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![[Post New]](/s/i/i.gif) 2015/08/20 17:56:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fresh-Faced New User
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I use Mad Max themed wastelanders as my orks so most of my daemons are desert type spirits and badlands mutants
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![[Post New]](/s/i/i.gif) 2015/08/23 11:55:52
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Here's one for you, guys. Grots: one blob of 30 or three lots of 10? Or two medium-sized units?
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![[Post New]](/s/i/i.gif) 2015/08/23 12:16:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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I've always taken them as 3x10 because I take Grotz for cheap troops.
Speaking of Grotz though, has anyone had good success with Grot Tanks and the Grot Mega Tank?
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/08/23 17:06:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fresh-Faced New User
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For me the only value grots have is cheap troops. So always min units...which is annoying 11 due to the herder.
Grot tanks have been a little hit or miss. I've used them with all okkits and outflanked them via the bossboys formation. They did ok but didn't have good targets every game. I've also used them with rokkits on the komanda and grotzookas on the regular tanks but only had mega nobs to shoot at that game.
Grot mega tanks however are amazing. I've ran them with rokkits and tl kmbs and done ok plinking hullpoints off tanks. Then did one game with skorchas and tl grotzookas and was blowing apart other orks. I like outflanking the mega tanks now more thank the little ones.
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![[Post New]](/s/i/i.gif) 2015/08/23 18:21:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Take 19 grots or 29 grots so you only need 1 runtherder or 2 respectively. Grots are great and I consider them a must include in all my lists. 3pts/model you can't go wrong with that when using them to grab objective. They are expendable. Good for soaking overwatch too. One lucky shot and they can more then pay for their cost and with BS3 they might as well be the snipers of the Ork armies. Personally I wish all vehicle weapons had a grot manning it while the Orks went to business.
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![[Post New]](/s/i/i.gif) 2015/08/23 19:14:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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And dont forget the hilarity that ensues when a gretchin squad manages to kill something.
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![[Post New]](/s/i/i.gif) 2015/08/23 23:37:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Regular Dakkanaut
Bismarck ND
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Mins grots in a FA trukk, it's a funny cheap objective grabbing unit that explodes really bad!
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![[Post New]](/s/i/i.gif) 2015/08/24 03:09:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Lead-Footed Trukkboy Driver
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Frozocrone wrote:I've always taken them as 3x10 because I take Grotz for cheap troops.
Speaking of Grotz though, has anyone had good success with Grot Tanks and the Grot Mega Tank?
I arm my grot tanks with Grotzookas and big shootas (for range). 6 of them put out an insane amount of dakka and tend to be ignored because of bigger threats. Even when they are targeted, their 5+ invulnerable makes them surprisingly durable.
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Active armies, still collecting and painting First and greatest love - Orks, Orks, and more Orks largest pile of shame, so many tanks unassembled most complete and painted beautiful models, couldn't resist the swarm will consume all
Armies in disrepair: nothing new since 5th edition oh how I want to revive, but mostly old fantasy demons and some glorious Soul Grinders in need of love |
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![[Post New]](/s/i/i.gif) 2015/08/24 06:34:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Angelic Adepta Sororitas
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I use units of 10. Use them as a shield for other units, as shooting through a squad grants cover saves. They have to waste time killing the grots.
I did a MegaBoss/ DLS and grot squad. Used this as a shield for the green tide. The look on the opponents face is totally worth the 3" loss of ground to make sure the boss is going to be the closest model. Yes, it was not a good idea since the wounding is done against T3, but with DLS, who cares. It was fun.
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![[Post New]](/s/i/i.gif) 2015/08/24 19:14:01
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fresh-Faced New User
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Are there any problems that the right application of power klaws and tank bustas can't solve. Because so far that is my entire game plan. Trukk boys with a pk nob and a sacrificial mek. Tankbustas in trukks. Rinse and repeat.
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![[Post New]](/s/i/i.gif) 2015/08/26 13:46:43
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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I use Grotzookas on my Grot tanks. 8 Str6 ap 4 templetes can put out a gak ton of hits and wounds. Right now, I use 4 Grot tanks with grotzookas and a looted wagon with Killkannon. You mulch your way through a lot of infantry with them.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/08/28 00:41:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Flashy Flashgitz
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Im still collecting and painting my ork army, im going for a fluffy list of Freeboota's, I really dont think my list will get much done, but im more in it for the fun crazy destruction. This thread has helped alot, so thank you to everyone who has contributed.
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3k Points |
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![[Post New]](/s/i/i.gif) 2015/08/28 02:39:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Oozing Plague Marine Terminator
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I've just got finished converting all my PK Nobz sluggaz into Shootaz, since they can upgrade for free, and the PK is a specialist weapon, so why not take the extra range and shot!
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![[Post New]](/s/i/i.gif) 2015/08/28 02:47:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Can PK nobs take shootas? I thought shootas were two-handed weapons. Plus, how is the upgrade free? I mean, if it is I'll do the same, but that seems strange to me.
Also, I was thinking of going on a 30/70 shoota to slugga ratio in a greentide, putting the shootas and big shootas at the back. Does that ratio sound optimal?
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2015/08/28 02:54:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Oozing Plague Marine Terminator
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A Boyz mob Boss Nob may take items from the Ranged Weapons list. Ranged weapons options are for a model to replace it's ranged weapon (slugga) to a Shoota for free.
The new auto include Nob build along with a Boss pole and Power klaw!
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![[Post New]](/s/i/i.gif) 2015/08/28 03:19:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Okay, so I looked at the list, and I think that this would make the nob lose out on one melee attack because the shoota is not a pistol. In other words, this is a case of shooty vs stabby. Honestly, I want my boss nobs to get as many hits with their PKs as possible, so I think I'd skip this one.
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"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted |
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![[Post New]](/s/i/i.gif) 2015/08/28 05:20:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Vitali Advenil wrote:Okay, so I looked at the list, and I think that this would make the nob lose out on one melee attack because the shoota is not a pistol. In other words, this is a case of shooty vs stabby. Honestly, I want my boss nobs to get as many hits with their PKs as possible, so I think I'd skip this one.
A PK is a specialist weapon. So unless you have a second PK somehow, you don't get an extra attack in the same way. The shoots is definitely the upgrade you want.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/08/28 06:13:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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Manz and Big Meks are the only ones I see that have the options to use two specialist melee weapons. Two Killsaws on a Manz and the Big Mek can take a PK and Killsaw if he has the MA upgrade. I consider one model with two killsaws mandatory in a Manz unit. My future Orkimedes char will have the PK and Killsaw.
No reason he can't have a two handed shooting weapon when he's got a PK. A Nob can have a two handed Uge Choppa and a Twin Linked Shoota if he wanted. Lots of practice swapping on the fly in a society of warfare. Options for ranged are swapped out for two specialist weapons in the above examples but the Big Mek can have a Tellyport Blasta on his shoulders.
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![[Post New]](/s/i/i.gif) 2015/08/28 07:44:54
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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You could also use a relic power klaw. In no way it's optimal but a Warboss rollin on a bike with 2 power klaws would be orky.
- Mek, look, no handz!
-*tear of joy* so proudz...
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This message was edited 2 times. Last update was at 2015/08/28 07:49:47
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![[Post New]](/s/i/i.gif) 2015/08/28 14:09:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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urbanevil wrote:Im still collecting and painting my ork army, im going for a fluffy list of Freeboota's, I really dont think my list will get much done, but im more in it for the fun crazy destruction. This thread has helped alot, so thank you to everyone who has contributed.
Glad to help out.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/08/28 14:54:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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ProwlerPC wrote:Manz and Big Meks are the only ones I see that have the options to use two specialist melee weapons. Two Killsaws on a Manz and the Big Mek can take a PK and Killsaw if he has the MA upgrade. I consider one model with two killsaws mandatory in a Manz unit. My future Orkimedes char will have the PK and Killsaw.
No reason he can't have a two handed shooting weapon when he's got a PK. A Nob can have a two handed Uge Choppa and a Twin Linked Shoota if he wanted. Lots of practice swapping on the fly in a society of warfare. Options for ranged are swapped out for two specialist weapons in the above examples but the Big Mek can have a Tellyport Blasta on his shoulders.
I run my MA BM with KFF and Killsaw. Works really well. Last night I ran 9 MANz with Grotsnik in a BW for a Planet Strike game. 6 with Killsaws and 3 with KombiSkorchas.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2015/08/28 19:30:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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PipeAlley wrote: ProwlerPC wrote:Manz and Big Meks are the only ones I see that have the options to use two specialist melee weapons. Two Killsaws on a Manz and the Big Mek can take a PK and Killsaw if he has the MA upgrade. I consider one model with two killsaws mandatory in a Manz unit. My future Orkimedes char will have the PK and Killsaw.
No reason he can't have a two handed shooting weapon when he's got a PK. A Nob can have a two handed Uge Choppa and a Twin Linked Shoota if he wanted. Lots of practice swapping on the fly in a society of warfare. Options for ranged are swapped out for two specialist weapons in the above examples but the Big Mek can have a Tellyport Blasta on his shoulders.
I run my MA BM with KFF and Killsaw. Works really well. Last night I ran 9 MANz with Grotsnik in a BW for a Planet Strike game. 6 with Killsaws and 3 with KombiSkorchas.
Yes, normally I'd have the KFF instead of the Tellyport Blasta but this will be Orkimedes so he'll have the MFF as well as the Tellyport Blasta (and Super Cybork Body). Tellyporting is his thing, very fluffy.
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![[Post New]](/s/i/i.gif) 2015/08/31 09:02:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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The Orkimedes are solid, aside the Kill-Dakka. In particular the Big Boss Pole. I find myself regulary taking the Great Waaagh! Detachment, if only for it. 20 points is a steal to negate Mob Rule, I find it much more useful than Da Lucky Stikk for my boyz (not that DLS is bad).
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/08/31 15:04:59
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Hey guys i'm looking for some good ork tactics. Not really list builds or certain units to take. But specific strategies to use in the game. Anybody have a favorite tactic they like to use? Personal favorite is deff kopa screen maneuver. Basically take a deffkopta, maybe 2, and have them follow a unit of boyz around. When you get ready to assault, assault first with the deffkoopta. This foces an overwatch shots at a T5 W2 with a 4+ armor/jink save. Good change you are going to survive and make the charge. Then the mob boyz assault in and you get everyone in.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/09/01 00:43:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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I like the Deffkopta tactic. I use mine to Scout up my Warbosses on Bikes with PK. Free 12" movement to block line of sight, then flat out 24" to get closer and have the turn 2 charge ready.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/09/01 02:30:08
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Can someone give me a bit of a Tactica for Ork Planes. The Dakkajet, burna and blitza bomber. I have my 1st Ork flier kit staring up at me, and I will certainly magnetize it, but I'm trying to figure out what role it will serve for me in game.
It looks to me like the Dakkajet is still king with 9 S6 shots. I run Tyranids as well, so I can vouch for exactly how good TL S6 shooting is. I'm not really seeing quite as much viability for the other planes. Ignores cover is great against 'Nids, and Dark Angles. S7 AP2 is good against many things, but there is still scatter, and the target has to be in range, and it seems like forcing you to pass over targets may put you out of position for future turns and you only get 2 rounds of that sort of damage output.
Overall, the problem with fliers in a list is that is a number of points that don't come into play until turn 3 or possibly turn 4. So I feel like more than 1 plane might be keeping too much in reserves. Furthermore, unlike Tyranid Fliers, they can't land to score objectives. What do you guys think? Is 1 Plane best? Which type is best? What does it bring to your list?
Also, I just read BOK's Tactica ( http://bloodofkittens.com/blog/2015/08/31/tactics-da-planes-review/) and it didn't quite feel right to me. In particular his example lists seemed very underwhelming.
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![[Post New]](/s/i/i.gif) 2015/09/01 04:02:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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If I have just one plane, I make it the Blitzabomba. S7 AP2 Barrage with semi-reliable scatter (only 1D6) is hard to come by. There's a ~8% chance you won't drop the bomb but 9/10 times you'll smoke whatever you bombed. Blitzabomba shines when running Zhadsnark lists, since you don't get KMK for Blast AP2.
If I take two, I take Dakkajets with 3x Supashootas. They are decent for AA (I usually field a unit of 15 Lootas alongside them if I'm play Zhadsnark, alternative is Traktors) and for medium/light vehicles, as you're probably aware from Flyrant shooting.
Burnabomba should really be for when you know your up against cover heavy armies/hordes, it's a bit too specific for TAC purposes. I find that volume of shots from Warbikers or Lobbas do what the Burnabomba does just as well, if not better as they can do it Turn 1.
I've never taken more than two planes of any kind in any of my lists as I like to flood the board with Boyz as well as, you've pointed out, they can come in when it won't really matter.
I like taking Mogrok's Bossboyz when I take planes, allows me to outflank to get side/rear armour and further up the field to drop bombs.
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This message was edited 1 time. Last update was at 2015/09/01 04:06:22
YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/09/01 16:35:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Frozocrone wrote:I like the Deffkopta tactic. I use mine to Scout up my Warbosses on Bikes with PK. Free 12" movement to block line of sight, then flat out 24" to get closer and have the turn 2 charge ready.
But you cant charge after you scout...
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/09/01 16:38:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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True, that's why you use the Scout and Flat out moves to hide the BikerBoss from the enemy.
On turn two, you zip out, yell 'SERPRISE!' and start krumpin' 'eadz.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/09/01 17:13:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Frozocrone wrote:True, that's why you use the Scout and Flat out moves to hide the BikerBoss from the enemy.
On turn two, you zip out, yell 'SERPRISE!' and start krumpin' 'eadz.
Good point. I usually got for the tank shock move and try to push something off the table. The last time I used Zhadsnark, killed a whole squad of cultist. They ran away because the orks are too scary.
Automatically Appended Next Post:
Another strategy is gun trukks. Kind of over looked, but its actually can be pretty good. Personally, I use zzap kannons because of the zzap rule. I usually take 2-3 of them and set them in my back field. Great for holding objectives and disabling enemy vehicles. Of course the zzap rule has no effect on super heavies, but you can screw up other enemy vehicles pretty good with it. This can be really good for disabling enemy tanks. Whatever big bad tank they bring. Zzap, now your opponent needs 6's to hit anything or is not firing. I wish you could put the new mek kannon onthe trukks, but at lase you can't. Hopefully when IA:8 2nd edition comes out they will change that.
Now if you want to protect these trukks, you can take a mek junka, give it the junka powerfield. This gives the trukk with in 6" a 5+ cover save.
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This message was edited 2 times. Last update was at 2015/09/01 17:38:48
Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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