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![[Post New]](/s/i/i.gif) 2017/01/12 13:38:11
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Personally, I'd like to see everything that is infantry be able to take 'eavy armor. seem like our elite units are not so elite when they get wiped from the board with anything that has an AP value.
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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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![[Post New]](/s/i/i.gif) 2017/01/12 14:45:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Loyal Necron Lychguard
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Mob rule... we have to spend so many points negating bad leadership and a 'random bad stuff' table that we don't get our really good stuff. Same thing for tyranids.
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![[Post New]](/s/i/i.gif) 2017/01/12 15:37:38
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
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I must be the only one who actually likes the new mob rule. Taking one or two wounds to avoid being swept is so much better than LD = #. W!G's mob rule modifier on the other hand...
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![[Post New]](/s/i/i.gif) 2017/01/12 16:36:37
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Hades wrote:I must be the only one who actually likes the new mob rule. Taking one or two wounds to avoid being swept is so much better than LD = #. W!G's mob rule modifier on the other hand...
You are not the only one. I like it too.
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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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![[Post New]](/s/i/i.gif) 2017/01/12 17:29:45
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
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Glitcha wrote: Hades wrote:I must be the only one who actually likes the new mob rule. Taking one or two wounds to avoid being swept is so much better than LD = #. W!G's mob rule modifier on the other hand...
You are not the only one. I like it too.
The issue is not the codex mob rule, its the modified W!G mob rule renduring the book and its formations useless with out a terrible 600 + point HQ formation.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2017/01/12 17:31:57
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Feral Wildboy with Simple Club
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Hades wrote:I must be the only one who actually likes the new mob rule. Taking one or two wounds to avoid being swept is so much better than LD = #. W!G's mob rule modifier on the other hand...
I don't hate it, but I don't like it either. Why S4 hits if there's not even a nob in the squad? 4-6 results should be S3 hits. D3 hits would be nice too instead of D6.
1-2: D3 S4 hits (auto-pass if single model)
3-4: D3 S4 hits if a character is present (auto-pass if lone character), if not failed test
5-6: D3 S4 hits if at least 10 models, if not failed test
That way koptas could have a chance to stay in place...
There would be hundreds of ways to modify the mob rule...
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![[Post New]](/s/i/i.gif) 2017/01/12 21:36:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Liche Priest Hierophant
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I'd like it if every bit of non-specialist wargear could be given to Warbosses. Rokkits, Rokkit Paks, 'busta bombs, Burnas, etc. etc.
Or have Tankbusta and Burna special character leaders. That'd be neat. Imagine a Big Mek equivalent with a Skorcha, on foot, with Armourbane on his melee attacks. That'd be awesome.
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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) 2017/01/12 22:30:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Oozing Plague Marine Terminator
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Mob rule would work so much better if it was just born to fight, and breakin eads, maybe with more wounds for the higher rolls.
Or even if it was born to fight 1, breakin eads 2,3,4, and squabble 5, 6.
Noone likes footslogging anymore so squabble is the only roll i need to avoid.
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![[Post New]](/s/i/i.gif) 2017/01/12 23:23:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Loyal Necron Lychguard
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My problem with mob rule is the out of combat occurrences. Specifically with Trukk boyz. Trukk blows up and you end up taking 2 mob rule rolls in quick succession. Suddenly, you don't even have a unit that can effectively camp an objective!
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![[Post New]](/s/i/i.gif) 2017/01/13 08:41:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Waaagh! Ork Warboss
Italy
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Anpu-adom wrote:My problem with mob rule is the out of combat occurrences. Specifically with Trukk boyz. Trukk blows up and you end up taking 2 mob rule rolls in quick succession. Suddenly, you don't even have a unit that can effectively camp an objective!
You're right, that's the reason why trukks only work in a huge number. Trukk boyz are not worty but if you have six of them they can harass the opponent, if you have just two and then other six full of tankbustas and the bullyboyz those boyz would certainly get into melee. Trukks are 35 points vehicles, they can be effective if you build a list full of expendable units. You'll certainly lose some of them, maybe all of them at a certain point, but having a lot of trukks means that something could have the chance to strike.
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![[Post New]](/s/i/i.gif) 2017/01/13 13:40:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Orcurion won again last night, third week in a row. Maelstrom mission against Death Guard. T5 FNP on the whole army was tough. Opp had a Demon Prince, Nurgle Imperial Knight, Hell turkey, lots of Marines in Rhinos, Terminators, some cultists, Chaos Lords. Almost everything had Shrouded!
He ended up taking out all six boyz mobs and a few grots. I ended the game with about 3 times as many objectives. Fearless boyz won that game even though they all died.
This list is versatile and most importantly FUN! For a long time I thought the boyz were an unnecessary tax/burden but having them Fearless is completely worth it.
Ghaz' mob assaulted exactly once: the Imperial Knight destroyed Ghaz' BW in CC. Ghaz and Friends spread out to minimize Stomp damage and the Knight wiffs all four attacks!!! 16 Strength 10 attacks later (Grotsnik and my dual wielding MABM didn't even bother) and the Knight stumbles backwards towards some of his own marines. Opp called the game shortly after.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2017/01/14 00:16:34
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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PipeAlley wrote:Orcurion won again last night, third week in a row. Maelstrom mission against Death Guard. T5 FNP on the whole army was tough. Opp had a Demon Prince, Nurgle Imperial Knight, Hell turkey, lots of Marines in Rhinos, Terminators, some cultists, Chaos Lords. Almost everything had Shrouded!
He ended up taking out all six boyz mobs and a few grots. I ended the game with about 3 times as many objectives. Fearless boyz won that game even though they all died.
This list is versatile and most importantly FUN! For a long time I thought the boyz were an unnecessary tax/burden but having them Fearless is completely worth it.
Ghaz' mob assaulted exactly once: the Imperial Knight destroyed Ghaz' BW in CC. Ghaz and Friends spread out to minimize Stomp damage and the Knight wiffs all four attacks!!! 16 Strength 10 attacks later (Grotsnik and my dual wielding MABM didn't even bother) and the Knight stumbles backwards towards some of his own marines. Opp called the game shortly after.
Nice! Another proppa krumpin for the boyz. Thanks for sharing! Did you run trukk boyz or just bare minimum MSU boyz?
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![[Post New]](/s/i/i.gif) 2017/01/14 02:39:33
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Liche Priest Hierophant
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...Hell Turkey?
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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) 2017/01/14 05:18:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Gargantuan Gargant
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Heldrake. It's a common slang term for it.
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![[Post New]](/s/i/i.gif) 2017/01/15 08:40:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
Athens
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I entered a local ITC rules tournament and I made a list with 0 boyz 0 trucks and 0 painboyz for the first time since I started orks (5 years now) and I had a relative easy win against deathguard decurion with 2 helldrakes and a shootaknight.
It was surpising.
Death Guard formation makes me wish that our core detachment gave FNP too..
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Stomp soflty and carry a big choppa.
-Winstork churchill- |
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![[Post New]](/s/i/i.gif) 2017/01/15 09:30:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Waaagh! Ork Warboss
Italy
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thenewgozoku wrote:I entered a local ITC rules tournament and I made a list with 0 boyz 0 trucks and 0 painboyz for the first time since I started orks (5 years now) and I had a relative easy win against deathguard decurion with 2 helldrakes and a shootaknight.
It was surpising.
Death Guard formation makes me wish that our core detachment gave FNP too..
What did you have? gretchins, manz, tankbustas, bikes, battlewagons and mek gunz/lootas? i'm not a fan of boyz and trukks either.
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![[Post New]](/s/i/i.gif) 2017/01/15 12:55:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Tough-as-Nails Ork Boy
Athens
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3 bikerboss 1 big mek with bike and kff
2x 5 lootas
2x 5 tankbustas with squigs
2x grechins
2x 4 bikes with PK nob
Stompa (tankbustas in here)
6x single kopta with rokkits
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Stomp soflty and carry a big choppa.
-Winstork churchill- |
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![[Post New]](/s/i/i.gif) 2017/01/15 16:38:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Fighter Ace
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Nice list
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![[Post New]](/s/i/i.gif) 2017/01/15 20:33:32
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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thenewgozoku wrote:I entered a local ITC rules tournament and I made a list with 0 boyz 0 trucks and 0 painboyz for the first time since I started orks (5 years now) and I had a relative easy win against deathguard decurion with 2 helldrakes and a shootaknight.
It was surpising.
Death Guard formation makes me wish that our core detachment gave FNP too..
Neat, i've had my tourney with just 10 naked boyz in a trukk. They did surprisingly well by themselves. Just a throwaway unit from the first glance but they pulled their weight in every game. The only ones who could benefit from WAAAGH also!
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This message was edited 1 time. Last update was at 2017/01/15 20:35:12
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![[Post New]](/s/i/i.gif) 2017/01/16 02:37:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Growlin' Guntrukk Driver with Killacannon
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Grimskul wrote: PipeAlley wrote:Orcurion won again last night, third week in a row. Maelstrom mission against Death Guard. T5 FNP on the whole army was tough. Opp had a Demon Prince, Nurgle Imperial Knight, Hell turkey, lots of Marines in Rhinos, Terminators, some cultists, Chaos Lords. Almost everything had Shrouded!
He ended up taking out all six boyz mobs and a few grots. I ended the game with about 3 times as many objectives. Fearless boyz won that game even though they all died.
This list is versatile and most importantly FUN! For a long time I thought the boyz were an unnecessary tax/burden but having them Fearless is completely worth it.
Ghaz' mob assaulted exactly once: the Imperial Knight destroyed Ghaz' BW in CC. Ghaz and Friends spread out to minimize Stomp damage and the Knight wiffs all four attacks!!! 16 Strength 10 attacks later (Grotsnik and my dual wielding MABM didn't even bother) and the Knight stumbles backwards towards some of his own marines. Opp called the game shortly after.
Nice! Another proppa krumpin for the boyz. Thanks for sharing! Did you run trukk boyz or just bare minimum MSU boyz?
Six units of bare bones boyz. It started out as all Choppas but then two weeks ago I ditched a Deffkopta to give three mobs Shootas (which is how they're modeled anyways). The first week they all ran every turn and never fired a shot against Tau so the change actually worked against me, one less attack in CC. This week of course the Spikey Boys came towards me to the Shootas extra shot and range was very useful. Since they're Orks they are still useful in CC and 20 Shootas assaulted his Demon Prince and eventually killed him in CC needing 5's to hit and 6's to wound.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2017/01/16 15:55:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Oozing Plague Marine Terminator
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Has anyone tried Looting a Tau Tidewall, and sticking Lootaz on top to zip around and still shoot? I always bring an ADL for my lootaz anyways, and this piece is mobile.
We wouldn't benefit from the rerolls like Tau, or get a 2+ GTG like an ADL, but I can see a wall of lootaz turn one blocking Trukks, and then shifting forward an interesting concept.
Has anyone tried this? Are the Tau forts allowed by non tau? I don't see any specific restriction.
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![[Post New]](/s/i/i.gif) 2017/01/16 16:10:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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Nightlord1987 wrote:Has anyone tried Looting a Tau Tidewall, and sticking Lootaz on top to zip around and still shoot? I always bring an ADL for my lootaz anyways, and this piece is mobile.
We wouldn't benefit from the rerolls like Tau, or get a 2+ GTG like an ADL, but I can see a wall of lootaz turn one blocking Trukks, and then shifting forward an interesting concept.
Has anyone tried this? Are the Tau forts allowed by non tau? I don't see any specific restriction.
You can loot one if you want, but the rules for the Tau Tidewall are specifically for Tau faction. Sorry.
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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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![[Post New]](/s/i/i.gif) 2017/01/16 18:22:34
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Had an interesting game against the new CSM codex. He brought Khorne Bikers, Berserkers, a Daemon Prince and some other shenanigans.
I finally finished painting all of my Stormboyz so i brought them along. I won after the 4th turn where he conceded because he only had 2 squads of Missile Launchers left.
Heres my List: Double CAD:
1st CAD:
HQ:
Warboss W/Eavy Armor, PK, Da Finkin Cap
Painboy
TROOPS:
18 Boyz W/Nob PK
18 Boyz W/Nob PK
FAST ATTACK
9 Stormboyz W/Nob PK
9 Stormboyz W/Nob PK
9 Stormboyz W/Nob PK
HEAVY SUPPORT:
BattleWagon W/Ram, 4xRokkitz
BattleWagon W/Ram, 4xRokkitz
2nd CAD
HQ:
Warboss w/ PK, DLS, Warbike
Painboy W/Warbike
TROOPS:
10 Boyz w/Nob PK In a Trukk
10 Boyz w/Nob PK In a Trukk
FAST ATTACK:
6 Warbikers W/Nob PK
3 Warbikers W/Nob PK
This list did surprisingly well against my opponent, even though I misjudged certain aspects of the new CSM lists.
Turn 1 he rushed forward and shot me a bit, I shot back (Killed 1 biker...thats it) And I assaulted a lot of his units and pushed him back, his Renegade Knight made a bit of a mess out of me but I finally killed it turn 3 with 1 squad of boyz, 1 squad of Stormboyz and the remnants of my Biker Warboss's squad. The resulting explosion killed a fair bit of the board
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![[Post New]](/s/i/i.gif) 2017/01/17 04:00:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Does anybody have some experience with a kill bursta? I am going to be using it with the belly gun in an apoc game next month.
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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) 2017/01/17 18:20:52
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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cranect wrote:Does anybody have some experience with a kill bursta? I am going to be using it with the belly gun in an apoc game next month.
No experience, but it looks like the best of the kill tanks.
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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) 2017/01/17 18:26:04
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Bonkers Buggy Driver with Rockets
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cranect wrote:Does anybody have some experience with a kill bursta? I am going to be using it with the belly gun in an apoc game next month.
Its a good little tank. Personally leave the Bursta kannon on it. STR D is pretty handy to have in Apocalypse games.
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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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![[Post New]](/s/i/i.gif) 2017/01/17 21:39:26
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Stabbin' Skarboy
Pittsburgh
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Yes the bursta is great but I can't resist the belly gun with its 3d6 inch radius. There will be plenty of D on both sides and I am bringing karnage skwadron with 6 jets to bring down titans and such.
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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) 2017/01/19 21:28:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Screamin' Stormboy
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Does anyone else play "Krush Da Kan" where you surround an enemy transport with boys and wreck it in close combat leaving no escape route for enemies inside? It's one of my personal favorite ways to shock opponents and make my boys oay for themselves.
Surprisingly, I've noticed that it catches a lot of people off guard to see a tank filled to the gills with dudes get surrounded and then just imploded.
The fun of it has even gotten me to smile and chant 'crush da can!' while moving my boyz to surround.
Transports are hit in the rear armor and most are AV10 in that spot and boys have enough attacks between them that they can easily knock off most, if not all, hullpoints on transports, leaving klaw nobs to mop up. Its more accurate than shooting them, and unless you're going up against av11 rear transports, tank bustas in CC aren't that useful.
Plus! If you completely surround the tsnk and d ail to kill it, they're stuck there and can't disembark unless they kill some of your orks! They can't even tank shock you because they need a minimum of 6 inches movement before they can declare one!
What do you guys think? Does anyone else do this? Automatically Appended Next Post: The only downside i have personally experienced is when using Klaws and accidentally exploding the transport, killing a bunch of my boyz and freeing the guys in the transport to not die. But that's the worst case scenario lol.
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This message was edited 1 time. Last update was at 2017/01/19 21:32:05
Check out my blog!
http://my40klife.blogspot.com
I've got modeling Skills!
http://www.Facebook.com/MrJ5829 |
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![[Post New]](/s/i/i.gif) 2017/01/19 21:57:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Loyal Necron Lychguard
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Voidraven,
I've done that with Necron Scarabs back in 6th when they always wrecked things and never could explode anything. Not fair against a new player, but definitely fair game against an old salt.
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![[Post New]](/s/i/i.gif) 2017/01/20 01:48:38
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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Voidraven5829 wrote:Does anyone else play "Krush Da Kan" where you surround an enemy transport with boys and wreck it in close combat leaving no escape route for enemies inside? It's one of my personal favorite ways to shock opponents and make my boys oay for themselves.
Surprisingly, I've noticed that it catches a lot of people off guard to see a tank filled to the gills with dudes get surrounded and then just imploded.
The fun of it has even gotten me to smile and chant 'crush da can!' while moving my boyz to surround.
Transports are hit in the rear armor and most are AV10 in that spot and boys have enough attacks between them that they can easily knock off most, if not all, hullpoints on transports, leaving klaw nobs to mop up. Its more accurate than shooting them, and unless you're going up against av11 rear transports, tank bustas in CC aren't that useful.
Plus! If you completely surround the tsnk and d ail to kill it, they're stuck there and can't disembark unless they kill some of your orks! They can't even tank shock you because they need a minimum of 6 inches movement before they can declare one!
What do you guys think? Does anyone else do this?
Automatically Appended Next Post:
The only downside i have personally experienced is when using Klaws and accidentally exploding the transport, killing a bunch of my boyz and freeing the guys in the transport to not die. But that's the worst case scenario lol.
It's hard to make it work because the wrecked vehicle becomes scenery and the occupants can just pile on top of it. If it explodes there is room for them to stand normally.
Still they would be facing a ring of orks, but it's hard to remove them from play. I guess it depends on how full it is.
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