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2016/02/29 09:35:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Bardiel_03 wrote: I forgot the Zhad tank shock ability, maybe it's time i learn how to use it
Darn, I use Zhadsnark in a tourney this weekend and forgot about tankshocking altogether.
warhead01 wrote: I'm not really a fan of trukks.
Trukks = Death traps.
Trukks are not so much a deathtrap as you might think. Use them for Manz or 'ard boyz and you are fine. Futhermore if you use them in numbers a lot of them will eventually arrive, the more if you use some scenery or bikes as cover. On the other hand I have been using a trukk for my Flash Gitz during a 3 game tourney this weekend and not once were they blown out of it.
You forgot the Junka 11 (12)/11 (12) /10 for 60 (80) pts. Which has some nice weapon options.
Of all the onees listed I prefer the Big trakks and invariably use two of them to transport my more precious units. The heavy plates work wonders to negate shaken/stunned and get your lads where they are needed. It is also a nice firing-platform for Flash Gitz, much preferable to the expensive Battlewagon.
Here's me talking about Flash Gitz again. I know the concensus is they are bad because they are not reliable. However I've had some considerable succes with a 5 men squad over the past games. I use Badrukk's FGs from the Sanctus Reach supplement, which gives you +1 LD and gives the serge a S5 AP1, gets hot, Snazzgun. Which is nice as it makes the unit more reliable. Do not forget to pack some ammo runts though.
- In one game they whiped a squad of 'legions of the damned' in one turn. Next turn they downed a landspeeder storm and wiped out the scouts in it all in the same turn forcing a jink on a stormraven the next turn.
- In another game they killed a Broadside, took two wounds from a ripptide in turn two and in killed farsight in the next turn.
- The last game saw them wiping a 9 men 'ard nob-squad in one turn of shooting forcing the enemy not to come within range for the entire remainder of the game.
- They however were more then ineffective against a unit of 8 cryptecs with (never heard of those).
Yes, I'm loving them for sure.
This message was edited 1 time. Last update was at 2016/02/29 09:35:27
You are off a bit on the mekboy junka. Its normally 12/12/10 and the 'eavy plates add a +1 to front and side for 13/13/10. <- ignore this. Its entered wrong into my battlescribe. I just double checked the FAQ about it.
This message was edited 1 time. Last update was at 2016/02/29 13:16:40
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
2016/02/29 13:17:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion.
2016/02/29 13:29:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
How does one form a MANz missile? How does it work? All I know is that you put 3 Meganobz in a trukk.
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
2016/02/29 15:16:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Frozocrone wrote: Boss Pole, Kill Saws for vehicles, possibly Skorchas and fly it up the field ASAP
Fly it up to the field...does that mean move Flat Out?
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
2016/02/29 15:19:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Its just moving flat out up the field as fast as possible (like a missile) expecting the trukk and 3 manz to smash into a target of your choosing. No one really has the option to ignore a trukk full of meganobz with killsaws flying at them so its a relatively effective distraction that can do some good damage if and when it reaches something tasty.
2016/02/29 15:22:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
FlashyGit wrote: Its just moving flat out up the field as fast as possible (like a missile) expecting the trukk and 3 manz to smash into a target of your choosing. No one really has the option to ignore a trukk full of meganobz with killsaws flying at them so its a relatively effective distraction that can do some good damage if and when it reaches something tasty.
So do you ram the trukk into a unit or do you stop in front of the unit, disembark the MANz, and then let the MANz do their stuff?
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
2016/02/29 15:33:33
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
FlashyGit wrote: Its just moving flat out up the field as fast as possible (like a missile) expecting the trukk and 3 manz to smash into a target of your choosing. No one really has the option to ignore a trukk full of meganobz with killsaws flying at them so its a relatively effective distraction that can do some good damage if and when it reaches something tasty.
So do you ram the trukk into a unit or do you stop in front of the unit, disembark the MANz, and then let the MANz do their stuff?
the point is to deliver MANZ in to close combat as quickly as possible. So dont drive a trukk into a unit if there are still passengers on the trukk.
You want to let the manz do what they do. You can pretty much expect the trukk to either get the manz to their target quick as possible or blow up gloriously, but the 2+ armor on the manz pretty much shrugs that off. If the trukk doesn't make it, you just keep marching them forward on foot. With the flat out move in the trukk, it just helps you close that gap a lot quicker, that's all
This message was edited 1 time. Last update was at 2016/02/29 15:36:21
2016/02/29 16:24:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
But adding on to this incase it does live, I use mine to block line of sight against units that can hurt the nobz. Sometimes Ram a vehicle if it has a hull point left. S7 aint bad
This message was edited 1 time. Last update was at 2016/02/29 16:26:58
YMDC = nightmare
2016/02/29 17:13:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
That has always confused me, too, since on a BW it would be hitting against 16. The rule only says +2 for the purpose of ramming, so it's vague.
"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
2016/02/29 17:38:32
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Has anyone tried to make use of the new ghaz supplement. I did it for our monthly apoc game on Sunday and it was super fun. I might have messed up on which table to roll ghaz warlord traits on. He end up with kunnin' but brutal and brutal but kunnin'. Which is amazing. Ghaz rerolls failed to hit or to wound and he re-rolls failed armor or inv. He had his 2++ the whole time. I put his council in a Kustom battle fortress and just drove across the table into the defense line of salamander marines. Ghaz killed a command squad and an IK by himself.
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
2016/02/29 17:45:26
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: Has anyone tried to make use of the new ghaz supplement. I did it for our monthly apoc game on Sunday and it was super fun. I might have messed up on which table to roll ghaz warlord traits on. He end up with kunnin' but brutal and brutal but kunnin'. Which is amazing. Ghaz rerolls failed to hit or to wound and he re-rolls failed armor or inv. He had his 2++ the whole time. I put his council in a Kustom battle fortress and just drove across the table into the defense line of salamander marines. Ghaz killed a command squad and an IK by himself.
Sounds like Ghazghkull Thraka is awesome now. Maybe we should upgrade him from red to blue?
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
2016/02/29 17:46:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The rules say plus 2 to the AV for ramming. So you only add one to the strength. I don't know about the return hit. It might be done against the normal AV +2.
Automatically Appended Next Post: Yes with the new supplement he could definitely get bumped up to blue with the requirement of using this detachment.
This message was edited 1 time. Last update was at 2016/02/29 17:47:25
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly
2016/02/29 17:50:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: The rules say plus 2 to the AV for ramming. So you only add one to the strength. I don't know about the return hit. It might be done against the normal AV +2.
Automatically Appended Next Post: Yes with the new supplement he could definitely get bumped up to blue with the requirement of using this detachment.
Good! could someone type up a description so we can back up the blue?
INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
2016/02/29 17:54:12
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: Has anyone tried to make use of the new ghaz supplement. I did it for our monthly apoc game on Sunday and it was super fun. I might have messed up on which table to roll ghaz warlord traits on. He end up with kunnin' but brutal and brutal but kunnin'. Which is amazing. Ghaz rerolls failed to hit or to wound and he re-rolls failed armor or inv. He had his 2++ the whole time. I put his council in a Kustom battle fortress and just drove across the table into the defense line of salamander marines. Ghaz killed a command squad and an IK by himself.
Kunnin' but brutal and brutal but kunnin'? Making an educated guess here, but did you take Da Finkin' Kap? That relic lets you roll for a second warlord trait on the Strategic table from the BRB. Unless I've missed something special from Waaagh! Ghazzy v2.0?
Ghazghkull Thraka is now truly a LoW when taken in his detachment. He can call the WAAAGH every turn and brings his personal bodyguard with him which can be considered good or bad. With the WAAAGH every turn he has a 2++ and gives your army fearless. Taken outside the detachment he is sub par.
No clue if that's any good but I gave it a shot.
Automatically Appended Next Post: The council of WAAAGH hives him the fearless waaagh warlord trait as well as two others that you roll for on the ghazzy table.
This message was edited 1 time. Last update was at 2016/02/29 17:55:38
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly
2016/02/29 17:58:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
But on that note, does the returning hit roll for armour penetration against AV10 or AV12?
Oopsie
Speaking of S7, I got some Killa Kans earlier because they are nice models to look at and at this point in the game, I've gone beyond caring how best to optmise lists I'm only playing for fun.
How would you outfit the Kans? The GW staff who play Orks swear by Rokkits, but the Grotzooka looks pretty promising?
By beyond caring how best to optimise, I mean I don't want to roll over with what I do have, just I don't care what is competitive these days.
This message was edited 1 time. Last update was at 2016/02/29 18:03:57
YMDC = nightmare
2016/02/29 17:58:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Trukks die yes however in the great waaagh detachment you only need one turn for them to get into a first turn charge range.
And spamming truk boyz makes it hard for your opponent to hit everything in one turn of long range shooting. I find this list works best like this.
Take trukks with rokkits and spam them as such.
Orks 1850 Pts
WAAGH!-Band
Warboss, Mega armour and Lukky stick 1
Mek – 1
Nobs, big choppa 3
Trukk 1
Council of WAAGH!
Ghaz – 1
Mad Dok – 1
Big Mek Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Warboss Big Choppa, Eavy Armor 1
Nobs w Waaagh banner– 3
Totals 103
That’s a lot of rokkits (19) and powerklaws (9) and big choppas (6) and two decent beatstick units. It's pure MSU and only misses the ob secured. Ghaz will likely outflank since he gets two rerollable warlord traits in his formation. Alternatively you can drop ghaz formation and just make the warlord in the waagh band your warboss and hope you get fearless with your reroll trait.
You're missing the transport for the Council. Are you using a trukk?
Also, what about reinforced rams on the trukks?
I'm getting 1858 on what you listed with no rams and no trukk for the council.
Ghaz has 2 additional warlord traits with rerolls he needs to take from the ghaz supplement. Some of those are also useles for him such as fnp. However one of them is outflank which is perfect for his council and saves you another trukk cost. And according to the new waaagh rules he can call waagh fro. Reserves and it also protects him getting seized and sniped before he calls waagh. I didn't use rams because I didn't have the points and trukks will not last long they just need to get thier one movement across the board and then they can be immobilized for all I care.
There is a strong reliance on first turn without that you would probably lose 3 trukks. I don't think that's a huge issue because the other 6 trucks and outflanking ghaz council will still do the damage I need. My only issue is I don't have 9 trukks. I have 6 so right now I proxy with chimeras.
This message was edited 2 times. Last update was at 2016/02/29 18:33:24
2016/02/29 18:16:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
But on that note, does the returning hit roll for armour penetration against AV10 or AV12?
Oopsie
Speaking of S7, I got some Killa Kans earlier because they are nice models to look at and at this point in the game, I've gone beyond caring how best to optmise lists I'm only playing for fun.
How would you outfit the Kans? The GW staff who play Orks swear by Rokkits, but the Grotzooka looks pretty promising?
By beyond caring how best to optimise, I mean I don't want to roll over with what I do have, just I don't care what is competitive these days.
I normally only take kans in the dread mob. When I do I take 2 units of 3 with rokkits and one unit with grotzookas. If I'm not running the dread mob rokkits all the way since you get some good use out of them with the higher BS.
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly
2016/02/29 19:37:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: Ghazghkull Thraka is now truly a LoW when taken in his detachment. He can call the WAAAGH every turn and brings his personal bodyguard with him which can be considered good or bad. With the WAAAGH every turn he has a 2++ and gives your army fearless. Taken outside the detachment he is sub par.
No clue if that's any good but I gave it a shot.
Automatically Appended Next Post: The council of WAAAGH hives him the fearless waaagh warlord trait as well as two others that you roll for on the ghazzy table.
yeah which i screwed up and rolled on the ork codex table for. it was pretty funny.
Here is a question for you: since ghaz can get two warlord traits in his formation, does this mean he is allowed to reroll 1 or both of them if you want to? I believe part of the new ork decurion is the warlord can re-roll their warlord trait.
This message was edited 1 time. Last update was at 2016/02/29 19:39:17
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
2016/02/29 19:41:55
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I would say he can reroll the two additional traits that he gets yes.
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly
2016/02/29 19:46:45
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
You forgot the Junka 11 (12)/11 (12) /10 for 60 (80) pts. Which has some nice weapon options.
Of all the onees listed I prefer the Big trakks and invariably use two of them to transport my more precious units. The heavy plates work wonders to negate shaken/stunned and get your lads where they are needed. It is also a nice firing-platform for Flash Gitz, much preferable to the expensive Battlewagon.
Also the Warkopta hasn't been mentioned!
A trukk that can Jink!
2016/02/29 19:50:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!