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Made in us
Nasty Nob





United States

I've played two games now, 1850 Waaagh Band and Council, and a 2000 point Goff Killmob and Council. Both were fun games up until the early surrender because my opponent doesn't have the AP2 needed in a unit that can challenge Ghaz and overwhelm council's lack of CC invul.

It is points restrictive but you don't get much more orky then Council and Waaagh Band!

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Dakka Veteran





 Vitali Advenil wrote:
I don't know if a mere price reduction is what we need for boyz. They're fine points-wise, but the issue is you have to put them in a transport most of the time.

For example, I usually run 2 squads of 20 choppas (120 points each), but they need a vehicle to get into combat against non-choppy armies. Putting 12 boyz in a trukk is a recipe for 12 dead boyz, so I have to go with a battlewagon, which is around 120 points after the ram and big shoota. That basically doubles their cost just to ensure I can get them into combat.

What they need is a cheaper way to get a lot of boyz into the fray. I dream of a rule of something like "stampede" where if you have more than 15 models in the unit, they can move up to 12'', but if they move any less than that they have to take dangerous terrain checks or something as other boyz trample each other.


Yeah you see I was running the goff kill mob and it was only 1850. I didn't have much room to wiggle points wise. I figured that if I bumped them up to 30 man then they'd be somewhat survivavable. I rolled a 1 on the ork warlord trait to and the goff killmob can reroll charge distance so I figured I'd make combat. That wasn't the case and those exalted flamers wiped 60 boys in 2 turns.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Geemoney wrote:
I have played three times now, and it is actually seems pretty fun and effective. All the boys tend to die so I don't stress about giving them all power klaws. And council can carry the game for you; which to be fair it has to.

Do you give the boyz nobs? Big Choppas?
   
Made in us
Mutilatin' Mad Dok





Georgia

tag8833 wrote:
 Geemoney wrote:
I have played three times now, and it is actually seems pretty fun and effective. All the boys tend to die so I don't stress about giving them all power klaws. And council can carry the game for you; which to be fair it has to.

Do you give the boyz nobs? Big Choppas?


I always run powerklaw nobs in boyz squads, especially if they're slugga/choppas. A lot of the time, they're the ones who really put in the work. The boyz are just a cushion.

"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 
   
Made in gb
Longtime Dakkanaut





UK

Big Choppas are fine for the points. I just wish they were better than +2 Strength. If they were +3 for S8 on the charge, or Rending, yes, I would snap them up for what they are.

YMDC = nightmare 
   
Made in us
Nasty Nob





United States

 Vitali Advenil wrote:
tag8833 wrote:
 Geemoney wrote:
I have played three times now, and it is actually seems pretty fun and effective. All the boys tend to die so I don't stress about giving them all power klaws. And council can carry the game for you; which to be fair it has to.

Do you give the boyz nobs? Big Choppas?


I always run powerklaw nobs in boyz squads, especially if they're slugga/choppas. A lot of the time, they're the ones who really put in the work. The boyz are just a cushion.


Klaw Nob is at least 35 points, two of those is a five man squad of tankbustas. Three of them is is almost a squad of MANz. It's just something to think about

This message was edited 1 time. Last update was at 2016/03/08 15:19:00


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

 Rismonite wrote:
 Vitali Advenil wrote:
tag8833 wrote:
 Geemoney wrote:
I have played three times now, and it is actually seems pretty fun and effective. All the boys tend to die so I don't stress about giving them all power klaws. And council can carry the game for you; which to be fair it has to.

Do you give the boyz nobs? Big Choppas?


I always run powerklaw nobs in boyz squads, especially if they're slugga/choppas. A lot of the time, they're the ones who really put in the work. The boyz are just a cushion.


Klaw Nob is at least 35 points, two of those is a five man squad of tankbustas. Three of them is is almost a squad of MANz. It's just something to think about


Yes but boyz without claw can't kill marines in close combat. Explore what will happen if 20 orks assault 10 space wolf blood claws. 1-2 orks die from overwatch, 4-5 orks die from close combat attacks before orks can speak, then orks attacks and kills 4-5 blood claws.If the orks lose the combat (and this is about 50%) they roll ld -1 usually and either lose 1-3 models or the entire unit from sweeping, if the win the combat nothing happens because of ATSKNF. Next round they are locked in combat with minus 1 attack each and 1 str. These are same cost units. In the case that the blood claws attack, they kill 2-3 orks before assault, they lose 0-1 from overwatch and then they kill 4-5 orks, the orks fight back and they kill 3-4 claws most likely the orcs roll morale.

So in order to do something with the mandatory 6 units of orks you must have something in them.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Nasty Nob





United States

Part of me doesn't understand why you wrote that out, but I played your game. With Rage and Counter Attack they, rightly so, should be a nasty assaulty unit.

Your Bolt Pistols, 10 shots might hit one, or two, Orkz, and maybe wound half. Ork probably does not have a save, you likely kill 0 or 1 Ork.

Combat begins, you have 30 attacks if the ork assaulted you. You hit with half, wound with half, ork saves maybe one. You likely kill five to seven Ork boyz.

Orkz swing back with 12 to 15 left roughly, so 48 to 60 attacks, hitting on 3's, so 32 to 40 hits, 16 to 20 wounds, you save 66% so 5.3333 to 6.666667 marines. Considering MEQ dice are likely more subject to variance, it's likely this highly unimportant fight might be a draw or on a small loss modifier for either side somehow. If Space Wolves had the assault, they would likely win lopsidedly, even with massive ork over watch killing maybe one marine. Every ork knows we have rules designed to get us the assault, if we don't, bad day.

If I had to pay fourty points for Nob Klaw Bosspole, I would have 7 less ork boyz. Leaving me with 5 to 8 left after your I4 step, so 20 to 32 attacks, so 2.6667 to 3.333333 dead marines, half the output from boys for a powerklaw. Then, the powerklaw is picked up and rolls four attacks hopefully hitting 3 times and wounding 3 times, or we lost effectiveness against marines buying it.

Powerklaws are better suited for increasing the capabilities of wounding high toughness models, AV greater than 10, doubling out T4 models with FNP or 2W+. I think the proper thinking is take minimum boyz and make the best use of them as cheap, scoring, T4 bodies. Then buy nicer toys

This message was edited 1 time. Last update was at 2016/03/08 17:08:33


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

So your opinion for the ghazgkull warband is to take 10x6 boyz on foot and just hide them to objectives?
   
Made in us
Nasty Nob





United States

 thenewgozoku wrote:
So your opinion for the ghazgkull warband is to take 10x6 boyz on foot and just hide them to objectives?


Yes I did that, I did get 2x5 storm boyz and 4x5 tankbustas by keeping the boyz cheap. Also upgraded the spare Nob squad and Warboss to biker nobz. Anecdotal evidence, worked in malestrom nicely. There are plenty of things for boyz to do even without a klaw.
   
Made in us
Mutilatin' Mad Dok





Georgia

Powerklaws are stupidly expensive, yes, but often times they'll be the difference between a won and lost combat. I can remember several times where my boyz only got one or two wounds off, only for my nob to come in and remove several models. Honestly, I use them because of the AP and instant death potential. Plus, it's a great answer to tanks. If every boyz unit has 4 S9, AP2 attacks on the charge, you can pop pretty much any vehicle you come across short of a landraider, and we have meganobz for that.

"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 
   
Made in us
Nasty Nob





United States

We pay 60 points for a unit that can dish out 40 STR4 ap- attacks. If you buy Nob and Klaw you are talking 95. Done 6 times in the formation it costs 195 points. 195 points doesn't sound like adding capability to boyz to me, it sounds like missing out on 3x5 Tankbustas, which could be handing out str8 at range or melta in assault.

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Mutilatin' Mad Dok





Georgia

Yeah I definitely wouldn't put powerklaws on every nob in that formation; I wasn't aware we were talking about that specifically. I'd do two, maybe three, but nothing more.

"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 
   
Made in us
Lead-Footed Trukkboy Driver






MT

Here is roughly the list I have been using, I have been tweaking it.

Council
Ghazz
Dok
Warboss mega armour + stikk
Warboss Big Choppa
Big Mek Mega KFF
3 Nobz, Big Choppa

Waaagh Band
2 units of 9 boyz + Nob w/ Klaw
4 units of 9 boyz + Nob w/ Big Choppa
All in trukks

Warboss eavy armour + Klaw, 3 nobz with big choppas, in a trukk

plus other required units

Aux
Battlewagon for the council


It would be interesting to see what I could do if I dropped the Nobz and or Trukks, I would like to add Stormboyz/Kommandos/Tank bustas to the list.

This message was edited 1 time. Last update was at 2016/03/08 20:16:14


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

 Geemoney wrote:
Here is roughly the list I have been using, I have been tweaking it.

Council
Ghazz
Dok
Warboss mega armour + stikk
Warboss Big Choppa
Big Mek Mega KFF
3 Nobz, Big Choppa

Waaagh Band
2 units of 9 boyz + Nob w/ Klaw
4 units of 9 boyz + Nob w/ Big Choppa
All in trukks

Warboss eavy armour + Klaw, 3 nobz with big choppas, in a trukk

plus other required units

Aux
Battlewagon for the council


It would be interesting to see what I could do if I dropped the Nobz and or Trukks, I would like to add Stormboyz/Kommandos/Tank bustas to the list.


Think you might be able to save the points on the mega KFF since Ghaz and stick boss should be able to tank for the council? Or from your experience no
   
Made in us
Nasty Nob





United States

 chaosmarauder wrote:
 Geemoney wrote:
Here is roughly the list I have been using, I have been tweaking it.

Council
Ghazz
Dok
Warboss mega armour + stikk
Warboss Big Choppa
Big Mek Mega KFF
3 Nobz, Big Choppa

Waaagh Band
2 units of 9 boyz + Nob w/ Klaw
4 units of 9 boyz + Nob w/ Big Choppa
All in trukks

Warboss eavy armour + Klaw, 3 nobz with big choppas, in a trukk

plus other required units

Aux
Battlewagon for the council


It would be interesting to see what I could do if I dropped the Nobz and or Trukks, I would like to add Stormboyz/Kommandos/Tank bustas to the list.


Think you might be able to save the points on the mega KFF since Ghaz and stick boss should be able to tank for the council? Or from your experience no


In case someone flanks the formation with shooting it(MFF) makes whatever character gets the brunt of it still kind of strong. There are also things that can snipe some of the bits in the squad. Also, the MFF is a nice save for Battlewagon.

@vitali, sorry bout that

This message was edited 1 time. Last update was at 2016/03/08 20:34:10


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Lead-Footed Trukkboy Driver






MT

Basically what RismoniteMade said.

In addition, my theory is I am counting of the council to carry the game for me especially into the later rounds after all the boyz die, so I want to protect those points. Ghazz is also the linchpin of the whole army, and I don't want to put wounds on him unless I have to.

To be honest I have never tried it without the mege kff.

This message was edited 1 time. Last update was at 2016/03/08 21:06:08


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Krazed Killa Kan






I guess what I don't understand about the big choppa is that...

a Nob with WS4 on the charge has 5 S5 AP- attacks w/ slugga/choppa.
Against T4:
.5*.67*5 = 1.67 wounds avg

Big Choppa has 4 S7 AP- attacks on the charge
Against T4:
.5*.83*4 = 1.67 wounds avg

receiving charge
4 S4 AP- attacks w/ slugga/choppa
1 wd average

big choppa 3 S6 AP- attacks
.5*.83*3 = 1.24 wd average

:/

Isn't that kind of the same against MEQs? You're really only improving your anti-vehicle abilities/MCs/ID vs T3 - is that necessary? People seem to take BC reflexively. PK is way bigger difference in killing power and AV, but only 20 PPM compared to BC and more versatile still.

1 PK could kill more than the 5 big choppas you'd replace it with.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

only real perk of the bigchoppa is they can reliably wound higher toughness and vehicles better than sluggachoppa. One of those things where if youre a few points over your limit, thats where you can make the cuts since it isnt that important.

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
Mutilatin' Mad Dok





Georgia

I think the big choppa has its place in shoota mobs. Giving the nob a shoota and a big choppa gets you the most shooting while still being able to hit decently, as you wouldn't get the extra attack due to the shoota. I don't bother putting PKs on them since they're going to be behind my slugga/choppas.

"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 
   
Made in us
Liche Priest Hierophant






Don't Big Choppas now have AP4 or something?

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Krazed Killa Kan






It's AP5 actually my bad.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Longtime Dakkanaut




 Frozocrone wrote:
Big Choppas are fine for the points. I just wish they were better than +2 Strength. If they were +3 for S8 on the charge, or Rending, yes, I would snap them up for what they are.


I find str 7 is fine it wounds most models on a 2 and since it's close combat weapon hits rear armor on vehicles. Few vehicles have rear armour higher then 12. However ap5 is crap and my opponent usually armour saves their way through that sole nobs atks. If he isn't challenged out of course. The BC needs to be ap4 for 5pts. That will hurt most basic infantry.

Pk needs a pts reduction to 15pts and nob upgrade reduced to 5 pts or free with each squad like most army books.
   
Made in us
Regular Dakkanaut




 Rismonite wrote:
Part of me doesn't understand why you wrote that out, but I played your game. With Rage and Counter Attack they, rightly so, should be a nasty assaulty unit.

Your Bolt Pistols, 10 shots might hit one, or two, Orkz, and maybe wound half. Ork probably does not have a save, you likely kill 0 or 1 Ork.

Combat begins, you have 30 attacks if the ork assaulted you. You hit with half, wound with half, ork saves maybe one. You likely kill five to seven Ork boyz.

Orkz swing back with 12 to 15 left roughly, so 48 to 60 attacks, hitting on 3's, so 32 to 40 hits, 16 to 20 wounds, you save 66% so 5.3333 to 6.666667 marines. Considering MEQ dice are likely more subject to variance, it's likely this highly unimportant fight might be a draw or on a small loss modifier for either side somehow. If Space Wolves had the assault, they would likely win lopsidedly, even with massive ork over watch killing maybe one marine. Every ork knows we have rules designed to get us the assault, if we don't, bad day.

If I had to pay fourty points for Nob Klaw Bosspole, I would have 7 less ork boyz. Leaving me with 5 to 8 left after your I4 step, so 20 to 32 attacks, so 2.6667 to 3.333333 dead marines, half the output from boys for a powerklaw. Then, the powerklaw is picked up and rolls four attacks hopefully hitting 3 times and wounding 3 times, or we lost effectiveness against marines buying it.

Powerklaws are better suited for increasing the capabilities of wounding high toughness models, AV greater than 10, doubling out T4 models with FNP or 2W+. I think the proper thinking is take minimum boyz and make the best use of them as cheap, scoring, T4 bodies. Then buy nicer toys



What? That goes against everything I've heard about orks. Its boyz before toyz. Many times boyz are ablative wounds for the power klaw. Boyz with klaw nobs are the heart of the ork army.

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Thats the OLD motto. That died with the current dex, mass boyz are so easily dealt with and thanks to removing models from the front it also forces us back a full turn of movement on average.

Ever since we lost fearless and gain this stupid mob rule chart, the boyz before toyz motto went away. Literally every time i focus on boyz i get tabled turn3, but if i bring less than 100 in a 2k game i do fairly well (barring bad luck since orks heavily depend on luck against the bigdog races)

6th also somewhat removed the ablative wounds for a pk nob mentality, 7th being no different. A nob with pk is so easily sniped or challenged out these days. Only reason we didnt dump our PK like the SM dumped their PFs is because we HAVE no other options that actually does something, while SM have powerswords.

Thats one of the bigger reasons people are so peeved about the massive boy tax in our formations. We dont want mass boyz unless its a Green Tide, because mass boyz outside a green tide is insanely bad now.

This message was edited 1 time. Last update was at 2016/03/09 01:54:37


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






Heafstaag wrote:
 Rismonite wrote:
Part of me doesn't understand why you wrote that out, but I played your game. With Rage and Counter Attack they, rightly so, should be a nasty assaulty unit.

Your Bolt Pistols, 10 shots might hit one, or two, Orkz, and maybe wound half. Ork probably does not have a save, you likely kill 0 or 1 Ork.

Combat begins, you have 30 attacks if the ork assaulted you. You hit with half, wound with half, ork saves maybe one. You likely kill five to seven Ork boyz.

Orkz swing back with 12 to 15 left roughly, so 48 to 60 attacks, hitting on 3's, so 32 to 40 hits, 16 to 20 wounds, you save 66% so 5.3333 to 6.666667 marines. Considering MEQ dice are likely more subject to variance, it's likely this highly unimportant fight might be a draw or on a small loss modifier for either side somehow. If Space Wolves had the assault, they would likely win lopsidedly, even with massive ork over watch killing maybe one marine. Every ork knows we have rules designed to get us the assault, if we don't, bad day.

If I had to pay fourty points for Nob Klaw Bosspole, I would have 7 less ork boyz. Leaving me with 5 to 8 left after your I4 step, so 20 to 32 attacks, so 2.6667 to 3.333333 dead marines, half the output from boys for a powerklaw. Then, the powerklaw is picked up and rolls four attacks hopefully hitting 3 times and wounding 3 times, or we lost effectiveness against marines buying it.

Powerklaws are better suited for increasing the capabilities of wounding high toughness models, AV greater than 10, doubling out T4 models with FNP or 2W+. I think the proper thinking is take minimum boyz and make the best use of them as cheap, scoring, T4 bodies. Then buy nicer toys



What? That goes against everything I've heard about orks. Its boyz before toyz. Many times boyz are ablative wounds for the power klaw. Boyz with klaw nobs are the heart of the ork army.


Boyz before toyz doesn't apply as much nowadays in the 7.5 ed meta, with SHW, GMC, rampant biker spam and the sheer amount of dakka that armies can pump out now, boyz are not the cure-all they used to be, especially given how mob rule has changed. Boyz simply don't have the resilience or damage output, even with PK support, to guarantee wins without proper "toyz" like tankbustas, MANZ missiles or other auxiliaries to deal with the myriad of threats we have to face as Orks. While they're not bad as a core, they simply lose impact as the games get bigger.
   
Made in us
Longtime Dakkanaut




 Geemoney wrote:
Basically what RismoniteMade said.

In addition, my theory is I am counting of the council to carry the game for me especially into the later rounds after all the boyz die, so I want to protect those points. Ghazz is also the linchpin of the whole army, and I don't want to put wounds on him unless I have to.

To be honest I have never tried it without the mege kff.


My problem with kff or mff in an assault unit is that it gives all models in range the save. Since ghaz wants to be in your opponents face the entire time that's can be a problem.

Technically ghaz and a Lukky stick mega armor war boss with 5+ fnp should be enough to eat anything thrown your way.

ive been trying to build an 1850 list with the new decorian and it's hard to make it more then a 1 unit list.
   
Made in us
Mutilatin' Mad Dok





Georgia

 Vineheart01 wrote:
Thats the OLD motto. That died with the current dex, mass boyz are so easily dealt with and thanks to removing models from the front it also forces us back a full turn of movement on average.

Ever since we lost fearless and gain this stupid mob rule chart, the boyz before toyz motto went away. Literally every time i focus on boyz i get tabled turn3, but if i bring less than 100 in a 2k game i do fairly well (barring bad luck since orks heavily depend on luck against the bigdog races)

6th also somewhat removed the ablative wounds for a pk nob mentality, 7th being no different. A nob with pk is so easily sniped or challenged out these days. Only reason we didnt dump our PK like the SM dumped their PFs is because we HAVE no other options that actually does something, while SM have powerswords.

Thats one of the bigger reasons people are so peeved about the massive boy tax in our formations. We dont want mass boyz unless its a Green Tide, because mass boyz outside a green tide is insanely bad now.


Sadly, I have to agree. When I first dove into the hobby a few months back, I was eager to just send a whole mob of nothing but boyz down the table at my opponent. However, after actually playing games, I realize that this is just not possible. Granted, I still run a lot of boyz, roughly 40 choppas and 30 shootas, but most armies can take down boyz pretty damn quick when focused, so you have to give them other tougher or faster things to shoot at.

"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 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

gungo wrote:
 Geemoney wrote:
Basically what RismoniteMade said.

In addition, my theory is I am counting of the council to carry the game for me especially into the later rounds after all the boyz die, so I want to protect those points. Ghazz is also the linchpin of the whole army, and I don't want to put wounds on him unless I have to.

To be honest I have never tried it without the mege kff.


My problem with kff or mff in an assault unit is that it gives all models in range the save. Since ghaz wants to be in your opponents face the entire time that's can be a problem.

Technically ghaz and a Lukky stick mega armor war boss with 5+ fnp should be enough to eat anything thrown your way.

ive been trying to build an 1850 list with the new decorian and it's hard to make it more then a 1 unit list.


Thing is though the Council when spread out to minimize blast damage, if the KFF/MFF is in the middle then nothing except the Council will ever get the invul save. Remember it doesnt work in melee, so anything close enough to get that invul other than you is already locked in combat...so it really only helps them if a blast scatters onto your combat.

 Vitali Advenil wrote:
 Vineheart01 wrote:
Thats the OLD motto. That died with the current dex, mass boyz are so easily dealt with and thanks to removing models from the front it also forces us back a full turn of movement on average.

Ever since we lost fearless and gain this stupid mob rule chart, the boyz before toyz motto went away. Literally every time i focus on boyz i get tabled turn3, but if i bring less than 100 in a 2k game i do fairly well (barring bad luck since orks heavily depend on luck against the bigdog races)

6th also somewhat removed the ablative wounds for a pk nob mentality, 7th being no different. A nob with pk is so easily sniped or challenged out these days. Only reason we didnt dump our PK like the SM dumped their PFs is because we HAVE no other options that actually does something, while SM have powerswords.

Thats one of the bigger reasons people are so peeved about the massive boy tax in our formations. We dont want mass boyz unless its a Green Tide, because mass boyz outside a green tide is insanely bad now.


Sadly, I have to agree. When I first dove into the hobby a few months back, I was eager to just send a whole mob of nothing but boyz down the table at my opponent. However, after actually playing games, I realize that this is just not possible. Granted, I still run a lot of boyz, roughly 40 choppas and 30 shootas, but most armies can take down boyz pretty damn quick when focused, so you have to give them other tougher or faster things to shoot at.


I run 60 sluggaboyz typically. 3 squads of 20, low enough numbers so i have plenty of toyz but not so low they cant do anything. They still do work, its not like theyre completely worthless, but theyre only doing something because of my bikers and MANz missiles drawing attention and locking crap in combat...not because boyz are awesome.

This message was edited 1 time. Last update was at 2016/03/09 02:03:26


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
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Fresh-Faced New User




 Vineheart01 wrote:
gungo wrote:
 Geemoney wrote:
Basically what RismoniteMade said.

In addition, my theory is I am counting of the council to carry the game for me especially into the later rounds after all the boyz die, so I want to protect those points. Ghazz is also the linchpin of the whole army, and I don't want to put wounds on him unless I have to.

To be honest I have never tried it without the mege kff.


My problem with kff or mff in an assault unit is that it gives all models in range the save. Since ghaz wants to be in your opponents face the entire time that's can be a problem.

Technically ghaz and a Lukky stick mega armor war boss with 5+ fnp should be enough to eat anything thrown your way.

ive been trying to build an 1850 list with the new decorian and it's hard to make it more then a 1 unit list.


Thing is though the Council when spread out to minimize blast damage, if the KFF/MFF is in the middle then nothing except the Council will ever get the invul save. Remember it doesnt work in melee, so anything close enough to get that invul other than you is already locked in combat...so it really only helps them if a blast scatters onto your combat.

 Vitali Advenil wrote:
 Vineheart01 wrote:
Thats the OLD motto. That died with the current dex, mass boyz are so easily dealt with and thanks to removing models from the front it also forces us back a full turn of movement on average.

Ever since we lost fearless and gain this stupid mob rule chart, the boyz before toyz motto went away. Literally every time i focus on boyz i get tabled turn3, but if i bring less than 100 in a 2k game i do fairly well (barring bad luck since orks heavily depend on luck against the bigdog races)

6th also somewhat removed the ablative wounds for a pk nob mentality, 7th being no different. A nob with pk is so easily sniped or challenged out these days. Only reason we didnt dump our PK like the SM dumped their PFs is because we HAVE no other options that actually does something, while SM have powerswords.

Thats one of the bigger reasons people are so peeved about the massive boy tax in our formations. We dont want mass boyz unless its a Green Tide, because mass boyz outside a green tide is insanely bad now.


Sadly, I have to agree. When I first dove into the hobby a few months back, I was eager to just send a whole mob of nothing but boyz down the table at my opponent. However, after actually playing games, I realize that this is just not possible. Granted, I still run a lot of boyz, roughly 40 choppas and 30 shootas, but most armies can take down boyz pretty damn quick when focused, so you have to give them other tougher or faster things to shoot at.


I run 60 sluggaboyz typically. 3 squads of 20, low enough numbers so i have plenty of toyz but not so low they cant do anything. They still do work, its not like theyre completely worthless, but theyre only doing something because of my bikers and MANz missiles drawing attention and locking crap in combat...not because boyz are awesome.


So a mff would be worth its points for the first round or two if the council is sitting inside an expensive but worthy transport, say a stompa. And if boys are nothing more than foot slugging cannon fodder.

+++ Orky (1850pts) +++

++ Orks: Codex (2014) (Ork Great Waaagh!-band) (1345pts) ++

+ Command (722pts) +

"Council of Waaagh!" (722pts) [Mad Dok Grotsnik, Da Painboss]
Big Mek (WG) [Choppa, Gubbinz: Mega Force Field, Slugga]
Ghazghkull Thraka [Warlord]
Nobz [Waaagh! Banner]
Boss Nob [Big Choppa, Shoota]
Nob [Big Choppa, Shoota]
Nob [Big Choppa, Shoota]
Warboss ['Eavy Armour, Big Choppa, Slugga]
Warboss ['Eavy Armour, Big Choppa, Slugga]

+ Core (563pts) +

"Waaagh!-band" (563pts)

6 x 10x Boy [10x Slugga]
Boyz

Gretchin [10x Gretchin]
Runtherd [Grabba stik]
Mek [Choppa, Slugga]
Nobz
Boss Nob [Choppa, Slugga]
Nob [Choppa, Slugga]
Nob [Choppa, Slugga]
Trukk [Big Shoota]
Warboss (WG) ['Eavy Armour, Big Choppa, Slugga]

+ Auxiliary (60pts) +

Deffkoptas (30pts)
Deffkopta [Twin-linked Rokkit Launcha]

Deffkoptas (30pts)
Deffkopta [Twin-linked Rokkit Launcha]

++ Orks: Codex (2014) (Combined Arms Detachment) (505pts) ++

+ HQ (35pts) +

Big Mek (35pts) [Choppa, Slugga]

+ Troops (70pts) +

Gretchin (35pts) [10x Gretchin]
Runtherd [Grabba stik]

Gretchin (35pts) [10x Gretchin]
Runtherd [Grabba stik]

+ Lord of War (400pts) +

Buzzgob's Big Mek Stompa (FW) (400pts) [Mega-klaw, Mek Boss Buzzgob (FW)]

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