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Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

So, I've got an 1,850 point game against my sister's husband on Friday, his Tau against my Orks. I had my first real game of 7th on Sunday against some Marines, and I took the victory with an epic turn 1 'Da Jump' with my Weirdboy within the Green Tide formation. I would like to try this formation out again against the Tau, but I'm wondering what I should be expecting. I've only played against Tau maybe twice, early during 6th edition, so I've not much experience with them. A friend of mine say they average S5 guns so I don't believe I have too much to fear there.

My set up will consist of roughly 120 Boyz, 10 Nobz (5 with Klaws), Warboss (Klaw, Big Bosspole), Big Mek (KFF, Lucky Stikk), Weirdboy (Lvl2), Painboy, all in the massive blob. I'll bring Bikes like I did last time to distract and scare, Kanz with Big Shootas to pepper their lines.

I think my biggest worry is Jump/Shoot/Jump units. He should be able to play keep away pretty well if he plays smart. If I keep my blob spread out enough to deny him area, I might be able to lock them down. I am also unsure of what Riptides might pose against me. I know my Klaws can cut them down with ease. What sort of pie plates can they toss around? What big baddies can he drop at an 1850 level?
   
Made in us
Waaagh! Ork Warboss on Warbike





Waiting at the Dark Tower steps..

Tau are mean to orks but I think you should go for some stormboyz or many trukks.

Just gotta get into melee quick! Bring a ton of trukks and some barebones Battlewagons make a wall and charge! Understand that you will lose a few trukks but they will be good cover for advancing boyz hopefully they dont blow up but things happen. Now if your fighting riptides melee is hard cause they are always jumping around so try and bring some of the new artillery they have done great in my last two games. Speed is your only hope footslogging will not work... Not saying having some footsloggers will screw you! Orks are quick with new codex but still want some boyz to assault them in the 2nd turn.


This message was edited 1 time. Last update was at 2014/07/15 20:30:22



First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden 
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

yeah Im glad my friend has sold his tau....I had one heck of a time beating him with my Orks. He would just rip through my boyz. battlewagons seemed to work well against him, so did my deffkopptas.

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 zombiekila707 wrote:
Tau are mean to orks but I think you should go for some stormboyz or many trukks.

Just gotta get into melee quick! Bring a ton of trukks and some barebones Battlewagons make a wall and charge! Understand that you will lose a few trukks but they will be good cover for advancing boyz hopefully they dont blow up but things happen. Now if your fighting riptides melee is hard cause they are always jumping around so try and bring some of the new artillery they have done great in my last two games. Speed is your only hope footslogging will not work... Not saying having some footsloggers will screw you! Orks are quick with new codex but still want some boyz to assault them in the 2nd turn.




Well, the main issue is i only own 5 Trukks, and 2 BW. My plan is to Da Jump across the board as I did in my game on Sunday, which handed me the win on Turn 3 when my opponent couldn't shoot enough Orks down to prevent me from entangling 4 of his Marine units in Boyz. If I had a few more Trukks, MAYBE I'd bring them. They still seem too dangerous this edition. Been a little scared to use them D: But, I suppose running them in mass will help them out, or to buffer the Wagons by sheilding their weaker siding.
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

I think one advantage Orks have over Tau would be out psker....Since they lack the defense (like us) your weird boyz could just Zapp them.

Be carefull with the weird boyz though, they have no protection.

Another thing you could invest in would be lobbas.... Ive heard they work well against those pesky little jet packs.

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

DaKKaLAnce wrote:
I think one advantage Orks have over Tau would be out psker....Since they lack the defense (like us) your weird boyz could just Zapp them.

Be carefull with the weird boyz though, they have no protection.

Another thing you could invest in would be lobbas.... Ive heard they work well against those pesky little jet packs.


Sadly, I do not own any of the Big Gunz yet :( But I figure my Weirdboy will do either 1 of 2 things, blast them with fairly reliable Psyker attacks now, or if I'm lucky enough to get Da Jump again, I can slap a huge blob of Boyz right on his gunline and scare the gak out of him, while the rest run up in the confusion. I love my weirdboy :3
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Save your money to get 3 more Battle Wagons. In the new Ghaz Supplement there is a formation called the Blitz Brigade which consists of 5 Battle Wagons. They are given the Scout Special Rule which can be a really powerful tool for the Orks. As tempting as it is to load the Wagons with really powerful hard hitting stuff your better of with loading them with 5 squads of 20 boyz (1 can be a burna boy unit but this is situational which I will explain later).

So pre game you scout 12" straight forward try be in the center of the table if at all possible. Turn 2 either move forward another 12" then turbo boost 6" right into there face or if you are already close at this stage move 6" and shoot everything out of the top of the wagons. If one squad is a Burna Boy unit you can use them to Outflank and roast some guys on the turn they come in or you can sling shot them like above but instead jump them out and flame on. Doing the above can effective allow them a 24" move and with an 8" template you can burn anything that is basically up to 32" away from you in deployment.

Going back to the original plan I do believe that Shoota boys are the best option in this style of list. 100 Shoota boyz that are moved 12" from scout then moved 6" in turn 1 for a total of an 18" move can then open fire with their Shootas for a total effective range of 36" that gives you 200 shots from the shootas alone not including what ever upgrades the Wagons have as well. Even at BS2 They will kill some stuff. Then they should be well within assault range turn 2 for a solid 1,2 punch style of play. All of this is not including what other goodies are in your list.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Sinji wrote:
Save your money to get 3 more Battle Wagons. In the new Ghaz Supplement there is a formation called the Blitz Brigade which consists of 5 Battle Wagons. They are given the Scout Special Rule which can be a really powerful tool for the Orks. As tempting as it is to load the Wagons with really powerful hard hitting stuff your better of with loading them with 5 squads of 20 boyz (1 can be a burna boy unit but this is situational which I will explain later).

So pre game you scout 12" straight forward try be in the center of the table if at all possible. Turn 2 either move forward another 12" then turbo boost 6" right into there face or if you are already close at this stage move 6" and shoot everything out of the top of the wagons. If one squad is a Burna Boy unit you can use them to Outflank and roast some guys on the turn they come in or you can sling shot them like above but instead jump them out and flame on. Doing the above can effective allow them a 24" move and with an 8" template you can burn anything that is basically up to 32" away from you in deployment.

Going back to the original plan I do believe that Shoota boys are the best option in this style of list. 100 Shoota boyz that are moved 12" from scout then moved 6" in turn 1 for a total of an 18" move can then open fire with their Shootas for a total effective range of 36" that gives you 200 shots from the shootas alone not including what ever upgrades the Wagons have as well. Even at BS2 They will kill some stuff. Then they should be well within assault range turn 2 for a solid 1,2 punch style of play. All of this is not including what other goodies are in your list.


Can't the Wagons also start off in reserves, then essentially outflank like the Kopters do?

But, sadly, this won't help me for my game on Friday. I can't get my hands on 3 more Wagons in time for the game.

I suppose it might help if I list what I do own, and go from there.

HQ
Warbosses x 3
Big Mek
Weirdboy
Painboyz x 2
Meks x 2
Zagstruk

Troops
200 Boyz or so
30ish Gretchen

Fast Attack
5 Trukks
15 Bikes
16 Deff Kopters
20 Stormboyz

Elites
15 Nobz
12 Burna Boyz
3 MANZ

Heavy Support
10 Lootas
2 Battle Wagons
12 Killa Kanz
2 Deff Dreds
Morkanaught (Currently being painted, so not useable for this battle)

LoW (Which we don't use in normal games)
1 Stompa
1 Ghaz

This message was edited 1 time. Last update was at 2014/07/15 21:44:56


 
   
Made in de
Dakka Veteran




if you go with the tide formation i would consider getting ghazkull. since you can whaagh every turn but the first, he's essentialy getting a 2++ save throughout the game.

another thing that's always good against tau are outflanking units with skorchas. having 3-5 buggys buggies coming from the sides or a couple of kommandoz with snikrot will devastate their defensive firing-lines.

i wouldn't consider bringing trukks or warbikes thought... since their main weapons are s5 they will just blow them into oblivion and with cover ignoring marker lights especially bikes wont stand a chance.

oh yeah... also a group of scouting koptaz are a good way to get rid of a nasty big blast spamming fishtanks... well if you manage to get first turn that is
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

RedNoak wrote:
if you go with the tide formation i would consider getting ghazkull. since you can whaagh every turn but the first, he's essentialy getting a 2++ save throughout the game.

another thing that's always good against tau are outflanking units with skorchas. having 3-5 buggys buggies coming from the sides or a couple of kommandoz with snikrot will devastate their defensive firing-lines.

i wouldn't consider bringing trukks or warbikes thought... since their main weapons are s5 they will just blow them into oblivion and with cover ignoring marker lights especially bikes wont stand a chance.

oh yeah... also a group of scouting koptaz are a good way to get rid of a nasty big blast spamming fishtanks... well if you manage to get first turn that is


How does ghaz get a 2++ save through out the game? he can only call waaaagh! once during a game....unless im missing something

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

DaKKaLAnce wrote:
RedNoak wrote:
if you go with the tide formation i would consider getting ghazkull. since you can whaagh every turn but the first, he's essentialy getting a 2++ save throughout the game.

another thing that's always good against tau are outflanking units with skorchas. having 3-5 buggys buggies coming from the sides or a couple of kommandoz with snikrot will devastate their defensive firing-lines.

i wouldn't consider bringing trukks or warbikes thought... since their main weapons are s5 they will just blow them into oblivion and with cover ignoring marker lights especially bikes wont stand a chance.

oh yeah... also a group of scouting koptaz are a good way to get rid of a nasty big blast spamming fishtanks... well if you manage to get first turn that is


How does ghaz get a 2++ save through out the game? he can only call waaaagh! once during a game....unless im missing something


Whenever he Waaghs, he changes his 2+ armor to a 2+ invul, that lasts until the ork player's next turn. And since he can Waaagh every turn, he gives himself a continual 2+ invul

Edit: But as I stated before, we don't run LoW unless agreed upon, and typically don't run them outside of 3k or higher games (Typically Apoc). I know Ghaz isn't really OP, but he is...sadly...in that slot.

This message was edited 1 time. Last update was at 2014/07/15 22:03:49


 
   
Made in us
Bonkers Buggy Driver with Rockets





Use the Stormboyz. They got soured up in the new dex, with massive potential charge range.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Waaagh 18 wrote:
Use the Stormboyz. They got soured up in the new dex, with massive potential charge range.


I might give them a try in this edition...I just worry about those new dangrous terrain tests they will have to make. with 20 of them jumping, I have a feeling losses might be had. Though, may be worth it in order to tackle something hiding out.
   
Made in se
Ork Boy Hangin' off a Trukk




Melevolence wrote:
DaKKaLAnce wrote:
RedNoak wrote:
if you go with the tide formation i would consider getting ghazkull. since you can whaagh every turn but the first, he's essentialy getting a 2++ save throughout the game.

another thing that's always good against tau are outflanking units with skorchas. having 3-5 buggys buggies coming from the sides or a couple of kommandoz with snikrot will devastate their defensive firing-lines.

i wouldn't consider bringing trukks or warbikes thought... since their main weapons are s5 they will just blow them into oblivion and with cover ignoring marker lights especially bikes wont stand a chance.

oh yeah... also a group of scouting koptaz are a good way to get rid of a nasty big blast spamming fishtanks... well if you manage to get first turn that is


How does ghaz get a 2++ save through out the game? he can only call waaaagh! once during a game....unless im missing something


Whenever he Waaghs, he changes his 2+ armor to a 2+ invul, that lasts until the ork player's next turn. And since he can Waaagh every turn, he gives himself a continual 2+ invul

Edit: But as I stated before, we don't run LoW unless agreed upon, and typically don't run them outside of 3k or higher games (Typically Apoc). I know Ghaz isn't really OP, but he is...sadly...in that slot.


Incorrect, he cannot Waaagh! every turn. The Green Tide Warboss (the specific unit) has to be warlord if you're to be able to Waaagh! every turn, and Gazghkull has to call the Waaagh! (which means he has to be your warlord) to gain a 2++. So it's one or the other, sadly. Aslo, you should talk with your local players about allowing you to use Ghazghkull as a HQ choice when not using LoW's, because he's actually slightly nerfed in the new codex, and it'd be a shame if you were unable to use him at all. That's just an unfair ban from people using pre-7th codices
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

TompiQ wrote:
Melevolence wrote:
DaKKaLAnce wrote:
RedNoak wrote:
if you go with the tide formation i would consider getting ghazkull. since you can whaagh every turn but the first, he's essentialy getting a 2++ save throughout the game.

another thing that's always good against tau are outflanking units with skorchas. having 3-5 buggys buggies coming from the sides or a couple of kommandoz with snikrot will devastate their defensive firing-lines.

i wouldn't consider bringing trukks or warbikes thought... since their main weapons are s5 they will just blow them into oblivion and with cover ignoring marker lights especially bikes wont stand a chance.

oh yeah... also a group of scouting koptaz are a good way to get rid of a nasty big blast spamming fishtanks... well if you manage to get first turn that is


How does ghaz get a 2++ save through out the game? he can only call waaaagh! once during a game....unless im missing something


Whenever he Waaghs, he changes his 2+ armor to a 2+ invul, that lasts until the ork player's next turn. And since he can Waaagh every turn, he gives himself a continual 2+ invul

Edit: But as I stated before, we don't run LoW unless agreed upon, and typically don't run them outside of 3k or higher games (Typically Apoc). I know Ghaz isn't really OP, but he is...sadly...in that slot.


Incorrect, he cannot Waaagh! every turn. The Green Tide Warboss (the specific unit) has to be warlord if you're to be able to Waaagh! every turn, and Gazghkull has to call the Waaagh! (which means he has to be your warlord) to gain a 2++. So it's one or the other, sadly. Aslo, you should talk with your local players about allowing you to use Ghazghkull as a HQ choice when not using LoW's, because he's actually slightly nerfed in the new codex, and it'd be a shame if you were unable to use him at all. That's just an unfair ban from people using pre-7th codices


Honestly, I rarely used him even when he was an HQ. His cost is really too much for what little he really brought to the table. He has al the same flaws as MANZ, and unless he was tucked in a BW, he rarely got across the field. He required too much baby sitting, when I'd rather use his 200+ points cost for Bikes.
   
Made in us
Regular Dakkanaut




Melevolence wrote:
DaKKaLAnce wrote:
RedNoak wrote:
if you go with the tide formation i would consider getting ghazkull. since you can whaagh every turn but the first, he's essentialy getting a 2++ save throughout the game.

another thing that's always good against tau are outflanking units with skorchas. having 3-5 buggys buggies coming from the sides or a couple of kommandoz with snikrot will devastate their defensive firing-lines.

i wouldn't consider bringing trukks or warbikes thought... since their main weapons are s5 they will just blow them into oblivion and with cover ignoring marker lights especially bikes wont stand a chance.

oh yeah... also a group of scouting koptaz are a good way to get rid of a nasty big blast spamming fishtanks... well if you manage to get first turn that is


How does ghaz get a 2++ save through out the game? he can only call waaaagh! once during a game....unless im missing something


Whenever he Waaghs, he changes his 2+ armor to a 2+ invul, that lasts until the ork player's next turn. And since he can Waaagh every turn, he gives himself a continual 2+ invul

Edit: But as I stated before, we don't run LoW unless agreed upon, and typically don't run them outside of 3k or higher games (Typically Apoc). I know Ghaz isn't really OP, but he is...sadly...in that slot.


In order to get the waagh every turn the warboss has to be the warlord and he can waaaghh every turn not Ghazzy. So he still gets his 2++ but only for a single turn still.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

The biggest issue I find with Ghaz is he can't allow the boyz he is attached to run or over watch which kind of makes the 100+ boyz he is in with redundant.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Sinji wrote:
The biggest issue I find with Ghaz is he can't allow the boyz he is attached to run or over watch which kind of makes the 100+ boyz he is in with redundant.


That too D: I was hoping Ghaz would be the one Mega Armored unit we had who could surpass the Slow and Purposeful rule. It feels like Orks are too heavily punished for wanting decent armor saves, while most other armies have very little penalty (other than cost typically) for getting the best saves around. I know its to make up for our numbers...but still. :(
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Slightly nerfed? Ghaz got hit with the nerfbat so hard anyone that brings him outside fluff reasons is a total idiot.

He was debatable before because he was ~100pts more than an equally equipped boss for basically EW and the once per game 2++ when he needed it, the SNP making this not an auto-take alternative.
Now he lost an attack on the charge, lost his invul, cannot call his waaagh whenever he wants, HAS to be your warlord to get his 2++, and hes a LoW for some dumb reason for the SAME PRICE while a MANz boss got cheaper.

Anyway back on topic:

Warbikers or BW spam seems to have the best options against tau imo. Both require things the tau either dont usually bring a lot of or dont want to do. I hate having to use ML to strip cover, and that 3+ jink if you turbo will force me to do that rather than boost my BS unless i somehow got more than 2 lights on a single target, or wanted to dump everything into one unit to ignore cover and increase BS so the rest of my army gets no support (also dont like doing).
BWs are nigh impossible to pop at a distance barring Hammerheads, since the only AV14 killers we have that are viable and dependable are fusions, which by the time they get range/deepstrike in you have already disembarked anyway and charged me.

You could also try a dakkajet or two to either clear up firewarriors with S6 Ap4 shots, or try and pin suits with Strafing Run so they cannot fire overwatch. This might be risky though as some Tau spam EWO upgrade (interceptor) and even via snapfire its not that hard to pop an AV10 flier.

Tau are not an easy opponent for orks, even in the new dex, because our common infantry are VERY effective at cleaning up boyz since they wound on 3s at 30" away and pen the t-shirt save. And barring pinning or going to ground results, the entire blob of firewarriors can overwatch not just the unit youre charging.

This message was edited 1 time. Last update was at 2014/07/15 22:55:37


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
Slaanesh Chosen Marine Riding a Fiend



Maine

 Vineheart01 wrote:
Slightly nerfed? Ghaz got hit with the nerfbat so hard anyone that brings him outside fluff reasons is a total idiot.

He was debatable before because he was ~100pts more than an equally equipped boss for basically EW and the once per game 2++ when he needed it, the SNP making this not an auto-take alternative.
Now he lost an attack on the charge, lost his invul, cannot call his waaagh whenever he wants, HAS to be your warlord to get his 2++, and hes a LoW for some dumb reason for the SAME PRICE while a MANz boss got cheaper.

Anyway back on topic:

Warbikers or BW spam seems to have the best options against tau imo. Both require things the tau either dont usually bring a lot of or dont want to do. I hate having to use ML to strip cover, and that 3+ jink if you turbo will force me to do that rather than boost my BS unless i somehow got more than 2 lights on a single target, or wanted to dump everything into one unit to ignore cover and increase BS so the rest of my army gets no support (also dont like doing).
BWs are nigh impossible to pop at a distance barring Hammerheads, since the only AV14 killers we have that are viable and dependable are fusions, which by the time they get range/deepstrike in you have already disembarked anyway and charged me.

You could also try a dakkajet or two to either clear up firewarriors with S6 Ap4 shots, or try and pin suits with Strafing Run so they cannot fire overwatch. This might be risky though as some Tau spam EWO upgrade (interceptor) and even via snapfire its not that hard to pop an AV10 flier.

Tau are not an easy opponent for orks, even in the new dex, because our common infantry are VERY effective at cleaning up boyz since they wound on 3s at 30" away and pen the t-shirt save. And barring pinning or going to ground results, the entire blob of firewarriors can overwatch not just the unit youre charging.


Against my last game with them, I about flipped a table when I found out that tey could have multiple squads overwatch me. D: Ork rage! Though, I'm hoping with the Green Tide will be durable. Especially with the 5++ and 5+ FNP on top of it. I'm hoping they can't strip enough bodies by the time I get there, or make my psychic jump (if I get it...I hope I get it again :p). I will try to spam some Bikes as well, or if I forgo the Green Tide, I'll bring my Wagons full of Boyz, and maybe a few trukks for bufffering.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

The you can get around the Overwatch issue by assaulting all.kf your units at the same time. If you assault 1 here and 1 there you will lose tons of boyz piece meal style. If you hit them with everything all at once then they will need to spread out the overwatch to focus on one thing at a time.

This is actually quite easy you just need to get over you compelling need to shoot turn 1. Just run or turbo-boot everything as fast as possible turn 1 right at there heart. You will lose some guys but don't worry turn 2 us your meal ticket to victory and you will have tons of redundancy in numbers to get the job done. Try not to over think things. You will not win against Tau in a shoot out and they will not win against you in combat.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

By default the supporting overwatch fire isnt that awesome, but its very easy to have skyrocket out of control if the tau player knows what he/she is doing.

Markerlights work in overwatch. If a few are able to overwatch and land even 1 shot, something is going to be shooting twice as effective than before and that adds up quiiiick.

However its still a shooting so you do get your KFF save, and only S5-7 (S8 is almost never around other units for supporting fire, as theyre vehicles and cant shoot it or crisis teams scattered about) so you get your FNP.

Watch for Ethereals. Their bonus shot if half range functions in overwatch as well. Those 20 firewarriors are suddenly shooting 60 shots, even without marker support thats a lot of shots. Try bringing some Lobbas for dirt cheap if you didnt spam battlewagons to barrage-snipe ethereals.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Ork Boy Hangin' off a Trukk




Sinji wrote:The biggest issue I find with Ghaz is he can't allow the boyz he is attached to run or over watch which kind of makes the 100+ boyz he is in with redundant.


if it was possible to use Ghazghkull's Waaagh! repeatedly as intended earlier, he would be able to run every turn though. It would have been awesome. But alas, one could only dream.

Melevolence wrote:
 Sinji wrote:
The biggest issue I find with Ghaz is he can't allow the boyz he is attached to run or over watch which kind of makes the 100+ boyz he is in with redundant.


That too D: I was hoping Ghaz would be the one Mega Armored unit we had who could surpass the Slow and Purposeful rule. It feels like Orks are too heavily punished for wanting decent armor saves, while most other armies have very little penalty (other than cost typically) for getting the best saves around. I know its to make up for our numbers...but still. :(


The thing is, Ghaz still does exactly that. But just for a single turn, so I'd say use him as this: Ghaz and several MANZ units in battlewagon rushing up the table, assaulting turn 2 using boarding planks to close with the enemy without a run. Proceed to slaughter targets. Next turn, the enemy units around these targets would have backed off, being scared of da ork's glorious krumpin'. Ghaz is clever and sees this, whooping up a WAAAGH! scream of incredible proportions, with his MANZ following suit. You now proceed to move, run, charge with an average reach of more than 17". With S&P units.

As of now I got this idea: Great Waaagh! + Blitz Brigade (all BWs with ram, boarding plank and 4 big shootas): Ghazghkull, 5 manz w. 2 killsaws, painboy, 2 units of 10 Tankbustas (vs MC and vehicle spam) or 8 burnas (vs hordes), 2 20 boyz mob with nob w. BP/klaw as well as one Kopta and a big Mek on bike with Mega Force Field. This means everything scouts up, so on turn one you have 5 wagons loaded with krumpin' on the middle of the board, quite possibly with all having 4++ saves. Of course it is 2000 points with not too many units, but it should be pretty darn fun anyway. A variant would be to change Ghazghkull for a normal Warboss to gain some points, but I like Ghaz too much. I would like to change the PB to Mad Dok though, but the only option I can think of atm is dropping the wagons shootas which I'd rather not.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Vineheart01 wrote:
By default the supporting overwatch fire isnt that awesome, but its very easy to have skyrocket out of control if the tau player knows what he/she is doing.

Markerlights work in overwatch. If a few are able to overwatch and land even 1 shot, something is going to be shooting twice as effective than before and that adds up quiiiick.

However its still a shooting so you do get your KFF save, and only S5-7 (S8 is almost never around other units for supporting fire, as theyre vehicles and cant shoot it or crisis teams scattered about) so you get your FNP.

Watch for Ethereals. Their bonus shot if half range functions in overwatch as well. Those 20 firewarriors are suddenly shooting 60 shots, even without marker support thats a lot of shots. Try bringing some Lobbas for dirt cheap if you didnt spam battlewagons to barrage-snipe ethereals.


I just wish I had any form of Big Gunz D:
   
Made in de
Dakka Veteran




TompiQ wrote:
Sinji wrote:The biggest issue I find with Ghaz is he can't allow the boyz he is attached to run or over watch which kind of makes the 100+ boyz he is in with redundant.


if it was possible to use Ghazghkull's Waaagh! repeatedly as intended earlier, he would be able to run every turn though. It would have been awesome. But alas, one could only dream.


no not really. if he could waaagh! every turn (which he sadly cant ) he could also run, since his waaagh! allows you to run with megaarmoured troops
   
Made in se
Ork Boy Hangin' off a Trukk




RedNoak wrote:
TompiQ wrote:
Sinji wrote:The biggest issue I find with Ghaz is he can't allow the boyz he is attached to run or over watch which kind of makes the 100+ boyz he is in with redundant.


if it was possible to use Ghazghkull's Waaagh! repeatedly as intended earlier, he would be able to run every turn though. It would have been awesome. But alas, one could only dream.


no not really. if he could waaagh! every turn (which he sadly cant ) he could also run, since his waaagh! allows you to run with megaarmoured troops


That's exactly what I said
   
Made in se
Waaagh! Warbiker





Sweden

 Sinji wrote:
The you can get around the Overwatch issue by assaulting all.kf your units at the same time. If you assault 1 here and 1 there you will lose tons of boyz piece meal style. If you hit them with everything all at once then they will need to spread out the overwatch to focus on one thing at a time.

This is actually quite easy you just need to get over you compelling need to shoot turn 1. Just run or turbo-boot everything as fast as possible turn 1 right at there heart. You will lose some guys but don't worry turn 2 us your meal ticket to victory and you will have tons of redundancy in numbers to get the job done. Try not to over think things. You will not win against Tau in a shoot out and they will not win against you in combat.


If you do this against tau, there will be next to no orks left in turn2...

Also, i dont understand the idea that BW are hard for tau to kill, they are AV 12 on the sides and tau have no problems exploding AV 12 open topped.

 
   
Made in de
Dakka Veteran




TompiQ wrote:


That's exactly what I said
he, somehow i read wouldn't be able to run
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 jhnbrg wrote:
 Sinji wrote:
The you can get around the Overwatch issue by assaulting all.kf your units at the same time. If you assault 1 here and 1 there you will lose tons of boyz piece meal style. If you hit them with everything all at once then they will need to spread out the overwatch to focus on one thing at a time.

This is actually quite easy you just need to get over you compelling need to shoot turn 1. Just run or turbo-boot everything as fast as possible turn 1 right at there heart. You will lose some guys but don't worry turn 2 us your meal ticket to victory and you will have tons of redundancy in numbers to get the job done. Try not to over think things. You will not win against Tau in a shoot out and they will not win against you in combat.


If you do this against tau, there will be next to no orks left in turn2...

Also, i dont understand the idea that BW are hard for tau to kill, they are AV 12 on the sides and tau have no problems exploding AV 12 open topped.


The only thing I can think to do to keep the wagons alive would be to literally blck their line of fire to it by using Trukks as walls. They have to kill the trukk first in order to pop the side of the wagon, and hopefully by the time they go through those, you'll be in position.

Edit: I have a feeling I'll need to spam fast moving Dakka. I'll probably run a Weirdboy or two with mobs of Shoota Boyz, to warp in and shoot up troublesome units, as well as drop some plate/template action with the Weirdboy (if my rolls work in my favor). Or maybe toss those Shoota boys in the wagons, and have the Weirdboy try to warp in the slugga choppa boyz.

This message was edited 1 time. Last update was at 2014/07/16 19:23:52


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

 jhnbrg wrote:
 Sinji wrote:
The you can get around the Overwatch issue by assaulting all.kf your units at the same time. If you assault 1 here and 1 there you will lose tons of boyz piece meal style. If you hit them with everything all at once then they will need to spread out the overwatch to focus on one thing at a time.

This is actually quite easy you just need to get over you compelling need to shoot turn 1. Just run or turbo-boot everything as fast as possible turn 1 right at there heart. You will lose some guys but don't worry turn 2 us your meal ticket to victory and you will have tons of redundancy in numbers to get the job done. Try not to over think things. You will not win against Tau in a shoot out and they will not win against you in combat.


If you do this against tau, there will be next to no orks left in turn2...

Also, i dont understand the idea that BW are hard for tau to kill, they are AV 12 on the sides and tau have no problems exploding AV 12 open topped.


How would there be next to no Orks left in turn 2?
   
 
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