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Made in gb
Regular Dakkanaut





Hey all, I currently am thinking of starting a Ork army and was wondering how effective they are in 6th edition?, are they a competitive army?.
   
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Perfect Shot Black Templar Predator Pilot





The Veiled Region

They are good but I think they lost some of their luster from 5th edition. They are still easily playable and if they are your style go for it, regardless if you win they are always a laugh to play.
   
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Boosting Black Templar Biker




Boston,MA

Orks are always good. Overwatch and Snap Shots help them a lot. Shoota Boyz overwatching is scary and being able to move your Lootas and snap shotting is awesome.

Black Templars are the best Space Marine Chapter out of all the Space Marines. They are the most fanatical marines out there. They are on an endless, eternal crusade for the god emperor. AND they get in the face of the enemy. Thats the way to get things done.

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Imperial Guard Landspeeder Pilot




On moon miranda.

they're still fairly well off, and Lootas, once again, manage to put a huge kink in the plans of many opponents, as due to their low base BS they actually make one of, if not the, best AA units in the game. Boyz mobs don't have to deal with No Retreat anymore, grot guns like lobbas got a whole lot more survivable, etc.

IRON WITHIN, IRON WITHOUT.

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The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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Beautiful and Deadly Keeper of Secrets





Really most of the codex has a use in one way or another, there's only a few poor units (Kommando's) that aren't recommended to be taken.
   
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Stealthy Grot Snipa





Atlanta, GA

From what I've been reading over on Da Waaagh forum, orks are still a great army to play in 6th. I actually just started orks myself, and though I plan to paint/build everything before I start playing, I'm looking forward to getting some games in at some point.
   
Made in us
Yellin' Yoof on a Scooter





Honestly, I've been competitive with anyone I've played against, be it Necron, Dark Eldar, Blood Angels, Space Wolves or what have you. The removal of Fearless Wounds has made our most basic unit, the giant mob of boyz, more survivable. You can expect them to live long enough to tie up or kill at least their points worth. Nobz mobs can abuse a lot of rules and pack a punch in CC. Lootas are now basically the most dangerous heavy weapons teams in the game. I havent tried the dakkajet yet, though in theory it sounds awesome. Something tells me they'll struggle with fellow anti-air attacks. Still, there's a lot to like with Orks in 6th and they're just as hilariously violent as ever.
   
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Hamburg

Well, Orks are still competitive in the new edition. Nob Bikers, Lootas, Dakkajets, and Boyz are your best bet.
However, it appears that the Killa Kan wall lost an edge due to reduced cover save and vulnerability of Kanz in cc due to the way grenades (frag, haywire) work now.

Former moderator 40kOnline

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 wuestenfux wrote:
Well, Orks are still competitive in the new edition. Nob Bikers, Lootas, Dakkajets, and Boyz are your best bet.
However, it appears that the Killa Kan wall lost an edge due to reduced cover save and vulnerability of Kanz in cc due to the way grenades (frag, haywire) work now.


To be fair, Killa Kans weren't exactly great in melee anyways.
   
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Mekboy Hammerin' Somethin'





Fedan Mhor

 ZebioLizard2 wrote:

To be fair, Killa Kans weren't exactly great in melee anyways.


No, they weren't. But they were great at tying up certain units, especially ones that couldn't hurt them, or had a hard time doing so.

KFFs are still great, even with the nerf to their cover save, but its an easy way to ensure your massive mob of boys are in some sort of cover. Also, not having to suffer No Retreat wounds due to being fearless is a great boon.

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Gangly Grot Rebel





 wuestenfux wrote:
Well, Orks are still competitive in the new edition. Nob Bikers, Lootas, Dakkajets, and Boyz are your best bet.
However, it appears that the Killa Kan wall lost an edge due to reduced cover save and vulnerability of Kanz in cc due to the way grenades (frag, haywire) work now.

In the games i've used the dakkajet it has failed (Though those games were againist CSM, SM and BT. So it may work better againist things like Tau, IG and other things that AP 4 that supa shootas kill.)
And about the killa kanz, i'm not bothered about grenades and CC, as they're designed to shoot (WS 2? BS 3?) they're just grots in metal kanz. The thing that made them worse imo, is HP's, as only 2 glancing or penetrating can wreak them.

I can see it now....Nids are now a collection of autonomous hive fleets there are multiple Hive Minds and they all war with one another in addition to everyone else. They speak to humans using telepathy, and they can now ally with Space Wolves as battle brothers, because reasons.
Tyranids talking to humans would be like you talking to your mashed potatoes or the probiotic in your kiefer drink. It is neither possible nor productive.
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Krazed Killa Kan






Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos

My Orks have been an absolute wrecking ball in 6th Edition. Honestly, I think they've gotten quite a bit better in the jump from 5th to 6th. Sure, they lost out on some of their nastier tricks (Kommandos off the back board edge have been a thorn in everyone's side at my FLGS), but they also got a ton of boosts:

  • Bikes get toughness 5 as a base value now, Nob Bikers can take all kinds of punishment now (a lot of guns just became way, way less useful for dealing with them)

  • Minor point, but Nobz in general became cheaper and easier to manage since wound shenanigans no longer requires differentiated wargear

  • Orks became the kings of snapshots, since the entire army is based around putting out a ton of shots at low BS - a squad of Lootas or Shootas getting overwatch is a terrifying sight to behold

  • Big Guns are now very, very durable, and with Kans becoming fairly lackluster, Ork players might have a new unit to fill up Heavy slots with

  • Dakkajet is a flyer. 'Nuff said.


  • Honestly, what's made me happy about all this is that in terms of cover saves, every army has been brought up to the Orks' level. No more 4+ saves spammed across the board, everyone and their mother has to deal with having only a 5+ save, which the Orks have had to live with for years. While it's true that Orks did get hurt a bit by the assault rules (though really, people make way more fuss about overwatch than I think they should), I think the new edition really opened up a lot of options that just weren't very viable back in 5th. Lootas, Nob Bikers, Big Guns, and of course the Dakkajet being a flyer made the Ork codex a real force to be reckoned with.

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    Hamburg

    Well, I second this.
    The removal of fearlessness wounds is a big boost for the Boyz in cc. Small elite armies will think twice if they go with the Boyz into cc.

    Former moderator 40kOnline

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    Trollkin Champion





    Grand Rapids, MI

    So, I stopped playing 40k right about the time that "leaked" codex hit the internet. Would you guys mind either explaining Overwatch and Snap Shots? Or at least point me to a thread explaining it?

    I guess in the same vein, is there a thread giving a general explanation of 5th to 6th?
       
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    Stinky Spore




    south-east part of poland

    if an utint charges another unit - that unit is allowed to shoot with bs1 at charging unit.
    do you know 'stand and shoot' from WFB? thats how it works, but with bs1.

    lets say unit of 10 gens attacks 30 shootas.... shootas are allowed to shoot at gens, with bs1, before gens charge shootas.

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    There are a few units that need to be put together creatively to work now, but in particular the things that got better are the dakka based units, the bikers, and the big guns. The new fortifications means fielding a little orky fort bristling with big guns and insult screaming grots is now hilarious.

    Don't let people fool you, though, even the supposedly useless units can be used in hilarious ways. Snikrot sneaking in a pair of burnas and zogwart is an incredibly versatile choice when it comes to making opponents cry in an orky fashion. The "snake in the grass" technique has claimed so many special characters at my FLGS it's not funny.

    Actually, I lied. It's hilarious. My squigs are now painted chapter colors.

    "Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

    "So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

    "you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

    "...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
       
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    Smokin' Skorcha Driver




    Dallas, TX

    I came into 6th expecting doom and gloom, because of the obvious nerfs: average cover save being 5+, cover now per model not majority unit, no pile in response to charges, etc. I've played about 10 games now, and I have to admit I think Orks made out ok. For mainly one reason, vehicles are now easier to kill.

    Greenskins are not very good at destroying vehicles at range, but thanks to hull points we're much better. This change has forced the meta in my area to be more hybrid, or foot based. Since anti-infantry is what Greenskins excell at, life's been good.
       
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    Wolf Guard Bodyguard in Terminator Armor





    So far I have not won a single game with my orks with 6th edition I have yet to roll higher than a 3 when charging!!!

    I am liking Fantasy much more as at least with that you have a base charging figure that you add your dice roll to.

    Not tried my SW's yet but expecting better results from them.


     
       
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    Beautiful and Deadly Keeper of Secrets





    Daston wrote:
    So far I have not won a single game with my orks with 6th edition I have yet to roll higher than a 3 when charging!!!

    I am liking Fantasy much more as at least with that you have a base charging figure that you add your dice roll to.

    Not tried my SW's yet but expecting better results from them.


    If you have trouble rolling above a 3 on 2D6 I suggest new dice, and than melt the previous in a bonfire to get rid of the curse upon you. Once dedicated to the fire chant the name of your enemy, then it'll affect them instead.
       
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    Perfect Shot Black Templar Predator Pilot






    I find I'm getting torn to pieces where I wasn't before by enemy firepower. Also the large multi-assaulting mobs just got worse, meaning even when they get to the other side of the table they pack less punch than in 5th.
       
    Made in gb
    Regular Dakkanaut





    Im undecided on which army to choose out of Orks or Chaos space marines ( Nurgle Based). Not sure I like the models for both but unsure of which would be more competitive.
       
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    Mekboy Hammerin' Somethin'




    Kansas City, Missouri

    My Orks have been undefeated so fair in a solid two months of weekly matches. I have fought Chaos, Space Wolves (twice) , Necron, Eldar( 4 times), Tyranids. every time it's been crushing victories and i just intimidate the crap out of my enemy with the sheer number of shoota boyz, kannons, Deffgunz and Dakka jets out thee.

    The basic rule of thumb is orks don't need to be as aggressive persay as sit back and let the enemy widdle themselves down and eventually rush in and CRUSH THEM with the overwhelming force they generate in CC while the enemy tries to play the ranged game with you.

    Dakka jet hits what is out of range and dives the moment something dangerous is going to hit it or claiming an objective

    Lootas deal with medium armored infantry and vehicles like no one's business

    Shootas can Wipe ANYTHING that is infantry with the gunfire they put out. Just don't be in a hurry to assault let the enemy get within 18 and then KICK HIS ASS FOR DOING IT. Walk up get everyone in shooting unless the hail of gunfire and then either wait depending on results or wait and get some overwatching then mundane melee (2nd option is dangerous i do not advise it unless you feel certain it is safest.)

    Kannons are accurate, durable and cheap to boot they make excellent toys at low points but BW make great options later.

    The boyz at this time are alot less assualty but they can be just as dangerous with some units but ultimately i think dakka is where the orks have sharpened their teeth to fine points right now

    " I don't lead da Waagh I build it! " - Big-Mek Wurrzog

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    Hamburg

    That's a good point: Orks don't need to be played aggressively per se.
    They have lots of guns to bring the enemy forward and then crush him in cc.

    Former moderator 40kOnline

    Lanchester's square law - please obey in list building!

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    Stern Iron Priest with Thrall Bodyguard



    UK

    I fought 2k of orks last week with my new necron force (started it before 6th came out i didn't know they'd get so buffed)

    He had 130 models on the board, buy the end of the game in the 5th turn i'd killed:

    75 orc boyz.
    a unit of 15 lootas
    1 dakka jet
    10 jump troops and the special char that lets them assault the turn they deepstrike.
    his warlord and his squad of 20 outflanking tank bustas were on the run and about to die.

    I lost:
    2 Wraiths
    1 Triarch praetorian
    1 Destroyer

    To call it a slaughter would be an understatement, and to have such a massive difference in casualties shows how disadvantaged the orcs were.

       
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    Mekboy Hammerin' Somethin'




    Kansas City, Missouri

    hobojebus wrote:
    I fought 2k of orks last week with my new necron force (started it before 6th came out i didn't know they'd get so buffed)

    He had 130 models on the board, buy the end of the game in the 5th turn i'd killed:

    75 orc boyz.
    a unit of 15 lootas
    1 dakka jet
    10 jump troops and the special char that lets them assault the turn they deepstrike.
    his warlord and his squad of 20 outflanking tank bustas were on the run and about to die.

    I lost:
    2 Wraiths
    1 Triarch praetorian
    1 Destroyer

    To call it a slaughter would be an understatement, and to have such a massive difference in casualties shows how disadvantaged the orcs were.



    Sounds like your enemy didn't know how to fight you, which is a mistake any player can make against cron since they have wildly changed since last edition. Not sure out outflanking 20 man squads of tankbustas even exist... 1 because tank bustas aren't in that large of squads, 2 because they shouldn't be capable of it. You are probably confusing them with Kommandos... which is just stupid to take yet again against the cron. Dakka is least effective against the cron which goes without saying by Assault is an entirely different story.

    Warbiker boss + Biker nobs should run over cron with little if any problems or meganobs for that matter.

    Dakka fortress would have been nice with a KFF loota squadron and kannons to take out all your support vehicles and then rush in with the boyz once you lost your toyz.

    Orks vs. cron is simple game of ignoring troops till the end of the game using cover and kff's to flip off the cron. I would say you shouldn't equate the ork player losing as his codex being weak his list was just very ill suited to fight your own.

    " I don't lead da Waagh I build it! " - Big-Mek Wurrzog

    List of Da Propahly Zogged!!!
     
       
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    Trollkin Champion





    Grand Rapids, MI

    Dakka fortress would have been nice with a KFF loota squadron and kannons to take out all your support vehicles and then rush in with the boyz once you lost your toyz.


    So you mean, just put a KFF next to all that?
       
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    Kansas City, Missouri

     Steak wrote:
    Dakka fortress would have been nice with a KFF loota squadron and kannons to take out all your support vehicles and then rush in with the boyz once you lost your toyz.


    So you mean, just put a KFF next to all that?


    Normally you run a big Mek inside the Dakka Fortress (battlewagon) and his KFF is larger cause you can measure all over the vehicle for it's AOE rather than his1.5 base. So normally a proper dakka fortress runs 4 big shootas, 1 kannon, 15 lootas (2 are meks with Big shootas), the Mek normally takes a burna for Wall of Death. His fortress then extends out to kannons or other squads used to knock down big necron Flyers/skimmers which help repair non destroyed Warriors/immortals.

    Once that is done it's easy pickings.

    " I don't lead da Waagh I build it! " - Big-Mek Wurrzog

    List of Da Propahly Zogged!!!
     
       
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    Regular Dakkanaut




     Big Mek Wurrzog wrote:
     Steak wrote:
    Dakka fortress would have been nice with a KFF loota squadron and kannons to take out all your support vehicles and then rush in with the boyz once you lost your toyz.


    So you mean, just put a KFF next to all that?


    Normally you run a big Mek inside the Dakka Fortress (battlewagon) and his KFF is larger cause you can measure all over the vehicle for it's AOE rather than his1.5 base. So normally a proper dakka fortress runs 4 big shootas, 1 kannon, 15 lootas (2 are meks with Big shootas), the Mek normally takes a burna for Wall of Death. His fortress then extends out to kannons or other squads used to knock down big necron Flyers/skimmers which help repair non destroyed Warriors/immortals.

    Once that is done it's easy pickings.


    .....holy jesus. Why did i never even think of doing this :/
       
    Made in us
    Mekboy Hammerin' Somethin'




    Kansas City, Missouri

    Dragonzord wrote:
     Big Mek Wurrzog wrote:
     Steak wrote:
    Dakka fortress would have been nice with a KFF loota squadron and kannons to take out all your support vehicles and then rush in with the boyz once you lost your toyz.


    So you mean, just put a KFF next to all that?


    Normally you run a big Mek inside the Dakka Fortress (battlewagon) and his KFF is larger cause you can measure all over the vehicle for it's AOE rather than his1.5 base. So normally a proper dakka fortress runs 4 big shootas, 1 kannon, 15 lootas (2 are meks with Big shootas), the Mek normally takes a burna for Wall of Death. His fortress then extends out to kannons or other squads used to knock down big necron Flyers/skimmers which help repair non destroyed Warriors/immortals.

    Once that is done it's easy pickings.


    .....holy jesus. Why did i never even think of doing this :/


    best part is seeing someone's face when they decide to capitalize by CCing the tank and them not realizing till now that it's an open topped vehicle and you fire d3x13 shots + wall of fire + 6 big shoota shots just to attempting it. In short if they are still standing you more than likely have nothing to worry about. The best part is if you want to get aggressive you can move the Dakka Fortress and still fire but only at snap shots... 50% reduction in accuracy to close distance or lure the enemy into hitting your boys or simply keeping that KFF in range while they advance every 1-2 rounds. Instead use a deff rolla + 15 burnaz and destroy the enemy on the move, raming vehicles and flaming what gets in the way with a single flame template doing all the damage.

    Ultimately these are just little ways to make the orks laugh at the shooting phase and proove they can overwhelm ANY army even necrons with Dakka atm. Run a Dakka Fortress + 90 shoota boys +Dakka jet + Kannons and your enemy will be shocked at the level of durable firepower you just always seem to produce. Considering in my list if the enemy gets close they are now facing... 15 big shootas, 7 Kannons, 13 deffgunz, and 3 suppa shootas (yes I know they are 30 but hush!) that is nothing any army can take lightly and the scariest part is you can field this entire list for less than 1200 pts i just did the math.

    here lets make it uglier... when you get units within the 18 inches you now are firing 27 shootas in each squad assuming you don't bother to take Power Klaw Nobz (I haven't been but might be considering it soon)

    So collectively lets assume your enemy is able to get within 18 inches of your army the ammount of dakka you are throwing at them looks similar to this (obviously if the enemy is so close you can look forward to losing something BUT)

    45 Big Shootas (S:5 AP:5) best thrown into infantry or armor 10s
    13 -39 Deff Gun Shots (S:7 Ap:4) Best utilized against medium infantry or 13 and less armor (my personal target is 12 armor and less.13 is getting bold)
    7 solid [(S:8 AP: 3) best at dealing with MC's and 13/14 armor) or frag round kannon shots [(S:4 AP:5 small blast) dealing with swarms tightly packed infantry or just enchancing shoota shots)
    9-18 Supa Shoota Shots (S:6 ap:4 + Pinning) Best used against medium infrantry and objective holders and when all else fails you can dakka transports but this is best used for cripping rear lines IMO.
    162 SHOOTA SHOTS {S:4 AP:6) The sheer volume deals with anything that isn't T 8 or armor 11 or higher. I have torn down lone wolves with 2+ armor and FNP. Entire termie squads or tyranid trygons all like they were nothing! this is the law of averages! you just can't be comfortably surviving this no matter who you are... want to make it worse? Maybe your shots reduce them to a failed charge... advance within 1 inch FIRE AGAIN and then CHARGE EM crush em and chase down the survivors.

    Like I said... the ork player fighting the kron just went with old school tactics, until our next Codex this method as been working wonders for me. And it ironically is faster than cumbersome CC phases because by the time i charge the enemy is in tatters.

    This message was edited 1 time. Last update was at 2012/08/30 11:39:22


    " I don't lead da Waagh I build it! " - Big-Mek Wurrzog

    List of Da Propahly Zogged!!!
     
       
    Made in au
    Regular Dakkanaut




    What i do now, is the 36 bikers, and 8 nob bikers (also wazdakka and the warboss, so a group of 10) and 2 dakka jets..

    So 138 twin linked shots from the bikes, and 18 twin linked shots from the planes (or 36 on a waagh)
       
     
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