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2017/01/20 09:52:12
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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.
That isn't how I've ever played it. Local variations, I guess.
This message was edited 1 time. Last update was at 2017/01/20 12:34:23
My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing "
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Arguing over the facts is the lowest form of debate.
2017/01/20 15:45:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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.
That isn't how I've ever played it. Local variations, I guess.
That's hpw I've always played it, because you first have to emergency disembark from the wrecked vehicle which puts you at max, 3 inches away from any actual door on the transport without going through enemy models or ending within 1 inch of enemies.
So since the orks surround the transport, there's no where they can go from outside the transport sovthey get crushed!
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.
That isn't how I've ever played it. Local variations, I guess.
That's hpw I've always played it, because you first have to emergency disembark from the wrecked vehicle which puts you at max, 3 inches away from any actual door on the transport without going through enemy models or ending within 1 inch of enemies.
So since the orks surround the transport, there's no where they can go from outside the transport sovthey get crushed!
This was easier to do in 5th edition and earlier. One of the main drawbacks when I run MANz in my GorkaMorka Trukks. Worth the risk though.
Fighting crime in a future time!
2017/01/21 21:03:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
JimOnMars wrote: [
It's hard to make it work because the wrecked vehicle becomes scenery and the occupants can just pile on top of it
They can't. They have to disembark first. And than the vehicle gets wrecked. Can't stand on top of another model.
I think you are right. The last sentence of the "wrecked" result on p.82 says "After this [disembarkation], the vehicle becomes a wreck." So it's still a vehicle during the disembarkation. Works for me!
2017/01/22 14:41:29
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
JimOnMars wrote: [
It's hard to make it work because the wrecked vehicle becomes scenery and the occupants can just pile on top of it
They can't. They have to disembark first. And than the vehicle gets wrecked. Can't stand on top of another model.
I think you are right. The last sentence of the "wrecked" result on p.82 says "After this [disembarkation], the vehicle becomes a wreck." So it's still a vehicle during the disembarkation. Works for me!
Yep it works IMO. Tried that with trukk boyz surrounding a venom with 5 kaballites inside. 11 boyz and a PK could not even wreck the damn thing (A10 open-topped, 5++ save)... What a shame...
Nothing saves you from bad dice. Or maybe good dice from the opponent.
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
2017/01/22 22:13:44
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Jancoran wrote: The Orks will be represented at the Elvensword Ambassadorial GT. Lists and rules are here if you'd like to follow the Ambassadors progress!
Jancoran wrote: The Orks will be represented at the Elvensword Ambassadorial GT. Lists and rules are here if you'd like to follow the Ambassadors progress!
Hmm, can't say I really like the 2 ork lists... Good luck anyway!
Special tournament rules. gotta read those. Also gotta read the missions.
If you take a third detachment, it must be a CAD. In addition, the mission objectives on the "Secure the Escape Tarmac" and other little elements force you to do a little but of list noodling.
Anywho, wouldnt it be something if the Orks took the gold?
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Jancoran wrote: The Orks will be represented at the Elvensword Ambassadorial GT. Lists and rules are here if you'd like to follow the Ambassadors progress!
Hmm, can't say I really like the 2 ork lists... Good luck anyway!
Special tournament rules. gotta read those. Also gotta read the missions.
If you take a third detachment, it must be a CAD. In addition, the mission objectives on the "Secure the Escape Tarmac" and other little elements force you to do a little but of list noodling.
Anywho, wouldnt it be something if the Orks took the gold?
I did read the rules but I admit I didn't look at the missions.
I'm just not a big fan of trukks without rams or koptas in sqwadrons without HQ. Footslogging tankbustas can be nice in a heavy ruined battlefield if you roll infiltrate and/or stealth in ruins (which he might with DFK). But as I said, I didn't read the missions special rules so my opinion isn't really worth much (I probably should've just encourage them, instead).
Played a game last night and we were play some fun stuff. I brought zhadsnark in the 3rd edition cult of speed rules from Codex: Armegeddon. I, also, took a Mad doc from WD from 1996. Things got really interesting when the Mad Doc rolled up Extra Armor bits for him and his unit. Suddenly my biker unit of war bikers, big mek on bike, pain boy on bike and Zhadsnark became toughness 6 and toughness 7! for Zhadsnark.
My opponent was a good sport and we had a good game. Orks won turn 2, 10-1. The only thing left on the table was 2 units of chaos marines.
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
2017/01/26 17:48:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Hi guys. Couldn't find this via search. What's the cheapest way to put a MFF on the field? I want to run a dread mob, so feel like the MFF would be a worthwhile investment?
2017/01/26 17:57:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Wopbopadobop wrote: Hi guys. Couldn't find this via search. What's the cheapest way to put a MFF on the field? I want to run a dread mob, so feel like the MFF would be a worthwhile investment?
Cheapest way is a big mek
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
2017/01/26 18:11:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Wopbopadobop wrote: Hi guys. Couldn't find this via search. What's the cheapest way to put a MFF on the field? I want to run a dread mob, so feel like the MFF would be a worthwhile investment?
Cheapest way is a big mek
What I mean is, what detatchment, I'm assuming I can't just take the gubbins in a normal CAD?
2017/01/26 18:51:24
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Assuming you mean the FW dread mob the cheapest is the great waaagh detachment. If you mean the gw dread mob then the big mek inside that formation can take it.
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
2017/01/26 18:56:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: Assuming you mean the FW dread mob the cheapest is the great waaagh detachment. If you mean the gw dread mob then the big mek inside that formation can take it.
I'm assuming the FW list is still valid (looks better because the 35point killa kans?)
2017/01/28 16:40:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: Assuming you mean the FW dread mob the cheapest is the great waaagh detachment. If you mean the gw dread mob then the big mek inside that formation can take it.
I'm assuming the FW list is still valid (looks better because the 35point killa kans?)
And they're Fast Attack slot! And Dreads are Troops! No Weedy Grots 'we is gonna run away even though we're vehicles' special rule, either. Remember you have to pay for the upgrades on the Kans, so they can still get back up closer to 50pts depending on the weapon arm (I never pay for extra armour or grot riggers on such a weak 2HP frame).
Yes, as far as I know the FW list is valid, though it has some issues. Strict RAW your Spanna Boyz don't have the 'ere we go special rule, so no rerolling runs/charges, and absolutely no Waaagh! benefit, if you can even get it (likely from a different Detachment). The aforementioned Killa Kan discrepancies also apply. Also, are we sure a Dreadmob Big Mek can take W!G relics?
Otherwise, I really like the list. The Warkoptas are awful and overcosted; same with the grot tanks, but I love them anyway because they are super unique and no one expects them. Flat out 30" and they can jink?! lol
6000+
4500+
1500+
500+
2017/01/29 09:27:53
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
cranect wrote: Assuming you mean the FW dread mob the cheapest is the great waaagh detachment. If you mean the gw dread mob then the big mek inside that formation can take it.
I'm assuming the FW list is still valid (looks better because the 35point killa kans?)
And they're Fast Attack slot! And Dreads are Troops! No Weedy Grots 'we is gonna run away even though we're vehicles' special rule, either. Remember you have to pay for the upgrades on the Kans, so they can still get back up closer to 50pts depending on the weapon arm (I never pay for extra armour or grot riggers on such a weak 2HP frame).
Yes, as far as I know the FW list is valid, though it has some issues. Strict RAW your Spanna Boyz don't have the 'ere we go special rule, so no rerolling runs/charges, and absolutely no Waaagh! benefit, if you can even get it (likely from a different Detachment). The aforementioned Killa Kan discrepancies also apply. Also, are we sure a Dreadmob Big Mek can take W!G relics?
Otherwise, I really like the list. The Warkoptas are awful and overcosted; same with the grot tanks, but I love them anyway because they are super unique and no one expects them. Flat out 30" and they can jink?! lol
I've fixed these issues by taking the minimum painboss and 10 spanner boyz. Everything else is from W!G I'm taking a big mek with MFF and MA Warboss with DLS in the unit of spanner boyz as 10 ablative wounds for looking out AP2 onto. Put the painboss and MFFMek into a unit of regular boyz and walk them up behind the Kan/Dread wall to provide the 4+ Bubble.
Thoughts?
This message was edited 1 time. Last update was at 2017/01/29 09:29:23
2017/01/30 10:22:16
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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.
What units would you drop if you change the list to 1850?
2017/01/30 14:08:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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.
What units would you drop if you change the list to 1850?
I'd rather talk about which units I'd add to get to 2500
First thing would be drop both Deffkoptas. They're fun and have won me games but they're the most disposable. Then I'd take off the MegaArmor and Killsaw from the GhazStar BigMek. He's there for extra vehicle destruction. I'd convert the Shootas back to sluggas, Shootas are fun but most cases I'm running them up the board. Finally I'd ditch four extra grots from the Lobba unit for a total of 1848. Or you could ditch the Eavy Armor on Ghaz Nobz. Same diff of 12 points.
Things I'd never touch are the Killsaws on the MANz in RR Trukk. The extra attack AND 2D6AP are too good.
Never touch Ghaz' Warbosses' MegaArmor. Too point efficient for more Str 10 and absorbing non AP 2 shots.
Also keep MAWB with KMK's, being able to move and shoot allows them all to fire every turn. Now that the FAQ clarifies using ammo runts for Gets Hot increases survivabilty. I've had multiple games where the same damn KMK gets hot AND fails armor save!!!
My main tactic since beginning of 6th is to multi assault as many non-Fearless, non ATSKNF units with at least one vehicle unit. Pile on as many Pens on the vehicle as possible, each counting as 2 wounds during Combat Resolution. A vehicle with 3 HP and 10 pens will still count as -20 for some reason. Works great against Demons BTW.
Just played a 2v2 4000 point per side game last Thursday. My Orcurion with Eldar Bikes versus the New Chaos Tzeench and Nurgle Marines. They were summoning up to 5 units per turn but mostly Plaguebearers and Drones, with the occasional bloodletters. Nurgle can't run so Lobbas we're wiping them out in one go!
Highlight of the game: 10 Sluggas charged Three Plague Drones, got hammer of wrath, and wiped the T5 Drones while losing only two Sluggas!!!
Also Ghaz rolled for his unit to Outflank (and BS of 3 again?!?) and when we came on the near the opponents edge it was game over. Orks and Eldar are a powerful Combo, won easily because of Maelstrom Objectives. Otherwise the opponents were generating 27 and 9 warp charges per turn.
Fighting crime in a future time!
2017/01/31 08:39:12
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Also keep MAWB with KMK's, being able to move and shoot allows them all to fire every turn. Now that the FAQ clarifies using ammo runts for Gets Hot increases survivabilty. I've had multiple games where the same damn KMK gets hot AND fails armor save!!!
Never been a fan of megarmors with lootas or mek gunz. A megarmored warboss costs as much a 3 other KMKs with 3 ammo runts. I'd add more mek gunz if i had the point, not a warboss in order to move and shoot. And a warboss in megarmor is also a good fighter, completely wasted if joins some mek gunz. I'd rather not shoot for a turn with KMKs than wasting 4-5 s10 ap2 attacks. You may need to move your mek gunz once a game, sometimes you don't need it at all. In a ghazcurion the only unit that is really scary in close combat is the council, maybe a manz missile if you go with meganobz and not regular nobz, so adding the warband warboss to a unit of boyz seems a good idea to me.
2017/01/31 13:21:30
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Also keep MAWB with KMK's, being able to move and shoot allows them all to fire every turn. Now that the FAQ clarifies using ammo runts for Gets Hot increases survivabilty. I've had multiple games where the same damn KMK gets hot AND fails armor save!!!
Never been a fan of megarmors with lootas or mek gunz. A megarmored warboss costs as much a 3 other KMKs with 3 ammo runts. I'd add more mek gunz if i had the point, not a warboss in order to move and shoot. And a warboss in megarmor is also a good fighter, completely wasted if joins some mek gunz. I'd rather not shoot for a turn with KMKs than wasting 4-5 s10 ap2 attacks. You may need to move your mek gunz once a game, sometimes you don't need it at all. In a ghazcurion the only unit that is really scary in close combat is the council, maybe a manz missile if you go with meganobz and not regular nobz, so adding the warband warboss to a unit of boyz seems a good idea to me.
You make excellent points. The only thing I'd say to that is: we only play Maelstrom Missions and both my Lobbas (looted IG Mortars) and KMK's deploy and hold objectives the entire game. The MAWB attached to the KMK's can detach and join my held-back MANZ missile or the one unit of Shootas I keep back to hold that third objective. Essentially he's a reactive deployment zone deterant. I'd not throw him with boyz moving up the field since there are only 10 T4 models. Also he adds a Ere We Go model for Fearless, just as my Mek does for my Lobbas.
I only move up Grots, five units of boyz and Ghaz in BW. Everything else defends the DZ.
Fighting crime in a future time!
2017/01/31 13:24:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Also keep MAWB with KMK's, being able to move and shoot allows them all to fire every turn. Now that the FAQ clarifies using ammo runts for Gets Hot increases survivabilty. I've had multiple games where the same damn KMK gets hot AND fails armor save!!!
Never been a fan of megarmors with lootas or mek gunz. A megarmored warboss costs as much a 3 other KMKs with 3 ammo runts. I'd add more mek gunz if i had the point, not a warboss in order to move and shoot. And a warboss in megarmor is also a good fighter, completely wasted if joins some mek gunz. I'd rather not shoot for a turn with KMKs than wasting 4-5 s10 ap2 attacks. You may need to move your mek gunz once a game, sometimes you don't need it at all. In a ghazcurion the only unit that is really scary in close combat is the council, maybe a manz missile if you go with meganobz and not regular nobz, so adding the warband warboss to a unit of boyz seems a good idea to me.
You make excellent points. The only thing I'd say to that is: we only play Maelstrom Missions and both my Lobbas (looted IG Mortars) and KMK's deploy and hold objectives the entire game. The MAWB attached to the KMK's can detach and join my held-back MANZ missile or the one unit of Shootas I keep back to hold that third objective. Essentially he's a reactive deployment zone deterant. I'd not throw him with boyz moving up the field since there are only 10 T4 models. Also he adds a Ere We Go model for Fearless, just as my Mek does for my Lobbas.
I only move up Grots, five units of boyz and Ghaz in BW. Everything else defends the DZ.
Fair enough. I don't use the ghazcurion very often as i don't usually play with more than 1850 points, so i don't have much experience with it. When i played it i only left 5 lobbas + mek, two single traktor kannons and grots in my DP, everything else was in trukks or BWs moving towards the enemy. I typically play very aggressive and defend my DP only in turn 1 with my deployment, then i rush everything towards the enemy lines, forcing the reserves controlled by the opponent to deal with fast units rather than come closer to the mek gunz, which usually don't get assaulted before turn 3. Basically i use grots to protect mek gunz, they are harmless but they mess enemy units movements and force them to assault that 35 points unit to come closer to the lobbas. Nothing special but they can slow down an assault unit for a turn. Other than the full unit of lobbas i only use 30-35 points units like grots, single mek gunz or deffkoptas to act in my DP.
2017/02/06 13:32:34
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Well LVO (Las Vegas Open) was this past weekend and I had some time to sit down and catch couple of the games. One of the games was Orks vs admech. Ork player was running a really punchy list. From what I gather from the video his list was:
Zhadsnark
Big mek in mega armor
2 units of grots
1 unit of bikes
2 full units of mek gun (KMK)
Big mek stompa (buzzgob) or Kustom stompa?
Void shield generator
First, congrats to this guy. He managed to pull of a win. Second personally i'm not sold on his list. There is an issue with Zhadsnark and Mek gunz. Accord to Zhadsnark's rules, you can not have deff dread, kill kans, or big guns in your army. This rule was never updated when the new codex came out and big guns were renamed to Mek gunz. Personally, I've gone with that a Mek gun and big guns are the same unit. I'm sure the lists had to go through some approval process before hand, but it just seems like a gray area that could be argued.
Third, strategy. Since Objective secured is so huge for tournament play and the taking/ hold kind of objective play. This crafty git put a unit of grots in his stompa. Now you might be thinking why do that? Well now you got an Objective secured stompa running around on the table. It becomes a great objective holder.
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
2017/02/06 13:39:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I'm not sure if objective secured works when inside a transport. Cause the unit is not on board. At least the auras don't work that way unless specified.
And yep, the guy utilised a stompa with a misprinted point cost and 'non-big gunz'.
This message was edited 2 times. Last update was at 2017/02/06 14:11:34