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Made in gb
Yellin' Yoof




So ork things that can destroy tau vehicles i already have some deffcoptas , a bommer , pover claws and a squad of tank bustas but can you tell me what other ones would make for mass destruction !
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Looted wagons with boomguns good fun they be!
Tankbustas i havent seen doing so good.. but you can hope for the best having them with bomb squigs and a weirdboy to deep strike em

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Flashy Flashgitz




USA

The SAG. Risky, but hilarious. Deff rollas should also be considered. Oh, and Tau vehicles are rear AV10... how about good ol' choppas?



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

As far as popping vehicles, I wouldnt rely on templates or random STR weapons. The SAG CAN blowup vehicles, but its not very likely.
   
Made in us
Flashy Flashgitz




USA

Agreed, it's not the best vehicle buster, but it makes a good "boom" (never mind the pun)



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Stealthy Grot Snipa






New England

Against tau, standard big shootas on your trukk transports can punch some holes in the transports for your boys to get to the good squishy stuff inside.

Warbikes work wonders agaisnt devilfish too. They shoot the thing down and then charge whatever is inside.

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

SAG is best for infantry or slightly tougher infantry because of the horrid BS making the SAG miss most single models, also unless you roll godly dice it wont hurt most vehicles.

Not going to lie though, i had mine take out vehicles before...by accident lol which is totally Orky.

Pklaws are the best for high armor sadly. Rokkits are the only even REMOTELY reliable range armor punchers but they still need good rolls after good rolls to hit. I havnt faced tau so i dont know their armor values, but personally against IG or pretty much any MEQs i dont ever rely on rokkits because more often than not im dealing with AV14 bullcrap.
Bikers or MANz missiles work wonders. A friend of mine that doesnt play orks looked at my codex and saw something that he would view as scary so this saturday im going to run it against him. This is what it is if you wanna try it:

Bikerboss w/ Klaw, Attack Squig, Cybork, and BS
Mad Dok Grotsnik
5 Meganobz w/ Cyborks all in BW w/ Ram, RPJ, Riggers, and 4 Bigshootas.
2 12man Slugga (i just did that to try it, you could do shoota) boyz with no nob or big shoota in 2 trukks with ram/rpj.

Idea: Trukks are meatshields for the BW. Any attacks against the BW it gets its AV14 front and a 4+ cover. Attacks against the wagons will typically kareen off to the side or force me to do a dangerous terrain test, which ram practically guarantees i pass that. Also, at most angles if you leave the turret off, you cant even SEE the battlewagon. Free shot avoided.
Mad dok is in with the MANz to give them feel no pain. You can avoid the rule that makes them charge at the nearest target if you move the BW to "scoop them up" rather than move them.
Bikerboss lets them be scoring units as well as be another issue to deal with. Run him with some more bikers or deffkoptas and take a different route. Now he has 2 issues to deal with, both VERY nasty looking. Cant wait to try it out hehe.

This was made for MEQs, but i imagine it would work for tau too.

This message was edited 1 time. Last update was at 2012/12/26 00:27:12


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

@ Vineheart

Don't you think that's an awful lot of points to protect a single Battlewagon? Also, as the Trukks are in front of your BW it's not possible to deploy 12" in your deployment zone, which is where you want that Meganob squad. If I were you I would at least buy the Trukk squads a Nob and PK, making those squads a real threat and directing some firepower away from your BW (and Warboss).


Automatically Appended Next Post:
@ Vineheart

Don't you think that's an awful lot of points to protect a single Battlewagon? Also, as the Trukks are in front of your BW it's not possible to deploy 12" in your deployment zone, which is where you want that Meganob squad. If I were you I would at least buy the Trukk squads a Nob and PK, making those squads a real threat and directing some firepower away from your BW (and Warboss).

This message was edited 1 time. Last update was at 2012/12/26 11:54:25


 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

bike with PK is definatly best can opening option at speed. depending on the terrain there is (i.e. administratum buildings) you might be able to avoid LOS and get killakhans into crumping distance but id worry about getting rail gunned

 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

as is, its 72+45x2=234pts in front of it. That isnt that much, its very easy to say that many points of boyz wont do jack anyway so might as well put them as a meatshield.
Also, putting a pk nob in there isnt going to help. Two trukks worth of boyz arent going to get across the table together, and one trukk is no threat at all since overwatch and challenges kinda kill its potential. Those boyz wont even be assaulting unless they happen to get that close, otherwise they'll be scuttling off towards some infantry nearby that wasnt my target with the BW or an objective because if i make them footslog half the table as ~10 (after the explosion wounds, on average) they wont go much further even with the much bigger threat slightly ahead of them.

Ive started disliking nobs in less than 20man squads for the sheer fact that without the numbers they wont be fearless for long and majority of the time the nob gets challenged out anyway. That being said theyre solely meatshield squads or objective holders.

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
Veteran Wolf Guard Squad Leader




San Diego, CA

always the ork bomber too, do tau weapons have skyfire?

 
   
Made in ca
Smokin' Skorcha Driver




Canada

Tau don't have any dedicated skyfire unless your opponent brings fortifications.
However, broadside railguns are twin linked and crisis suits often have twin linked missile pods (or so I hear), which can be scary.
And depending on how you interpret the rule seeker missiles can take down planes if there are enough markerlights to get a hit or two.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I'd still say a couple jets in that case then. at least theres a good chance of blowing up their hammer heads

 
   
Made in us
Flashy Flashgitz




USA

Vineheart01 wrote:
SAG is best for infantry or slightly tougher infantry because of the horrid BS making the SAG miss most single models, also unless you roll godly dice it wont hurt most vehicles.

Not going to lie though, i had mine take out vehicles before...by accident lol which is totally Orky.

...

Mad dok is in with the MANz to give them feel no pain. You can avoid the rule that makes them charge at the nearest target if you move the BW to "scoop them up" rather than move them.
Bikerboss lets them be scoring units as well as be another issue to deal with. Run him with some more bikers or deffkoptas and take a different route. Now he has 2 issues to deal with, both VERY nasty looking. Cant wait to try it out hehe.

This was made for MEQs, but i imagine it would work for tau too.


The SAG still hits most of the time, due to the new blast rules. The problem is that there are too many rolls to be made rather than the inaccuracy itself.

I don't believe vehicles change Grotsnik's special rule in any way. Even in a Vehicle, he has to move as fast as possible towards the closest enemy (FAQ), and if something is blocking his path, I imagine he has to go around it. Making Grotsnik's MANz scoring units is also quite pointless, since as long as he's alive they just won't stay put long enough to hold an objective unless you corral them in with vehicles, but that's not exactly effective, is it? I'd recommend using Grotsnik to give the MANz Cybork bodies and sticking him in a huge mob of Slugga Boyz (which is the only use I can find for them these days...).



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

hmm, id have to look that up...cuz i know the vehicle isnt considered part of the unit and his rule only effects the unit hes in. Definately sounds like a FAQ thing though...i'll have to check that out when i get home today.

if i do find that i might say screw grotsnik and use those 190pts elsewhere...maybe a dakkajet or throw nobz/bigshootas in the trukks. Or just get another warboss and put him in megaarmor with the meganobs.

Totally not derailing this thread though lol.

EDIT: Found it, yea the vehicle has to follow that rule too. Ugh, that seems so stupid. That rule literally prevents any real use of him since whatever group hes in will be suicidal and easily baited.

This message was edited 1 time. Last update was at 2012/12/27 12:59:29


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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