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Made in ru
Ork Boy Hangin' off a Trukk




As many of you know, Orks tend to lose horribly if played straightforward: "I see it = I charge it = it dies" doesn't work anymore. From what I've discovered is that Orks need a damn lot of planning and non-ordinary solutions. Using "unobvious" and poorly written rules and "rule holes" actually helps a lot.

Like, you can't issue a challenge if a character is more than 3" away from any fighting models. This allows your PK Nobs and Warbosses stay away from melee until their Initiative step, then pile in and throw out a few AP2 attacks in the first round of combat without being slain by that pesky Emperor's Champion in a challenge.

Furthemore, Warlord Traits from Orks codex are... average at best. It's much better to use the ones from Strategic Traits in the Rulebook. Da Finkin Cap allows you to roll for a SECOND trait from this table and with 2 of them an Ork army gets really powered up.

If anyone knows more of this stuff (non-standard stuff, "legal cheating" or whatever) that can help our green fellas, feel free to share.

Hope you get what I'm saying (sry for bad English).
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I wouldn't really say that any of the ork tactics are hidden glitches or rule loop holes. There is a discussion thread about ork tactics. Our hidden "Glitches" are in IA;8. There is a lot of nasty combos in there that really strengths the codex.

For example, Zhadsnark, biker boss of the Evil Suns. He has an I:4 PK. His warlord trait allows warbikers to be troops and if he is with a squad of them he can turbo boost and tank shock units during his turbo bust. He has the chance to actually get into hand to hand on turn 1.

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
 
   
Made in us
Dakka Veteran





Yes, this is the sad state of affairs for Orks. And let me be clear... I love Orks. But for them to be a good match-up to other armies, you have to play a lot of shenanigans.

1) Two CADS. This lets you take 2 Painboys along with 2 Warbosses, or KFF Meks. Orks simply can't survive very well without Painboys liberally sprinkled throughout our army, and we also need Warbosses for the close-combat punching power, and the Big Meks for the 5++ save on our vehicles. Orks need LOTS of HQs. Sometimes I wish I could take more than 4 HQs, especially above 1500 pts.

1a) The other reason for two CADs besides needing lots of HQs is how horribly bloated the Ork Heavy Support slot is. Do you want to bring a fun fluffy army with lots of Killa Kans, Morkanauts, and Deff Dreads? Well, too bad, you really can't because you only have 3 Heavy Support slots to use. Oh, did you want Loota support for all those walkers? Forget about it. Other armies can get around this issue with good Formations, but Orks don't have those to rely on. So two CADs gives us enough Heavy Support to bring the units we need to survive to the fight. Now you have enough slots for your Mek Guns, Lootas, and Battlewagons.

2) Sacrificial Meks. This is another way to get around the fact that Challenges are horrible for Orks 90% of the time. Put a Mek in with your Boys, and use him to accept challenges and die, while the Warboss and the Nob wrecks face with their Power Klaws.

3) Forgeworld Units. Battlewagons are WAY too expensive. for 110 points we get an AV14/12/10 Open-topped transport with absolutely no weapons on it. Paying 110 points just so you can get your Boyz across the field without being shot to hell isn't a good bargain most of the time. Other armies can spend those 110 points on units that can shoot the crap out of the Orks, so the high cost of Battlewagons is basically like a handicap for the Orks. Forgeworld transports like the Gunwagon help immensely by not being so incredibly expensive, but still better than a Trukk.

4) Da Lucky Stick. It's a crutch. Give it it a Warboss with Mega Armour and let him tank wounds for a Boyz squad. Other than an overpriced transport, or a KFF + Painboy combo, it's one of the only ways to keep a squad of Boyz alive.

5) Mega Armor Mek + Mek Guns. Mek Guns are definitely one of the best units in our codex, thanks to the Artillery rules. I haven't used this trick myself, but being able to move + shoot with Kustom Mega Kannons is a great boost to a unit that can otherwise be mostly avoided since they only have 24" range.

6) Zhadsnark has already been mentioned as our only way of bringing a Biker army. It's really sad and pathetic that GW didn't give us a biker formation at least, to make up for removing Wazdakka from the codex.

Those are all the "Tricks" I can think of. Even using several of these tactics in my Ork games, I lose far more games with them than I win. Green Tide, Tankbusta Spam, and the Bully Boyz are really our best tactical choices we have that don't resort to using one or more of these tricks, and even if you do use something like Tankbusta Spam, you're better off using these tricks.
   
Made in ca
Sneaky Kommando





I don't share the view that Orks are a weak codex, personally. It's a codex with some weaknesses, but a lot of strengths too. Some good combos are:

Mega-armour + lukky stikk + mek gunz/lootas: SnP lets you shoot on the move and MA+LS can tank wounds like crazy. Bonus points for getting T7 from the Gunz, for a T7, 2+ rerollable unit that can move and shoot 5 S8 ap2 large blasts, or S8 ap3 skyfire, etc.

Green Tide formation + painboy + 'eavy armour: The green tide is ten units of boyz, all banded together into one big unit. For peanuts, you can give two of those units of boyz a 4+ save, then put them out front to give yourself a nice buffer of armour saves before you start losing t-shirt boyz. And a painboy gives all 100+ boyz FnP on top of that, for a unit that is practically unstoppable and absolutely refuses to take casualties. And after the first turn, it can run and charge in the same turn. Basically a guaranteed a turn 2 charge. Easily made fearless with a big bosspole on the warboss.

Special detachments: we have a detachment all to ourselves that comes with three HQ choices. It requires three troops, but if one of those HQs is Zhadsnark then those troops can be bikes, one of the real stand-out units in the codex. This frees up Fast Attack slots for lone deffkoptas, which are champion-level objective grabbers and charge blockers.

Warbosses: They're probably the best generic HQ in the game and 60 points for that statline is practically stealing. Put one in mega-armour and he becomes a one-ork wrecking machine, put one on a bike with a power klaw and he's T6, S10 ap2.

Blood rains down from an angry sky, my WAAAGH! rages on, my WAAAGH! rages on! 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

shyzo wrote:
Like, you can't issue a challenge if a character is more than 3" away from any fighting models. This allows your PK Nobs and Warbosses stay away from melee until their Initiative step, then pile in and throw out a few AP2 attacks in the first round of combat without being slain by that pesky Emperor's Champion in a challenge.

Furthemore, Warlord Traits from Orks codex are... average at best. It's much better to use the ones from Strategic Traits in the Rulebook. Da Finkin Cap allows you to roll for a SECOND trait from this table and with 2 of them an Ork army gets really powered up.

If anyone knows more of this stuff (non-standard stuff, "legal cheating" or whatever) that can help our green fellas, feel free to share.

Hope you get what I'm saying (sry for bad English).


How are these example 'cheats' or 'shenanigans'? Orks haven't been picked and kicked on by the authors enough that the players need to play them stupidly otherwise it's cheating? I need to take a break from the forum less I get infected with this.
   
Made in us
Slashing Veteran Sword Bretheren






Well the orks fluff makes them out to be morons who just want to charge and fight.

However the fluff also puts hordes and hordes of orks against marines who are seemingly indestructible. So you don't have to play your orks with no strategy, feel free to use your brain and play smart. Be like Gork (Or possibly Mork) and be Brutally Kunnin. Figure out what works best and how best to kill your enemy dead. Just charging headlong in to battle with no thoughts to tactics will surely enough get you killed. And that should be obvious. So don't think you are "legally cheating" by doing anything other than that.

I actually think Orks have a pretty strong codex. Their only real weakness is superheavies, and any army that focuses on long-range destruction. Orks don't have any good highpowered shooting that can bring down a Knight. so they have to get close to chop it, and that's a tricky task.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in ca
Gargantuan Gargant






Honestly, anyone who sees the Orks as a "I see it, I charge it" army is seriously misleading themselves. It's much more nuanced than that and, unlike space marines or necrons, Orks are a fairly unforgiving army if you stick to that very limited mindset. If anything Orks can often do the dakka part better than choppa especially since we lack the armour and invuln. saves of dedicated deathstars, so you need to find a balance between the two according to the various armies present in your meta. An Ork army is very based upon synergy since they really do follow that mentality of mobbing up, and by that I mean using multiple units in tandem with one another and not just going off and spamming two or three "OP" units like you see for Eldar. While I agree that Painboyz are a big part of most Ork lists, its not something we can just use without planning either. He's better in some lists like Green Tide obviously or in a Warbiker death star. He's a good support unit that requires a unit worth supporting, hence why in Dred Mob lists (typically only 1 in there because of the formation requirements) or many Battlewagon rush lists he doesn't make the cut.

Orks are definitely an upper-middle tier army to me, as with the formation bonuses from the Sanctus Reach formations in conjunction with IA8 we are spoilt for choice on tweaking our armies to various viable builds, if you really want to spam HQ choices we have Mogrok's Boss Boyz formation, if you want loads of dakka without using up HS slots you can take Kaptin Badrukk's Flash Gitz Formation and as others have mentioned you can take Zhadsnark from IA8 if you want more bike-centric speed freak/evil sunz lists. We even have the crazy skyboss wingnutz air armada for those who want to full ham on flyers.

I'd research a lot more on what you can play and field with Orks before making blanket statements on the power level of Orks. That and deliberately seeking after rules loopholes to give you an edge just....comes off as desperate. Most of the fun playing an Ork army IMO is the personality that comes from it, if you just want to win I would suggest playing another army.




This message was edited 2 times. Last update was at 2015/06/10 19:43:21


 
   
Made in us
Longtime Dakkanaut




The most complained about shenanigans are
Void shield generator and greentide as long as one model from the unit is in range the entire unit is covered.
Blitza bomber and Bombing runs. It's a non-shooting atk done in the movement phase and doesn't target a unit thus ignoring the rules for invisibility. Str8 ap2 large blast on invis star, yes please!!!
Multiple meks repairing vehicles is something people complain about as well.
Shokk atk gun and lucky stikk rerolling doubles put the big mek on a bike for more fun shenanigans
There is also the intermingled boys squad lead by a bikerboss allowing boys to run with the bike and most tournaments read the rules that way too.
Or bikerboss and oainboy biker leading deffkopta and benefiting from scout and hit and run while giving deffkoptas better leadership.
And the mega armour big mek leading the mobile mek guns while gaining t7
In general ork shenanigans really arnt that much. We really dont have any deathstars, or crazy movement assaulting turn 1 options or str d spam, or reliable mass shooting. So it's more about target saturation and survivabilty.


This message was edited 1 time. Last update was at 2015/06/10 19:53:02


 
   
Made in ru
Ork Boy Hangin' off a Trukk




Well... Maybe I'm just not good enough for Orks :( Definitely need to try out Green Tide. Maybe I'll win something after all.
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

Battlewagon(IA:8 so 20 points cheaper) plus burna boys(also IA:8 for 1 point less but no 'ere we go) with a mega armored warboss plus promethian relays gives you nearly 30 inch range with flame throwers first turn if you plan correctly and risk turning sideways.

I've only played it once against a flyrant list so it was basically useless but I think it has potential. Some part of the combination is probably illegal in almost every tournament however.
   
Made in us
Waaagh! Ork Warboss on Warbike





Waiting at the Dark Tower steps..

I kinda disagree...

I have been playing orks for awhile much more then my marines and wolves and I am dominating! Only race I cannot beat for the life of me is... Tau but vs everything else I have been doing very well!

1) Waaagh! formation that allow you to Waaaagh! ever turn (just keep that warboss alive!)

2) Ghaz Waaagh supplement rocks! Great relics, good formations, and somewhat better warlord traits.

Cheats:

Mek Gunz: Take a fully decked out mek gun squad I recommend 3 Kustom mega kannons and depending if your facing flyers bring tracktor cannons. Now! Add a Warboss with Mega Armor (gives the squad relentless! so they can move and shoot!!) and da big bosspole (makes the squad fearless!) And drink you opponents tears as he complains about the T:7 moving artillery! Also give warboss da kill dakka got a chance of getting a good gun! WARNING: Never let them get in assault always have boyz in front to support/screen for them.

Fearless WAAAGH!!: Now this is more luck then anything... number one warlord trait for the ork codex seems worthless... but its not if you get it have and a warboss as your warlord and you took the Waaaagh! formation (lets you Waaagh! every turn after the first) now your warboss gives your whole army (except mek gunz) Fearless even grotz! Your opponent will be pissed when your green tide doesn't slow for morale test. Also running and charging is a orks dream! WARNING: do not let your warboss die cause not only will you be losing a point to slay the warlord... But also lose your fearless army...

Orks can summon daemons better then you: Stupid right!? Well they can especially if you do a allied detachment from the council of Waaagh! supplement. Bring 5 weird boyz (3 heroes from ork horde detachment 2 heroes from council of waagh I have looked it up and ran it by veteran 40k player and they cleared the list for BOUND PLAY!) have them in blobs of 20 boyz and start summoning! Now remember you got a awesome ability for every ten boyz around your werid boyz you get to have a ability that gives +1 to warp charge points, you can get a +2/3 as long as there are enough boyz within 12 inches of him! Note: if you do this you have to cast! if you fail your weird boy gets hit with a str2 hit no saves allowed! But imagine your opponent staring in horror as your minimum warp charge points is 15!! (without taking a str2 hit you can go up to 20 or 30 though)You can summon Daemons galore (just try and keep em away from the boyz because of the allied rules)

Unkillable stompa: Yes bring a stompa! But give it grotriggers... then a big mek with "da fixer upper" So he repairs on a 3+ give him a kff as well, then bring a squad of 15 lootas and for every 5 lootas we all know we can have a mek boy added to the squad. If you really want to be sure it stays alive added another big mek! So it now has grot riggers (5+ iwnd) 3 regular mek boyz ( three for +5) and your big mek (3+) almost forgot but you can take another mekboy which takes no slots kinda like honor guard and command squads! Also if you brought another big mek you get another 5+ repair roll! Lootas firing will notwont matter I think there are 4 fire points at random areas on the stompas body... still totally worth it!


So boyz grab your choppas and get out there and spread DA WAAAAAGH!!

This message was edited 4 times. Last update was at 2015/06/10 21:10:22



First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden 
   
Made in se
Dakka Veteran






6) Zhadsnark has already been mentioned as our only way of bringing a Biker army. It's really sad and pathetic that GW didn't give us a biker formation at least, to make up for removing Wazdakka from the codex


Such a weird choice indeed. I wonder why they did it, it seems really counter productive in terms of sales as well, unless biker orks were hugely popular or something and most players wouldn't need to buy more bikes?

In light of the new sm getting bike troops as long as captain has a bike tho, i guess its just an oversight caused by orks being early in th edition :(
   
Made in us
Dakka Veteran





 zombiekila707 wrote:
I kinda disagree...

I have been playing orks for awhile much more then my marines and wolves and I am dominating! Only race I cannot beat for the life of me is... Tau but vs everything else I have been doing very well!

1) Waaagh! formation that allow you to Waaaagh! ever turn (just keep that warboss alive!)

2) Ghaz Waaagh supplement rocks! Great relics, good formations, and somewhat better warlord traits.

Cheats:

Etc etc..


See, I do NOT disagree with you. There are "tricks" like you outlined that can make Orks good. Some of them (especially the Mega Armor Mek combined with the Mek Guns) I feel like is more of a rules exploit than a real tactic.

BUT as an Ork player I don't want to have to do this!! That's kind of the POINT of this thread really.

Why can't I do what other armies do, and just put a good combination of units on the table and have a chance to do well? Why can't Orks be more like other armies where more of our units are actually viable on the tabletop without resorting to shenanigans?

Eldar don't have to do anything fancy to put a good army on the table. 3 units of dire avengers, a few wave serpents. Sprinkle in a couple squads of aspect warriors, some war walkers, maybe a fire prism or two, even guardians. You'll do fine.

Tyranids can just bring a flying tyrant or two, a tervigon maybe, an exocrine, some biovores and zoanthropes... just stay away from spamming Warriors and Pyrovores and you'll do OK.

Tau can just put some Fire Warriors, Broadsides, some Crisis Suits, a Hammerhead, Riptide, Pathfinders, they'll have a good army.

Necrons can put just about anything on the table, they'll be good.

Orks have to bend our codex and the rules to find any teensy edge we can get just so we can win games. I can't just put a few squads of Boyz, some Lootas, a couple Deff Dreads, and some Deffkopta squads on the table. That'd be awful!

I realize Orks isn't the only army in this boat, but it's like a kick in the teeth to have our codex be the first 7th Edition codex to come out, and have it be so incredibly lackluster. Spacewolves came out a month later and was infinitely superior. A few months later and we've got Necrons and now I'm just putting my head in my hands.
   
Made in us
Slashing Veteran Sword Bretheren






hold up, you said the Space Wolf codex is infinitely superior to the Orks codex?

How....why....what??

Orks are a ramshackle army. You cobble your army together in whatever way makes sense to you. They don't have that simple, streamline order that armies like Eldar or Space Marines have. But they're Orks, so I wouldn't want them to be like that.

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in us
Waaagh! Ork Warboss on Warbike





Waiting at the Dark Tower steps..

I agree that orks are kinda "lacking" but that doesn't mean you cant have fun! I usually play nice list that dont do all the crazy exploiting i brought up above. I think it comes down to who you are playing... I have a friend who plays chaos he loves lore and narrative but isnt all that tactic we will have a blast with our own making up our own story. With him I bring basic list of warboss, Nobz in battlewagon, couple squads of boyz and grotz lootas and def dread. Not a strong list at all! We have tons of fun still but we aren't trying to "win"

My other friend who plays blood angels is border-lining "that guy" He will try and find the cheapest things to put against my orks and I will always bring the cheese vs him because hes kinda of a ass when he plays...

When i go to a tourney it I bring ever horrible thing I can think of because I am sure to play the guy with just Knights and he thinks hes playing "fair"

That is it! Just wanted to point out that orks have cheese! not as bad as other races but if you keep having trouble with someone just take one of the things I brought up above and you will do well... in a crummy cheesy way...


First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden 
   
Made in us
Krazed Killa Kan






Biggest problem is GW cares more about selling models and forging their own special narrative than they do about creating good rules. That means Orks are designed to die by the bucket load and lose in challenges against the heroic characters (Or GW didn't employ an Ork fanboy to write rules like they did for the Eldar ). The thing about Orks is that we might have to twist and manipulate the gak out of our codex to make it work but when it does then we can spam things like a boss and be the bane of TAC lists that need to handle multiple types of threats as typical Ork lists bring a lot of the same kind of threat. Orks have units with actually good raw stats for their points and the ability to take large amounts of them generally which is something many armies struggle to manage. Every time a unit pays for some AP3 or AP2 weapon makes the orks laugh as we bring our T shirts and let the poor ork boy in front to tank the shot with his face. Enemies with fancy choppas or flash dakka better bring enough shots because all that posh gear isn't going to do much when you need to kill 3 times as many boyz as you have attacks/shots. Same for things like storm shields or other invuln saves which aren't really an issue when orks prefer to throw a cube of dice at you and make you roll 20 saves. Orks can win casual or tournament games with things like (or a combination of)

Warbiker Spam
Tankbusta Spam
Blitz Brigade
Green Tide
Manz Missiles
Mek Guns Spam
Dread Mob

For me personally I tend to run Blitz Brigade lists with boyz, tankbustas, flash gitz (favorite unit in the fluff and on the table) and killkannons on some of the battlewagons. Most opponents think they can handle AV14 but most underestimate how difficult it is to deal with 5 AV14 vehicles plus them being able to scout move up into dakka range of their passangers and killkannons. Sure a single battlewagon is nothing to write home about but 5 is impossibly difficult to neutralize on turn 1 for any TAC (aka not list tailored to counter your exact list) army. Same concept applies for things like Warbikers, Green Tide, Dread Mob, or any other Ork spam list. And the big things is Ork spam isn't exactly rock, paper, scissors as Orks can spam one type of thing and it is able to handle a wide variety of threats. For example an ork player spamming Lootas or Tankbustas can take on flyers, infantry, vehicles, or MCs. Bikers, Green Tide, Dread Mob, Manz Missiles, etc are all multi purpose and can handle a wide variety of threat types.

As to the original topic, what your describing isn't exploiting anything but using legit rules as intended to maximize efficiency. Use to be Orks would do shady things like Nob Biker wound musical chairs or Burna wagons with a single Big Shoota mek in the unit to extend the wound range to 36". A proper Ork player (or any army player) will use the rules to their advantage (as long as your not being a tool about it) to maximize their results and try to achieve victory. Orks just can't face roll like certain other factions so being a smart Warboss is more of a necessity than a choice. (don't let dat umie proppuganda make you fink Orkz iz stupid. Allz you gotz ta do is take yer boyz and......... and uh attack der....... front?...... errr flank?...... or just go loots a plan from one of dem Blood Axe gitz, deyz always finkin like a umie git wif der strategery and taktikul muckin about)

"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" 
   
Made in ru
!!Goffik Rocker!!






 Vankraken wrote:
Or GW didn't employ an Ork fanboy to write rules like they did for the Eldar

I sincerely think that it'd be a much better game if every codex was written by an ork fanboy.
   
Made in lv
Regular Dakkanaut






I realy like to take defkoptas instead of bikers , for scouting warboss! Also mek with kff on bike with bounch of koptaz can easily keep up after blitz brigade! And MANZ missile is just such a mind game for youre opponents ! And l like to play as cc orks so for me target saturation is moist important , never put youre warboss with youre nobz or 3 hq in one squad ( if it's not a death star ofc) it's seem like no brainer but many overlook it and put theire bosses with bounch of nobz and get shot down ! You can feed youre opponent with bodies and still win!
   
Made in nl
Regular Dakkanaut




In all the years i have played Orks, which is since the Rogue Trader, i have never seen Orks as an assault army.
They are and always were better at shooting or, at least, at combining shooting and assault.

I personally don't find the current codex underpowered, off course not overpowered either.
But it does feel a bit outdated by all the detachments and formations in other codexes that are more or less cheats and/or no-brainers written into those codexes.
   
Made in us
Krazed Killa Kan






State of Jefferson

ORick, I wish I had your inner peace....

Shyzo, Thanks for this thread. I havent read it all yet but I will. Here's my cheat: Bully Boyz in trukks plus CAD. One HQ in the CAD is a big mek w KFF on a bike. He gives a bubble to the trucks at the opening from behind and is hidden from direct targeting. During the mid game he can peek from around LOS blocking terrain. This can be done in proximity to a squad of bully boyz and after hes potentially turbo boosted and he joins them while they are still hidden. He can potentially sling shot them from the back and into assault.

Another tactic w a mob vs a monterous creature is to make a penninsula or finger of models extending towards it to bait the charge. This will most likely have higher initiative than any of your CQB heavy hitters. The MC gets his initiative swings but not against unengaged models, then you get to pile in at I=1. Unfortunately so will your opponents stomp attacks... but hey maybe you can kill it....
   
Made in ru
Ork Boy Hangin' off a Trukk




You're welcome
I forgot to mention putting a full squad of Lootas and a MA Big Mek in a Battlewagon. They won't die easily to Barrage Blast weapons and can shoot and move while only having to expose AV14 face to the enemy.
   
Made in us
Executing Exarch





McKenzie, TN

Probably the craziest thing I noticed in the Ork codex is that you can take a Mega Armour Warboss and stick him in a maxed unit of Mek Gunz. The unit can then move and shoot at full BS all while having 20 T7 wounds that are 3 pts a pop. Oh, and that unit comes out to 235 pts.

Not bad for;
33 wounds
T7 vs shooting
5 BS3 Str8 AP3 shots
and 4 Str10 CC attacks

It gets much much better when you consider the addition of special rules and warlord traits.

Though this is usually overshadowed by warbikes and speed freaks as 7ed places a heavy emphasis on mobility. Still it is a pretty decent alternative.
   
Made in gb
Longtime Dakkanaut





UK

Dude just go double CAD/Ork Horde house rule permitting

Make the MA Warboss your Warlord and give him Da Finkin Kap for another trait. Other Warboss can go on bikes with Da Lucky Stikk, along with painboy on bike and warbike star.

Then your opponent has to decide whether to fire into the Bikerstar and sacrifice Slay the Warlord, or leave Bikerstar alone and let it do the dirty

YMDC = nightmare 
   
Made in ca
Tough-as-Nails Ork Boy





Manitoba

To be honest I have done okay with a lot of combinations. But my biggest gripe is the lack of survivable HQ's. The warboss should be the biggest bada** on the table. But his armour is so weak and having him strike last in initiative leaves him so vulnerable it's annoying. If he's facing a named character in combat and not s generic one, chances are he'll be cut to pieces by one of the hundreds of crazy low ap weapons other codexes seem to have an abundance of.

 
   
Made in dk
Flashy Flashgitz




Since no one has mentioned this yet :

By the book you are not limited to 1 CAD. So unless restricted by AS you can bring multiple detachments. Orks do very well in an MSU environment where you have 3 solo deff koptas pr. detachment, 2 cheap units of boyz in trukks all with ObSec and a single character to do his thing. For some of the CADS you can bring grots as troops.

Example 1:
Painboy. 50
10 boyz, nob, pole. Trukk, ram. 110
10 boyz, nob, pole. Trukk, ram. 110
Deffkopta, TL rokkit. 30
Deffkopta, TL rokkit. 30
Deffkopta, TL rokkit. 30
Mek gun kannon, 18
Mek gun kannon, 18
Mek gun kannon, 18
Total: 414 points

Repeat ad nauseam (3 CADS in a 1500 pts. battle and change HQ and weapons where appropriate). Against tau this will overload their firing capabilites as marker lights can only be so many places at once. Eldars scatter bike swarm can be tricky, use the kopters aggressively. Play the MSU game against the new SM codex.

EDIT: Added mek gunz.

This message was edited 2 times. Last update was at 2015/06/19 22:00:46


With love from Denmark

 
   
Made in gb
Longtime Dakkanaut





UK

I actually like that list. I would probably get another Painboy for the other boyz unit and a few Mek Gunz, maybe 2 KMK and two Meks to join them.

This message was edited 2 times. Last update was at 2015/06/12 07:48:56


YMDC = nightmare 
   
Made in gb
Brainy Zoanthrope






Waaargh wrote:
Since no one has mentioned this yet :

By the book you are not limited to 1 CAD. So unless restricted by AS you can bring multiple detachments. Orks do very well in an MSU environment where you have 3 solo deff koptas pr. detachment, 2 cheap units of boyz in trukks all with ObSec and a single character to do his thing. For some of the CADS you can bring grots as troops.

Example 1:
Painboy. 50
10 boyz, nob, pole. Trukk, ram. 110
10 boyz, nob, pole. Trukk, ram. 110
Deffkopta, TL rokkit. 30
Deffkopta, TL rokkit. 30
Deffkopta, TL rokkit. 30
Total: 360 points

Repeat ad nauseam (4 CADS in a 1500 pts. battle and change weapons where appropriate). Against tau this will overload their firing capabilites as marker lights can only be so many places at once. Eldars scatter bike swarm can be tricky, use the kopters aggressively. Play the MSU game against the new SM codex.


you are not even taking the best units with that MSU - tank bustas are great,

My list (1820 bare but 1850 with a bombsquig on each unit of tankbustas)

CAD

Weird boy
3 units 5 tankbutas
6 units 10 shootaboys
3 units 1 deffcopta
3 units 1 kustom mega cannon

Horde detachment
weird boy
3 units 5 tankbutas
7 units 10 shootaboys
2 units 10 grots plus runtherd
3 units 1 deffcopta
3 units 1 kustom mega cannon

so 35 units.

1 unit of boys and 1 mek gun and one bombsquig swap for 1 unit of grots and 5 lootas so you can customise there if you want
   
Made in gb
Using Inks and Washes






I haven't played in years so I'm just getting the hang of the rules.

How many CADs can I take? And are they tournament legal?

For example can I spam 4 CAD with 8 HQs and 8 Troops?

   
Made in ru
Ork Boy Hangin' off a Trukk




 SJM wrote:
I haven't played in years so I'm just getting the hang of the rules.

How many CADs can I take? And are they tournament legal?

For example can I spam 4 CAD with 8 HQs and 8 Troops?


I doubt that's tournament legal, but I don't know for sure. Personally, I see nothing wrong with it. Kinda expensive, ofc, but valid.
   
Made in gb
Longtime Dakkanaut




It's perfectly legal, but every tournament will have their own restrictions.

DFTT 
   
 
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