat my shootas and lootas, you T3 beast!
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![[Post New]](/s/i/i.gif) 2013/02/08 23:09:49
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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Vineheart01 wrote:
EDIT: I could see being disallowed to target the flyrant while hes swooping because of the whole "Autohits never hit fliers" but i usually bring him crashing to the ground every shooting phase he isnt locked in combat, and i can still zap him when hes in combat anyway so even thats not a safe thing for him.
Wait wait what? where does it say autohits never hit fliers?
Im fairly certain the FAQ said autohits can hit fliers, In fact autohits that dont cause damage can still make a FMC crash. Specifically tau marker lights hits (autohits) DO cause a crash test on FMC.
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![[Post New]](/s/i/i.gif) 2013/02/09 00:43:03
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Purged Thrall
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I just got a box of nobz, and some bikes. Before I make them, would this be a good unit to run: 5x Nobz, all bikes and Cybork Bodies, 1 w/ BP, 2x w/ PK's, 1 w/ PK + Waagh Banner, Painboy And the bikerboss, of course: Boss, Attack Squig, Bosspole, PK, Bike, Cybork, Big Shoota
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This message was edited 2 times. Last update was at 2013/02/09 00:44:06
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![[Post New]](/s/i/i.gif) 2013/02/09 01:52:21
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Big Mek in Kustom Dragster with Soopa-Gun
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Q: How do maelstroms, novas and beams – or indeed any weapon
that doesn’t need to roll To Hit or hits automatically – interact with
Zooming Flyers and Swooping Flying Monstrous Creatures? (p13)
A: Only Snap Shots can hit Zooming Flyers and Swooping
Flying Monstrous Creatures. Therefore, any attacks that use
blast markers, templates, create a line of/area of effect or
otherwise don’t roll to hit cannot target them. This includes
weapons such as the Necron Doom Scythe’s death ray or the
Deathstrike missile of the Imperial Guard, and psychic
powers that follow the rule for maelstroms, beams, and
novas
While its not a Maelstrom/beam/nova spell, the underline part still negates anything unless you have skyfire as well (since skyfire's intent is to ignore this rule)
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This message was edited 3 times. Last update was at 2013/02/09 01:54:25
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/09 02:39:12
Subject: 6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Battlewagon Driver with Charged Engine
Ye Olde North State
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keltikhoa wrote: Vineheart01 wrote:
EDIT: I could see being disallowed to target the flyrant while hes swooping because of the whole "Autohits never hit fliers" but i usually bring him crashing to the ground every shooting phase he isnt locked in combat, and i can still zap him when hes in combat anyway so even thats not a safe thing for him.
Wait wait what? where does it say autohits never hit fliers?
Im fairly certain the FAQ said autohits can hit fliers, In fact autohits that dont cause damage can still make a FMC crash. Specifically tau marker lights hits (autohits) DO cause a crash test on FMC.
I'm pretty sure marker lights roll to hit.
virx67 wrote:I just got a box of nobz, and some bikes. Before I make them, would this be a good unit to run:
5x Nobz, all bikes and Cybork Bodies, 1 w/ BP, 2x w/ PK's, 1 w/ PK + Waagh Banner, Painboy
And the bikerboss, of course:
Boss, Attack Squig, Bosspole, PK, Bike, Cybork, Big Shoota
Drop one klaw for another big choppa.
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This message was edited 1 time. Last update was at 2013/02/09 17:31:50
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2013/02/09 16:46:40
Subject: Re:6th Ed. Ork Changes and Tactics. (Updated 9/7 with Ork FAQ 1.1)
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Calm Celestian
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Magnetize an arm. It'll save you alot of headaches when you write lists.
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My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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![[Post New]](/s/i/i.gif) 2013/02/09 18:19:55
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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virx67 wrote:I just got a box of nobz, and some bikes. Before I make them, would this be a good unit to run:
5x Nobz, all bikes and Cybork Bodies, 1 w/ BP, 2x w/ PK's, 1 w/ PK + Waagh Banner, Painboy
And the bikerboss, of course:
Boss, Attack Squig, Bosspole, PK, Bike, Cybork, Big Shoota
That's a lot of PK's. Remember, one or two tend to die before they make it into combat. May as well keep those bullet soaks cheap, so they don't hurt as much. Just give em their cybork and maybe a big choppa and you're golden.
Also, no point in buying a fancy shoota for the boss or the nobs, they're going to want to shoot their TL dakkagun on the bikes all the time.
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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) 2013/02/09 20:26:26
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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+1 to what MrMoustaffa said.
It's good to field a couple with cheap load out and have them soak up enemy fire from the front. For a squad of 5, 2 Power Klaws is sufficient. Alternatively, you could also have the Warboss in the front and use LOS to distribute wounds. Don't do this if your Warboss happens to be the Warlord.
TL-dakkaguns are amazing, especially against Flying Monstrous Creatures. My Nobz Bikers have grounded quite a few and finish their target in assault.
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