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.
2014/07/20 12:10:46
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
easysauce wrote: all the ork formations are great and fill some sort of niche without being over the top, really well done and worth it to play with and have fun with lots of them.
I am really very strongly tempted to pick up the Ghazzie supplement and run the 15 Meganobz formation. I love the look of the models, and it seems like a fairly hilarious way to collect the tears of my opponents. Ork Boyz just don't do it for me in melee anymore, so three small and viciously dangerous mobz of Megas seem like a better bet instead. Perhaps combined with a Stompa to overload my opponent's ability to judge threats.
Depends what points game you play at, stompa plus 15 meganobz and 3 trukks (because we know they aren't walking into the melee) cost nearly 1500 pts. Its not that hard to isolate 4 targets and you'll be hard pressed to secure objectives.
Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me.
2014/07/20 21:25:51
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Yeah, that would be a 2k list. At 1500 I think that you'd be taking one or the other. The Stompa, while funny and the model that I am currently painting, is actually the world's biggest chore to transport. So I'm a bit loath to make it a standard element of my 1500 list...
2014/07/22 20:45:28
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Charles Rampant wrote: Yeah, that would be a 2k list. At 1500 I think that you'd be taking one or the other. The Stompa, while funny and the model that I am currently painting, is actually the world's biggest chore to transport. So I'm a bit loath to make it a standard element of my 1500 list...
so do you feel the stompa is worth his points then? I cringe when I think about the suppa gattla jamming on the first turn for me.
2014/07/22 21:43:55
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
It is worth the look on your opponent's face. I actually just finished a game where mine got blown up turn one
The Stompa's shooting is fun, but despite having loads of guns it isn't a shooting unit. It can blow up tanks reasonably easily, thanks to a Primary weapon (= roll 2d6 pick highest on penetration rolls) with 7" blast, S10 AP1. That allows you to hammer a tank or two, one of our biggest problems. The rockets are fun for killing squads, I guess, while the gattler is a very nice all-round weapon (including anti-flyer duties, I feel).
The main thing that a Stompa does is attract attention, which it is better equipped to receive than any of our other units, and get into melee and stamp on stuff. Like an Imperial Knight, the real damage comes in melee; it just happens to be much better at shooting, and has more hull points.
I've noticed that people often avoid shooting it, as they interpret that as wasting their time; instead they throw units of hammernators, Meganobs or other melee damage dealers at it to try and do 12 HP worth of damage in one go. For a demonstration of that, I have a battle report here. This inclines me to think that filling it with a KFF and meks to fix it isn't hugely worthwhile, as you are throwing points away, especially when the rest of your army is anaemic anyway. In the game that I just finished, my Ork opponent charged a MegaBoss and seven Meganobz into it, and did 19 hullpoints of damage in one go. Totally worth it.
This message was edited 1 time. Last update was at 2014/07/22 21:45:48
2014/07/25 01:43:02
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
I found out that a battlewagon filled to the brim with Ard slugga boys, a painboss and a Warboss hits like a ton of bricks and can rip most things apart while sustaining little casualties. Lack of an invuln save still hurts the warboss though.
Anyways, the squad singlehandedly can kill a baneblade in one round of combat (I would have today, but I forgot stikk bombs are krak grenades) and it can hold it's own against a lot of nids.
EDIT EDIT DANGER DANGER: as they pointed out below I missread the rules and turns out they are just frags X-X I'm not the smartest gamer there is.
This message was edited 3 times. Last update was at 2014/07/25 20:01:19
413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
2014/07/25 02:59:18
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Thats asking for some baller dice to kill a baneblade in one go. I dont remember how many HP they have but i know they have a lot and 4 S9 and 5 S10 AP2 attacks hitting on 3s...you kinda need them all unless you roll like a boss on the explode bonus damage (if you GET the explode result).
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/07/25 19:26:34
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Vineheart01 wrote: stikk bombs are krak grenades wait what? since when? theyve always been assault grenades where the hell does it say theyre kraks?
....OH CRAP YOUR RIGHT. Whoopsie daisy. I must have misread the entire passage in the heat of the moment thanks for catching that before I blew up another super heavy tank with str 3 boys.
413th Lucius Exterminaton Legion- 4,000pts
Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
2014/07/31 08:39:39
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
quick question guys, I'm using a mek gun battery of 5 kustom mega blastas, and I'm wondering if i need to add an IC to this unit. if so, which one works best here? just a bare bones mek for leadership boost, or is there one that can add more to the squad? is a SAG big mek waisted here? any help is appreciated.
5000+
2014/07/31 10:17:35
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
In that case a unit of KMKs should be your best bet, the SAG mek also fits in with them nicely.
This message was edited 1 time. Last update was at 2014/07/31 11:59:12
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.
2014/07/31 12:25:53
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Bit of a weird one this. I'm looking at some allies for my daemons list, party to fill holes tactically and partly for something different to paint. I'm open to any level of alliance provided the disadvantages can be avoided. Just wondering if you thought orks might be able to bring anything to the table?
The holes I'm looking to plug are ranged anti tank, anti flyer, and anti knight (or superheavy in general). I've got about 500pts to spend and the rest of my list is 2 disc heralds, 2 pink horror units, 1 big screamer unit and 2 slaanesh grinders (1000pts approx).
Anyone have any insight?
2014/08/01 15:53:33
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Well, Lootaz Flashgitz and Tankbustaz are the ore's best footslogin shootaz for armor. But there are also the Mekgunz with BS3... which is the highest BS in the codex. Leading me to my next point - What Tetrisphreak said.
Nope that is very true! A better option is probably necrons, but I was tempted by a battery of mek gunz for some dirty cheap AA and AT power, plus maybe some twin rokkit buggies for speedy AT. Fluff justification is a lot easier with orks than necrons too
2014/08/14 16:48:05
Subject: Re:Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
And I might as well ask here, since you "revived" it anyway
If a character has both da Supa-Cyborg and Mega Armour on him, does he move normally because of the Relentless special rule, or does he still get the penalty of SnP?
2014/08/14 18:27:27
Subject: Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
If a character has both da Supa-Cyborg and Mega Armour on him, does he move normally because of the Relentless special rule, or does he still get the penalty of SnP?
Still subject to the restrictions of Slow and Purposeful, since relentless does nothing to stop them and you can't choose to turn S&P off.
In case someone still cares, the warlord traits table of Waaagh! Ghazghkull has been added back into the ebook version.
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.
2014/08/20 12:29:29
Subject: Re:Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
Added the Dataslate and Formations from Sanctus Reach: Stormclaw and Sanctus Reach: Hour of the Wolf to first post.
Bardrukk's Flash Gits look awesome, though bookkeeping the master-crafted rolls is going to be a pain in the rear.
The Grukk formation is kind of lame, though I guess it helps people expand their ork armies if they started with a Stormclaw set. Otherwise I don't why you would ever want to field it.
The air armada is pretty awesome in case you want to field five planes on top of other fast attack slots. Being able to bomb and missile stuff all game also makes the burna bommer a lot more viable.
This message was edited 1 time. Last update was at 2014/08/20 12:34:11
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.
2014/08/20 19:39:46
Subject: Re:Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
I'm building toward a TAC 1850 Ork army. I've got about 1/2 of the models, and am at a decision point to decide the direction I want to build toward first. I am eyeing the Blitz Brigade, but it is fairly pricey to bring at 1850. This is the list I'm leaning toward:
I've got 2 Battlewagons already, but would need 3 more, a Mek, and 3 more MANZ
Is there a better way to go with Blitz Brigade at 1850? I was debating about dropping the Mek Gunz for 3-4 Deffkoptas in an effort to give my outside battle wagons a cover save, but I worry about depending on things like Tankbustas for anti-air.
My other inclination is to go for Ghazghull's Bullyboyz, and get lots more Trukks:
Spoiler:
Combined Arms Warboss (EA, WB, PK, Da Finken' Kap) <- Master of Ambush allows me to infiltrate all the Bikes, and all the MANZ.
Painboy (WB)
The Grukk formation is kind of lame, though I guess it helps people expand their ork armies if they started with a Stormclaw set. Otherwise I don't why you would ever want to field it.
Being able to deepstrike turn 1 with all that stuff sounds good, depending on who you're facing
2014/08/20 21:26:12
Subject: Re:Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
The Grukk formation is kind of lame, though I guess it helps people expand their ork armies if they started with a Stormclaw set. Otherwise I don't why you would ever want to field it.
Being able to deepstrike turn 1 with all that stuff sounds good, depending on who you're facing
The fixed wargear is what screws it up. If you could Deep Strike Killa Kans with Grotzookas, it would be more appealing. Or if you could put a painboy with the Nobz it might make sense. as is you've got a lot of expensive units that aren't equipped very well, and are likely to die to the opponent's alpha strike.
2014/08/20 21:33:46
Subject: Orks in 7th Edition (2014-08-20: added Stormclaw and Hour of the Wolf)
Agreed, fixed wargear is the issue. I could care less about the grots but theyre so cheap i would gladly take them to get the rest to deepstrike in turn 1 as a "special rule cost"
Footnobz by default have issues, i didnt even bother looking at their loadout since i doubted they'd do anything anyway barring being able to deepstrike behind a wall to hide or something.
The kan trio....when i heard they deepstriked i went OOOO OOO !! but then saw they have three different and completely stupid loadouts in the SAME UNIT. Why the hell would you mix and match ANY kan weapon? Even the bigshoota and grotzooka dont like each other because of the range difference and ones a blast other is 3 shots without twinlink. No matter the target, at least one of their weapons will be wasted either via overkill (rokkit vs guardsmen) or useless (grotzooka vs AV12 vehicle)
Literally if they just allowed custom loadouts but limited the numbers, that formation would be pretty good.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2014/08/20 22:01:40
Subject: Re:Orks in 7th Edition (2014-07-18: added The Red Waagh! to first post)
The Grukk formation is kind of lame, though I guess it helps people expand their ork armies if they started with a Stormclaw set. Otherwise I don't why you would ever want to field it.
Being able to deepstrike turn 1 with all that stuff sounds good, depending on who you're facing
The fixed wargear is what screws it up. If you could Deep Strike Killa Kans with Grotzookas, it would be more appealing. Or if you could put a painboy with the Nobz it might make sense. as is you've got a lot of expensive units that aren't equipped very well, and are likely to die to the opponent's alpha strike.
Hmm, yeah, that's not as appealing. Still, splitting the cost of the box was a great way to get a bunch of models that work in other units very cheaply, so more of that please GW