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![[Post New]](/s/i/i.gif) 2016/12/01 00:58:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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Ninety warp charges for summoning demons wouldn't be half bad, but I agree. Save for warpath, our powers are pretty bad.
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"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 |
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![[Post New]](/s/i/i.gif) 2016/12/01 01:42:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Liche Priest Hierophant
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I don't know, a couple Foot of Gorks or Zzaps probably wouldn't go awry.
And imagine your opponents face as you keep. using. Warp charges.
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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! |
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![[Post New]](/s/i/i.gif) 2016/12/01 05:22:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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The beam is nice, but you gotta get close.
FYI, ML2(3) weirdboy is 70. and there would need to be a several units of boyz around to generate that third die.
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![[Post New]](/s/i/i.gif) 2016/12/01 10:54:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
Athens
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If they could give a orkish version of biomancy to the weirdboy and some armour option to survive it would be great. Or just make him cheaper and an HQ choice like mekboy.
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Stomp soflty and carry a big choppa.
-Winstork churchill- |
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![[Post New]](/s/i/i.gif) 2016/12/01 21:22:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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An all wierd boy list would be hilarious. Exploding heads ahoy!
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/12/02 03:33:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Chaos Space Marine dedicated to Slaanesh
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http://www.dakkadakka.com/dakkaforum/posts/list/0/709841.page#9053040
This is my 500 point list and the same list going to 1000. Please let me know what you all think. I currently have most of the 500 point list, and have received a good deal of feedback on this, but I wonder if I'm heading in the right direction for 1000 points.
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![[Post New]](/s/i/i.gif) 2016/12/04 03:11:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Well I went 2-1 at a local tournament today with 20 people. I placed 6th and almost got higher but the game ended too early for me there. I brought my ridiculous walker list. My opponents were fluffy salamanders, iron hands with grav cents and a bike squad with storm shields and captain smash, and last Marines with skyhammer and a raptor talon. It was interesting and the only time I lost more than half my force was the last matchup. It was a slow list but it did damage.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/12/05 14:20:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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cranect wrote:Well I went 2-1 at a local tournament today with 20 people. I placed 6th and almost got higher but the game ended too early for me there. I brought my ridiculous walker list. My opponents were fluffy salamanders, iron hands with grav cents and a bike squad with storm shields and captain smash, and last Marines with skyhammer and a raptor talon. It was interesting and the only time I lost more than half my force was the last matchup. It was a slow list but it did damage.
I played against a new Genestealer cult player a few weeks ago. He brought all the deep striking/assault first turn shenanigans, I brought a Morkanaut, 2 Killa Kan squads (maxed, one with Grotzooka the other with big shootas) a bunch of boyz and a big mek with a sag.
I stole initiative first turn and slapped his most expensive unit of infantry with 12 Small Blast Templates from Grotzookas. I did something ridiculous like 80+ hits and wounds.
Walkers are fun because of the surprise factor, few armies expect or plan to deal with 12-15 AV11+ Walkers and it invalidates a lot of their firepower
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![[Post New]](/s/i/i.gif) 2016/12/05 14:58:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Yes it is fun lol. I had 3 gorkanauts, 2 morkanauts, and the discount big mek stompa. Its great because we have a lot of eldar and tau with S5-7 spam which is mostly inneffective. Basically nobody wanted to go against me because they couldn't do much. The one I lost was because the SM captain on a bike got the relic turn 1 and I just couldn't quite catch him. My thought process was along the lines of now its your turn to do nothing but pick up models from the table!
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/12/08 11:44:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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I'm getting back into the game of 40K with my ork army, I haven't played a lot of 7th ed. so I could use some help with my list and the tactics.
http://www.dakkadakka.com/dakkaforum/posts/list/710135.page
could you guys give me some advice on weather you think this list would do oke or not? and what to look out for?
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we woz build to fight, not to lissen to da warlord |
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![[Post New]](/s/i/i.gif) 2016/12/13 00:57:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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Since I've been out of the game for a couple of years, I've done some reading up and watched a couple of batreps too het a feel for the game again and i have seen orks Waaagh!ing every turn including the first and even seen ghazzy having 2++ the entire game. What magic it's this! Is there something important that i have missed?
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we woz build to fight, not to lissen to da warlord |
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![[Post New]](/s/i/i.gif) 2016/12/13 01:57:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Kapuskasing, ON
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No magic. It's the Orkurion with The Waaaagh! Council as it's command choice found in the re-release of the Ghazzy supplement.
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This message was edited 2 times. Last update was at 2016/12/13 01:58:31
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![[Post New]](/s/i/i.gif) 2016/12/13 03:31:29
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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It's not too OP either, as Ghazzy isn't that great even when he's unkillable and Waaagh isn't really too powerful.
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40k drinking game: take a shot everytime a book references Skitarii using transports.
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![[Post New]](/s/i/i.gif) 2016/12/13 07:48:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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That might be, but it's also a possibility to make a first turn charge, or is there a restriction on charging first turn?
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we woz build to fight, not to lissen to da warlord |
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![[Post New]](/s/i/i.gif) 2016/12/13 08:55:37
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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It is a possibility. And there's a number of ways to get 1-st turn charges. Ork one is one of the most unreliable but still.
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![[Post New]](/s/i/i.gif) 2016/12/13 14:21:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ultramarine Land Raider Pilot on Cruise Control
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The tone of the last 4 messages in response to Aarsigheid's optimistic post is priceless. He's like - I've been out of the game for a little while, I'm seeing some buffs coming orks' way!! Everyone else is like - yah but nah... Pretty much sums up competitive orks. *thumbsup*
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This message was edited 2 times. Last update was at 2016/12/13 14:21:47
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![[Post New]](/s/i/i.gif) 2016/12/13 14:36:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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Orks can be competitive in certain ways. Even ghazcurion can win if you don't take ghaz and just spam naked msu to score everything you can.
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![[Post New]](/s/i/i.gif) 2016/12/13 19:57:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Depending on your area you can make some stuff really work. In my area not many people bring heavy armor so its all S5-6 shooting spam so I flood the board with AV13. It literally tripled the amount of melta in some lists.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2016/12/13 21:36:50
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Inquisitorial Keeper of the Xenobanks
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Once, I faced a big squad of bikers, with a painboy and a big boss on a bike.
It was fairly strong and durable, always with a good covert and tanking with the boss.
But I have to admit: I had a bad list. Is this a common list ?
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![[Post New]](/s/i/i.gif) 2016/12/15 15:32:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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koooaei wrote:Orks can be competitive in certain ways. Even ghazcurion can win if you don't take ghaz and just spam naked msu to score everything you can.
As long as you´re not playing for killpoints, I think naked msu is not such a bad idea. If expensive enemy unit´s are overkilling your small cheap units, than they are losing their efficiency.
For example an entire necron annihilation barge shooting at a single deffkopta or something.
Wouldn´t that be something orks can majorly benefit from? Also, maybe win games with?
or am I being extremely optimistic right now?
also: does anyone have played with the painmob? i'm curious ast weather it'd be worth fielding
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we woz build to fight, not to lissen to da warlord |
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![[Post New]](/s/i/i.gif) 2016/12/15 20:08:35
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Aarsigheid wrote: koooaei wrote:Orks can be competitive in certain ways. Even ghazcurion can win if you don't take ghaz and just spam naked msu to score everything you can.
As long as you´re not playing for killpoints, I think naked msu is not such a bad idea. If expensive enemy unit´s are overkilling your small cheap units, than they are losing their efficiency.
For example an entire necron annihilation barge shooting at a single deffkopta or something.
Wouldn´t that be something orks can majorly benefit from? Also, maybe win games with?
or am I being extremely optimistic right now?
also: does anyone have played with the painmob? i'm curious ast weather it'd be worth fielding
The main problem with msu lists is there is so much shooting out there (with some of it split fire) there is a good chance of getting tabled. If you lose a quarter of your army on turn 1, there is little likelihood that you'll do enough damage to survive through turn 6. Making the problem worse is any non-fearless ork unit has a very good chance of running off the table.
If there is a lot of LOS blocking terrain you might be able to build up maelstrom points and leave some hard to reach units locked up where they are hard to get to (hopefully on an objective) then the orks have a decent chance against a competitive list.
Alternative is slow play...not very nice (or legal) but helps orks survive.
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![[Post New]](/s/i/i.gif) 2016/12/18 18:41:34
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Been Around the Block
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I'd rather have fun in a game than winning with slow play
Yesterday I played a game against wulfmarines and i fielded 5 single kopta's which basically won me my game scattering over the table and taking objectives (their shots wiffed) and a gretchin shot the last wound of a twc lol
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we woz build to fight, not to lissen to da warlord |
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![[Post New]](/s/i/i.gif) 2016/12/23 17:46:58
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Feral Wildboy with Simple Club
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Hey guys!
What about 'ard boyz in trukks? Personally, these 195 pts units (slugga boyz with 'eavy armor, PK BP nob) are almost mandatory in my lists. They are oftentimes the MVPs. The 'eavy armor mitigate the explodes results and keep them alive against small arms, in close combat and against mob rule. I try to put the trukks in cover on T1 and if they survive, I turbo-boost to the next cover. I use them a bit like MANz missiles except I try to avoid the explodes results (so I keep the trukk in cover when possible). They are more mobile than MANz, have Objective Secured, etc.
I play mostly against DE, Necrons, Skitarii and Space Marines (Imperial Fists and DA). They have a lot of S8+ AP2- so MANz are not very interesting for me. I prefer 'ard boyz trukks!
What you guys think? In the original post boyz are listed as yellow - average. I would list 'ard boyz in trukks as blue - very good at least.
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This message was edited 2 times. Last update was at 2016/12/23 18:25:03
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![[Post New]](/s/i/i.gif) 2016/12/23 20:13:29
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Ashkayel wrote:Hey guys!
What about 'ard boyz in trukks? Personally, these 195 pts units (slugga boyz with 'eavy armor, PK BP nob) are almost mandatory in my lists. They are oftentimes the MVPs. The 'eavy armor mitigate the explodes results and keep them alive against small arms, in close combat and against mob rule. I try to put the trukks in cover on T1 and if they survive, I turbo-boost to the next cover. I use them a bit like MANz missiles except I try to avoid the explodes results (so I keep the trukk in cover when possible). They are more mobile than MANz, have Objective Secured, etc.
I play mostly against DE, Necrons, Skitarii and Space Marines (Imperial Fists and DA). They have a lot of S8+ AP2- so MANz are not very interesting for me. I prefer 'ard boyz trukks!
What you guys think? In the original post boyz are listed as yellow - average. I would list 'ard boyz in trukks as blue - very good at least.
I love em. Trouble is sometimes their ride gets shot out from under them and they have trouble doing anything except dying.
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![[Post New]](/s/i/i.gif) 2016/12/23 20:29:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Krazed Killa Kan
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Eavy Armor boyz are quite a bit more durable but they are also points intensive for their killing power and the real issue with boyz these days is that they hit like a wet noodle in CC when furious charge is down. Also AP4 isn't rare so a good deal of shooting can just chew through their armor which makes them bleed points faster than normal boyz. Sometimes ard boyz will pay dividends with their armor while other times they die exactly the same as T-Shirt boyz and you left feeling like you would rather just have more boyz. Trukk boyz units in general are also mostly about getting the PK Nob in there to swing while the boyz are there to soak wounds so making the boyz more durable and more expensive doesn't do much to optimize the PK Nob killing things. Its not terrible but at 4 ppm the armor upgrade is almost the cost of a unarmored boy so it gets iffy to justify it over just another trukk full of boyz. That being said trukk boyz are probably the best candidate for upgrading to eavy armor as it seems very cost ineffective for foot sloggers or battlewagon boyz.
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"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" |
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![[Post New]](/s/i/i.gif) 2016/12/23 21:46:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Feral Wildboy with Simple Club
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Vankraken wrote:Eavy Armor boyz are quite a bit more durable but they are also points intensive for their killing power and the real issue with boyz these days is that they hit like a wet noodle in CC when furious charge is down. Also AP4 isn't rare so a good deal of shooting can just chew through their armor which makes them bleed points faster than normal boyz. Sometimes ard boyz will pay dividends with their armor while other times they die exactly the same as T-Shirt boyz and you left feeling like you would rather just have more boyz. Trukk boyz units in general are also mostly about getting the PK Nob in there to swing while the boyz are there to soak wounds so making the boyz more durable and more expensive doesn't do much to optimize the PK Nob killing things. Its not terrible but at 4 ppm the armor upgrade is almost the cost of a unarmored boy so it gets iffy to justify it over just another trukk full of boyz. That being said trukk boyz are probably the best candidate for upgrading to eavy armor as it seems very cost ineffective for foot sloggers or battlewagon boyz.
About getting a PK nob in CC, I'm pretty sure 'ard boyz are better:
4 boyz trukks with PK nobz = 588 pts
3 'ard boyz trukks with PK nobz = 585 pts
This has a lot to do with surviving exploding trukks. An exploding t-shirt boyz trukk kills about 5-7 boyz (explosion wounds depending on if the nob gets a wound, fails either pinning or morale tests, mob rule). An exploding 'ard boyz trukk kills about 2-4 boyz.
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![[Post New]](/s/i/i.gif) 2016/12/24 03:37:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Krazed Killa Kan
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Ashkayel wrote: Vankraken wrote:Eavy Armor boyz are quite a bit more durable but they are also points intensive for their killing power and the real issue with boyz these days is that they hit like a wet noodle in CC when furious charge is down. Also AP4 isn't rare so a good deal of shooting can just chew through their armor which makes them bleed points faster than normal boyz. Sometimes ard boyz will pay dividends with their armor while other times they die exactly the same as T-Shirt boyz and you left feeling like you would rather just have more boyz. Trukk boyz units in general are also mostly about getting the PK Nob in there to swing while the boyz are there to soak wounds so making the boyz more durable and more expensive doesn't do much to optimize the PK Nob killing things. Its not terrible but at 4 ppm the armor upgrade is almost the cost of a unarmored boy so it gets iffy to justify it over just another trukk full of boyz. That being said trukk boyz are probably the best candidate for upgrading to eavy armor as it seems very cost ineffective for foot sloggers or battlewagon boyz.
About getting a PK nob in CC, I'm pretty sure 'ard boyz are better:
4 boyz trukks with PK nobz = 588 pts
3 'ard boyz trukks with PK nobz = 585 pts
This has a lot to do with surviving exploding trukks. An exploding t-shirt boyz trukk kills about 5-7 boyz (explosion wounds depending on if the nob gets a wound, fails either pinning or morale tests, mob rule). An exploding 'ard boyz trukk kills about 2-4 boyz.
Very true but that is also one more trukk that the enemy has to shoot at which means one more trukk load of boyz possibly making into the enemy lines. Also to consider that even ard boyz that survive the explosion also have to survive getting shot at and a lot of that shooting can ignore their 4+ armor and it comes down to cover saves which is often a 5+ save. Against a lot of armies boyz stuck at the starting line because the trukk they where riding in died can mean they are doomed to do nothing as they try to slog across the battlefield. More trukks with more total number of boyz means more targets for the enemy to contend with which means the higher chance some trukks don't explode at all and can deliver their orky payload. Eavy armor or t shirts can really come down to what enemy your up against and the army composition your running. I didn't even mention things like having MANZ missiles and trukk tankbustas being higher priority targets which might mean those trukk boyz might not even get shot at or going up against melee armies that wouldn't even blow up the trukks but are looking to slug it out with the boyz themselves (possibly having armor ignoring weapons). I'm gonna go with there is no clear answer and no right or wrong way to use them but more stylistic and list specific preferences. I will say ard boyz are cheaper on the wallet, painting time, and its less models to transport or move during the game
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"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" |
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![[Post New]](/s/i/i.gif) 2016/12/24 04:23:21
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Feral Wildboy with Simple Club
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Vankraken wrote:Ashkayel wrote: Vankraken wrote:Eavy Armor boyz are quite a bit more durable but they are also points intensive for their killing power and the real issue with boyz these days is that they hit like a wet noodle in CC when furious charge is down. Also AP4 isn't rare so a good deal of shooting can just chew through their armor which makes them bleed points faster than normal boyz. Sometimes ard boyz will pay dividends with their armor while other times they die exactly the same as T-Shirt boyz and you left feeling like you would rather just have more boyz. Trukk boyz units in general are also mostly about getting the PK Nob in there to swing while the boyz are there to soak wounds so making the boyz more durable and more expensive doesn't do much to optimize the PK Nob killing things. Its not terrible but at 4 ppm the armor upgrade is almost the cost of a unarmored boy so it gets iffy to justify it over just another trukk full of boyz. That being said trukk boyz are probably the best candidate for upgrading to eavy armor as it seems very cost ineffective for foot sloggers or battlewagon boyz.
About getting a PK nob in CC, I'm pretty sure 'ard boyz are better:
4 boyz trukks with PK nobz = 588 pts
3 'ard boyz trukks with PK nobz = 585 pts
This has a lot to do with surviving exploding trukks. An exploding t-shirt boyz trukk kills about 5-7 boyz (explosion wounds depending on if the nob gets a wound, fails either pinning or morale tests, mob rule). An exploding 'ard boyz trukk kills about 2-4 boyz.
Very true but that is also one more trukk that the enemy has to shoot at which means one more trukk load of boyz possibly making into the enemy lines. Also to consider that even ard boyz that survive the explosion also have to survive getting shot at and a lot of that shooting can ignore their 4+ armor and it comes down to cover saves which is often a 5+ save. Against a lot of armies boyz stuck at the starting line because the trukk they where riding in died can mean they are doomed to do nothing as they try to slog across the battlefield. More trukks with more total number of boyz means more targets for the enemy to contend with which means the higher chance some trukks don't explode at all and can deliver their orky payload. Eavy armor or t shirts can really come down to what enemy your up against and the army composition your running. I didn't even mention things like having MANZ missiles and trukk tankbustas being higher priority targets which might mean those trukk boyz might not even get shot at or going up against melee armies that wouldn't even blow up the trukks but are looking to slug it out with the boyz themselves (possibly having armor ignoring weapons). I'm gonna go with there is no clear answer and no right or wrong way to use them but more stylistic and list specific preferences. I will say ard boyz are cheaper on the wallet, painting time, and its less models to transport or move during the game
Haha right!
I'll probably try a list with a sh!tload of MANz, 5-busta squads and t-shirt boyz in trukks. See how many can survive T1!
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![[Post New]](/s/i/i.gif) 2016/12/26 04:46:29
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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armor also helps with mob rule hits. Sometimes it is the difference between a unit vanishing or not. Probably worth about 3 points instead of 4.
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![[Post New]](/s/i/i.gif) 2016/12/26 15:27:05
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fresh-Faced New User
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Ashkayel wrote:Hey guys!
What about 'ard boyz in trukks? Personally, these 195 pts units (slugga boyz with 'eavy armor, PK BP nob) are almost mandatory in my lists. They are oftentimes the MVPs. The 'eavy armor mitigate the explodes results and keep them alive against small arms, in close combat and against mob rule. I try to put the trukks in cover on T1 and if they survive, I turbo-boost to the next cover. I use them a bit like MANz missiles except I try to avoid the explodes results (so I keep the trukk in cover when possible). They are more mobile than MANz, have Objective Secured, etc.
I play mostly against DE, Necrons, Skitarii and Space Marines (Imperial Fists and DA). They have a lot of S8+ AP2- so MANz are not very interesting for me. I prefer 'ard boyz trukks!
What you guys think? In the original post boyz are listed as yellow - average. I would list 'ard boyz in trukks as blue - very good at least.
they are the backbone of my army.
I always field my boyz with heavy armor they are surprisingly durable and the truck is super fast if it's not blow up in the first round.
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