Switch Theme:

6th edition orks.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Savage Khorne Berserker Biker





Texarkana TX

starting up orks, and idk where to start with them. whats the best direction to go for competitive list building? green tide, wagon spam, or a combination? have anyother begun to stand out in the book thata different from 5th?
are their fliers a must have?

heres the things im thinking are good:
warboss
big mek
nobz
lootas
burnas
boys
gretchin
deff koptas
battle wagons
big guns
dakka jets?

any input from you guys would be great! thanks!

5000+ 
   
Made in us
Sneaky Lictor






Orks are really about having fun. I personally enjoy playing killa kans and a mechanized version of orks.

You can never go wrong with boys. Its a good starting point, I mean you know your going to need them as they are troop picks.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in gb
Yellin' Yoof




UK

Shoota's lot'so shoota's!

WarlordRob117 wrote:To live as an Ork is to look at a galaxy set upon all sides by innumerable horrors...and have a good hearty larf.


Og Waaagh! Dagzhamma skar-gor.
 
   
Made in us
Shrieking Traitor Sentinel Pilot






Kansas City, MO

My girlfriend really enjoys using Big Meks with Kustom Force Field, Battlewagons with Deff Rollas, Dakkejets with 3x Supa Shoota, and Lootaz.

This message was edited 1 time. Last update was at 2013/12/05 17:48:18


Follow me on Twitch,
Twitter and Instagram


 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

 g0atsticks wrote:
Orks are really about having fun.


i have fun winning, or loosing a really close competitive game, not getting trashed and tabled.

I'm just trying to steer clear of GWs attempt to make the orks 40ks comic relieve. i really can't stand their slap stick approach with some of the units. they're a race that breeds and lives for war!! not ramshackle tables and other sillyness.

not attacking you, just venting lol.

so keep the help coming!!


5000+ 
   
Made in us
Sneaky Lictor






 zachwho wrote:
 g0atsticks wrote:
Orks are really about having fun.


i have fun winning, or loosing a really close competitive game, not getting trashed and tabled.

I'm just trying to steer clear of GWs attempt to make the orks 40ks comic relieve. i really can't stand their slap stick approach with some of the units. they're a race that breeds and lives for war!! not ramshackle tables and other sillyness.

not attacking you, just venting lol.

so keep the help coming!!



>Orks being tabled

HA! You obviously aren't fielding enough boyz. There is a reason people say boyz over toyz in 40k.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in ca
Slippery Scout Biker




BC

If you're looking for something fun, you can't go wrong with a shokk attack gun.

2000+ Exorcists
~4500 Bad Moonz & Goffs

 
   
Made in nz
Longtime Dakkanaut





New Zealand

I wouldn't spend a fortune on a current 'competitive' list right now - the next codex (hopefully first half of 2014) could wildly change our best units and/or the balance of units. Even without a new codex, 6th ed made a huge difference, nerfing some units (e.g. kanz) while boosting others (e.g. big gunz).

Boyz are a safe bet, but even then it's difficult to know how to arm them (I'm remembering all the players desperately converting slugga boys to shoota boyz after 6th ed arrived).
   
Made in us
Dakka Veteran





You can't go wrong with Boyz, Battlewagons (with deff rollas) and Lootaz.

One thing a number of Ork players that I've talked to don't realize is that Lobbas changed in 6th edition even though it's not reflected in the Codex FAQ still. The weapon profile in the BRB for Lobbas removes their old G48 profile and turns them into a simple 48" Barrage weapon (that can be taken in units of 3 artillery batteries). While there's a debate on grots looking over an ADL, put lobba units behind an ADL with extra grots and you have an extremely annoying and tough unit that doesn't need line of sight to fire, is T7 (artillery rules) and has the all of the cover benefits of the ADL. Throw in the Comms Relay and you can better control your Dakkajets, Deffkoptas, and anything you may have in reserve.


In terms of the new Ork codex now rumored to be sometime mid-next year, I don't foresee many of these things changing so building a smaller force consisting of these items should be a solid investment overall.

This message was edited 2 times. Last update was at 2013/12/05 20:27:42


 
   
Made in ca
Repentia Mistress





 zachwho wrote:
 g0atsticks wrote:
Orks are really about having fun.


i have fun winning, or loosing a really close competitive game, not getting trashed and tabled.

I'm just trying to steer clear of GWs attempt to make the orks 40ks comic relieve. i really can't stand their slap stick approach with some of the units. they're a race that breeds and lives for war!! not ramshackle tables and other sillyness.

not attacking you, just venting lol.

so keep the help coming!!




I'm pretty sure ramshackle is usually beneficial for the Ork player....

Orks are often fielded in competitive lists, usually as allies albeit. Warboss and Nob's all on bikes are SCARY

hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
Made in us
Sneaky Lictor






 Aijec wrote:
 zachwho wrote:
 g0atsticks wrote:
Orks are really about having fun.


i have fun winning, or loosing a really close competitive game, not getting trashed and tabled.

I'm just trying to steer clear of GWs attempt to make the orks 40ks comic relieve. i really can't stand their slap stick approach with some of the units. they're a race that breeds and lives for war!! not ramshackle tables and other sillyness.

not attacking you, just venting lol.

so keep the help coming!!




I'm pretty sure ramshackle is usually beneficial for the Ork player....

Orks are often fielded in competitive lists, usually as allies albeit. Warboss and Nob's all on bikes are SCARY


My friend fields a huge squad of Nob bikers with the Warboss on a bike also. Of all the games I've seen them fielded, I can't think of a single time the entire squad was wiped out. They are an extrem;y tough nut to crack having access to all the saves.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in no
Raging Ravener




Norway

Good stuff for the orks; 3 units of Lootas, 7 -10 so you can go to ground if needed or 15s on a Skyshield platform, Meganobz in Battlewagons and maybe a squad or 2 in Trukks (24`-25`move per turn ain't bad for gettin em in), Lobbas and Kannons are both great as well as Biker Bosses with a Nob or 3 and ofc 60 - 90 Shootaboyz with or without PKs depending on what you expect from them. Maybe a Dakkajet for flavour.

Evolve, overcome, consume.  
   
Made in us
Yellin' Yoof





Toronto, ON

The trick with Orks is to pick a direction and go all out in that direction. If you want to go Green Tide, field as many boys as you can afford. If you want to go Battlewagons, you'd better have at least 3. If you want Kans, probably want the full 9.

But aside from that you can really do anything and keep the games close.

Ork strength lies in volume. If you try to diversify you lose the benefit of volume. It might be great to have a unit of lootas, but that turn that you roll a 1 and miss with most shots you'll be kicking yourself.

You can also dabble in the "worse" units if you stick to this philosophy. I've actually had good luck running Flash Gitz in a wagon list because a) they give me another wagon to tool around in, and b) the rest of the army is focused. Or running a small game with 3x units of 30 boys, a KFF, and a unit of 15 Tankbustas.

   
Made in us
Regular Dakkanaut





Orks are in massive need of a points reduction. A unit of boyz on bikes costs more than space marines on bikes per model. Outside of running shootaz and lootaz in a >1000 point game they just get tabled against most of the 6th ed armies I've played.

This message was edited 3 times. Last update was at 2013/12/06 01:04:07


 
   
Made in us
Sneaky Lictor






dadakkaest wrote:
Orks are in massive need of a points reduction. A unit of boyz on bikes costs more than space marines on bikes per model. Outside of running shootaz and lootaz in a >1000 point game they just get tabled against most of the 6th ed armies I've played.


you can't even compare ork bikerz to marine bikers. I mean....NOB BIKERZ....are there any other kind? Because if you take bikerz, they have to be Nobz.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in us
Regular Dakkanaut





Okay, pulled up army builder. A warboss, 4 nobz with a power klaw and a painboy all on bikes is 455 points. A similar space marine unit, HQ with power fist on bike, and 6 bikers is substantially less.

This message was edited 2 times. Last update was at 2013/12/06 01:07:57


 
   
Made in us
Been Around the Block




I would play green tide. 6x units of 30x boyz, each with a nob with pk and a bp. Maybe a warboss so you can instead fill one of these slots with nob bikers that can score.

place all your objectives on your opponents side of the table and rush your entire army at him.

Or you can take big meks with kff's and ally with imotekh for swett 3+-4+ cover saves

'Ardest Orks 1000pts-1500.
1V1 10-2-1 - - - - - - -
1V1V1 2-0-0 -

Talio Squad (1st/2nd/10th companies
1V1 2-0-1
 
   
Made in us
Sneaky Lictor






scorpio2069 wrote:
I would play green tide. 6x units of 30x boyz, each with a nob with pk and a bp. Maybe a warboss so you can instead fill one of these slots with nob bikers that can score.

place all your objectives on your opponents side of the table and rush your entire army at him.

Or you can take big meks with kff's and ally with imotekh for swett 3+-4+ cover saves


after all of that you stil have roughly 700 points or so. lootas all day long.

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in ca
Regular Dakkanaut




if your looking at green tide make sure to include some ard boyz. kinda nice not going down to bolter fire
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

You'll only get one unit.

They make a decent bolter-block though.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in ru
!!Goffik Rocker!!






From my experience, greentide ain't working great no more. With new cover issues, ability to snipe out a nob, challenges, random charge range and the worst thing: closest models removal, green tide boyz are no more that frightening. Besides, most armies are gona field some decent anti-infantry that can wipe a 30 boy squad per turn. And i mean it. They have easy access to all that reroll-everything abilities
Lootas are great and stuff, but i wouldn't max them. A single helldrake and they're all dead, a single ignore cover thing with long range and they're dead. Battlewagonz have huge 12' sides and if you take a single wagon, it's easilly killed by any mobile force with s7+ If you want u'r wagonz to work - max them out and take a field mek. Works well in games 1500 pts or less. Koptas are an interesting option though. I find them to be way too expensive for what they do. However, they got a tactical use, for example vs tau gunline, if you take a few min size squads of koptas. If any of u'r boyz reach someone like tau gunline for a charge (it's usually like 20-30 boyz out of 90 if u're greentiding), you desperately need anything to eat up their insane overwatch or the upcoming charge has an increased chance to fail. Even better if you use battlewagonz, so that you reach them turn 2 and charge turn 3, when koptas are most likely gona be out from outflank.

Now about things that i found out work good . Nob bikers with bikerboss. They are awesome. Take cybork bodies - they need it almost every game. Take dok. I usually take just a single pk, 1 or 2 bosspoles, cyborks and sometimes a reroll-fnp-grot for dok (can be useful if u're eating up some s10 for example from a wraithguard, with u'r warboss and he still gets 5++, 5+ fnp, it's nice when you can reroll it when you desperately need it). I even tried double nob-biker build, with 2 biker bosses, 2 squads of 6 bikes (5+dok). They cost like 900, but they're totally worth building roster around them. Even trukkboyz are gona be useful with them, but i just take 2 or 3 squads of 20 shootaboyz with 2 bigshootas and no nobz, just cause footsloga nobz are 50 point waste when you got much more mobile and awesomely tough klaw on bikes. Anywayz, biker nobz need some range support and here wut can help ye out. Some lootas (not much and better spread in a few squads of 5-10 max), lobbas (they do amazingly great! just take rerolls; no need for taking anything else if you got bikers, cause lobbas are low priority then, but otherwise i'd suggest 2 extra grots and a runthread, which will make a 100 point cost artillery unit - but very hard to-wipe-out) or you can take allies with tau being the best choise. Personally i run ig allies with a leman russ, vet squad and ccs with master of ordnance and master of the fleet. Those re-rolls for enemy reserves can save u'r green lower part of a body once in a while.

People say that meganobz in wagonz work now, but from my attempts to use them, if da wagon blows apart, mnobz get stuck for the whole game in the middle of nowhere with no ability to even run. I even tried to ride them across the field in a trukk, but trukks are basically a first blood on wheels that gives you 24' move for 40 pts (with a ram) and a pinning test. Also, there's too much stuff with ap2 or rending to kill mnobz easilly.

Hope that helps. But don't forget - orkses are supposed to bring you fun and joy! U can take whatever seems cool to u. But i'd not spend alot of money on anything cept for boyz and grots since it's not long to wait untill new codex arrives.

This message was edited 1 time. Last update was at 2013/12/06 05:40:53


 
   
Made in es
Growlin' Guntrukk Driver with Killacannon






 g0atsticks wrote:
dadakkaest wrote:
Orks are in massive need of a points reduction. A unit of boyz on bikes costs more than space marines on bikes per model. Outside of running shootaz and lootaz in a >1000 point game they just get tabled against most of the 6th ed armies I've played.


you can't even compare ork bikerz to marine bikers. I mean....NOB BIKERZ....are there any other kind? Because if you take bikerz, they have to be Nobz.


Er... after you factor in the Klaw and cybork body, a single Nob biker falls above the 70 points mark. A similar unit like Ravenwing Black Knights (with ap:2 plasma talons, grenades, rending CC weapons and a host of special rules like scouts and skilled rider) costs almost 30 points less apiece. Sure, Nob bikers are not to be taken lightly, but they are also a massive points sink that detracts from the rest of the army, while other factions can take similarly powerful units and still have spare points to invest.

The main argument for Nob Bikers is not their strenght and volume of attacks or their ability to shrug off wounds, but the fact that they can be made scoring with a Warboss HQ. That way players can spend like crazy on them knowing they'll be getting a resilient unit with a punch that will almost surely be there by the game's end to claim a VP, even if the rest of the army has been swept from the table. Were they confined to the nonscoring Elites slot we'd be seeing them less often.

Anyways, from my experience in 6th Orks excel in low points matches where other armies are bogged down by the cost of their mandatory HQ and Troop choices and the moderately awesome, dirt-cheap Ork Boy can still make a difference. Beyond the 1000 points mark, however, our competitivity takes a plunge.

- Warbosses keep being boss. 6th ed rules makes the Biker Boss nearly impervious to Instant Death.
- Meks took a nerf from 5th, but mobile 5+ cover is still nice to have, even with the current surge in weapons and skills that ignore said cover.
- Avoid regular nobs. They're a glass cannon, one that with its frailty combined with low Initiative often never gets to fire a shot. Get the more resilient Biker Nobs or Meganobs (using a BW for transport) instead.
- Lootas are as good in 6th as they were in the past, and are even more useful now that massed s7 fire can bring down most fliers. Even without skyfire, they're our primary source of anti-air.
- If an ork unit got wildly better with the switch to 6th, it has to be Burnas. Only downside is that you must sacrifice one of your precious HS slots to give them a transport.
- In the new edition, Boys are the unquestioned star of Codex: Orks. In numbers, they pose a threat to anything with a Strenght value, if they manage to get in range, that is. Changes in assault, challenges and wound allocation make the hidden Power Klaw kinda useless now. Also, exploding vehicles are likely to take out half the attacking mob with them.
- Deffkoptas lost their alpha-strike abilities, but gained a nifty cover save. People seem to find them better with Big Shootas now, but I still run mine with rokkits.
- The Deffrolla is a tad less impressive now. Changes in tank shocking cut its effective range to 12', and pre-measuring means most foes just plan their moves in advance to stay clear from it. On the plus side, Wagons got slightly more durable with the Hull Points mechanic.
- Big guns got great. T7, BS3 grots firing heavy weapons... what's not to love? 6th further damaged our ability to deal with armor, but Big Guns make up for what was lost.
- Dakkajets... I used to love them, but as other armies got their shiny AA weapons and air cover, they've ceased being the reliable source of dakka they used to be. Thing is, they're cheap and, barring Deffkoptas, there's no better use for your FA slots. I'd say get a couple of them just in case (once in a while they'll down an enemy flier or kill an enemy squad or light vehicle), just pair them with Lootas on the ground and never put too much faith in them.

This message was edited 1 time. Last update was at 2013/12/06 05:33:53




War does not determine who is right - only who is left. 
   
Made in ru
!!Goffik Rocker!!






Yep, greentide ain't an answer to all questions no more. Hope dat's gona change with new codex. Heard we're gona get point reduction and free fnp 6+. Besides some things like sob acts of faith or acts of WAAAAAAGH are gona be added. Anywayz, dat's just rumours. I'm totally sure in one thing. In ANY ork list u'll need minimum 40 boyz.
However, i disagree that bikernobz are too pricey. Yep, they cost alot but they also have alot! Sure they lack ability to ignore dt tests like all those new fancy bikers have, they ain't got no plazma cutters...but come on, dey got 2 wounds, cheap 5+ invul, more attacks, s5 on charge, ld test rerolls, constant cover and tl dakkagunz which are way better then those tl bolters. Besides, bikerboss is considerably cheaper, has s10, 4-5 +1 attacks and t6. They even ain't so afraid of dragonz, they don't care bout plazma fired at them, they even endure gravgunz! Come on, what else you want of them? I'd tell all that goodies might cost a bit less in 6 edition although, not much less. And even now they're the only unit in our codex that opponents are still afraid of.
Also about burnas. I've tried them in like 10 games. Only 2 times they managed to do something and just once payed off - in a fight vs other orkses where they burned down wag mek with grots. Their main problem is that they need to be transported somehow and even if you got a battlewagon wall - don't expect more than 1 out of 3 to reach enemy lines and enemy will take care of those guyz not to be that 1. If they're stuck midfield - they don't even have a 24' threat range like shoota boyz have.

This message was edited 4 times. Last update was at 2013/12/06 10:46:54


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






dadakkaest wrote:
Okay, pulled up army builder. A warboss, 4 nobz with a power klaw and a painboy all on bikes is 455 points. A similar space marine unit, HQ with power fist on bike, and 6 bikers is substantially less.


First of all, you're building the unit wrong. There is no reason to take a PK on any more than three models (including the Warboss). How many unit can you think of that can survive 14 PK attacks? How many of those would die to 22?
In addition, you're missing the Waaagh! Banner which is probably the best piece of wargear.

Second, you're comparing apples and oranges. Or more like, a shotgun to an orange.
First of all nob bikers would be a command squad, not regular bikers, which quickly adds up to the same amount of points as the nob squad, assuming similar equipment (two PF, a standard).
The difference: The nobz have three attacks each, WS 5, I3, 4+ armor, a 5++ save, 4+ cover at all times, furious charge, one poisoned weapon, better guns on their bikes (TL dakka gunz at BS2 beat TL bolters at BS4), and two wounds each.
White Scar bikers have two attacks each, WS4, I4, 3+ armor, 4+ cover, +1 strength to HoW only, Hit&Run, one wound

A warboss with pk has five attacks, I1, 4+ armor, 5++ cybork, T6, S10, ld9
A captain wielding the burning blade has three attacks, I5, 2+ armor, 3++ storm shield, T5, S7 and ld10.

So biker nobz are pretty much exactly as good as the best kind of marine bikers, if not better, for a similar price tag. The only benefit marines have, is added durability, which is pretty much negated by the orks simply having twice as many wounds.


Automatically Appended Next Post:
koooaei wrote:
Yep, greentide ain't an answer to all questions no more. Hope dat's gona change with new codex. Heard we're gona get point reduction and free fnp 6+. Besides some things like sob acts of faith or acts of WAAAAAAGH are gona be added. Anywayz, dat's just rumours. I'm totally sure in one thing. In ANY ork list u'll need minimum 40 boyz..


Make that 60.

Saying we need at least 40 boyz is like saying that a marine player needs at least 10 tacticals

This message was edited 1 time. Last update was at 2013/12/06 10:47:07


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 ru
!!Goffik Rocker!!






 Jidmah wrote:


Automatically Appended Next Post:
koooaei wrote:
Yep, greentide ain't an answer to all questions no more. Hope dat's gona change with new codex. Heard we're gona get point reduction and free fnp 6+. Besides some things like sob acts of faith or acts of WAAAAAAGH are gona be added. Anywayz, dat's just rumours. I'm totally sure in one thing. In ANY ork list u'll need minimum 40 boyz..


Make that 60.

Saying we need at least 40 boyz is like saying that a marine player needs at least 10 tacticals


i'm doing pretty well with 40 shootaboyz if i'm up to 2 nob-biker squads with bosses Their main aim is to start helping bikers out at least at turn 3. Besides, there are small games like 750 pts where 40 boyz are enough. Otherwise i'd definitely take more.
And about the ammount of pks on bikes. Lately i take just 1 for nob, 1 for boss. If i take a single 7+ nob-biker squad, then i consider 2 klawz. But found out that 2 smaller squads work much better then a single large one. They cost more cause of double bikerbosses and 2 doks, but dey're worth it.
   
Made in gb
Battle-tested Knight Castellan Pilot






UK

You'll always need boyz, the only list you don't use them in is when you go all out bikers and have gretchin holding your home objectives.

I normally run at least 2 mobs of 20 shoota boyz in battle wagons - all the boyz can shoot out the top of the wagon (open topped) so you get a very mobile fire platform, great for chewing up enemy troops. Put 4 big shootas on the wagon and you can shoot with them at a different target!! And if/when the wagon gets destroyed your boyz can still jump out and shoot/assault next turn!

But I'd hold back on purchases till the next codex is released. You'll always need a warboss and boyz, but who knows what might get nerfed!

Stick to the shadows - Strike from the darkness - Victorus aut Mortis - Ravenguard 1st Company 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






koooaei wrote:
 Jidmah wrote:


Automatically Appended Next Post:
koooaei wrote:
Yep, greentide ain't an answer to all questions no more. Hope dat's gona change with new codex. Heard we're gona get point reduction and free fnp 6+. Besides some things like sob acts of faith or acts of WAAAAAAGH are gona be added. Anywayz, dat's just rumours. I'm totally sure in one thing. In ANY ork list u'll need minimum 40 boyz..


Make that 60.

Saying we need at least 40 boyz is like saying that a marine player needs at least 10 tacticals


i'm doing pretty well with 40 shootaboyz if i'm up to 2 nob-biker squads with bosses Their main aim is to start helping bikers out at least at turn 3. Besides, there are small games like 750 pts where 40 boyz are enough. Otherwise i'd definitely take more.
And about the ammount of pks on bikes. Lately i take just 1 for nob, 1 for boss. If i take a single 7+ nob-biker squad, then i consider 2 klawz. But found out that 2 smaller squads work much better then a single large one. They cost more cause of double bikerbosses and 2 doks, but dey're worth it.


I was talking about a potential new codex, but I agree on everything you said. I only have one unit of nob bikerz, so I haven't tried splitting them, but I can see it working for the reasons you provided. As for klaws, I often have two in five nobz because my warboss usually splits off to murder some unit that can't handle him, so the nobz would be left with only one PK.
40 Orks boyz are no more than your compulsive troops choice, unless you are fielding trukks at low point levels, I wouldn't expect any ork army to field less. My point was, that our troops are awesome enough for us to actually want a lot of them, other than tau or marines who would go without fire warriors or tactical squads if they hadn't have to worry about scoring units.

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 us
Savage Khorne Berserker Biker





Texarkana TX

does the 5th edition burna wagon work the same way in 6th? place one template and multiply by the number of burnas?

also is it important to keep the nobz diversified in terms of equipment like in 5th? i don't think so, because of new wound allocations and los.

I'm hearing alot of talk here about Nob bikers, but are they the best or only option for nobz? are MANz in a wagon good? regular nobz in a wagon?

5000+ 
   
Made in us
Nasty Nob






Gardner, MA

I'm a fan of mega nobs in battle wagons Very tough and very killie

A man's character is his fate.
 
   
Made in us
Dakka Veteran





 zachwho wrote:
does the 5th edition burna wagon work the same way in 6th? place one template and multiply by the number of burnas?

also is it important to keep the nobz diversified in terms of equipment like in 5th? i don't think so, because of new wound allocations and los.

I'm hearing alot of talk here about Nob bikers, but are they the best or only option for nobz? are MANz in a wagon good? regular nobz in a wagon?


Burna-wagons work the same way.

Gear diversity isn't as important now since it's pretty easy to keep your important equipment out of the front ranks of a unit.

I run Nobz in wagons (and trukks) on occassion. When I do I load them all out with Big Choppas and push them towards MC's and higher toughness units. They work well but I tend to think that the equivalent amount of boyz would work just as good due to number of attacks vs quality of attacks.
   
 
Forum Index » 40K General Discussion
Go to: