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Made in ru
!!Goffik Rocker!!






As of current faq, can't put them inside wagons emidiately which is a problem on it's own. Painboyz can stick to other squads before joining in at least.
   
Made in pl
Regular Dakkanaut





I disagree. Bb occurs when we deal with other factions. So still bullyboyz can start in any orc vehicle
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I don't see why the bullyboy formation could not start in units of wagons or any vehicle for that matter. They are both faction orks. I could see it might be an issue if they are in different detachments, which for the the gun wagons, that would be the only way. Orks are battle brothers with themselves (same as everyone else). Might be in the draft FAQ that says battle brothers can't start the game in each other's vehicles any more, which would be pretty silly if you are the same faction.

I believe an exception should be made if you are the same faction. Everyone would have this issue.

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
 
   
Made in eu
Flashy Flashgitz






You are getting it wrong. A painboy can join the bully boyz because they are both factionrks. If the case was about a sanguinary priest riding with some sternguard in a droppod then he would not be able to join, 'cos they come from different factions, that treat each other as bb. But orks don't treat each otjer as bb. Just like you can't be a brother to yourself. Otherwise it just happens that you can't join a character to a unit with a dt, which would be stupid.
That said bully boyz with painboyz are realy good. If I had enough manz I'd runn them every game.
   
Made in nl
Regular Dakkanaut




Yeah, if you read the paragraph above the allies table, it states:
"..., this section tells you how models from different Factions fight allongside each other."

and also :
"The Allies Matrix below shows the levels of alliance between units that have different Factions in the same army."
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

What do people think is the best way to run Weirdboyz + Daemonolgy (Summoning). I was thinking something like this:

Ork Horde Detachment

Weirdboy - level 2 70
Weirdboy - level 2 70
Weirdboy - level 2 70

20 Boyz, nob w/ pole 135
20 Boyz, nob w/ pole 135
20 Boyz, nob w/ pole 135

MANz - 2x kombi-skorchas, trukk 160
MANz - 2x kombi-skorchas, trukk 160
MANz - 1x kombi-skorchas, trukk 155

CAD

Weirdboy - level 2 70
Weirdboy - level 2 70

20 Boyz, nob w/ pole 135
20 Boyz, nob w/ pole 135

1500

Hopefully make the most of 'Ere We Go, a horde of Orks running at you summoning Pink Horrors and Big Daemons etc. Thoughts?
   
Made in ru
!!Goffik Rocker!!






The best way is to not summon anything and use wierdboyz for generating WC. Summon with daemon allies insted.
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

I wouldn't use an Ork to do the actual summoning. Too much perils to risk it. As was just mentioned they are great as warp charge generators. An ML 2 Weirdboy generates charges like an ML 3. Use the Ork powers. Only one of them is no good due to Ork BS2. The rest are very killy are helps the squad be very killy. I would like to see 2 sets of powers for orks. One set being Brutal but Kunnin and the other Kunnin but Brutal because it looks like new sets of powers are being handed out like candy and the only options orks have are the one in our codex and the perilous demonology.
   
Made in us
Longtime Dakkanaut




Wichita, KS

 ProwlerPC wrote:
I wouldn't use an Ork to do the actual summoning. Too much perils to risk it. As was just mentioned they are great as warp charge generators. An ML 2 Weirdboy generates charges like an ML 3. Use the Ork powers. Only one of them is no good due to Ork BS2. The rest are very killy are helps the squad be very killy. I would like to see 2 sets of powers for orks. One set being Brutal but Kunnin and the other Kunnin but Brutal because it looks like new sets of powers are being handed out like candy and the only options orks have are the one in our codex and the perilous demonology.
If you summon with weirdboyz they will perils themself to death eventually, but that isn't a problem. You get a great return on investment. If you are rocking 5 weirdboyz you'll get a couple possessions, and can turn 2 of them into bloodthirsters. After that, just summon what else you need.

My favorite way to do Ork Demon summoning is to join some weirdboyz to some Mek Gunz to give them T7 and ablative wounds. At least for the ones you want to immediately convert to Demons.

I'm up to 3 weirdboyz now, and working my way to 7 so I can run a 7 weirdboy, 6 Deffkopta, 70 Gretchin, Buzzgob's Stompa summoning list.
   
Made in us
Nasty Nob






tag8833 wrote:
 ProwlerPC wrote:
I wouldn't use an Ork to do the actual summoning. Too much perils to risk it. As was just mentioned they are great as warp charge generators. An ML 2 Weirdboy generates charges like an ML 3. Use the Ork powers. Only one of them is no good due to Ork BS2. The rest are very killy are helps the squad be very killy. I would like to see 2 sets of powers for orks. One set being Brutal but Kunnin and the other Kunnin but Brutal because it looks like new sets of powers are being handed out like candy and the only options orks have are the one in our codex and the perilous demonology.
If you summon with weirdboyz they will perils themself to death eventually, but that isn't a problem. You get a great return on investment. If you are rocking 5 weirdboyz you'll get a couple possessions, and can turn 2 of them into bloodthirsters. After that, just summon what else you need.

My favorite way to do Ork Demon summoning is to join some weirdboyz to some Mek Gunz to give them T7 and ablative wounds. At least for the ones you want to immediately convert to Demons.

I'm up to 3 weirdboyz now, and working my way to 7 so I can run a 7 weirdboy, 6 Deffkopta, 70 Gretchin, Buzzgob's Stompa summoning list.


Dude. Respect.

This message was edited 1 time. Last update was at 2016/05/25 14:15:57



My P&M blog: Cleatus, the Scratch-building Mekboy
Successful Swap Trades: 6 
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

tag8833 wrote:
 ProwlerPC wrote:
I wouldn't use an Ork to do the actual summoning. Too much perils to risk it. As was just mentioned they are great as warp charge generators. An ML 2 Weirdboy generates charges like an ML 3. Use the Ork powers. Only one of them is no good due to Ork BS2. The rest are very killy are helps the squad be very killy. I would like to see 2 sets of powers for orks. One set being Brutal but Kunnin and the other Kunnin but Brutal because it looks like new sets of powers are being handed out like candy and the only options orks have are the one in our codex and the perilous demonology.
If you summon with weirdboyz they will perils themself to death eventually, but that isn't a problem. You get a great return on investment. If you are rocking 5 weirdboyz you'll get a couple possessions, and can turn 2 of them into bloodthirsters. After that, just summon what else you need.

My favorite way to do Ork Demon summoning is to join some weirdboyz to some Mek Gunz to give them T7 and ablative wounds. At least for the ones you want to immediately convert to Demons.

I'm up to 3 weirdboyz now, and working my way to 7 so I can run a 7 weirdboy, 6 Deffkopta, 70 Gretchin, Buzzgob's Stompa summoning list.


That's unbound I assume?? Or is it triple CAD or something?
   
Made in us
Fresh-Faced New User





I've used weirdboy summoner a lot, and as said above, the risk of perils is largely a nonissue. By the time the ork dies he's brought made the sacrifice worth it. I will say summoning pink Horrors is largely a mistake. You can't get enough pink Horrors to make it worth while. You're much better off bringing in things that will have an immediate effect on the battle.

In the past I've brought in daemonettes for extra ap 2 threatening...flamers for pinpoint anti infantry...and various greater daemons. Also, screamers are nice for chasing down objectives.
   
Made in us
Battlewagon Driver with Charged Engine





TheSnowmanInHell wrote:
I've used weirdboy summoner a lot, and as said above, the risk of perils is largely a nonissue. By the time the ork dies he's brought made the sacrifice worth it. I will say summoning pink Horrors is largely a mistake. You can't get enough pink Horrors to make it worth while. You're much better off bringing in things that will have an immediate effect on the battle.
I tend to agree. I've tried it, and you just run out of turns. Summoning Horrors on turn 1, then other summoners on turn 2, who summon something interesting on turn 3, which can charge on turn 4, if they get there. It's a looong chain in a 6 turn game.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

So is this strategy of using a wyrdboy to someone daemons really that good? Or are we just using daemons to fill in the gaps of what our army lacks? Might just be me, but I believe in a pure ork army.

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
 
   
Made in by
Flashy Flashgitz






 Glitcha wrote:
So is this strategy of using a wyrdboy to someone daemons really that good? Or are we just using daemons to fill in the gaps of what our army lacks? Might just be me, but I believe in a pure ork army.

Same with me. Orks don't need anyone - they are orks. But weirdboys do make great warp charge bateries, so taking them might give deamon players some extra charges for their summoning.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 hordrak wrote:
 Glitcha wrote:
So is this strategy of using a wyrdboy to someone daemons really that good? Or are we just using daemons to fill in the gaps of what our army lacks? Might just be me, but I believe in a pure ork army.

Same with me. Orks don't need anyone - they are orks. But weirdboys do make great warp charge bateries, so taking them might give deamon players some extra charges for their summoning.


correct me if i'm wrong, but does it not say that the extra dice a wyrdboy generates from waagh power can only be used to cast ork powers?

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
 
   
Made in us
Battlewagon Driver with Charged Engine





No, there is no rule like that anywhere. Psychic dice counting rules are only listed (AFAIK) in the BRB
   
Made in us
Tough-as-Nails Ork Boy






tag8833 wrote:
 ProwlerPC wrote:
I wouldn't use an Ork to do the actual summoning. Too much perils to risk it. As was just mentioned they are great as warp charge generators. An ML 2 Weirdboy generates charges like an ML 3. Use the Ork powers. Only one of them is no good due to Ork BS2. The rest are very killy are helps the squad be very killy. I would like to see 2 sets of powers for orks. One set being Brutal but Kunnin and the other Kunnin but Brutal because it looks like new sets of powers are being handed out like candy and the only options orks have are the one in our codex and the perilous demonology.
If you summon with weirdboyz they will perils themself to death eventually, but that isn't a problem. You get a great return on investment. If you are rocking 5 weirdboyz you'll get a couple possessions, and can turn 2 of them into bloodthirsters. After that, just summon what else you need.

My favorite way to do Ork Demon summoning is to join some weirdboyz to some Mek Gunz to give them T7 and ablative wounds. At least for the ones you want to immediately convert to Demons.

I'm up to 3 weirdboyz now, and working my way to 7 so I can run a 7 weirdboy, 6 Deffkopta, 70 Gretchin, Buzzgob's Stompa summoning list.
Weirdboyz won't generate the extra charge unless they're withing 12" of models with 'Ere we go. Gretchen don't have 'Ere we go.




3000
1500
2200 
   
Made in us
Longtime Dakkanaut





 Glitcha wrote:
 hordrak wrote:
 Glitcha wrote:
So is this strategy of using a wyrdboy to someone daemons really that good? Or are we just using daemons to fill in the gaps of what our army lacks? Might just be me, but I believe in a pure ork army.

Same with me. Orks don't need anyone - they are orks. But weirdboys do make great warp charge bateries, so taking them might give deamon players some extra charges for their summoning.


correct me if i'm wrong, but does it not say that the extra dice a wyrdboy generates from waagh power can only be used to cast ork powers?


If a weirdboy generates extra warp power, if they do not pass at least one psychic test that turn they take a str 2 hit with no save allowed at the end of the psychic phase.

So they aren't required to use the warp charge, but they can -maybe- get hurt from not using it. Usually a 1/6 chance to take 1 wound, 1/3 if they have -1 T for some reason...
   
Made in us
Mutilatin' Mad Dok





Georgia

Also kind of a random comment but there's only one weirdboy model that I know of so you'd have seven identical HQs running around. You'd definitely want to throw some bits and bobs on those boyz to make them more varied and to give them more personality.

"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




Wichita, KS

 Hades wrote:
Weirdboyz won't generate the extra charge unless they're withing 12" of models with 'Ere we go. Gretchen don't have 'Ere we go.
I know. You've got to keep one unit of boyz, or something around. I have 10 boyz in the list for that purpose. They ride the stompa along with any weirdboyz not currently trying to summon themselves to death.


Automatically Appended Next Post:
 Vitali Advenil wrote:
Also kind of a random comment but there's only one weirdboy model that I know of so you'd have seven identical HQs running around. You'd definitely want to throw some bits and bobs on those boyz to make them more varied and to give them more personality.
I've got 1 of the real weirdboy model, then I've got a fantasy Ork Shaman. Then I've got 2 other kit bashed weirdboyz that are notably distinct. Just 3 more to go. I'll have the weirdboyz tourney ready long before I get the Demons ready to summon.

This message was edited 1 time. Last update was at 2016/05/27 07:34:34


 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Has anyone tried the new formations for flyers and flyer rules? What competitive pros and cons are there?

Personally I think the Wingnutz Air armada is our best option. The ability to requip bombs and gain hull points is huge benefit.

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
 
   
Made in us
Longtime Dakkanaut




Let's see who plays it and which Rules they use but imho the best detachments for ork flyers. I'm going to purposeful ignore the ridiculous 7+ flyer formations because they are unrealistic in most games. Honestly I probably will never play with more then 3 myself. However the OP wanted to know the best ork flyer formations.
Air armada (waagh ghazkull) (5 models)
3 dakkajets
1 blitza bomber
1 burna bomber
Special rule: each time a flyer enters play it returns with all hull and one use weapons restored.

Ork skwadron (death from the skies) (6 models min, but 3 wing leader buffs)
3 flyer wings (2+ models per wing)
Chosen from blitza, burna, dakka
Special rule(s): 1 wing has +1bs and +1 agility and +1jink.
If all the flyer wings are within 24in of each other and in atk patterns they can flat out and shoot same turn.

Think about the above formation for a sec let's take 2 dakka jets. Put them in a vigilance pattern (+1 jink and +1bs vs flyers) give him the wing bonus above for +1 bs and +1 jink. You now have 2 dakka jets with 2+ jink(3+ jink on second dakkajet) and the wing leader is likely AV12 or ignores lost hull on 5+. Put the other bombers wings in vigilance atk pattern (+1 jink and +1str to bombs to front flyer) with each of their wing leaders either av12 or ignores lost hull on 5+. That's some durable flyers!!!

Kustom wazmob (death from skies) (4 models)
1 wazbomb blast jet (must be wing leader and have KFF)
3 other ork flyers (can be wazbomb as well)
Special rules: the wing leader and other flyers in formation have a 3++ if in fortitude atk pattern.
(Fortitude pattern gives 4++, it will not die and interceptor)

However while 4 ork flyers with 3++ and it will not die are a pain in the ass to kill even at AV10/10/10, once you lose a flyer you will no longer be able to fly in the fortitude pattern and lose the 3++ (and it will not die and interceptor) and just have the 5++ KFF (plus the wazbom wing leader bonus which is usually offensive) you can always fly one of the 3 flyer atk patterns for another bonus like tank hunter or ignores cover.

So I agree air armada is the best unless you want a beefed up wazbom blasta jet. My problem is even 4 flyers is a lot. 3 is the max I usually fly at 1850.

This message was edited 2 times. Last update was at 2016/05/27 15:29:40


 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Can the Wazbomb KFF effect ground units?

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
 
   
Made in ca
Blood-Raging Khorne Berserker





Ottawa, Canada

 Glitcha wrote:
Can the Wazbomb KFF effect ground units?


I think someone said before that you measure from the hull so it probobly wouldn't reach down to many ground models.
   
Made in us
Regular Dakkanaut





The rules for a regular KFF state that "The bearer, and all models within 6", receive a 5+ invulnerable save against all shooting attacks."

So I think it should work, but the real question is wither that means we measure from the base, or from the model. If it's from the model, I doubt you could get anyone in that 6" range. But if it's from the base, then yes, definitely.

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 chaosmarauder wrote:
 Glitcha wrote:
Can the Wazbomb KFF effect ground units?


I think someone said before that you measure from the hull so it probobly wouldn't reach down to many ground models.


I bet it would reach a deff dread or anything bigger


Automatically Appended Next Post:
So I wrote a new list, and would like some feed back. I'm a dread head so of course my stompa is in my list.

CAD 1850

HQ
Big mek with SAQ
Mek

Troops
Gretchin
3x of 'ard tukk boyz with nob BP + PK

Fast attack
Flyer wing of dakka jets (3 of them)
Fighta bomba

Heavy Support
Kannon + crew

LoW
Buzzgob stompa

Fortification
ADL + com relay

This message was edited 1 time. Last update was at 2016/05/27 18:58:38


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
 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I play a game over the weekend with the new wazblasta jet and I found something interesting. The new Mega- telaporta blasta is an assault weapon and the wazblasta is a waagh plan. This mean on the turn you waaagh you get 2 str 8 ap2 blast markers that on a 6 cause instant death or auto pen. Personally, this now make him almost a must have if you are running any other flyers. 5++ bubble and and all the extra shots with the guns you dish out a crap ton of damage.

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
 
   
Made in us
Longtime Dakkanaut




Yea this is why the 5pt tellyporta upgrade is an auto include in most lists and his insta death blast really scares mc's and threatens gmc's.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

gungo wrote:
Yea this is why the 5pt tellyporta upgrade is an auto include in most lists and his insta death blast really scares mc's and threatens gmc's.


I normally don't play the tellyporta upgrade on the big mek because I think it's useless, but the mega tellyporta blasta on the jet is zogging awesome!

This message was edited 1 time. Last update was at 2016/05/31 13:36:06


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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