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Made in gb
One Canoptek Scarab in a Swarm




uk

Hey Guys, Im taking part in a tourdement at the end of june and would like advice on what to take for my orks, i am going completely competitive.
Ive been playing 40k since 2007 and i know how to play but i have not really used my orks in 6th edtion so what do you guys recommend for an 1850 point list.

P.S i have 8000 points of orks so im not short on boyz

This message was edited 1 time. Last update was at 2013/06/06 20:52:52


Necrons: Triarch remnant - 10,000 points
Orks: waaagh! Buzzkill-20,000 points 
   
Made in us
Dakka Veteran





Over in the Army List section is another thread that has talked briefly about competitive ork lists in tournaments.

http://www.dakkadakka.com/dakkaforum/posts/list/531842.page#5707341
   
Made in nz
Disguised Speculo





We can never have enough Ork threads!

The Orks have a bunch of competitive units (and a metric gak ton of useless ones). Biker Nobs, Lootas, Dakkajets, Shoota Boyz are the usual rhetoric. Big Guns are a hidden gem.

How do you like to play? A fat, static gunline and nofun? Highly mobile assault Orks? Green tide?
   
Made in gb
One Canoptek Scarab in a Swarm




uk

 Dakkamite wrote:
We can never have enough Ork threads!

The Orks have a bunch of competitive units (and a metric gak ton of useless ones). Biker Nobs, Lootas, Dakkajets, Shoota Boyz are the usual rhetoric. Big Guns are a hidden gem.

How do you like to play? A fat, static gunline and nofun? Highly mobile assault Orks? Green tide?


I usually use green tide backed up with batlewagons and nobs. i believe in quanity over quality so im considering 3 dakkajets and zapp guns with a tide of boyz

Necrons: Triarch remnant - 10,000 points
Orks: waaagh! Buzzkill-20,000 points 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






If want competitiveness, you shouldn't even think about looking at zzapguns. Kannons beat them in every aspect besides shooting 2+ armor and are more versatile due to two fire modes anyways. If you manage to hit three terminators with the blast the kannon will even outdo the zzap gun in that area.

If you are running a green tide, leave your battlewagon at home. The whole point of the green tide is to make anti-vehicle weapons shoot boyz and thus make your opponent waste shooting power. As soon as you bring a target for them, you lose that advantage - and it's not like a single battlewagon will reach the enemy's lines anywas. You should either replace them with biker nobz, or just spend the points on more lootas/jets/boyz.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

My usual competitive ork list around 1500-1750 pts involve a bikernob group + boss, 1-2 groups of 10 lootas, and however many boyz i can get. Kannons are great additions since they kinda deter things from wanting to just dive at your lootas and theyre dirt cheap anyway (3 full batteries w/ ammo runts is still cheaper than a 20man boyz blob with all the normal toys available to them).

My losses with this tactic are the few times i go against a list specifically meant to deal with hordes (unless its nids, thats rare. Nids dual devourer tyrants just decimate sooo many boyz...) or i blundered my tactics like an idiot.

As Jidmah said, forget the zzaps. You need baller dice to deal more vehicle popping damage than kannons do, and they rarely get a shot at anything with a 2+ armor anyway (with 120+ boyz, everything is in combat if its not hugging the other board edge). Also, theyre expensive as hell compare to kannons. Not to mention they have a tendency to paste a crewmember, which is bad since theyre kinda hard to wound without wasting some high strength shots on them.

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
Wicked Canoptek Wraith





So you guys find that green tide generally works better than triple battlewagons?

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 
   
Made in us
Flashy Flashgitz






NJ

AV 14 is still very hard to dislodge so if you're going with battlewgons, just do a lot of them. three is good, but more is better. or at least keep a very mechanized list with them. Keep squishy troops in them or out of range of anti-infantry fire. Make sure that your infantry without a ride are really hard to kill (bikernobz/kannons). The idea still applies that you want them to be unable to, or very inefficiently use half of their weaponry, so if you've got a bunch of battle wagons, they cant use their anti infantry weaponry. And with enough BWs, losing one or maybe two in the first turn wont hurt so bad, then a turn 2 charge imfantry and go to town deffrolling all their vehicles. The one reason that BWs aren't recommended quite so much anymore is because when they blow up, with only a 6+ save you can expect half of the squad inside to die. Those squads just get repurposed to objective camping. And also units like meganobz that actually have saves would just shrug that off.

[edit]. Lol totally lost track of the topic of this thread in that tangent. So, in other words, as far as tournament setting is concerned, no. It's not quite as competitive as green tide. Still really, really fun though.

This message was edited 1 time. Last update was at 2013/06/07 20:34:28


   
Made in nz
Disguised Speculo





I really don't think battlewagons are any good. That said I've never run more than two. Given how they performed I imagine three would honestly be no better. Seeing deff rolla #1 get killed by the first Lascannon shot, and deff rolla #2 do exactly one penetrating hit / stun to a rhino before also blowing up... yeah forget that.

Now eight, thats where I'd start to consider them. But at that level I'd be taking them for the rollas not the AV 14 and Supa Trakks can do the same thing for half the price.

I really should give it a try considering I have eight vehicles that can be used at battlewagons...

As for Green Tide, it works, but god its a pain in the ass. Moving 100+ models per turn is not fun at all and I imagine in a tournament scene it would be dreadful. I leave my horde Orks to the world of video games and play them in smaller numbers on the table

This message was edited 1 time. Last update was at 2013/06/07 23:54:11


 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 Dakkamite wrote:
I really don't think battlewagons are any good. That said I've never run more than two. Given how they performed I imagine three would honestly be no better. Seeing deff rolla #1 get killed by the first Lascannon shot, and deff rolla #2 do exactly one penetrating hit / stun to a rhino before also blowing up... yeah forget that.

Now eight, thats where I'd start to consider them. But at that level I'd be taking them for the rollas not the AV 14 and Supa Trakks can do the same thing for half the price.

I really should give it a try considering I have eight vehicles that can be used at battlewagons...

As for Green Tide, it works, but god its a pain in the ass. Moving 100+ models per turn is not fun at all and I imagine in a tournament scene it would be dreadful. I leave my horde Orks to the world of video games and play them in smaller numbers on the table


I'll tell yeh dakky, running 3+ (3 is the magic numbah!) battlewagons with deffrollahs you do some good crumpin. i love doing it at 1k-1,5k games


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
Nasty Nob on Warbike with Klaw




Stephens City, VA

I firmly believe in 3x BW in 1k-1500 and 3-5 in 1500-1999.

   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

jdjamesdean@mail.com wrote:
I firmly believe in 3x BW in 1k-1500 and 3-5 in 1500-1999.


Ended third in a tournament where i had 3 battlewagons stacked up with shoota boyzon 1750, along with 2 dakkajets and a group of nob bikers + warboss on bike
Oohh... and a little group of 10 lootas...

Good fun

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 kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

but you can only have 3 for boyz, the other 1-2 battlewagons would be dedicated for nobz/meganobz. Are you guys just putting 4-6 meganobz in the 4th battlewagon and calling it good?

That could be part of my problem with wagon lists (that and bad luck). I never ran more than 3 at 1500-1750 range because i'd rather hide a much cheaper trukk behind the battlewagons to hold my MANz. That trukk usually doesnt get popped unless im against a barrage gun, or they got insane luck and popped 1-2 wagons turn 1 (which im screwed at that point anyway).

Or are you guys playing on the rule that it doesnt say the dedicated transport must START WITH the unit its dedicated to? As in, get bikernobz a dedicated wagon and deploy it empty with 20boyz sitting next to it. They can turn 1 jump in the wagon and move 12/13 inches but just cant turboboost (unless they faq'd it, brb denied going flat out if you embark)

This message was edited 1 time. Last update was at 2013/06/08 03:08:06


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Disguised Speculo





Pretty sure it's been FAQed to say Biker Nobs can't get transports.

Also my understanding is that they only have to deploy with their ded. trans if they come in from reserves or something.

As it is, I suppose three wagons with KFF could be ok. A Lascannon has like a 12% chance of a BOOM per hit on front armour with the KFF. And when it BOOMs, which it will, 3-4 of the ten boys who get injured will survive because of it.

This message was edited 1 time. Last update was at 2013/06/08 03:12:09


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





Nebraska, USA

Coming from reserve it would have to be with it yea but when its just deployed normally the brb only says it cannot start with a unit embarked except the unit it was bought for, says nothing bout having the unit it was bought for just sitting outside of it.

Also, nothing in the FAQ removes the nobz ability to take dedicated transports. Bike upgrade just prevents them from embarking it.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 Dakkamite wrote:
Pretty sure it's been FAQed to say Biker Nobs can't get transports.

Also my understanding is that they only have to deploy with their ded. trans if they come in from reserves or something.

As it is, I suppose three wagons with KFF could be ok. A Lascannon has like a 12% chance of a BOOM per hit on front armour with the KFF. And when it BOOMs, which it will, 3-4 of the ten boys who get injured will survive because of it.


My meta got little of those lascannons since sixth eddition. andwhen i run more than three its either with Ia:8 allies wich irecently picked up thnx to you or playing double force org. that kff once saved me from 3 melta shots in a single turn

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
Unhealthy Competition With Other Legions






Tied to a bedpost in an old motel, confused and naked.

haha what a joke.
You're drunk, go home.

 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 poppa G wrote:
haha what a joke.
You're drunk, go home.


You are in need of some green dice and faith in Gork & Mork.

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 pl
Fresh-Faced New User




 Vineheart01 wrote:

Also, nothing in the FAQ removes the nobz ability to take dedicated transports. Bike upgrade just prevents them from embarking it.

oi
from codex entry: Transport: Nobs Mobs (except Nob bikers) may take...
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ah, so it says it in the actual codex lol nvm. So used to ignoring the funky details in old codexes and reffing the faq instead guess i just didnt read it properly lol (like Ghaz's Waaagh! - had someone go through my dex and call me a cheater for saying it does this when the dex says that....when what 20% of that entire rule DIDNT get reworded? lol).

Well that aside a group of MANz in a battlewagon + Maddok is nothing to shake a stick at. Though without it being a large point game you arent doing this AND bikernobz lol.

This message was edited 1 time. Last update was at 2013/06/08 10:05:17


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
Major




Fortress of Solitude

180 boyz+ Kannons+Dakkajets+Big Meks w/ KFF=Win

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
 
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