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![[Post New]](/s/i/i.gif) 2017/06/02 21:30:43
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Waaagh! Warbiker
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Would it not be smart to maybe get a new thread going?
Mainly for new people so they dont have to read through 150 pages before getting to whats relevent?
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![[Post New]](/s/i/i.gif) 2017/06/02 21:37:31
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Dr.Duck wrote:Would it not be smart to maybe get a new thread going?
Mainly for new people so they dont have to read through 150 pages before getting to whats relevent?
Please no, not until the 17th.. it is possible we have a few versions of the same leaks, lets just get have books before a new thread.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2017/06/02 21:37:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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JohnU wrote: Perfect Organism wrote:
What are people's thoughts on grots? Obviously a thirty point unit for objective camping is nice, but they also seem to be one of the few units where it's tempting to field the maximum number of models. That 'surprisingly dangerous' rule looks like it has potential and the bigger your unit the smaller the fraction you need to feed to the squighound.
Problem is if you're going for 30 grots, you're gonna want to shell out for a Runtherd and by then you're at 116 points or almost 20 Boyz or 15 Stormboyz. The former would be better for sitting on an objective on your side and the latter is better at going for objectives elsewhere. I don't see much need for anything besides the basic 10 grots for filling out Brigade slots or manning a fortification gun.
at 2+ bs bomb squigs should man every fortification gun :p
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![[Post New]](/s/i/i.gif) 2017/06/02 21:40:33
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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gungo wrote: JohnU wrote: Perfect Organism wrote:
What are people's thoughts on grots? Obviously a thirty point unit for objective camping is nice, but they also seem to be one of the few units where it's tempting to field the maximum number of models. That 'surprisingly dangerous' rule looks like it has potential and the bigger your unit the smaller the fraction you need to feed to the squighound.
Problem is if you're going for 30 grots, you're gonna want to shell out for a Runtherd and by then you're at 116 points or almost 20 Boyz or 15 Stormboyz. The former would be better for sitting on an objective on your side and the latter is better at going for objectives elsewhere. I don't see much need for anything besides the basic 10 grots for filling out Brigade slots or manning a fortification gun.
at 2+ bs bomb squigs should man every fortification gun :p
This is correct.
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![[Post New]](/s/i/i.gif) 2017/06/02 21:41:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Dr.Duck wrote:Would it not be smart to maybe get a new thread going?
Mainly for new people so they dont have to read through 150 pages before getting to whats relevent?
honestly, before anyone plays any games we are all talking out of our butts. I say we let the trash and supposition live here, and start a new thread when we have concrete to stand on.
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2017/06/02 21:42:47
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Also regarding the point page just photo copy it, fold it and put it in the index until someone updates an army builder app.
I'm fairly sure I know the answe but it's been completely confirmed no ability from a character works inside an open topped transport. Mek repairs, painboy effects, waagh, nothing?
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This message was edited 1 time. Last update was at 2017/06/02 21:46:16
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![[Post New]](/s/i/i.gif) 2017/06/02 21:50:27
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Waaagh! Warbiker
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Think Lobbas are still nuts. Have always favored kannons on paper but when you factor in terrain, lobbas can always shoot at everything.
130 points for 5D6 S5 shots can chip out alot of things over the length of the game since they can shoot behind walls.
Wait can lobbas shoot down light flyers now?
Glad I got 15. Might make a few more....
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![[Post New]](/s/i/i.gif) 2017/06/02 21:59:02
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Dr.Duck wrote:Think Lobbas are still nuts. Have always favored kannons on paper but when you factor in terrain, lobbas can always shoot at everything.
130 points for 5D6 S5 shots can chip out alot of things over the length of the game since they can shoot behind walls.
Wait can lobbas shoot down light flyers now?
Glad I got 15. Might make a few more....
One of our best anti flyers are stormboys as they can assault them
They are also our best obj grabber since grabbing objectives are a model count thing now and they can also benefit from cover.
The only time I'm really considering a powerklaw now is on the nob in a tankbuster squad. The -1 to hit screws most units who can take it however the nob in a tankbuster squad rerolls all to hit dice vs vehicles making the powerklaw decent on a nob. My biggest concern however is do I want the multi wounding vs vehicles on a tankbuster nob w pk or the garaunteed d3 mortal wounds of a tankhammer vs those inevitable 3+ invul units. I wish orks had more options for mortal wounds because we don't have a lot of options 3++ storm shield units other than weight of dice. And I fully expect to see 3++ 6+ fnp t5 multi wound units as a thing this edition.
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This message was edited 2 times. Last update was at 2017/06/02 22:04:10
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![[Post New]](/s/i/i.gif) 2017/06/02 21:59:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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lessthanjeff wrote:Thanks guys! Looks like slugga and choppa is what I should do for my boyz and just run them up the board supported by the other elements I listed. Looking forward to assembling and yelling waagh!
One last request for advice. On my deff dreads, I'm thinking the extra attacks from more claws will be better than a few more missile shots. Not much more expensive and it will let me advance more in the first couple turns to get them in combat faster and then have them do even more damage there. Seems to be the way to go, right? Especially since I want at least two units of tankbustas in trukks so I should have enough rokkits.
Definitely magnetize your dreads if you're able so you can test different options out. All melee gets a bump now that the dread can't be immobilized (or his arms shot off). You can advance and shoot with each of the other options as well. I like a skorcha or two myself.
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![[Post New]](/s/i/i.gif) 2017/06/02 22:19:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Battlewagon Driver with Charged Engine
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FYI Lobbas are 30 each, not 26. You have to pay 4 for the grot gunners.
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![[Post New]](/s/i/i.gif) 2017/06/02 22:52:41
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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So 3-4 squads of 5 kommando w 2x burnas and nob w big choppa deployed in 9in during deployment. Move 6in charge use burnas and charge turn 1. Add snikrot during your movement phase for extra lols when he allows rerolling of 1s in combat and hurts your opponents morale. That's 4 atks at 3+ reroll 1 at str8 ap-2 3 dam and 3 atks at 3+ reroll 1 at str7 ap-1 1damage per squad.
Even funnier replace your tankbusta nob w a big choppa for cheaper nobs then boy squads and free tank busta bombs. I'm thinking my tankbusta squads nob w bc, 2 tankhammers, 2x rokkit boys, 2x bomb squigs. With another 5 man tankbuster in trukk for 12 models.
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![[Post New]](/s/i/i.gif) 2017/06/02 23:02:06
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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Kommandos infiltrate at the end of the movement phase so no moving or shooting the burnas turn 1. You can try for the 9" charge though.
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![[Post New]](/s/i/i.gif) 2017/06/02 23:13:13
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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JohnU wrote:Kommandos infiltrate at the end of the movement phase so no moving or shooting the burnas turn 1. You can try for the 9" charge though.
ya know I knew that reread it read deployment and confused myself into thinking I could begin the game with them deployed turn 1. Still kommando w big choppa is good especially w reroll 1.
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![[Post New]](/s/i/i.gif) 2017/06/02 23:25:49
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2017/06/02 23:28:25
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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davou wrote:https://www.facebook.com/SinclairGames/videos/1775008146093051/?hc_ref=NEWSFEED
live game happening right now with orks and BT
GW's two redheaded step children. Can you let the FB impaired know how it goes?
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![[Post New]](/s/i/i.gif) 2017/06/02 23:29:59
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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JohnU wrote: davou wrote:https://www.facebook.com/SinclairGames/videos/1775008146093051/?hc_ref=NEWSFEED
live game happening right now with orks and BT
GW's two redheaded step children. Can you let the FB impaired know how it goes?
Unfortunately Im at work and headed home now on commute. I will try to re-watch later if thats a thing that can be done, and post back with results.
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2017/06/02 23:57:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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That's cool, thank you though.
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![[Post New]](/s/i/i.gif) 2017/06/03 00:25:20
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Alaska
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gungo wrote:My biggest concern however is do I want the multi wounding vs vehicles on a tankbuster nob w pk or the garaunteed d3 mortal wounds of a tankhammer vs those inevitable 3+ invul units. I wish orks had more options for mortal wounds because we don't have a lot of options 3++ storm shield units other than weight of dice. And I fully expect to see 3++ 6+ fnp t5 multi wound units as a thing this edition.
Deffkoptas, Burna-Bommers and Blitza-Bommers all seem like good ways to deal mortal wounds. A squad of Terminators with Storm Shields seems like an ideal target for Big Bomms from Deffkoptas.
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This message was edited 1 time. Last update was at 2017/06/03 00:25:39
YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/03 01:14:28
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Nasty Nob
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Dakka Flakka Flame wrote:
Deffkoptas, Burna-Bommers and Blitza-Bommers all seem like good ways to deal mortal wounds. A squad of Terminators with Storm Shields seems like an ideal target for Big Bomms from Deffkoptas.
Another good way to deal mortal wounds; once your boys are out of the trukk, keep it swinging its ball near groups of enemy units. When it finally does get beaten to a pulp, it explodes in their faces and deals d3 mortal wounds  Its a transport that turns into a missile holding a hammer afterwards
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2017/06/03 01:22:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Dakka Veteran
Colorado Springs
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This is the hottest post in Dakka history.
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![[Post New]](/s/i/i.gif) 2017/06/03 01:50:18
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Sneaky Kommando
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My two cents: Orks are going to be much, much better.
Transports no longer function as fragile movement boosters, they're more like extra protection for the guys inside that also happen to have faster movement. From that perspective it's probably not worth it to run trukk boyz as you get more from one unit of 24 (+1 attack and the morale bonus) than from two units of 12. Trukks will be excellent mobile gun platforms or even just bunkers for lootas to sit in. They got a huge boost to their survivability.
Big units of boyz are going to be amazing. A charge from a full-strength unit will be devastating, especially with lots of stacked bonuses from weirdboyz and Waaagh! banners and such. Striking first at S4 will turn a lot of things into paste before they can even fight back, so overall we'll kill more stuff and our mobs should still be combat effective afterwards. With 'ere we go and the Warboss' Waaagh! ability we should be able to charge most things from 18" away with even average luck, and not losing overwatch casualties from the front any more will make a huge, huge difference. The changes to wounding will mean we'll be wounding dreadnoughts etc on 5's. The absence of templates means we don't have to spread out so much so it'll be a lot easier to get more boyz into combat.
Big winners:
Boyz - they won't be knocking down elite assault units but they'll drown almost anything below T8 in dice eventually, and stacking buffs on them will be fairly easy.
Flash Gitz - The designers are being careful with S5 AP-2 weapons, and with good reason: high volume of fire that wounds main battle tanks on a 5+ and reduces their save to 5+ give these guys scary firepower. Put them in a battlewagon for a (very expensive) unit that can kill almost anything (with ammo runts, a unit of ten will reliably wipe out a tactical squad per turn).
Gorkanaut - Sweet Gork this thing is a beast, with potentially 18 S8 AP-2 attacks that hit on 3+, never mind its shooting which will also be pretty solid. Changes to transport rules mean that it might actually make sense to keep a nasty unit inside it as an extra surprise for combat.
Weirdboyz - Da Jump and Warpath are fantastic, the only bad part will be having to pick only one of them. Warpath on a unit of Nobz with big choppas will be 4 S7 AP-2 attacks per model striking first on the charge...not a lot will withstand that.
Meganobz - huge survivability boost, they actually have a ~55% chance to withstand a direct hit from a lascannon, and leadership will no longer be their achilles heel.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2017/06/03 04:29:14
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Waaagh! Warbiker
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Think all the flyers are pretty good now too since they all sub 100 points
Do they not start the game in play and have to deepstrike/ come in off a table edge or is all that gone now?
Also how is your math working on the meganobz with the lascannon?
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This message was edited 2 times. Last update was at 2017/06/03 04:45:16
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![[Post New]](/s/i/i.gif) 2017/06/03 05:16:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mekboy Hammerin' Somethin'
Alaska
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Dr.Duck wrote:Think all the flyers are pretty good now too since they all sub 100 points
Do they not start the game in play and have to deepstrike/ come in off a table edge or is all that gone now?
Once their weapons are taken into account they're all well over 100 points, but I think they still seem pretty good.
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YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/03 05:52:23
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Waaagh! Warbiker
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Dakka Flakka Flame wrote: Dr.Duck wrote:Think all the flyers are pretty good now too since they all sub 100 points
Do they not start the game in play and have to deepstrike/ come in off a table edge or is all that gone now?
Once their weapons are taken into account they're all well over 100 points, but I think they still seem pretty good.
OH crap I forgot you not only have to pay for the extra super shootas but also the ones it came with. OMG WHO WROTE THIS THING AND THOUGHT IT WAS A GOOD IDEA
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![[Post New]](/s/i/i.gif) 2017/06/03 09:34:58
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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gungo wrote:The only time I'm really considering a powerklaw now is on the nob in a tankbuster squad. The -1 to hit screws most units who can take it however the nob in a tankbuster squad rerolls all to hit dice vs vehicles making the powerklaw decent on a nob. My biggest concern however is do I want the multi wounding vs vehicles on a tankbuster nob w pk or the garaunteed d3 mortal wounds of a tankhammer vs those inevitable 3+ invul units.
You only make a single to hit roll with the tank hammer. There is no reason to give it to the nob, as he hits just as well as the regular tank bustas.
I wish orks had more options for mortal wounds because we don't have a lot of options 3++ storm shield units other than weight of dice. And I fully expect to see 3++ 6+ fnp t5 multi wound units as a thing this edition.
The blitza bommer also seems pretty reliable for dealing mortal wounds, as it deals one on a 4+ for every model in the unit.
I wonder though what those units are you are worrying about?
Dr.Duck wrote:OH crap I forgot you not only have to pay for the extra super shootas but also the ones it came with. OMG WHO WROTE THIS THING AND THOUGHT IT WAS A GOOD IDEA
It's the only way to effectively balance weapons and models through changing their points. The idea behind the system right now is that you pay once for statline and special rules and once for equipment.
For example if they found out that scatter lasers were too good, they can now increase their points without changing wave serpents, war walkers, guardian jetbikes and whatnot. On the other hand, if they think that MANz are too expensive, they can simply drop their points without accidentally making nobz or warbosses better.
gungo wrote:I'm fairly sure I know the answe but it's been completely confirmed no ability from a character works inside an open topped transport. Mek repairs, painboy effects, waagh, nothing?
Models in transport are considered as not on the table, and one of the Q&A confirmed that special rules only work from transports if the explicitly say so (for example the KFF protecting its transport).
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2017/06/03 13:39:06
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Sneaky Kommando
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Dr.Duck wrote:
Also how is your math working on the meganobz with the lascannon?
Meganobz have a 2+ and 3 wounds, a lascannon has AP -3 and does D6 damage. So it needs to roll a 3+ (a 2/3 chance) to do enough wounds to kill a meganob, and then he gets a 5+ save (a 2/3 chance of failing), so 2/3*2/3 = 4/9 chance of killing a meganob.
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Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! |
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![[Post New]](/s/i/i.gif) 2017/06/03 13:44:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Longtime Dakkanaut
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Any space marine unit with storm shields and an apothecary or Thunderwolves will be 3++, 6+ fnp, and t5 multi wound. They are expensive and no where near as durable as last ed but still hard to deal with without mortal wounds.
Kinda dissapointed with ork selection in the forgeworld index. No mega dread, no halftrak, no gunwagon. But we do have zhardsnark, buzzgrob, both squiggoths, killtank, chinork. Hopefully the big Mek stompa options exist.
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![[Post New]](/s/i/i.gif) 2017/06/03 13:54:25
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Mutilatin' Mad Dok
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gungo wrote:Any space marine unit with storm shields and an apothecary or Thunderwolves will be 3++, 6+ fnp, and t5 multi wound. They are expensive and no where near as durable as last ed but still hard to deal with without mortal wounds.
Stuff like this finally gives my blitza-bomma a reason to come out. Those mortal wounds are nasty. Honestly, the best thing they've done for our codex is make so many more of our units viable. We might not have gotten much overwhelming power, but at least I can bring pretty much whatever unit I want and not worry about wasted points, as long as I use it correctly.
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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) 2017/06/03 14:12:57
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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Krazed Killa Kan
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Does anyone think that command points are THAT great?
I still dont know how allies work... or do they?
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![[Post New]](/s/i/i.gif) 2017/06/03 14:16:17
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
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!!Goffik Rocker!!
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What's the point of a blitza bomber? Does anyone other than orks use vehicle squads that often?
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