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2016/03/29 01:02:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
oldzoggy wrote: I still kinda like CANS is there any way to get them faster at the other side of the table, by giving them scout or something just as helpfull ?
If you are bummed out about the usefulness 9f killa kanz then you can get your conversion kap on and work to use this killa kanz as counts as.
First you can redo those kanz in jumping poses, make some huge rokkit packs and stick them on the back and then call them deffkoptas with buzzsaws, or do the same thing but cut off the klaw and add an extra rokkit or bigshoota arm and have it be a normal deffkopta.
That or you can do mekgunz from kanz. Cut off the base, create some extra legs or braces to help the model stand, and then give them a big mek gun. Here are a few examples of my own...
This message was edited 1 time. Last update was at 2016/03/29 01:06:31
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket"
2016/03/29 05:23:52
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Nice converting, geargutz - the kanz kit is so full of conversion potential. I've also seen decent 'warboss in mega armour' models made from kanz bits and a few Nobz bits.
A shame that GW don't want to give us decent rules so we'll buy more models :(
2016/03/29 05:35:52
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Clang wrote: Nice converting, geargutz - the kanz kit is so full of conversion potential. I've also seen decent 'warboss in mega armour' models made from kanz bits and a few Nobz bits.
A shame that GW don't want to give us decent rules so we'll buy more models :(
That is exactly how I feel about dreads. They're my favorite model in the codex, but they're just soooooo clunky that I can't think of a good reason to take them. If I want lots of PK attacks I just shoot a MANz missile, which is more expensive but more likely to get into the fray. With a dread, I'm just too worried about it being immobilized or exploded before it can even think about charging. Since its shooting is a joke, it really does need some option to get into CC faster.
"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
2016/03/29 05:46:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: Deff dreads have ere we go. 5+ would be good on kans but honestly don't think it fits them. I rather just see them priced around 35-40pts each.
Deff dreads and bigger walkers definitely need the 5+ invul.
Deff dredds do not ha ere'we'go. Only time they have it is if part of that terrible dredd mob formations.
Dredds need ere'we'go and be able to be taken in sqaudrons, like everything else can now it seems in newer codex's.
Whaaa the dread mob formation is pretty good and like the only way to field a decent walker list.
2016/03/29 09:26:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: Deff dreads have ere we go. 5+ would be good on kans but honestly don't think it fits them. I rather just see them priced around 35-40pts each.
Deff dreads and bigger walkers definitely need the 5+ invul.
Deff dredds do not ha ere'we'go. Only time they have it is if part of that terrible dredd mob formations.
Dredds need ere'we'go and be able to be taken in sqaudrons, like everything else can now it seems in newer codex's.
Whaaa the dread mob formation is pretty good and like the only way to field a decent walker list.
The Forge World Dread Mob is good for fielding walkers (can spam a lot of deff dreads this way plus can bring Kanz without competing for force org slots.), the one in the Ghazz supplement is hot garbage because your forced to take 2 of the dorkanauts and can only bring 3 deff dreads. The only benefits the formation gives is ere we go and extra hammer of wrath hits which won't make a difference if you never make it to close combat.
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise"
2016/03/29 12:52:34
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I like the fw walker list however it's a non existent book with a internet hidden outdated 6th Ed update PDF with half the models not even available anymore And even half the unique fw units are junk (I do like the mega dread). The best thing about that list is the ITC point nerfed buzzgrob and the ever useful zhardsnark.
Beyond that I rather have the err we go on my walkers on the ghaz dread mob list with another formation that gives your warlord waagh every turn. This means your walkers can move run and charge every turn including the first, which actually helps your walkers get into combat by the second turn.
This message was edited 2 times. Last update was at 2016/03/29 12:55:54
2016/03/29 15:18:29
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Take the cost of a boy, add Eavy Armor, and 1/12th the cost of a Trukk with RR and you're already at 13 ppm. For just 5 PPM more you get an awesome Twin Linked Str 5 AP 5 gun, improved Toughness, 4+ Jink, 12" Move, and no distance penalty when charging through terrain.
As long as Bikers are so cheap, I can't justify CAD Trukk Boyz.
For the Orcurrion an argument can be made but still . . .
Fighting crime in a future time!
2016/03/30 07:57:04
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I had some interesting concept on Mek gunz. Why not put a pain boy with them? Suddenly you have a T7 3+ armor save with FNP, and leadership 8. I'd still put some sort of fortification with them. the Agis line with an ammo dump should work nicely.
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
2016/03/30 14:48:56
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I'm going to try the Gorkanaut Krussa Krew in my next list.
Planning to put a Big Mek on a bike with the MFF to protect them. See how that goes. But should I put burna boys meked out in them?
I wish they didn't cost so many points.
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2016/03/30 14:56:47
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: I had some interesting concept on Mek gunz. Why not put a pain boy with them? Suddenly you have a T7 3+ armor save with FNP, and leadership 8. I'd still put some sort of fortification with them. the Agis line with an ammo dump should work nicely.
I did that when the codex dropped and was informed during a tournament that FNP works per model so most models are the grots and only would get FNP on Str 3 wounds or less.
So now I run max extra grots as ablative wounds which is much cheaper and doesn't cost a valuable HQ.
I run the units out in the open and either they last all game or are assaulted and die. 25 T7 models is a bear for most forces to shoot. They need to take 7 casualties before taking a Ld test. I will throw in a HQ regular Mek if I have the points for Ld7.
Fighting crime in a future time!
2016/03/30 15:09:44
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I don't see how that's really a problem. as long as a big gun is the closest model it has to take wounds and would get the FNP.
Or were you putting you grots in front of your guns?
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2016/03/30 16:54:15
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
warhead01 wrote: I don't see how that's really a problem. as long as a big gun is the closest model it has to take wounds and would get the FNP.
Or were you putting you grots in front of your guns?
The grots in front of Gunz but I'd much rather lose grots than a chance of losing a gun.
Fighting crime in a future time!
2016/03/30 17:24:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
warhead01 wrote: I don't see how that's really a problem. as long as a big gun is the closest model it has to take wounds and would get the FNP.
Or were you putting you grots in front of your guns?
The grots in front of Gunz but I'd much rather lose grots than a chance of losing a gun.
This may work for you but if i'm not mistaken you do need two grots per gun in order to operate the artillery.
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
2016/03/30 17:28:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Nope, one grot per gun to fire or move. It was 4th or 5th edition when you needed two models to MOVE an artillery piece which used to be a armor 10 vehicle.
Fighting crime in a future time!
2016/03/30 23:25:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The extra wounds are the main reason to take the grots. They're T7 when being shot at because the artillery rules are funny. Though I'd recommend putting a standard mek with them to give them slightly better leadership.
"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
2016/03/30 23:55:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Vitali Advenil wrote: The extra wounds are the main reason to take the grots. They're T7 when being shot at because the artillery rules are funny. Though I'd recommend putting a standard mek with them to give them slightly better leadership.
going from a 5 to a 7 is a giant leap. And even a plain mek can swing back if the unit gets charged, possibly stalling the sweep long enough for help to arrive.
2016/03/31 13:40:03
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
If I roll on the Strategic table and get Master of Ambush (Infiltrate), is there anything preventing me from infiltrating a unit of Mek Gunz? Seems like a good idea to me, getting my KMK's up the field so they can start shooting on turn 1.
Ratius wrote: MoAs restriction is for vehicles only iirc, so should work
Cool. Hopefully they last long enough to earn their points back.
Next game is against Necrons, and I think he's bringing a Doomsday Ark and a C'tan Shard. I hope I have enough high Str low AP to bring them down. (Go, Tankbustas, go!)
Ratius wrote: MoAs restriction is for vehicles only iirc, so should work
Cool. Hopefully they last long enough to earn their points back.
Next game is against Necrons, and I think he's bringing a Doomsday Ark and a C'tan Shard. I hope I have enough high Str low AP to bring them down. (Go, Tankbustas, go!)
IF you get MoA. Good luck!
2016/03/31 23:46:49
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
i cant find if someone already answered this, but does the reprint of waaaagh ghazghkull still have the great waaagh detachment? (the one where you can bring 5 elite slots and lets you potentialy deepstrike forces).
despite the poor command benefits it has, it does have a ton of elite slots (more min squads of tankbustas) and is a way to bring the orkimedes kustom gubbinz.
"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"
geargutz interpretation of the 'umies "eggs in one basket"
2016/03/31 23:57:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Sadly a bunch of fw models are on last chance to buy for Orks.
I'm hoping this means new ork IA is coming soon.
My hope is squiggoths, warbuggies/traks, boar boyz, big traks, big Mek stompas and dreads, and whatever ork tank they decide to keep get updated with newer better 7th Ed rules.
2016/04/01 14:35:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Ratius wrote: MoAs restriction is for vehicles only iirc, so should work
Cool. Hopefully they last long enough to earn their points back.
Next game is against Necrons, and I think he's bringing a Doomsday Ark and a C'tan Shard. I hope I have enough high Str low AP to bring them down. (Go, Tankbustas, go!)
IF you get MoA. Good luck!
Unfortunately I did not get MoA... I took the Da Finkin' Kap, rolled both my Warlord traits on the Strategic table, and I was even running a CAD so I could reroll... but no. Ended up with the traits for +1 to Seize the Initiative and Move through Cover.
It was a tough fight, but I'm proud to say that I pulled off a win versus Necrons. (I know it's April 1st and all, but it's true!). Mini Batrep if folks want to read it:
Spoiler:
We played The Relic, 1500 points. He brought a Necron Decurion (Warriors, Destroyers, Tomb Blades, Flayed Ones), a Doomsday Ark, and a C'tan Shard. I brought a CAD composed of a MAWB with Da Finkin' Kap, a MAWB with DLS, 3 x Trukk Boyz, a Battlewagon full of Boyz, 2x Tankbusta units, 3 solo Deff Koptas, a unit of KMK with extra crew, and a unit of Kommandos with Snikrot. MAWB's went in the Battlewagon and 1 Trukk. I won the roll off, but he seized the initiative. The KMK took a Str10 pie plate from the Doomsday Ark on T1, then failed their Ld check and ran off the board. Bottom of T1 I moved my Trukks up 24", with the Battlewagon following. Turn 2, I lost all but 1 Trukk due to good shooting from the Heavy Destroyers, and sadly the Tankbustas ended up footslogging the rest of the game. Amazingly none of my Trukks exploded. My Deffkoptas were dispached by Destroyers and Warriors. The C'tan rolled Antimatter Meteor on T2 and dropped it on my Battlewagon, but failed to roll high enough to damage it (it 'bounced off'! ). Two units of Boys from the wrecked Trukks fanned out in a semi-circle around the Relic and secured it. I tried to maximize model spacing to mitigate the pie plates, while staying out of range of the Warriors' 24" shots. Bottom of T2, I moved my remaining Trukk with the MAWB Warlord and Boyz up on the right side of the board, towards the Doomsday Ark, and inched my Battlewagon closer to the Relic in the middle, and ran my Tankbustas. I unloaded the Battlewagon and launched my MAWB with DLS, BC Nob and 17 Boyz at a unit of Destroyers to wreck face. I caused 5 wounds to the Destroyers, they lost the assault, and failed their Ld check! I couldn't sweep because of SnP, so the 1 remaining Destroyer fled 3d6. I also assaulted a unit of Tomb Blades that got too close to the Relic with a unit of Boyz and PK Nob, tying them up. Turn 3, the C'tan rolled Sky of Falling Stars and nearly wiped out the unit of Boyz controlling the Relic, reducing them to just 2 Boyz and a Nob. They passed their Morale check and held on! The MAWB w/ DLS and his Boyz took a Str10 pie plate from the Doomsday Ark, and were finished off by Warriors. The Flayed Ones joined the ongoing assault with the Boyz and Tomb Blades, making quick work of the Boyz. Bottom of T3, I outflanked the Kommandos and brought them in behind a building, hiding from the Doomsday Ark and nearby Necron Warriors. I loaded that tiny unit of 2 Boyz and a Nob holding the Relic into my Battlewagon for shelter. The footslogging Tankbustas managed a few wounds on some Necron troops with their rokkits but were much too far away to shoot the Doomsday Ark, let alone assault it. My Warlord MAWB ended up assaulting the Doomsday Ark and punched it until it exploded. The Warboss shrugged off the explosion, but hilariously a few nearby Necron Warriors and a Destroyer failed their armor and RP saves and took wounds. T4, the C'tan rolled poorly and failed to damage the Battlewagon. The Necrons attempted to take down my Battlewagon, but only managed to strip off 1 hull point. My Warlord's unit took heavy fire and lost all but 1 Boy, the MAWB himself only taking 1 wound. (I like to imagine him laughing at their poor shooting, 'hey, that tickles, stop it!' ). He also passed his Morale check with a smug grin on his face. Bottom of T4, the Kommandos assaulted a unit of Necron Warriors to tie them up. The Battlewagon motored backwards away from the advancing Necron Warriors, Heavy Destroyers, and Tomb Blades, with the Relic on board. We called the game there on account of time (~4.5 hours). It was a tough, messy battle, and I lost well over 75% of my forces, but I held the Relic until the end of the game and got Linebreaker. Woo!
This message was edited 1 time. Last update was at 2016/04/01 14:36:33
gungo wrote: Sadly a bunch of fw models are on last chance to buy for Orks.
I'm hoping this means new ork IA is coming soon.
My hope is squiggoths, warbuggies/traks, boar boyz, big traks, big Mek stompas and dreads, and whatever ork tank they decide to keep get updated with newer better 7th Ed rules.
orks make them no money.
everything that has good rules for forgeworld is simply scratch built by ork players.
the reason they are moving on to tau and admech for the next book is because those are not generally something one scratch builds. So they can actually make money off of those things.
they are on to us. I would not be suprised if orks did not get anything new from forgeworld for years and years.
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
2016/04/01 16:46:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
If the MorkaGorkanaught was a Super Heavy Assault Vehicle they'd fly off the shelves . . . But I do agree with the point about Forgeworld Ork models. And then of course not everyone allows Forgeworld.
Fighting crime in a future time!
2016/04/01 19:37:54
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
gungo wrote: Sadly a bunch of fw models are on last chance to buy for Orks.
I'm hoping this means new ork IA is coming soon.
My hope is squiggoths, warbuggies/traks, boar boyz, big traks, big Mek stompas and dreads, and whatever ork tank they decide to keep get updated with newer better 7th Ed rules.
orks make them no money.
everything that has good rules for forgeworld is simply scratch built by ork players.
the reason they are moving on to tau and admech for the next book is because those are not generally something one scratch builds. So they can actually make money off of those things.
they are on to us. I would not be suprised if orks did not get anything new from forgeworld for years and years.
Models that are good sell like crazy.
Most ork players have the biker boss with pk (zhardsnark) model a lot of players have the 3 nob bikers. Especially when nob bikers were popular. Beyond that what model does fw make that's any good? Mega dread is decent but stuck to fw only list that's outdated and full of bad units. The big Mek stompa is popular now with the ITC ruling but is ridiculously priced considering you still have to buy the stompa and the add on pieces that are the epitomy of easy to do scratch build or most people allow the basic stompa to count as a big Mek stompa. The gargantuan squiggoth is a cool looking model it was decent but recent rulings just made it worse and it cost a ridiculous amount but people still bought it. Beyond that all the ork tanks are overcosted expensive and serve little purpose. The one popular vehicle for Orks is the gun wagon and forgeworld doesn't make it anymore and even still I see people using the fw big trakk as a count as.
I personally have the warboss w pk on bike, 3 nobs on bike and a fw trukk with trakks. There is nothing else that's useful. Maybe the kommando upgrade kit but the current GW kommandos are resin and due for an upgrade soon and I'd only get the fw ones if I spammed kommandos and wanted them to look different
2016/04/02 00:01:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I've never bought FW and I never really plan to, largely because of reasons stated. Why buy such expensive models when I can scratchbuild them? It's honestly the more orky thing to do. It makes the army more personal.
"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