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2016/11/20 10:15:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I run a maxed unit of Lobbas AND KMK's in a 2000 point Ocurion. Both have their uses. Opponents usually go after the KMK's first even though Lobbas are routinely MVP's. I run maxed sized units even though I have plenty of slots so the unit can take more casualties and still be effective and better use of ammo runts. The KMK's overheat is really annoying but still very effective against most heavy/multiwound units. Both camp objectives well.
In that same Orcurion I run a single unit of 3 MANz all with Killsaws in a Trukk with RR. Never lets me down!
Ghaz and Friends run in a single Battlewagon with four rokkits and a kannon with RR.
My alternate non-Ocurion list is Bullyboyz in BlitzBrigade all with 4 rokkits and Kannon. Two full units of Tankbustas in the other two BW's gives me 55 rockkits first turn. Fun!
Fighting crime in a future time!
2016/11/20 12:11:46
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: Allied Renegade knights? Has anyone tried this?
I was looking into getting a cheaper LoW than my stompa in a list. One of my friends that helps me list build made the suggestion. I noticed that the Renegade knights can take different loadouts than the imperial knights. I was thinking about using 1 with double rotatory gun. (24 str 6 ap 3 rending shots at BS4) The knight is still str 10 and ap 2 for melee and has stompa attacks.
Now thinking of some workable strategies. One is to provide covering/suppressing fire to my forward advance. I could divide up my shots into 2 groups of 12 shots.
Ive used it. I think Dual Gatling cannon is probably the best loadout, since he'd still be pretty good in assault.
I went for Battle Cannon and CC weapon for coolness, and it worked out well. Having some long range pie plates was a good bonus for Orks as they dont really have any, and the CC ability let it kill a Monstrous Creature which is something Orks struggle against.
Here's my looted Knight, Mad Morx. He walks the fury road, eternal and red.
2016/11/20 13:34:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Ammo runts are bought on a per-model basis. So you can't re-roll just any miss with it - you got to keep track of what gun is shooting and if it still has an ammo runt to use.
Automatically Appended Next Post:
MagicMan wrote:
it's awesome!
This message was edited 2 times. Last update was at 2016/11/20 13:37:35
2016/11/20 13:50:13
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: Allied Renegade knights? Has anyone tried this?
I was looking into getting a cheaper LoW than my stompa in a list. One of my friends that helps me list build made the suggestion. I noticed that the Renegade knights can take different loadouts than the imperial knights. I was thinking about using 1 with double rotatory gun. (24 str 6 ap 3 rending shots at BS4) The knight is still str 10 and ap 2 for melee and has stompa attacks.
Now thinking of some workable strategies. One is to provide covering/suppressing fire to my forward advance. I could divide up my shots into 2 groups of 12 shots.
Ive used it. I think Dual Gatling cannon is probably the best loadout, since he'd still be pretty good in assault.
I went for Battle Cannon and CC weapon for coolness, and it worked out well. Having some long range pie plates was a good bonus for Orks as they dont really have any, and the CC ability let it kill a Monstrous Creature which is something Orks struggle against.
Here's my looted Knight, Mad Morx. He walks the fury road, eternal and red.
Now that is one proper orky walker. Well done my friend, that looks amazing and shows creative usages of parts from other kits. May it Waaagh! forever, stompy and flash.
"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"
2016/11/20 15:19:31
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: Allied Renegade knights? Has anyone tried this?
I was looking into getting a cheaper LoW than my stompa in a list. One of my friends that helps me list build made the suggestion. I noticed that the Renegade knights can take different loadouts than the imperial knights. I was thinking about using 1 with double rotatory gun. (24 str 6 ap 3 rending shots at BS4) The knight is still str 10 and ap 2 for melee and has stompa attacks.
Now thinking of some workable strategies. One is to provide covering/suppressing fire to my forward advance. I could divide up my shots into 2 groups of 12 shots.
Ive used it. I think Dual Gatling cannon is probably the best loadout, since he'd still be pretty good in assault.
I went for Battle Cannon and CC weapon for coolness, and it worked out well. Having some long range pie plates was a good bonus for Orks as they dont really have any, and the CC ability let it kill a Monstrous Creature which is something Orks struggle against.
Here's my looted Knight, Mad Morx. He walks the fury road, eternal and red.
Wow! That's great!
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.
2016/11/20 16:19:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Waaagh 18 wrote: Which Ork book has the Orkurion stuff in it? What are the benefits of the formation?
The updated Ghazz supplement. Basically Waaagh every turn and units with 10+ models have HoW. The non walker core portion has LITERALLY the same zogging rules as the overall Orkurion so gives no benefits basically. The Walker core has fear and reroll charge for the infantry (but infantry units have 20 model minimums).
"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"
2016/11/20 19:45:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Waaagh 18 wrote: Which Ork book has the Orkurion stuff in it? What are the benefits of the formation?
The updated Ghazz supplement. Basically Waaagh every turn and units with 10+ models have HoW. The non walker core portion has LITERALLY the same zogging rules as the overall Orkurion so gives no benefits basically. The Walker core has fear and reroll charge for the infantry (but infantry units have 20 model minimums).
So Orks gain Waaagh every turn, gain HoW, lose objective secured, but walkers gain fear? Do people think it's better than a CAD? I have the non updated Ghazz supplement, is the Orkurion the only thing added?
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
2016/11/20 20:22:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Waaagh 18 wrote: Which Ork book has the Orkurion stuff in it? What are the benefits of the formation?
The updated Ghazz supplement. Basically Waaagh every turn and units with 10+ models have HoW. The non walker core portion has LITERALLY the same zogging rules as the overall Orkurion so gives no benefits basically. The Walker core has fear and reroll charge for the infantry (but infantry units have 20 model minimums).
So Orks gain Waaagh every turn, gain HoW, lose objective secured, but walkers gain fear? Do people think it's better than a CAD? I have the non updated Ghazz supplement, is the Orkurion the only thing added?
Generally the reception for the updated Waaagh! Ghaz and the Orkurion has been pretty negative as it didn't change any of the rules or formations that made the initial release didappointing. There's still the +2 to Mob Rule rolls and forced issuing and accepting of challenges for your Warlord (these alone make the whole book close to unusable in my eyes), only one decent relic and the Command Benefits/special rules granted by formations/detachments dont generally make up for their inflexibility.
Some more negatives of the Orkurion include only being able to take one Command choice (a single Big Mek, Mek, Painboy, Weirdboy or the Council of Waaagh! deathstar), the core choices being comprised of the Waaagh!-band (a Warboss, a Mek, a unit of Nobz/Mega Nobz, six units of Boyz and a unit of Gretchin) or the Goff Killmob (a Warboss/Grukk da Facerippa, a unit of Nobz, three units of 20+ Boyz, a Gorkanaut, two Deff Dreads and a unit of 3+ Killa Kanz) and lacklustre or redundant special rules and Command Benefits.
A big positive is that we have a lot of flexibility in our Auxiliary choices (we can have 1-10 of these) which include all of the W!G formations as well as the option for single units of almost anything in the codex. The other great boon is that if you're using the Council of Waaagh! as your Command choice (and you should be) all Orks are Fearless from your first turn onwards, providing you can keep Ghazghkull alive with his 2+ invulnerable save. Thus nearly negating the Biggest an' da Best and Da Boss iz Watchin' Command 'Benefits'. All in all it's actually quite a fun Detachment despite my negativity but it definitely does better at 2000 points or over rather than under be a use of the cost of the nigh-essential Council deathstar.
Other than that the updated supplement gave us new formations for Dakkajets, Blitza-bommers and Burna-bommers. Other than that it includes some formations that were printed previously in another book whose name I've forgotten and fixes the perplexing bonus of Furious Charge in the Gorkanaut Krushin' Krew formation. In addition to that the update didn't include the Greentide formation or the Great Waaagh! detachment, the latter of which no one cared about but the former was a bit of a surprise. I think that's about it really.
As for it being better than a CAD it really depends on what sort of list you want to build. I persinally have never won a game because of Objective Secured on my Troops but I find the CAD to be nice and flexible and allows far greater subtlety where the Orkurion removes a lot of your flexibility (particularly at lower points games) but allows a fairly effective brute force approach with Fearless Orks and the Ghaz deathstar.
This message was edited 1 time. Last update was at 2016/11/20 20:26:53
2016/11/20 20:54:15
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
They also removed greentide. But than in faq said: "...well...u can probably still use it cause it was in one of the books, right?..".
As for the effectiveness of orcurion, there are some people who like it. But it's extremely restrictive cause of the core's enormous price and than you're stuck with ghazz mobrule that's only fixed with fearless whicheither requires you to roll a 1 on warlord traits or take Ghaz and the only way to take Ghaz is either with Cad or his formation that'd cost another half of a 1850+ list.
Probably the best use of this detachment is an unexpected one. You basically go min units of everything without any upgrades whatsoever. Get a bunch of solo koptas, probably a megaboss with mek gunz. Extreme msu all in all. It can be quite unusual.
However, for like 99% of the players the book brought absolutely nothing, I still prefer bully boyz + cad and VSG.
2016/11/21 15:33:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I love the new Orkurion for the auxillary slots. The Council of Waaagh deathstar is a joke and way too many points to be effective. I'd rather have 2 rolls on the WLT and "try" to get fearless than waste 700+ pts into 1 star that can't break up ever.
@koooaei, - IMO, you run what you mention (bully boyz, cad, VSG, Zhadsnark WL) or you run Orkurion and maximize Auxiliary slots. I like the latter choice, but I'm crazy
2016/11/21 16:47:44
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Any one ever use gun trukks? Looking at battle scribe and noticed them. I'm sure they're in IA8. I'm looking at the supper scorcha for them. looks like the unit can be up to 5 strong.
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2016/11/21 17:28:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
warhead01 wrote: Any one ever use gun trukks? Looking at battle scribe and noticed them. I'm sure they're in IA8. I'm looking at the supper scorcha for them. looks like the unit can be up to 5 strong.
I've done the same thing and contemplated using gun trukks with supa skorchas myself, given that a fast platform with S6 AP3 is tasty especially for us Orks who lack a low AP flamer (especially against annoying targets like elder jetbikes). It quickly runs into some issues though, as similar to banewolfs in IG lists, it lacks torrent and if your opponent knows what it does they will promptly shoot it down before it gets anywhere near their desired targets. AV10 with only 3 HP and open-topped means they're guaranteed to die in the current meta and unlike normal trukks, have a substantially higher cost to them with their gun upgrade. Even with squadrons, if you get close enough to your target they will be guaranteed to die the next turn in either assault given their short weapon range or return fire. I feel that to use them properly you have to take Mogrok's Boss Boyz and give a squadron of them outflank so that way you can have the best chance at getting at your target without getting alpha striked or shot to bits first.
This message was edited 1 time. Last update was at 2016/11/21 17:29:07
2016/11/21 17:55:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Yep, on lot of the! I hadn't thought about Morgork but I was thinking I'd leave them in reserves and bate in my opponents Bikes. ( His whole army) I Just need him to get some units with in range to fry them. I'm thinking only two gun trukks like that for two reason. one is the cost and two in they can't target separate units. I'd even go for 3 as singles I think using the same plan.
I MSU just about everything that's not a boys mob and use 2 to 3 cad right now, mean while he's min/maxing his whole army. (I'm just trying to keep up!)
On a side note I'm also looking at big trakks with big Zapps. any thoughts on those?
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2016/11/22 03:13:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
warhead01 wrote: Yep, on lot of the! I hadn't thought about Morgork but I was thinking I'd leave them in reserves and bate in my opponents Bikes. ( His whole army) I Just need him to get some units with in range to fry them. I'm thinking only two gun trukks like that for two reason. one is the cost and two in they can't target separate units. I'd even go for 3 as singles I think using the same plan.
I MSU just about everything that's not a boys mob and use 2 to 3 cad right now, mean while he's min/maxing his whole army. (I'm just trying to keep up!)
On a side note I'm also looking at big trakks with big Zapps. any thoughts on those?
Big zzapas seem...iffy to me, at least on gun trukks. If you could get grot crew to fire them at BS3 I would be more inclined to try them out, but with random shots and random strength I don't think they're worth the investment on such a flimsy platform, even if it has 48" range. On average, you get a glorified long range no gets hot! plasma gun at BS2. KMK outdo them outside of Gets Hot! issues and even smasha guns seem more reliable due to BS3 and ammo runts.
2016/11/22 14:11:30
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Glitcha wrote: Allied Renegade knights? Has anyone tried this?
I was looking into getting a cheaper LoW than my stompa in a list. One of my friends that helps me list build made the suggestion. I noticed that the Renegade knights can take different loadouts than the imperial knights. I was thinking about using 1 with double rotatory gun. (24 str 6 ap 3 rending shots at BS4) The knight is still str 10 and ap 2 for melee and has stompa attacks.
Now thinking of some workable strategies. One is to provide covering/suppressing fire to my forward advance. I could divide up my shots into 2 groups of 12 shots.
Ive used it. I think Dual Gatling cannon is probably the best loadout, since he'd still be pretty good in assault.
I went for Battle Cannon and CC weapon for coolness, and it worked out well. Having some long range pie plates was a good bonus for Orks as they dont really have any, and the CC ability let it kill a Monstrous Creature which is something Orks struggle against.
Here's my looted Knight, Mad Morx. He walks the fury road, eternal and red.
Wow! That's great!
This is the start of mine. I found it second it hand really cheap. So I'm working on converting it. He does not have his arms on him. I removed the old ones because they were not the best conversion.
This message was edited 1 time. Last update was at 2016/11/22 14:13:04
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
2016/11/23 19:51:21
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I'm disappointed to see they decided to stick with the rules change regarding only 1 grenade per phase, yes even in the Assault phase.
Q: Using grenades in the Assault phase. Can every model replace their close combat attacks with a single grenade attack or just one model in the unit? Like in the Shooting phase e.g. a unit of 5 Tau Pathfinders charge a Knight. Do 5 Pathfinders make close combat haywire grenade attacks?
A: Only one model from the unit can attack with a grenade in the Assault phase. Per Warhammer 40,000: The Rules, ‘Only one grenade (of any type) can be thrown by a unit per phase’.
Glitcha wrote: Bubble on the KFF for the blast jet got bigger. You can now measure from any part of the model.
I hate to be negative Nancy here but...who cares? A massively overpriced AV10 flyer with a KFF is really not in anyway fun to play. Its really just a good way to throw away points.
Making sure I'm reading this right per the new FAQ:
If an IC with SNP is in a transport with a unit containing Heavy weapons (Lootas), the unit can only fire snap shots if the transport moves, regardless of SNP. It doesn't matter if the transport moves at Combat speed or Cruising speed, because both options result in snap shots for the unit carrying Heavy weapons. On the other hand, if a unit with Heavy weapons and SNP is footslogging, they can fire at full BS per the SNP rule? Is that right?
I have a ork 1000 pts list that I would really ask advice on.
HQ Big Mek: Mega armour, KFF.
120pt
Troops
Boyz 15: shootaz, big shoota, Nob, PK, BP.
150pt
Boyz 20: big shoota, rocket launcha, Nob, PK, BP 170pt
Elites:
Tank bustas 7 and 2 squigs
100pt
Burna boyz 5, 1 mek
90pt
Fast Attack.
Dakka jet: Flyboss, 3 Supa shootaz.
145pt
Heavy support: Lootas 6+mek
98pt
Battlewagon: ram, 4 big shootaz, killcannon, Grabbin klaw.
180pt
Automatically Appended Next Post: I use shoota boyz as a live shield for my BW and my tank bustaz and boyz go around tank hunting and picking on objective holders while lootaz and mek sit inside the wagon, happily dakkaing away at everything and my dakka jet serves as a incoming fire support, and lootas act as horde cleaners to help the BW death star.
Automatically Appended Next Post: BW: battlewagon
Automatically Appended Next Post: Weel I am over by 53 pt
This message was edited 3 times. Last update was at 2016/11/24 10:33:50
"Beyond that opening are my enemies. Behind me are warriors who would happily turn their weapons on me if they thought they could get away with it. Do you really think I'm doing this to try and impress anyone? I know who I am, and I don't give a greenskin's fart what anyone thinks of me."
- Honsou
Iron warriors 3000pt
2016/11/27 20:05:34
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Q: Regarding Barrage weapons and vehicles – how do you
determine which side is hit?
A: Assume the shot is coming from the centre of the
blast marker and hits the nearest side.
Now they can hit a lot of vehicles. Low probability for success, but with 5 of them they might get a glance or two.
2016/11/27 22:08:19
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Q: Must the passengers of a Fast Skimmer fire Snap Shots if
their Transport moved more than 6"?
A: Yes.
Jesus, just erase the Dark Eldar codex entirely, why don't you? Now I don't feel so bad about the tankbusta thing.
Edit: Didn't see that they got rid of the "passengers must snap fire if the transport jinked" thing.
This message was edited 1 time. Last update was at 2016/11/28 02:54:42
"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
2016/11/28 00:49:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Is there any kind of reasonably good speed freaks list right now? I could always just drop some shoota boys in trukks and warbikers on the table, but every list I can think of just seems grossly ineffective.
2016/11/28 01:15:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
sushi2001 wrote: I have a ork 1000 pts list that I would really ask advice on.
HQ Big Mek: Mega armour, KFF.
120pt
Troops
Boyz 15: shootaz, big shoota, Nob, PK, BP.
150pt
Boyz 20: big shoota, rocket launcha, Nob, PK, BP 170pt
Elites:
Tank bustas 7 and 2 squigs
100pt
Burna boyz 5, 1 mek
90pt
Fast Attack.
Dakka jet: Flyboss, 3 Supa shootaz.
145pt
Heavy support: Lootas 6+mek
98pt
Battlewagon: ram, 4 big shootaz, killcannon, Grabbin klaw.
180pt
Automatically Appended Next Post: I use shoota boyz as a live shield for my BW and my tank bustaz and boyz go around tank hunting and picking on objective holders while lootaz and mek sit inside the wagon, happily dakkaing away at everything and my dakka jet serves as a incoming fire support, and lootas act as horde cleaners to help the BW death star.
Automatically Appended Next Post: BW: battlewagon
Automatically Appended Next Post: Weel I am over by 53 pt
I would cut the burna boyz. and the battlewagon. You probably wont need the AV 14 battlewagon in a 100 point game. Take a MA Warboss with DLS. Its too good to pass up. You may add or replace the big mek with him. Cut the dakka jet and throw more lootas in the list. Also strongly consider giving your units transports.
2016/11/28 02:57:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Manwhale wrote: Is there any kind of reasonably good speed freaks list right now? I could always just drop some shoota boys in trukks and warbikers on the table, but every list I can think of just seems grossly ineffective.
Bikes are good, deffkoptas are decent, put some meganobz or tankbustas in trukks, throw boyz in battlewagons, etc. Just use a lot of vehicles. It's basically what I do already because footslogging just doesn't work.
"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