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Made in us
Rough Rider with Boomstick






Honestly I was thinking of starting CSM, but my first love has always been Orks. this thread gives me hope that Orks weren't nerfed by 6th, and I may be painting more dakka then demons now. thanks everyone,

Admiral Chester W Nimitz wrote:The war with Japan had been re-enacted in the game rooms here by so many people and in so many different ways, that nothing that happened during the war was a surprise.

My Cold War NATO IG, love to know what you think 
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

 yeri wrote:
Honestly I was thinking of starting CSM, but my first love has always been Orks. this thread gives me hope that Orks weren't nerfed by 6th, and I may be painting more dakka then demons now. thanks everyone,


Considering we can use chaos boyz pretty well as allies in all ways but pyschics i'd say no reason to choose but i personally am not going to give into ally BS at this time... it just feels cheesy.


Automatically Appended Next Post:
Dragonzord wrote:
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)


Wow how many pts is this list? it looks liek over 2k right now.


Automatically Appended Next Post:
For those curious a less than 2k points army of this tactic would look like this.

2000 Pts - Codex: Orks Roster

HQ: Big Mek (1#, 110 pts)
1 Big Mek, 110 pts ('Eavy Armour; Kustom Force Field; Burna)

HQ: Big Mek (1#, 110 pts)
1 Big Mek, 110 pts ('Eavy Armour; Kustom Force Field; Burna)

Troops: Boyz (30#, 240 pts)
29 Boyz, 240 pts (Big Shoota x2)
1 Boyz Nob ('Eavy Armour; Bosspole; Power Klaw; Big Shoota)

Troops: Boyz (30#, 240 pts)
29 Boyz, 240 pts (Big Shoota x2)
1 Boyz Nob ('Eavy Armour; Bosspole; Power Klaw; Big Shoota)

Troops: Boyz (30#, 240 pts)
29 Boyz, 240 pts (Big Shoota x2)
1 Boyz Nob ('Eavy Armour; Bosspole; Power Klaw; Big Shoota)

Heavy Support: Battlewagon (1#, 135 pts)
1 Battlewagon, 135 pts (Armour Plates; Grot Rigger; Big Shoota x4; Kannon)

Heavy Support: Battlewagon (1#, 135 pts)
1 Battlewagon, 135 pts (Armour Plates; Grot Rigger; Big Shoota x4; Kannon)

Elite: Lootas (15#, 225 pts)
13 Lootas, 225 pts
1 Mekboy (Big Shoota)
1 Mekboy (Big Shoota)

Elite: Lootas (15#, 225 pts)
13 Lootas, 225 pts
1 Mekboy (Big Shoota)
1 Mekboy (Big Shoota)

Heavy Support: Big Gunz (10#, 79 pts)
3 Big Gunz, 79 pts (Ammo Runt x3; Additional Gun Krew)
6 Gretchin
1 Runtherd

Fast Attack: Dakkajet (1#, 130 pts)
1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

Fast Attack: Dakkajet (1#, 130 pts)
1 Dakkajet, 130 pts (Fighta Ace; TL Supa Shoota)

Composition Report:
HQ: 2 (1 - 2)
Elite: 2 (0 - 3)
Troops: 3 (2 - 6)
Fast: 2 (0 - 3)
Heavy: 3 (0 - 3)

Total Roster Cost: 1999 / 2000 (i did less than 2k because it's becoming a popular way to shaft allies.)

# of shots once again...

Dakka fortress #1 = 1 burna, 13 -39 Deff gun shots,18 Big shoota shots (6 of which are precision shots) and 1 kannon

Dakka fortress #2 = 1 burna, 13 -39 Deff gun shots,18 Big shoota shots (6 of which are precision shots) and 1 kannon

Da Boyz: Up to a max of 162 shoota shots, 27 Big Shoota Shots (9 of which are precision shots)

Da Big Gunz Kannons: Only 3 Kannon Shots, but with re-rolls and enhanced BS and Morale with the runtherder. It would be unlikely an intelligent commander would even give these kannons a moment of his time.

Fast Attacks: 18 Supah Shoota shots, 36 while Waaaaaghing Don't forget this is TL and Pinning.

I don't know many lists that will look at this and like their chances against it because the orks and just advance or hold positions they have so much firepower as you lose it your KFF's should protect you the worst weapons to run across are weapons that cut cover saves and are large blast templates. Those butcher this list on a trops level but you should be able to do something about it with this list.

This message was edited 3 times. Last update was at 2012/08/30 17:17:26


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

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




Saint Louis Mo

I've only lost 2 games in 6th with Ork thus far. They are amazing! Overwatch isn't as hindering shoota boys in squads of 30 are great not to mention the Ork flyers are deadly. Now not having the +1int from Furious charge sucks and same with fleet being different, but this hasn't hindered me. I will say adding a Thousand Sons ally is a good idea for cover fire against save 3+. Also trucks in me exp. are not as useful in this edition.


 
   
Made in au
Regular Dakkanaut




HQ:

Warboss: 155
-Warbike
-Power Klaw
-Cybork Body
-Bosspole
-Attack Squig

Wazdakka Gutsmek: 180

Troops

9 Nob Bikers: 625
-Cybork Bodies
-Waaagh! Banner
-5 Power Klaws
-3 Big Choppa
-Painboy

8 Warbikers: 200

8 Warbikers: 200

8 Warbikers: 200

8 Warbikers: 200

Fast Attack

Dakkajet: 120
-Additional Supa-Shoota

Dakkajet: 120
-Additional Supa-Shoota

Total Points Cost: 2000

Though i may have done something wrong with the nob bikers, feel free to correct me there!
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

 Big Mek Wurrzog wrote:
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.


To be fair to my friend It was the first time he'd faced necrons with orks, and it was the first time i'd used them in 6th so neither of us knew what to expect from the battle but it just seemed very one sided.

The tank busters may of been a 10 man unit thats more likely my mistake, and they outflanked because of the warboss but not owning the dex i dont remember how it was done but i trust my friend not to cheat, though they were 100% tankbusters as when they turned up they were within range of my doomscythe and were forced to fire at that.
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

hobojebus wrote:
 Big Mek Wurrzog wrote:
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.


To be fair to my friend It was the first time he'd faced necrons with orks, and it was the first time i'd used them in 6th so neither of us knew what to expect from the battle but it just seemed very one sided.

The tank busters may of been a 10 man unit thats more likely my mistake, and they outflanked because of the warboss but not owning the dex i dont remember how it was done but i trust my friend not to cheat, though they were 100% tankbusters as when they turned up they were within range of my doomscythe and were forced to fire at that.


Only way this could happen is from commander traits.

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

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





Went with orks overall, bought my self 20 lootas and warboss on bike with 6 nob bikers , Cant wait to try them out.
   
Made in us
Mekboy on Kustom Deth Kopta






to the op once again our codex proves phil kelly's books age like a fine wine... btu it is a blush not a red so it is starting to go bad a bit and needs to be replaced in the next few years to keep up with the power creep

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





North Jersey

The biggest difference I have found about orks in 6th vs 5th is that bring smaller, elite units works well now. I have had very good results running nobs, MANz, tankbustas, and flash gits but have reduced the number of boyz mobz I am taking drastically.

Of course, you need to bring a dakkajet or 3 for air superiority. Fully tricked out, they are 135pts, making them the most valuable flyer in the game, IMHO. BS3 against air and ground targets with 9 TL shots a turn is awesome, with double firing on the WAAAGH! makes these little planes nigh invaluable.

Some of the biggest changes are that the formerly 'useless' units like flash gits and tankbustas are now semi useful again. Tankbustas are given more freedom, only bound to shoot at vehicles if they are in range. Flashgits already had premeasuring last edition, so the gitfinda now lets them ignore cover. If you buy the upgrade that gives them -1 on the AP roll(snazzier I think) you are denying marines a save 66% of the time, and terminators 50% of the time. Gotta love those odds

So, as with many things in the edition change, orks require a bit of thinking to actually work well. Simply throwing a green tide at the enemy and hoping will not work as well as last edition, but we still have the best aged army in the game!

-cgmckenzie


1500 pts
3000 pts
4-5k+pts
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Made in de
Yellin' Yoof on a Scooter






Orkz got a huge boost in the shooting department due to all the new rules where models can and cannot shoot (mostly CAN) which is usually with BS1 and Orkz having BS2 anyway make up way way more with it than other armies.

Close combat got a huge nerf bat in the face, while the average movement into close-combat is slightly higher, the danger of approaching an enemy who can fire at you and then not making it because your dice don't add up enough is always there.

Orkz now always attack with Ini3 because they merely gain +1 Strength from Furious Charge, thus close-combating Marines is now more difficult. Power Claws with AP3 are still a boon to any Nob Mob.

Vehicles got more survivable since any Big/Mek can now repair structure points but due to having low armour to begin with some vehicles such as Trukks better make with more armed infantry than repair units. But imagine a Battlewagon simply not wrecking because 3 Mekz inside constantly repair all the gubbins.

Artillery now ALWAYS have toughness 7, even the crew. T7 Gretchin!? HELL YES!

Ork Airforce is plain awesome, nuff said.

All in all, with some shifting around Orkz can become viable and only very few things actually got worse (Kustom Forcefield only 5+ Cover rather than 4+) but the new options far outwight the nerfs.

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Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

OP
We have a nice thread going on it here.

http://www.dakkadakka.com/dakkaforum/posts/list/456724.page
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

 SorataZ wrote:
Orkz got a huge boost in the shooting department due to all the new rules where models can and cannot shoot (mostly CAN) which is usually with BS1 and Orkz having BS2 anyway make up way way more with it than other armies.

Close combat got a huge nerf bat in the face, while the average movement into close-combat is slightly higher, the danger of approaching an enemy who can fire at you and then not making it because your dice don't add up enough is always there.

Orkz now always attack with Ini3 because they merely gain +1 Strength from Furious Charge, thus close-combating Marines is now more difficult. Power Claws with AP3 are still a boon to any Nob Mob.

Vehicles got more survivable since any Big/Mek can now repair structure points but due to having low armour to begin with some vehicles such as Trukks better make with more armed infantry than repair units. But imagine a Battlewagon simply not wrecking because 3 Mekz inside constantly repair all the gubbins.

Artillery now ALWAYS have toughness 7, even the crew. T7 Gretchin!? HELL YES!

Ork Airforce is plain awesome, nuff said.

All in all, with some shifting around Orkz can become viable and only very few things actually got worse (Kustom Forcefield only 5+ Cover rather than 4+) but the new options far outwight the nerfs.


You mean Init 2 and AP 2 right?

As far as this... I played a 2k pt tournament today... I will post the results in the morning but i used the exact list i posted... I came in 1st. Details in the morning Gork n' Mork Blessed dis Big Mek with deadly cunning

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

List of Da Propahly Zogged!!!
 
   
Made in fi
Foolproof Falcon Pilot





Finland, Espoo

In the anti-tank field orks got a bit better in my experience. Lootas are now even more awesome than in 5th, and as said earlier, if they have to move they can still do some nice damage with snapfire.
I also love the deffrolla more than ever, even against a land raider it has a fair chance to wreck it due to hull points.
Gunwagons are also a nice thing to have for a change, 4 snapfiring bigshootas roaring while driving towards your enemy with a battlewagon full of shootaboyz.
Quantity over quality.

   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

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)

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


Orks have the easiest take-on-all-comers answers to Flyers of any army. Take 10 man Loota squads and put them in Area Terrain. 10 so you're not Fearless and can still Go to Ground, but you're still maximizing shots. When you Go to Ground in Area Terrain, you get +2 to cover saves. So even 5+ woods and such give you a 2+. And when you've Gone to Ground you can still fire Snap Shots, so your anti-flyer firepower is totally unaffected.

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Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

They are the best imo. Tourney cicuit is going to prove that. Most flexible, best closecombat, and yes even best shooting.......

 
   
 
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