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Making Orks Competitive- Gather the Council, Prepare to Waaagh!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gr
Tough-as-Nails Ork Boy




Athens

Melta bombs are on the grenade chapter.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in gb
Smokin' Skorcha Driver




London UK

I wonder if there is any merit to running a cyclopia cabal formation with Orks. They are allies of convenience after all.
   
Made in ru
!!Goffik Rocker!!






If you run them together with a kdk formation of dogs, than yes. You basically rush the field and slaughter stuff with psy shreiks than let meganobz and tankbustas deal with vehicles and SHW.
   
Made in us
Nasty Nob






 PipeAlley wrote:
 Swampmist wrote:
Are tankbusta bombs listed as grenades?


TBB's are treated as melta bombs. So goes melta bombs so goes the nation I guess.

Are melta bombs grenades?


They're in the "Grenades of the 41st Millennium" section (p180), so yes.


My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in us
Yellin' Yoof on a Scooter






With the cyclopia cabal formation, would maybe running them behind some Ork bikerstar work too without spending too many points on adding in KDK hounds and things as well? I was wondering the same thing myself since they would give us some awesome psychic utility, and modeling up some shamanistic techno-barbarians on bikes would be pretty fun.
Anyone have any experience using it or playing against it?
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Since the cabal can't join an ork unit I don't think its worth it since you will want to use the cabal to use psychic buffs to create a deathstar.

Put them on bikes and try for Iron arm, sanctuary, invisiblity in a unit of 20 khorne dogs gives them scout, fearless, 40 wounds, 4++, invisible, and like 60 str 8 attacks. Their only weakness would be no hit-and-run so theres a chance the deathstar could be tied up but thats about it.

-oh and once you factor in blood tithe the dogs will also be feel no pain

This message was edited 2 times. Last update was at 2016/05/18 20:36:30


 
   
Made in by
Flashy Flashgitz






I'd rather not mix orks with KDK, but play KDK on it's own. The only non-orky thing that is realy worth adding is the Renegade Knight. Sorcerers can't cast blessings on orks and everithing cast at the enemy (if they are not Necrons or Tau) will easily be dispelled.
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

Even the renegade knight thing I'm not too sure on, I think these days if your units don't synergize (buff each other somehow) then its not worth it. By taking a knight I think you are taking points away that could be better used to make the rest of your army stronger/faster somehow. I'd take a stompa instead to get the fearless bubble.

This message was edited 1 time. Last update was at 2016/05/19 15:09:46


 
   
Made in us
Longtime Dakkanaut





 chaosmarauder wrote:
Even the renegade knight thing I'm not too sure on, I think these days if your units don't synergize (buff each other somehow) then its not worth it. By taking a knight I think you are taking points away that could be better used to make the rest of your army stronger/faster somehow. I'd take a stompa instead to get the fearless bubble.


I have used the renegade a fair bit and I have found it a solid addition to ork armies. It's powerful and reliable long range firepower. Only stompa I like compared to it would be the Kustom stompa which is banned like half the time lol.

 
   
Made in us
Mutilatin' Mad Dok





Georgia

Plus just think of how fun it would be to make a renegade knight proppa orky! Once I actually have enough points for apoc I think my deffskullz are gonna loot a knight. Kitbashing it with deff dread bits would looks awesome.

"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
Smokin' Skorcha Driver




London UK

with the faq clarifying summoning of FMC's using ML2 weirdboyz to summon greater daemons shenanigans took a bit of a buff. Additionally you can choose which of the three thirster's to summon as per the update in wulfen.

using 3+ ML2 weirdboyz standing around 10 or more ere we go boyz is gonna give you a good chance of rolling possession and with 10+ warp charge you should be easily able to get it to cast. Sure its an auto perils but possession laughs in the face of perils.

A D-weapon toting flying maniac adds quite something to an ork army. Particularly when you're like me playing in a no forgeworld meta.
   
Made in gr
Tough-as-Nails Ork Boy




Athens

Rumours has it that they will not update any old codexes before 8th edition. I guess we are stuck with those options for a while.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in gb
Been Around the Block





Rumour has it that 8th edition is not that far away though so stick it out and keep on krushin them humies.
   
Made in us
Nasty Nob




Crescent City Fl..

I hope Orks aren't among the first 3 or 4 codex updated. We might be safer after GW has sorted out is power level and started their next power creep. Being first is da worst.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in gb
Water-Caste Negotiator




 warhead01 wrote:
Being first is da worst.


That's an place of honour strictly reserved for CSM anyway.

This message was edited 1 time. Last update was at 2016/05/21 12:07:08


 
   
Made in us
Nasty Nob




Crescent City Fl..

lol.
A New rule then.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in gr
Tough-as-Nails Ork Boy




Athens

Lets hope that they will make a more flexible codex system with online errata/updates for problem fixes

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Mutilatin' Mad Dok





Georgia

Honestly it'd be neat if we got some psyker powers worth taking. I'd love to try out a psyker ork army build but unless I ally in CSM there's really no way to do that. Considering how many new psyker powers GW has been vomitting out I'd say our chances aren't too bad. Granted, they'll just turn aroubd and give SM the same powers but better and cheaper because marines are obviously the vest psykers in the galaxy.

"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 ca
Fighter Ace






Clan detachments would be awesome.

Weirdboy led snakebit lists, blood axes with looted imperial vehicles again, Goff nob armies, speed freak bikes lists without having to take Zhadsnark. Really blows my mind that they don't even attempt that kind of stuff.
   
Made in us
Longtime Dakkanaut




Well to be fair zhardsnark became popular when GW took away wazdakka.

The best psychic power I had for Orks was taking sanctic demonlogy and rolling hammerhand. Orks definitely need a similar power for themselves.
Right now blobs of boys with str3 ap- atks isn't really cutting it anymore even in a greentide spam list with fnp and Lukky stikk +1 ws. If it wasn't for the str8 pk nobs carrying all the weight. However the one time I had hammerhand in a tide I'm running around with str5 or str6 on charge blob of boys and str10 pk nobs putting a lot more hurt out even with only a few ap2 klaws.

This is a power weirdboyz need other then the multiple versions of the same witch fires. Wierdboyz need a force multiplier so personally I'd like a template psychic power(psychic vomit, this should be our primaris it's the most iconic weirdboy power), beam psychic power (kill bolt) the deepstrike psychic power(da jump), the above +str type psychic power (aka improved warpath), something that adds defense (but not fnp)such as 4+ invul to psychers unit (da warpead), a malediction that reduces a single Model toughness by 2 or armour value by 2(new and improved eadbanger) a power that allows models with err we go within 12in of the psycher to reroll to hit (aka Orks have crap bs and almost no twinlinked options for shooting in their entire codex)(call it da waaagh)

The above is the perfect psychic tree for Orks.

This message was edited 4 times. Last update was at 2016/05/23 04:32:08


 
   
Made in us
Mutilatin' Mad Dok





Georgia

That's actually not half bad. I'd consider taking that psyker if I could tailor him into a few shooty lists, hoping for the TL spell. If not, I could just toss him into some choppy boyz and have a go. I usually do put him with shootas anyway on the rare occasion I break him out.

He definitely needs more buff powers. Hell, maybe even give him a passive that all orks within 12" get +1 strength and attack if he's the warlord- y'know, tying it into the whole gestalt thing.

"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
Longtime Dakkanaut




 Vitali Advenil wrote:
That's actually not half bad. I'd consider taking that psyker if I could tailor him into a few shooty lists, hoping for the TL spell. If not, I could just toss him into some choppy boyz and have a go. I usually do put him with shootas anyway on the rare occasion I break him out.

He definitely needs more buff powers. Hell, maybe even give him a passive that all orks within 12" get +1 strength and attack if he's the warlord- y'know, tying it into the whole gestalt thing.


It's a decent power but no better then the new space marine power or even prescience. However the closest one to being op is the 4+ invul one however it's basically a not garaunteed azreal buff.
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

Irks should have at least two sets if Waaaagh! powers of their own. Brutal but Kunnin and Kunnin but Brutal.
   
Made in gr
Tough-as-Nails Ork Boy




Athens

 ProwlerPC wrote:
Irks should have at least two sets if Waaaagh! powers of their own. Brutal but Kunnin and Kunnin but Brutal.


That would be nice

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in by
Flashy Flashgitz






To high hopes, to little results. I wouldn't hope for a decent codex any time soon. But I, at least, hope the FAQ and Errata might change something for the better for da boyz.
   
Made in pl
Regular Dakkanaut





Errata wont change any rules. Errata says how to play with actual rules
   
Made in us
Battlewagon Driver with Charged Engine





 Mr.T wrote:
Errata wont change any rules. Errata says how to play with actual rules
That's what the FAQs are. The errata are changes, although many seem to be rules clarifications under specific situations.

I don't think we'll get much, except an errata for 7 & 8 on the mob rule table. It could be beneficial...depending on what they say 7 & 8 do. It all depends on whether or not they go back to their (assumed) original intent of higher roll = better result for the ork player.

Mostly likely they will just slack off and not change anything, or say 7 & 8 are more squabbles.
   
Made in de
Dakka Veteran




 JimOnMars wrote:
I don't think we'll get much, except an errata for 7 & 8 on the mob rule table. It could be beneficial...depending on what they say 7 & 8 do. It all depends on whether or not they go back to their (assumed) original intent of higher roll = better result for the ork player.

Mostly likely they will just slack off and not change anything, or say 7 & 8 are more squabbles.

at this point i dont believe anyone at GW plays orks... because they would think that squabble is in fact the best result for orks... since you know we are all fielding mobz of 30 boyz these days... its just so damn efficient and "fun"... -.-
   
Made in ru
!!Goffik Rocker!!






What do you think about bully boyz + painboyz? Ain't it an overkill?
   
Made in us
Longtime Dakkanaut





 koooaei wrote:
What do you think about bully boyz + painboyz? Ain't it an overkill?


I love bully boyz and I love painboyz, but not so much together. I exclusively run my bully boyz in FW Gun Wagons which can only carry 10 guys so I sadly do not have a spot for a painboy with them. :(

 
   
 
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