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. |
|
 |
![[Post New]](/s/i/i.gif) 2013/03/18 08:55:55
Subject: Ork Tactics - Validity?
|
 |
Stealthy Grot Snipa
|
Hey guys,
Just started back into the game after many years away and my horde is starting to get to a playable state. Having never ran with orks before and only MEQS I thought id brush up on my tactics.
Ive had a read through the ork tactica wiki ( http://www.dakkadakka.com/wiki/en/Dakka_Dakka_Ork_Takktica), but it only uptodate to the 5th edition of the rulebook. Ive also read through the ork changes 6th ed. thread, but im afraid i have been unable to work out whether the changes have made any impact on the tactics in the wiki. Was hoping someone could give me a quick verify that the tactics mentioned havent been blown completely out of the water.
As a note: i'll be starting with just some general in-shop low level games. Perhaps getting involved in more in-shop scenarios as the horde progresses, but I will not be playing out tournament games, but that doesn't mean I don't want to win!
Side note 2: The wiki tactics i assume are aimed for tournament level assessment. The units described as being semi-competitive or even poor, would they be viable for low stakes games? Or are the faults/disadvantages really that horrible?
Tanks in advance
Solar
|
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 09:04:54
Subject: Ork Tactics - Validity?
|
 |
Longtime Dakkanaut
|
Only thing's you will really need to be aware of (Other than the general read of 6th edition rules) are the rules reguarding
Fleet (For Waaaaaaaaaaaaaaghing)
Furious charge.
These are the only two that had significant effect's on the way your army plays. Furious charge no longer gives initiative, so you strike after most marines :(
And everything in the ork book, is at least playable in low stakes games. You don't have any chaos spawn of 5th edition in there really, it all can at least do something, and it's all pretty cheap.
Edit - Also, due to the new overwatch rules, burne boy's in a battlewagon went from poor, to OMGWHYAMIBURNINGOHGOD!?
They are really really good. No-one can charge your wagon without being sizzled, all the while it can ride around showing only the good front armour, and laying down templates (stick one template out of a battlewagon window, and x the amount of hit's by 20  )
|
This message was edited 2 times. Last update was at 2013/03/18 09:08:35
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 09:24:41
Subject: Re:Ork Tactics - Validity?
|
 |
Yellin' Yoof on a Scooter
Somerset, UK
|
No fearless wounds at end of combat is a boost.
No more wound shenanigans has hurt Nob units.
Bikes are t(5) all the time now, even with regard to instant death.
Overwatch and snap shots are pretty good as orks hit on 5's anyhows.
Walkers aren't great anymore.
KFF went from a 4+ to a 5+.
6th is a lot more "killy" in my experience.
And probably a lot more but that's all I can think of at the mo
p.s. Burnas can only be taken in units of 15 or less, so with 1 HQ (I would recommend a KFF mek with burna but no more) your looking at a max of 16. Quite risky to run this but can be worth it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 10:13:16
Subject: Re:Ork Tactics - Validity?
|
 |
Stealthy Grot Snipa
|
Ah thank you for the quick responses.
I must admit I am very very very pleased burna boys are in a good state! I have an unusal love for all things flames  I had planned on lots of flames before beginning my army and now it seems I can allow those dreams to rampage the battlefield!
p.s. Burnas can only be taken in units of 15 or less, so with 1 HQ (I would recommend a KFF mek with burna but no more) your looking at a max of 16. Quite risky to run this but can be worth it.
In this I assume you are making reference to the risky part being that I am not making maximum use of the battlewagons capacity?
From your suggestion I think what I am going to run first is: like you said, 15 burna boys with a HQ KFF Mek, using the KFF to give my trukks of boys and troops cover. Definitely like the idea of ploughing straight into the enemy lines with trukk loads of badass orks ready to do some choppin'
|
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 13:06:23
Subject: Re:Ork Tactics - Validity?
|
 |
Bonkers Buggy Driver with Rockets
|
Solar Shock wrote:
Ah thank you for the quick responses.
I must admit I am very very very pleased burna boys are in a good state! I have an unusal love for all things flames  I had planned on lots of flames before beginning my army and now it seems I can allow those dreams to rampage the battlefield!
p.s. Burnas can only be taken in units of 15 or less, so with 1 HQ (I would recommend a KFF mek with burna but no more) your looking at a max of 16. Quite risky to run this but can be worth it.
In this I assume you are making reference to the risky part being that I am not making maximum use of the battlewagons capacity?
From your suggestion I think what I am going to run first is: like you said, 15 burna boys with a HQ KFF Mek, using the KFF to give my trukks of boys and troops cover. Definitely like the idea of ploughing straight into the enemy lines with trukk loads of badass orks ready to do some choppin'
Actually the general consensus is that Ork choppy isn't gonna cut it as much as it did in 5th. Because the Boyz are hitting at I2 all the time and their axes aren't AP6 (Not sure why; I'd imagine an axe would cut through a coat quite nicely) and Overwatch mean you could lose out on potential melee damage output. Not guaranteed but possible. It seems having Shootas over Sluggas is the ebtter option for Snapfiring things to death.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 15:28:27
Subject: Re:Ork Tactics - Validity?
|
 |
Stealthy Grot Snipa
|
Actually the general consensus is that Ork choppy isn't gonna cut it as much as it did in 5th. Because the Boyz are hitting at I2 all the time and their axes aren't AP6 (Not sure why; I'd imagine an axe would cut through a coat quite nicely) and Overwatch mean you could lose out on potential melee damage output. Not guaranteed but possible. It seems having Shootas over Sluggas is the ebtter option for Snapfiring things to death.
Ahhh thats abit annoying :( Just finished modelling a whole squad of choppy choppies! hate that im only getting 11 orks per box, means I need 2 boxes for a squad, 4 boxes for my troops choices. 8 boxes for the option of either shootas or choppas! :( thats £160 just to have my troops sorted!
Definitely enjoy taking a blast from the past looking though my rose tinted glasses. pretty sure you used to get many more boyz in a box :(
Ive currently converted all my models up from boyz as sort of modelling fun combined with cost cutting. But I cant convert anything else into a boy! so cant save there :(
Is a speed freaks sort of army still valid?
I know a biker boss is a very competitive option, but could I run a vechicle heavy setup? Would love to run something involving lots of wartrakks with flamers, bikes and trukks filled with nasty burnas.
|
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 16:04:23
Subject: Re:Ork Tactics - Validity?
|
 |
Nasty Nob
|
Solar Shock wrote:Actually the general consensus is that Ork choppy isn't gonna cut it as much as it did in 5th. Because the Boyz are hitting at I2 all the time and their axes aren't AP6 (Not sure why; I'd imagine an axe would cut through a coat quite nicely) and Overwatch mean you could lose out on potential melee damage output. Not guaranteed but possible. It seems having Shootas over Sluggas is the ebtter option for Snapfiring things to death.
Ahhh thats abit annoying :( Just finished modelling a whole squad of choppy choppies! hate that im only getting 11 orks per box, means I need 2 boxes for a squad, 4 boxes for my troops choices. 8 boxes for the option of either shootas or choppas! :( thats £160 just to have my troops sorted!
Definitely enjoy taking a blast from the past looking though my rose tinted glasses. pretty sure you used to get many more boyz in a box :(
Ive currently converted all my models up from boyz as sort of modelling fun combined with cost cutting. But I cant convert anything else into a boy! so cant save there :(
Is a speed freaks sort of army still valid?
I know a biker boss is a very competitive option, but could I run a vechicle heavy setup? Would love to run something involving lots of wartrakks with flamers, bikes and trukks filled with nasty burnas.
two squads of shootas or sluggas is hardly your troops sorted mate. You need to get at least 60 boys to work well. and yes, I run speed freaks almost the same as I did in 5th. Shootas in waggons, nob bikers, stormboys. They're all quite fun
|
ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 16:35:00
Subject: Re:Ork Tactics - Validity?
|
 |
Flashy Flashgitz
|
Solar Shock wrote:Actually the general consensus is that Ork choppy isn't gonna cut it as much as it did in 5th. Because the Boyz are hitting at I2 all the time and their axes aren't AP6 (Not sure why; I'd imagine an axe would cut through a coat quite nicely) and Overwatch mean you could lose out on potential melee damage output. Not guaranteed but possible. It seems having Shootas over Sluggas is the ebtter option for Snapfiring things to death.
Ahhh thats abit annoying :( Just finished modelling a whole squad of choppy choppies! hate that im only getting 11 orks per box, means I need 2 boxes for a squad, 4 boxes for my troops choices. 8 boxes for the option of either shootas or choppas! :( thats £160 just to have my troops sorted!
Definitely enjoy taking a blast from the past looking though my rose tinted glasses. pretty sure you used to get many more boyz in a box :(
Ive currently converted all my models up from boyz as sort of modelling fun combined with cost cutting. But I cant convert anything else into a boy! so cant save there :(
Is a speed freaks sort of army still valid?
I know a biker boss is a very competitive option, but could I run a vechicle heavy setup? Would love to run something involving lots of wartrakks with flamers, bikes and trukks filled with nasty burnas.
How do you think i feel when 6th came out? I stocked up on so many cheap Assault on Black reach models i'm crying myself to sleep at night since 6th...
I have 30 Shoota Boyz and 80 Slugga/Choppas
Luckily some of my friends dont mind if i say, all my boyz are shootaz
And yes you could run a vehicle based army.. But stick to mass Battlewagons! Depening on point costs you can go crazy... take them dedicated with noz and the number of BW's rise sky high... Though i cant give you any advice on how to running this list
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 16:45:01
Subject: Ork Tactics - Validity?
|
 |
Wicked Canoptek Wraith
|
In my experience. Burnawagons aren't quite as good as you'd think. The issue is they can only shoot if they move 6 inches, so I often have a hard time getting them into position. I've come to prefer Dakkawagons. 20 boys shooting from a wagon isn't as devastating as burnas, but you can definitly shoot them every round, and they can really wear things down over time. If you have the points, you can put 2 big shootas in the squad and 4 on the wagon for even more dakka.
Also, I'm surprised no none mentioned how awesome lootas are in sixth. with the reintroduction of glancing hits, lootas can now kill anything short of av14. I've had them tear apart IG tank lines without breaking a sweat.
|
The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.
War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 18:44:42
Subject: Ork Tactics - Validity?
|
 |
Dakka Veteran
|
It's a sad state of affairs when the better ork armies are shooty, not choppy. One of my issues with 6th ed.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/18 20:21:33
Subject: Ork Tactics - Validity?
|
 |
Maniacal Gibbering Madboy
|
NinjaStars wrote:In my experience. Burnawagons aren't quite as good as you'd think. The issue is they can only shoot if they move 6 inches, so I often have a hard time getting them into position. I've come to prefer Dakkawagons. 20 boys shooting from a wagon isn't as devastating as burnas, but you can definitly shoot them every round, and they can really wear things down over time. If you have the points, you can put 2 big shootas in the squad and 4 on the wagon for even more dakka.
Also, I'm surprised no none mentioned how awesome lootas are in sixth. with the reintroduction of glancing hits, lootas can now kill anything short of av14. I've had them tear apart IG tank lines without breaking a sweat.
That's because neither myself or Vineheart, or any others of us Ork players, have not yet had the oppertunity to speak on thy Holy Lootas of Mork and Gork!
Lootas in 6th Ed are awesome against heavier units, esp when you can plop them down into area terrain to give em a nice cover and then they can just sit back and range whatever comes their way. Be sure to keep the DeffGuns/Regular Loota Boyz though. Kustom Mega Blaster/Mek Boy upgrade with a Loota Squad is a joke since the KMB doesn't have the range, nor can you get D3 shots out of it. So unless you're giving them a joyride in a Battlewagon, Trukk, or Looted Wagon (although, why bother IMO), there's no sense in upgrading any of them to a Mek for the tools.
Not to mention, you can use Lootas to glance flyers off a table! Muhahahahahahaha  Snapfire? Roll 6s to hit? No problem for a player who's used to rolling 5s in the firstplace.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/19 12:47:31
Subject: Ork Tactics - Validity?
|
 |
Bonkers Buggy Driver with Rockets
|
See, I'm a bit of an odd Ork because I never liked Lootas. Ever. Might be because they're stuck in Elites and not Heavy Support like I would expect them to be.
On the subject of Speed Freakz, they got a change. Trukks now take more to bring down due to hull points, but a well-executed volley of gunfire would still likely blow it up. Bikerz are now T5 so wounding them is suddenly a tad more difficult for high str weapons looking for the insta-kill.
As for the slugga/shoota boy issue, do something like this and you should be OK
|
This message was edited 1 time. Last update was at 2013/03/19 12:47:50
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/19 22:51:35
Subject: Ork Tactics - Validity?
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
NinjaStars wrote:In my experience. Burnawagons aren't quite as good as you'd think. The issue is they can only shoot if they move 6 inches, so I often have a hard time getting them into position. I've come to prefer Dakkawagons. 20 boys shooting from a wagon isn't as devastating as burnas, but you can definitly shoot them every round, and they can really wear things down over time. If you have the points, you can put 2 big shootas in the squad and 4 on the wagon for even more dakka. Also, I'm surprised no none mentioned how awesome lootas are in sixth. with the reintroduction of glancing hits, lootas can now kill anything short of av14. I've had them tear apart IG tank lines without breaking a sweat. BWs are a bit on the weakside in my experience. That AV12 side hurts them, really wish it was 13 or an upgrade available to make it 13. Being open-topped it explodes almost every time its penned for me. However, enmassed you can run them side by side to make your AV14 basically 3-4 times wider....bit expensive but it makes most of your opponent's army worthless for a turn or two. Dont forget the way you determine the armor getting fired at is determined by the VEHICLE not the firing model. You can effectively make an arc with multiple battlewagons by having some of them turned slightly, but not to the point of revealing the AV12. Unless he has a shot that ignore LOS the only way he could hit an AV12 in this fashion is through another BW, which is impossible. amanita wrote:It's a sad state of affairs when the better ork armies are shooty, not choppy. One of my issues with 6th ed. Same here, i want to charge yo face i dont wanna sit and go "Come at me brah!" because most races do that better than me so i cant rely on it. DieselJester wrote: That's because neither myself or Vineheart, or any others of us Ork players, have not yet had the oppertunity to speak on thy Holy Lootas of Mork and Gork! Lootas in 6th Ed are awesome against heavier units, esp when you can plop them down into area terrain to give em a nice cover and then they can just sit back and range whatever comes their way. Be sure to keep the DeffGuns/Regular Loota Boyz though. Kustom Mega Blaster/Mek Boy upgrade with a Loota Squad is a joke since the KMB doesn't have the range, nor can you get D3 shots out of it. So unless you're giving them a joyride in a Battlewagon, Trukk, or Looted Wagon (although, why bother IMO), there's no sense in upgrading any of them to a Mek for the tools. Not to mention, you can use Lootas to glance flyers off a table! Muhahahahahahaha  Snapfire? Roll 6s to hit? No problem for a player who's used to rolling 5s in the firstplace.  Damn you....you beat me to the praise of da Loota! lol - putting lootas in a BW isnt a bad idea because it denies the deepstrike flamers from instagibbing the lootas, but it does backfire when it finally dies. I dont think i'd put any KMB in there though, Bigshootas are better just for the sheer fact that you can actually hit something with 3-9 dice vs 1-3 dice. Lootas are in the Elite slot because of conflicting roles. If they were heavy, it would be near impossible to run a proper wagon list because you NEED loota support for it. Theyre just too important, especially in 6th, to not take. You rarely need more than 20 of them, so you still have an elite slot for burnas or nobz (if you dont have a warboss making them troops). I used to take 30, but soon realized that last 10 was wasted points because i NEVER had a place to put them and they always got insta-gibbed first turn.
|
This message was edited 1 time. Last update was at 2013/03/19 22:55:17
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/20 01:20:55
Subject: Ork Tactics - Validity?
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Lots of options for a mechanized force ..working out a couple of them now
One Option (For me) is two wagons of shoota boyz
and 4 trukk loads of slugga boyz
One Wagon of Burna Boyz with Big Mek KFF Burna BP Cybork
Elite..Lootas at least one group of 9 or 10 no meks just deff gunz
Burnas for the wagon
Last spot either another group of lootas , Wagon with meganobz, or a Deathstar of Nob Bikers
Fast
Bikers...
Deffkoptas..
Dakkajet
There are other optionz but these three are solid ..
|
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/20 03:07:41
Subject: Ork Tactics - Validity?
|
 |
Smokin' Skorcha Driver
|
Below is based on my experience. I have tried a lot of styles out and the one that works best for me is a hybrid gunline/biker list. YMMV.
Amazing:
Warboss on Bike - has been working like a champ. Only thing I worry about is S10, or instant kill stuff. Otherwise he's been amazing in most of my games
Nob Bikerz - I like to run 2 PK (rest have Big Choppas), a Painboy, and everybody has a Skorcha. Fast versatile, harassment unit. Skorchas for counter charge defense.
Big Gunz - have been the bane in my opponents side. 9 artillery models w / minimal Crew is cheap enough to almost always make their points back. They also work well on the both sides of my Lootas to give some buffer from outlflanking units.
Lootas - there is honestly nothing I could say here that hasn't been said a thousand times in this thread. They were amazing in 5th, and are even better now. I always run them in groups of 15.
Good::
Big Mek w/ KFF:
Most of the games I've played have had so much Terrain that I really didn't need the KFF. He's still good, but personally I've need the offense more then defense so I've been running 2 warbosses.
Shoota /Rokkit Boyz - have been my main goto unit. I unusually run 2-3 units of 30 w/ 3 rokkits & a PK Nob. These guys have been my front line protecting my Gunline.
Not so much:
MegaNobz - I'm one of the few players that think they are actually not as good as they were in 5th. Part of that is because Ghazzy isn't as good anymore. They are so slow that when I get the MegaNobz out of their transport, they are pretty much done for the game. For the same points as MegaNobz/Battlewagon I can have another unit of Biker Nobz.
Kills Kanz - I loved these guyz in 5th, but now they are just too fragile. I played against a friend who really wanted to play them ( he also plays Orks). After one round of loota shooting, my friend decided that he would not field them again.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/20 05:18:42
Subject: Ork Tactics - Validity?
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
Warboss on Bike - has been working like a champ. Only thing I worry about is S10, or instant kill stuff. Otherwise he's been amazing in most of my games
Um, Str10 doesnt paste him it just wounds on 2s. He is T6 because of the bike rules adding +1Toughness to whatever model is riding them, as well as 4+ armor 4+ cover and TL Dakkagun all covered in the same price as the bike itself. Thats why its so expensive.
Lootas - there is honestly nothing I could say here that hasn't been said a thousand times in this thread. They were amazing in 5th, and are even better now. I always run them in groups of 15.
You should run them in groups of 10 so you can still Go To Ground with them. Since firing snaps with them isnt THAT big of a pain, you should be going to ground for just about any attacks flying at them (except the random 1-2 wounds imo). I usually run 2 groups of 8-10.
MegaNobz - I'm one of the few players that think they are actually not as good as they were in 5th. Part of that is because Ghazzy isn't as good anymore. They are so slow that when I get the MegaNobz out of their transport, they are pretty much done for the game. For the same points as MegaNobz/Battlewagon I can have another unit of Biker Nobz.
They are cheaper than bikernobz even with the trukk, sometimes you just cant help it but take MANz. Theyre also a nice change of pace since everyone expects bikernobz and number of shots isnt as effective to 2+ save as it is to 4+. Ghaz isnt worthless but hes highly situational, i take him if im against GK or Nidz because he basically says "Monstrous Creature eh? ME DONT CARE! BRING IT!"
Either way, orks are probably the biggest personal pref race (to my knowledge) out there. Everyone loves dakkajets for instance, and im sure many people in these threads already know my feelings about the damn paper airplane we call a flyer.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/20 13:45:24
Subject: Ork Tactics - Validity?
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Being able to snap fire after going to ground or falling back or regrouping or being assaulted all help the already awesome Loota. The opponent who ignores Lootas learns a painful lesson. That being said, I haven't used them for months
On a side note, Orks ( 40K) have always been Shooty AND Choppy. They all have base 2 attacks and FC! Yeah 6th may add more emphasis on the shooty but if you really want super choppy, play Orcs (Warhammer).
My philosophy when I play is always be the spoiler. Winning's fun but preventing someone else from winning (the game, league, Tournie) is funner! Take down the pretty Marines because they're pretty.
|
Fighting crime in a future time! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/20 15:46:19
Subject: Ork Tactics - Validity?
|
 |
Maniacal Gibbering Madboy
|
Heck, I just play to survive and have fun now. LOL. Ironically, I've won more since I've adopted that approach.
morfydd wrote:Lots of options for a mechanized force ..working out a couple of them now
One Option (For me) is two wagons of shoota boyz
and 4 trukk loads of slugga boyz
One Wagon of Burna Boyz with Big Mek KFF Burna BP Cybork
Elite..Lootas at least one group of 9 or 10 no meks just deff gunz
Burnas for the wagon
Last spot either another group of lootas , Wagon with meganobz, or a Deathstar of Nob Bikers
Fast
Bikers...
Deffkoptas..
Dakkajet
There are other optionz but these three are solid ..
I'd change the Slugga Boyz in Trukks to Shoota Boyz since CC with Ork just isn't what it used to be now. Since the change is free, there's really no use, IMO, in taking Sluggas anymore.
Good Choice with Lootas. Meks in a Loota squad is just idiotic.
I'd go with the Lootas or MANZ/Wagon over the Biker Nobs UNLESS you're taking a whole mob of Bikers as your Fast Attack. In which case the Biker Nobs and Biker Boyz would go great together.
Fast Attack: All three are awesome! I personally like doing the Air Calvery bit by taking a lot of DeffKoptas with a DakkaJet, but that's just me. I'm going to start experimenting with Bikers more now that I actually have some models (only 3 at the moment, but hey, its a start!).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/20 16:21:42
Subject: Re:Ork Tactics - Validity?
|
 |
Stealthy Grot Snipa
|
Love how this thread is still building  Really helping with the little bits of advice and opinion
I am going to have to read up this Go to ground rule along with snapfire.
I definitely am going to put together a nice little biker squad, riding round choppin up some shiny little marines
|
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 00:07:13
Subject: Ork Tactics - Validity?
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
ive yet to run non-nob bikers, they just seem too expensive to me. And they lack the invul/FNP so theyre a bit easier to kill. I dont get how the all-biker list even remotely works becuase if something hard-counters bikers youre screwed and you lack AA.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 04:20:04
Subject: Ork Tactics - Validity?
|
 |
Nasty Nob
|
mrfantastical wrote:Below is based on my experience. I have tried a lot of styles out and the one that works best for me is a hybrid gunline/biker list. YMMV.
Amazing:
Warboss on Bike - has been working like a champ. Only thing I worry about is S10, or instant kill stuff. Otherwise he's been amazing in most of my games
Nob Bikerz - I like to run 2 PK (rest have Big Choppas), a Painboy, and everybody has a Skorcha. Fast versatile, harassment unit. Skorchas for counter charge defense.
Big Gunz - have been the bane in my opponents side. 9 artillery models w / minimal Crew is cheap enough to almost always make their points back. They also work well on the both sides of my Lootas to give some buffer from outlflanking units.
Lootas - there is honestly nothing I could say here that hasn't been said a thousand times in this thread. They were amazing in 5th, and are even better now. I always run them in groups of 15.
Good::
Big Mek w/ KFF:
Most of the games I've played have had so much Terrain that I really didn't need the KFF. He's still good, but personally I've need the offense more then defense so I've been running 2 warbosses.
Shoota /Rokkit Boyz - have been my main goto unit. I unusually run 2-3 units of 30 w/ 3 rokkits & a PK Nob. These guys have been my front line protecting my Gunline.
Not so much:
MegaNobz - I'm one of the few players that think they are actually not as good as they were in 5th. Part of that is because Ghazzy isn't as good anymore. They are so slow that when I get the MegaNobz out of their transport, they are pretty much done for the game. For the same points as MegaNobz/Battlewagon I can have another unit of Biker Nobz.
Kills Kanz - I loved these guyz in 5th, but now they are just too fragile. I played against a friend who really wanted to play them ( he also plays Orks). After one round of loota shooting, my friend decided that he would not field them again.
I tried playing my battlewagon bash without my big mek, and the thing thats causing me headaches is loosing boys when the wagons are melta'd or the like. You got from loosing 5-7ish, to loosing 8-12 ish boys to the blast. :(
|
ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/21 04:55:26
Subject: Re:Ork Tactics - Validity?
|
 |
Mekboy Hammerin' Somethin'
|
Nobody mentioned Dakkajets? Take two or three! Trust me they are worth it
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/22 15:41:06
Subject: Ork Tactics - Validity?
|
 |
Maniacal Gibbering Madboy
|
Vineheart01 wrote:ive yet to run non-nob bikers, they just seem too expensive to me. And they lack the invul/ FNP so theyre a bit easier to kill. I dont get how the all-biker list even remotely works becuase if something hard-counters bikers youre screwed and you lack AA.
I think that the all biker list, or Road Warrior list as we've come to call it at my FLGS, is great so long as no one is taking flyers. But i don't know, wouldn't bikers be able to move to get rear armor on a flyer and still snapshot it?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/22 17:08:48
Subject: Ork Tactics - Validity?
|
 |
Daring Dark Eldar Raider Rider
|
I love the idea of footslogging my entire ork force, though with plans to stick a unit of Burna into a battlewagon or something and torch things. Loot as are my latest addition and boy do they put out! Thirty shots potentially, and the fact that dice gods love orks rolling to hit ( I get an obscene number of fives and sixes) they are definitely worth having backfield. Also, butt loads of boys everywhere, cheap tough and hit like a freight train
|
"Your friends can't save you now, they are hanging from the spires, just as you will be, should you fail."- kabal of the broken blade. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/23 00:46:05
Subject: Ork Tactics - Validity?
|
 |
Smokin' Skorcha Driver
|
Vineheart01 wrote:Warboss on Bike - has been working like a champ. Only thing I worry about is S10, or instant kill stuff. Otherwise he's been amazing in most of my games
Um, Str10 doesnt paste him it just wounds on 2s. He is T6 because of the bike rules adding +1Toughness to whatever model is riding them, as well as 4+ armor 4+ cover and TL Dakkagun all covered in the same price as the bike itself. Thats why its so expensive.
Lootas - there is honestly nothing I could say here that hasn't been said a thousand times in this thread. They were amazing in 5th, and are even better now. I always run them in groups of 15.
You should run them in groups of 10 so you can still Go To Ground with them. Since firing snaps with them isnt THAT big of a pain, you should be going to ground for just about any attacks flying at them (except the random 1-2 wounds imo). I usually run 2 groups of 8-10.
MegaNobz - I'm one of the few players that think they are actually not as good as they were in 5th. Part of that is because Ghazzy isn't as good anymore. They are so slow that when I get the MegaNobz out of their transport, they are pretty much done for the game. For the same points as MegaNobz/Battlewagon I can have another unit of Biker Nobz.
They are cheaper than bikernobz even with the trukk, sometimes you just cant help it but take MANz. Theyre also a nice change of pace since everyone expects bikernobz and number of shots isnt as effective to 2+ save as it is to 4+. Ghaz isnt worthless but hes highly situational, i take him if im against GK or Nidz because he basically says "Monstrous Creature eh? ME DONT CARE! BRING IT!"
Either way, orks are probably the biggest personal pref race (to my knowledge) out there. Everyone loves dakkajets for instance, and im sure many people in these threads already know my feelings about the damn paper airplane we call a flyer.
The only reason I mention s10 is not for the Warboss but the fact that my biker boss can't pass LoS those hits to nob bikers, cause they'll be paste if they fail. So he has to risk those hits.
My big problem with MegaNobz is that they are so damn slow. I tend to run them in a BW ( because one bad round of shooting and a MANz missile truck is dead. So for me at 6 they are the same price ( 6 nob bikers kitted out, vs 6 MegaNobz + BW). At the same price Bikerz are so versatile. I get what some people are saying to reserve MANz in a Trukk. I haven't tried it myself soi can't compare this tactic.
On lootaz I run them at 15 so they can absorb wounds and still be fearless. Last thing I want is my heavy hitters in my Gunline running off the board.
|
This message was edited 2 times. Last update was at 2013/03/23 02:07:58
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/23 13:31:55
Subject: Ork Tactics - Validity?
|
 |
Big Mek in Kustom Dragster with Soopa-Gun
|
DieselJester wrote: Vineheart01 wrote:ive yet to run non-nob bikers, they just seem too expensive to me. And they lack the invul/ FNP so theyre a bit easier to kill. I dont get how the all-biker list even remotely works becuase if something hard-counters bikers youre screwed and you lack AA.
I think that the all biker list, or Road Warrior list as we've come to call it at my FLGS, is great so long as no one is taking flyers. But i don't know, wouldn't bikers be able to move to get rear armor on a flyer and still snapshot it?
Yes, but provided its not one of the many fliers that have AV11+ rears anyway. I never face fliers with AV10 on any face (not 100% sure on necron doom scythe rears) i always face AV11 or 12, which is 6s to glance or nothing at all. Rather zoom on up and try to clobber things in melee.
|
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/23 20:21:55
Subject: Ork Tactics - Validity?
|
 |
Heroic Senior Officer
|
DieselJester wrote: Vineheart01 wrote:ive yet to run non-nob bikers, they just seem too expensive to me. And they lack the invul/ FNP so theyre a bit easier to kill. I dont get how the all-biker list even remotely works becuase if something hard-counters bikers youre screwed and you lack AA.
I think that the all biker list, or Road Warrior list as we've come to call it at my FLGS, is great so long as no one is taking flyers. But i don't know, wouldn't bikers be able to move to get rear armor on a flyer and still snapshot it?
Haven't gotten to try it yet but as long as it's not the dreaded hellturkey you should be able to take out pretty much any flier you come across. TL- S5, with each bike is nothing to sneeze at.
It's also why a bike list makes heavy use of lootas, dakkajets, and other high firepower units to help take out problem targets like that to keep the bikes alive.
|
'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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/23 21:55:52
Subject: Ork Tactics - Validity?
|
 |
Waaagh! Warbiker
|
I didn't want to add an unnecessary thread so i figure i'll ask here. What about IA 8's Dread mob codex? How does anyone feel about it? I'm kinda interested in using it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/24 04:05:49
Subject: Re:Ork Tactics - Validity?
|
 |
Fresh-Faced New User
Gaming Wasteland, OHIO
|
I don't normally post but for once I think I have something constructive to add.
Ork Dreadmob list/codex
I was running this list in my 40k league at the end of 5th and when 6th came out. I ran meks with KFF, 15 kanz, 2 of the mega dreads, lootas, and as many boyz as possible. This list was great for me in 5th as my marine opponents struggled to take on this much armor in combat and the KFF really saved the kanz from shooting. If anything charged the kanz, the boyz would counter charge. List worked great for objective missions. Not unbeatable by any means but really fun to play. I was excited when 6th edition came out but that quicklly died. Kanz die too fast now and the KFF does not protect them anymore. In the dread mob list, the boyz mobz max out at 20 and you cannot take a Nob in the units, so the boyz mobz were taking Ld tests way too soon in the game. I have almost 30 walkers sitting on the shelves (the dreads have been sitting there longer but that's another topic).
Ork Biker lists
I've been running horde orks primarly for 6th as I can't seem to figure out KOS armies (I really don't like HP system and Ork trukks). I have put them aside so I can paint them. I have recently been playing a Zhardsnark (IA 8 biker boss) ork biker list. I'm still figuring the list out. Ork Bikes are overcosted for what they bring to the table but they are not too bad. Their HUGE downside is Morale/Leadership tests. I cringe everytime I have to take one. The two critical things that have allowed them to work for me is 1)proper support and 2) playing conservatively . The biker list is the only ork list where I bring DakkaJets or anything called an ork flyer. I'm a purist, so I won't consider bring IG vendetta gunships. The DakkaJets can instantly get to troublemaking units as soon as they get on the board and most opponents are shooting at bikes ins tead of DakkaJets. I won't take lootas in the biker list because Bikers are expensive and so are lootas. You need as many bikers on the ground to make the list work. The other unit is Grot Bomb Launchers. I love these guys. This unit creates a weak point in the opposing army (most of the time) and dictate where my bikers attack. The Barrage rule lets you get around the darn Aegis Defense Line that everyone takes (assuming blast lands behind the line). These guys are cheap enough to bring in numbers.
That's my two cents. For 6th edition, I've only been able to get horde orks to be competitive against most of my league opponents and I'm learning bikes. Good luck running your orks in 6th.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/03/24 05:11:23
Subject: Re:Ork Tactics - Validity?
|
 |
Camouflaged Zero
|
I'd say that the weakest part about regular bikers is their leadership. No longer being fearless (that was a codex ago though) and not having a large squad size they're stuck at Ld7.
I still just like to run huge hordes of foot sloggers (although now primarily shootas than sluggas) with a couple of weirdboys to try teleport up field and a grot screen infront. Works okay, but when its countered it falls hard. Then again if wez die, wez die fighting so it dont count as beat.
I'd say the most popular units floating around at the moment are lootas, followed by nob bikers if a speed list is being taken. The lootas are typically there regardless of what else is present, a staple if you will. Dakkajets are okay, amongst other fliers... definitely not the best but I think they're most popular for the Waaghplane ability which really lets you punish something for a turn.
|
If your attack is going too well, you have walked into an ambush
The easy way is always mined
|
|
 |
 |
|