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![[Post New]](/s/i/i.gif) 2018/06/01 20:43:02
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mekboy Hammerin' Somethin'
Alaska
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Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
I hope so too. I want Battlewagons with lots of dakka and all the Ork artillery to be good as well. I love all Orks and collect all if the clans, but I love Bad Moons best.
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YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2018/06/01 20:54:00
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Dakka Veteran
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I know it's not going to happen, but I'd love to see looted vehicles/units return in a real fashion - it's one of the things that endeared me to Orks when I was first starting out; I loved that they could just straight up "loot" other armies options; albeit at worse shooting, and potential movement penalties. It was fun discovering the options other factions had to take from, as well as all the potential combos.
Also, I really hope shooting Orks are emphasized - they're another thing that drew me to Orks as well; DAKKA! DAKKA! DAKKA!!!
All they have to do is leave Boyz alone (so Green Tide is still a legitimate and viable strategy), and buff the shooting/vehicle sections of the armies. Stormboyz and Kommandos are well priced enough as well; you're paying a premium, but that's for Boyz with more movement options.
I'm really excited - WAAAAAAAGH!!!!
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This message was edited 1 time. Last update was at 2018/06/01 20:54:49
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![[Post New]](/s/i/i.gif) 2018/06/01 21:22:55
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Yellin' Yoof
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Billagio wrote:What models do you guys use for KMKs/Mek Guns/Big guns? Any alternate models or conversions you use besides the actual GW model?
I made these six with two truck kits, three spark plugs, and some random guns I had liying around.
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![[Post New]](/s/i/i.gif) 2018/06/01 23:39:23
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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Let's all pray to Mork that the book is balanced and fun.
Don't pray to Gork, though...he'll just make it 200 pages of boyz.
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![[Post New]](/s/i/i.gif) 2018/06/02 06:03:06
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition
To be fair, they have gotten better with every release... just not good enough.
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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) 2018/06/02 13:50:01
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Been Around the Block
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Jidmah wrote: Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition
To be fair, they have gotten better with every release... just not good enough.
I'm all in on the dakka, really hoping we get an improvement to our shooting phase, I'd love a buff for the mega-nobz, I've held off buying them but I love the models. I really think they just need to nail the klans, if they can make it so each klan has their own style and through that optimal list (dakka/choppa/walker/speedy) they can release every flavor of power-armor till next edition without a complaint from me :p
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![[Post New]](/s/i/i.gif) 2018/06/02 14:10:50
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Daemonic Dreadnought
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CaffeineIsGood wrote: Jidmah wrote: Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition
To be fair, they have gotten better with every release... just not good enough.
I'm all in on the dakka, really hoping we get an improvement to our shooting phase, I'd love a buff for the mega-nobz, I've held off buying them but I love the models. I really think they just need to nail the klans, if they can make it so each klan has their own style and through that optimal list (dakka/choppa/walker/speedy) they can release every flavor of power-armor till next edition without a complaint from me :p
Hoping for BS4 Blood Axes. That's my single wish.
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![[Post New]](/s/i/i.gif) 2018/06/02 14:13:07
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Scraps of information on the ork codex:
endtransmission wrote:For the orks, they wouldn’t confirm what new models, but did say that, following the tend of all the recent coded releases there will be models to go with the orks and that they would no longer be an awful army.
endtransmission wrote:Can’t remember the exact wording but they did admit it was a pretty bad army and that the new book would rectify that
So apparently they at least think that orks are in bad state and they are trying to get it right.
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This message was edited 1 time. Last update was at 2018/06/02 14:13:38
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) 2018/06/02 15:28:27
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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CaffeineIsGood wrote: Jidmah wrote: Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition To be fair, they have gotten better with every release... just not good enough. I'm all in on the dakka, really hoping we get an improvement to our shooting phase, I'd love a buff for the mega-nobz, I've held off buying them but I love the models. I really think they just need to nail the klans, if they can make it so each klan has their own style and through that optimal list (dakka/choppa/walker/speedy) they can release every flavor of power-armor till next edition without a complaint from me :p Agreed, something akin to IG regimental doctrines would be nice. That way you can have multiple detacements each with its own Klan doctrine, with your army made up of multiple klans if you want (like a proppa WAAAGH!)
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This message was edited 1 time. Last update was at 2018/06/02 15:28:47
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![[Post New]](/s/i/i.gif) 2018/06/02 16:20:53
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Longtime Dakkanaut
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techsoldaten wrote: CaffeineIsGood wrote: Jidmah wrote: Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition
To be fair, they have gotten better with every release... just not good enough.
I'm all in on the dakka, really hoping we get an improvement to our shooting phase, I'd love a buff for the mega-nobz, I've held off buying them but I love the models. I really think they just need to nail the klans, if they can make it so each klan has their own style and through that optimal list (dakka/choppa/walker/speedy) they can release every flavor of power-armor till next edition without a complaint from me :p
Hoping for BS4 Blood Axes. That's my single wish.
I can’t see blood axes gain a shooting buff
Blood axes are hopefully the -1 to hit buff (sneaky)
Goff some type of assault or charge buff
Snakebite fnp
Badmoon likely some type of shooting buff
Deathskull some type of vehicle/transport/looting
Evil suns movement/speed buff
If we are lucky we get a freebooter trait as well even though they are clanless
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![[Post New]](/s/i/i.gif) 2018/06/03 03:44:03
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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Billagio wrote: CaffeineIsGood wrote: Jidmah wrote: Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition
To be fair, they have gotten better with every release... just not good enough.
I'm all in on the dakka, really hoping we get an improvement to our shooting phase, I'd love a buff for the mega-nobz, I've held off buying them but I love the models. I really think they just need to nail the klans, if they can make it so each klan has their own style and through that optimal list (dakka/choppa/walker/speedy) they can release every flavor of power-armor till next edition without a complaint from me :p
Agreed, something akin to IG regimental doctrines would be nice. That way you can have multiple detacements each with its own Klan doctrine, with your army made up of multiple klans if you want (like a proppa WAAAGH!)
Oh that's given. I'll be needing to buy and paint 150 more boyz to fit that as if 210 wasn#t enough Automatically Appended Next Post: gungo wrote:[
Blood axes are hopefully the -1 to hit buff (sneaky)
Goff some type of assault or charge buff
Snakebite fnp
Badmoon likely some type of shooting buff
Deathskull some type of vehicle/transport/looting
Evil suns movement/speed buff
If we are lucky we get a freebooter trait as well even though they are clanless
I doubt -1 to hit. Gw has stayed out of those after eldar. Maybe they realized how bad idea it is. Would also invalidate all others.
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This message was edited 1 time. Last update was at 2018/06/03 03:46:12
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/03 09:42:33
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Hopefully they have learned their lesson and will never provide an army-wide -1 to hit to anyone ever again.
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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) 2018/06/03 11:35:30
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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Fingers crossed for shooting and vehicle buffs in codex, i have about 3000 points of orks and only 20 boyz
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Owz it work.
Coz I sez it doz, dats why |
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![[Post New]](/s/i/i.gif) 2018/06/03 15:32:24
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Mutilatin' Mad Dok
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I just want our walkers to be viable. I have a 2000 pt dreadmob list with 2 nauts, 3 dreads, and 9 kanz. The issue is speed and durability.
Again, I hopeful but not all that optimistic.
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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) 2018/06/03 16:51:40
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
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gungo wrote:
I can’t see blood axes gain a shooting buff
Blood axes are hopefully the -1 to hit buff (sneaky)
Goff some type of assault or charge buff
Snakebite fnp
Badmoon likely some type of shooting buff
Deathskull some type of vehicle/transport/looting
Evil suns movement/speed buff
If we are lucky we get a freebooter trait as well even though they are clanless
Id love to see for goffs something aalong the lines of "may upgrade one extra nob in squads that may upgrade a model to a nob, 2 extra at 10+ models, 3 extra at 20+ models
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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) 2018/06/03 19:15:41
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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Short battle report but not really relevant for regular games. We had 5x5, 100 PL each apoc game here. Armies were to be divided to 1/3 parts(as close as possible) with warlord starting on board. This was to limit alpha strike and it actually worked fairly well. Reserve arrival was 7th ed style ie you move from your edge and can advance rather than the 8th ed stupid set up within 6" that screws assault armies totally. 1st floor ruins block LOS period. For h2h each player from charging side does one unit before every player from opposite side can intercept. NO CP REGENERATION was allowed period to limit that a bit and speed up game.
Alliances were dark angel+ultramarine(guillimann was unsurprisingly overall warlord here)+grey knight+tau+dark eldar(woot?) vs chaos daemons+death guard(overall warlord Mortarion)+my orks+tyranids+knights.
I went for lol's with my army. Bit too hard actually. Stompa(my warlord. This way I could start the game with it), big mek w/ kff+gorkanaut(should really have started with this) and final wave was 2 deff dreds and 2 killa kans. 7 models in total!
We botched 1st turn despite +1(the one that had majority players finish first got +1) so they went. As far as damage for stompa first turn was fairly light. 2 riptides and ravager and maybe something else shot for total of 11 wounds. Not too bad. I replied trying to thin shield drones and gun drones killing 6 and 2. In retrospect I should actually have advanced to objective which being in no man land was worth 2 pts(ie 20 power levels) in the end. Stompa shooting was annoyingly weak anyway. Cheap stuff with 4++ and 6++ sucks as target. Considered shooting at ravager but -1 to hit strategem worried.
Turn 2 and I faced suddenly 2 dredds with linked lascannon and bunch more stuff though ravager went elsewhere. 2 grey knight grandmasters came close by. One by deep strike, one by psychic power. Shooting I was left with 9 wounds(kingdom for invulnerable) as tau concentrated on me HARD. I was starting to hope for survival but alas both grand masters made the charge(one needing CP to reroll a dice). Non-warlord ate 2 wounds from big shootas( lol). Sword guy got 2 wounds through before damage and rolled 9 damage dashing my hopes of intercept and maybe luck kill the hammer guy. Or at least damage.
I brought in gorkanaut and had stealers with me as we prepared to avenge my poor stompa. Elsewhere we set up theme for game as our side focused on holding the no man land objectives(worth 2 vp at the end of your turn). This turn we also briefly took control of their DZ objective(worth 4. Own was 0 except for private goals. I got btw hold 2 objectives, yeah right, and 3 pts for each unit on our DZ and 3 more if all my army is there. These don't count for overall game but just personal ranking). Meanwhile we were taking heavy casualties. Gorkanaut actually failed to kill the grandmaster(10 wounds in, 3++ saved 8) but this was actually good as when stealers killed BOTH grandmasters(both seriously damaged by now) he struct back at worst state.
Turn 3 same. They held still mostly blowing stuff up. They finished off gorkanaut(rolling 14 damage on 3d6 helped!) and started to work on our knights who were doing tons of damage. Mortarion flew and engaged the whole bloody center line with bazillion tau. Some dark angels and dark eldar deep struck on our DZ so I decided that's where my last walkers go. So I shot some dark eldar with skorchas and charged against dark angel knights with both dreads and one carnifex tagged alone. Killa kan charged 2 primaris assalt heavy bolter guys but 6 to save kept one alive. ARGH! My dreadnoughts failed utterly. 6 attack one hit 3 times and rolled three 1's to wound. Other just bounced from invs. 4 klaw one was destroyed in short order. This continued for a while. Killed 1 knight, lost my dreadnought in 2 or 3 combat rounds but eventually carnifex ate last.
Overall we were getting beaten on casualties but we were tons ahead on objectives as we had obsec guys on them and they were hunkering down. Knights were big help killing tons of stuff around. On last turn chaos and knight tag teamed on an attempt to take down guillimann. Belakor removed inv saves. Armiger shots. Whiffed. Belakor and armiger charges guillimann. Armiger causes 4 wounds. Then belakor attacks. 7 hits, 2 wounds, FNP left him with 1 wound...Darn. Belakor then also died to return attack. Bleh.
Still. Tyranids were doing good damage clearing several near dead units and clearing our DZ preventing line breaker. Kills were 244-287 in their favour....Surprisingly little in the end. I had just big mek left which gave me 6 personal objective points. But objective points were 380-100 in our favour so 624-387 victory for rebel alliance against Imperial oppression!
I expected casualties to be lot closer but guess we killed enough dark eldar and grey knights to count. Tau survived fairly intact losing mostly one riptide. Ultramarines also fairly intact. Dark angels took some casualties. I lost all but big mek, death guard took some beating as did daemons. Tyranids survived fairly low which combined with having to hold leftmost objective and keeping ppwer level intact as personal goal(which btw were randomized) gave him win on personal objectives. I was 4th( lol). Dark angels were 2nd as he got stuff on dead warlords and we lost like all of our bar maybe tyranid
Obviously infantry army would have been better though would have slowed game a lot(now we got it done in 9 hours). Would have been good on this objective grabbing contest actually. I also REALLY should have had gorkanaut and crucially big mek start and stompa on turn 2.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/03 21:31:41
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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tneva82 wrote: Billagio wrote: CaffeineIsGood wrote: Jidmah wrote: Billagio wrote:Im hoping Flash Gits are good this time. Their models are so damn cool, shame they rarely see the tabletop
This has been posted before every ork codex release since 4th edition
To be fair, they have gotten better with every release... just not good enough.
I'm all in on the dakka, really hoping we get an improvement to our shooting phase, I'd love a buff for the mega-nobz, I've held off buying them but I love the models. I really think they just need to nail the klans, if they can make it so each klan has their own style and through that optimal list (dakka/choppa/walker/speedy) they can release every flavor of power-armor till next edition without a complaint from me :p
Agreed, something akin to IG regimental doctrines would be nice. That way you can have multiple detacements each with its own Klan doctrine, with your army made up of multiple klans if you want (like a proppa WAAAGH!)
Oh that's given. I'll be needing to buy and paint 150 more boyz to fit that as if 210 wasn#t enough
Damn and I thought my 180 was a lot.... Automatically Appended Next Post: Booger ork wrote:Fingers crossed for shooting and vehicle buffs in codex, i have about 3000 points of orks and only 20 boyz
Wait what how
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This message was edited 1 time. Last update was at 2018/06/03 21:32:05
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![[Post New]](/s/i/i.gif) 2018/06/04 00:43:45
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Longtime Dakkanaut
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how do you lot deal with Tau onions of death? i ran into a 50 blob tau firewarrior onion and it basically won the game for him. He had the buffs and faction buffs to hit on 5s on overwatch and fall back and fire again from close combat, he also had a couple of broadsides and a bunch of markerlights and the max number of commanders. If you assault the onion you get hit by 150 S5 shots hitting on 5s so 50 hits, wounding on 3s so 33ish wounds which means 27 dead orkz before you even get into close combat and that's before supporting fire from the other units nearby. I thought Ghaz might be able to get away with eating overwatch, but trying to walk him up the board with escorts would have been disastrous so basically there was nothing I could think to do but hold objectives and hope...and since it was ITC....didn't work to well.
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![[Post New]](/s/i/i.gif) 2018/06/04 00:53:46
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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SemperMortis wrote:how do you lot deal with Tau onions of death? i ran into a 50 blob tau firewarrior onion and it basically won the game for him. He had the buffs and faction buffs to hit on 5s on overwatch and fall back and fire again from close combat, he also had a couple of broadsides and a bunch of markerlights and the max number of commanders. If you assault the onion you get hit by 150 S5 shots hitting on 5s so 50 hits, wounding on 3s so 33ish wounds which means 27 dead orkz before you even get into close combat and that's before supporting fire from the other units nearby.
Well add in a kff mek and a painboy and that number gets reduced to 18 dead orks. Or throw more boyz in there with the strat(assuming you're jumping).
Or both ofc.
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![[Post New]](/s/i/i.gif) 2018/06/04 01:17:07
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Longtime Dakkanaut
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Gruxz wrote:SemperMortis wrote:how do you lot deal with Tau onions of death? i ran into a 50 blob tau firewarrior onion and it basically won the game for him. He had the buffs and faction buffs to hit on 5s on overwatch and fall back and fire again from close combat, he also had a couple of broadsides and a bunch of markerlights and the max number of commanders. If you assault the onion you get hit by 150 S5 shots hitting on 5s so 50 hits, wounding on 3s so 33ish wounds which means 27 dead orkz before you even get into close combat and that's before supporting fire from the other units nearby.
Well add in a kff mek and a painboy and that number gets reduced to 18 dead orks. Or throw more boyz in there with the strat(assuming you're jumping).
Or both ofc.
KFF and Painboy won't help since then he can shoot and run from 1 giant blob of boyz for the entire game. Jumping is fine but you can't jump a KFF, painboy AND a mob of boyz. Even if you buff the boyz up to 40 and jump them you will still get mauled in the overwatch and run away unless you pay the CPs and then he will simply walk out of combat and shoot the piss out of your remaining boyz with his fire warriors. I simply could not find a way to beat him with my list.
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![[Post New]](/s/i/i.gif) 2018/06/04 02:24:08
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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SemperMortis wrote:Gruxz wrote:SemperMortis wrote:how do you lot deal with Tau onions of death? i ran into a 50 blob tau firewarrior onion and it basically won the game for him. He had the buffs and faction buffs to hit on 5s on overwatch and fall back and fire again from close combat, he also had a couple of broadsides and a bunch of markerlights and the max number of commanders. If you assault the onion you get hit by 150 S5 shots hitting on 5s so 50 hits, wounding on 3s so 33ish wounds which means 27 dead orkz before you even get into close combat and that's before supporting fire from the other units nearby.
Well add in a kff mek and a painboy and that number gets reduced to 18 dead orks. Or throw more boyz in there with the strat(assuming you're jumping).
Or both ofc.
KFF and Painboy won't help since then he can shoot and run from 1 giant blob of boyz for the entire game. Jumping is fine but you can't jump a KFF, painboy AND a mob of boyz. Even if you buff the boyz up to 40 and jump them you will still get mauled in the overwatch and run away unless you pay the CPs and then he will simply walk out of combat and shoot the piss out of your remaining boyz with his fire warriors. I simply could not find a way to beat him with my list.
Well you can bump the boyz up to 40. Throw some shoota's in there. Warpath and jump'm, race a kff and pb on bike to the mob, shoot m and charge. That might thin the herd a bit instead of the full force. If the charge is succesfull you might have a shot. But thats a butload of points for this purpose. Allthough this trick is repeatable if you have another mob of boyz ready to be warpathed and jumped for turn 3 somewhere else on the map, giving your kff and pb the chance to get in range of the second target. Add in a warboss(or zhad) on bike and you might have something.
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![[Post New]](/s/i/i.gif) 2018/06/04 02:43:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Battlewagon Driver with Charged Engine
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SemperMortis wrote:how do you lot deal with Tau onions of death? i ran into a 50 blob tau firewarrior onion and it basically won the game for him. He had the buffs and faction buffs to hit on 5s on overwatch and fall back and fire again from close combat, he also had a couple of broadsides and a bunch of markerlights and the max number of commanders. If you assault the onion you get hit by 150 S5 shots hitting on 5s so 50 hits, wounding on 3s so 33ish wounds which means 27 dead orkz before you even get into close combat and that's before supporting fire from the other units nearby. I thought Ghaz might be able to get away with eating overwatch, but trying to walk him up the board with escorts would have been disastrous so basically there was nothing I could think to do but hold objectives and hope...and since it was ITC....didn't work to well.
Assault it with a trukk. It probably won't survive, but most of the overwatch will be eaten up. Try to multi-assault at least 2 units, so he will be compelled to overwatch it.
If he's decent, the trukk will not survive his first turn, so you will need several. Yes, we need the price to come down for this to actually work in a game. Soon.
Soon.
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![[Post New]](/s/i/i.gif) 2018/06/04 03:01:00
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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As his overwatch is so good it\s almost like it were his 2nd shooting phase. So I would be tempted to do very unorky strategy and not assault. At all. Or at least until I can bring basically entire army there. Effectively cutting down amount of firepower he can bring to field to half.
Of course you are going to take tons of casualties so bring up tons of models.
If you don't mind list tailoring boyz with shootas(to thin down those fire warriors at least) or even better gretchins would be good. Gretchin are basically half the price while he goes from 3+ to 2+ to wound which does not double his kill rate so gretchins are more survivable per point than boyz here.
I would basically only assault if he's careless enough to allow you to move(not assault. Declare charge against other squad) over one model in squad so that when you then consolidiate into combat you completely surround that model. You can't attack(as that wasn't unit you declared charge) but _he can't fall back_ unless he has fly.
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This message was edited 1 time. Last update was at 2018/06/04 03:02:52
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/04 03:26:18
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Oozing Plague Marine Terminator
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I've been gathering bodies the last few weeks and even sorting then into organized mobs. So far there's 40 Helmet boyz, 30 baldies, 30 top knots, and 30 'Ard boyz with Gobz. I also have 33 shootaz I used to mount in trukks. I'm fairly certain I'm going the Goff route, but I'm waiting on the new book before painting! 163 boyz shouldnt take too long right?
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![[Post New]](/s/i/i.gif) 2018/06/04 03:38:38
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Longtime Dakkanaut
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tneva82 wrote:As his overwatch is so good it\s almost like it were his 2nd shooting phase. So I would be tempted to do very unorky strategy and not assault. At all. Or at least until I can bring basically entire army there. Effectively cutting down amount of firepower he can bring to field to half.
Of course you are going to take tons of casualties so bring up tons of models.
If you don't mind list tailoring boyz with shootas(to thin down those fire warriors at least) or even better gretchins would be good. Gretchin are basically half the price while he goes from 3+ to 2+ to wound which does not double his kill rate so gretchins are more survivable per point than boyz here.
I would basically only assault if he's careless enough to allow you to move(not assault. Declare charge against other squad) over one model in squad so that when you then consolidiate into combat you completely surround that model. You can't attack(as that wasn't unit you declared charge) but _he can't fall back_ unless he has fly.
Thats basically what I tried for most of the game, unfortunately those stupid broadsides with their special Fething missiles destroy that plan. It is ridiculous that they can shoot things that are out of LOS and in cover and they deny cover saves, So basically he shot me when I tried to hide until the firewarriors got close and hosed 2 full mobs that way. I hate tau.
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![[Post New]](/s/i/i.gif) 2018/06/04 03:55:08
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Regular Dakkanaut
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Automatically Appended Next Post:
Booger ork wrote:Fingers crossed for shooting and vehicle buffs in codex, i have about 3000 points of orks and only 20 boyz
Wait what how
Stompa, large air rorce, several looted russ, specialists e.g nobz/ tankbustas in trukks, gunwagon, and mainly i hate painting boyz
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Owz it work.
Coz I sez it doz, dats why |
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![[Post New]](/s/i/i.gif) 2018/06/04 07:43:44
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
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SemperMortis wrote:tneva82 wrote:As his overwatch is so good it\s almost like it were his 2nd shooting phase. So I would be tempted to do very unorky strategy and not assault. At all. Or at least until I can bring basically entire army there. Effectively cutting down amount of firepower he can bring to field to half.
Of course you are going to take tons of casualties so bring up tons of models.
If you don't mind list tailoring boyz with shootas(to thin down those fire warriors at least) or even better gretchins would be good. Gretchin are basically half the price while he goes from 3+ to 2+ to wound which does not double his kill rate so gretchins are more survivable per point than boyz here.
I would basically only assault if he's careless enough to allow you to move(not assault. Declare charge against other squad) over one model in squad so that when you then consolidiate into combat you completely surround that model. You can't attack(as that wasn't unit you declared charge) but _he can't fall back_ unless he has fly.
Thats basically what I tried for most of the game, unfortunately those stupid broadsides with their special Fething missiles destroy that plan. It is ridiculous that they can shoot things that are out of LOS and in cover and they deny cover saves, So basically he shot me when I tried to hide until the firewarriors got close and hosed 2 full mobs that way. I hate tau.
I play 2 Tau players regularly and 1 guy regularly panels me every game with volume of shots, rail rifles and smart missiles. The other guy is new to the army and i geta better range of wins against him, for now. The key is to target anything that gives marker lights, pathfinders and drones and focus fire them down until they are dead that really helps. KFF and pain boy do mitigate a ton of damage but if you are forced to play to objectives you can end up just sitting having to soak up the pain.
It's doable but it's not pretty. I lost by 12 -13 vps last night with 15 minute turns each in a timed hardcore game and it was rough. But we survived until turn 5, but by then I had lots of orphaned grot gunners, a mob of 8 Boyz and a mob of about 10, 2 lootas, a KFF big mek, painboy and warboss. One more round of shooting would have finished me off. I killed some drones, pathfinders, stealth suits a handful of firewarriors and an etherealand only got into combat once due to objectives.
Hopefully the codex will give us some tools to deal with Tau, but at the moment remember that you are index versus a tailored codex army. Everything about tau is about anti-ork.
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"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2018/06/04 08:39:26
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Locked in the Tower of Amareo
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To continue on my crazy, likely not workable and certainly not feasible idea.
3 battallion. These gives you 3 big mek w/KFF and 3 weirdboy with da jump. Also 3 painboy and 3 runtherd of keep morale. Then 15 units of 30 grots and one unit of 18 grots. You could replace the 18 strong squad and one weirdboy with KFF biker mek to provide more KFF coverage.
Basically flood them in grots. Use da jump to box them in and score objectives. You probably can't get all under buffed but quite a hefty amount with some congo lines. If you did he would need 1010 hits from firewarriors to wipe them all out. Obviously you don't bring stuff into rapid fire where possible(that's what da jump screens are for).
Okay not sure that would still work(quite likely not!) and who on earth has 468 gretchins(I have just 120!) but if I had willing tau player and time(though my turns would be fairly quick actually) I might try that just for laughs proxying gretchins with anything that has 25mm base. IG troopers, basic orks, even my blood angel space marines still on 25mm bases...
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This message was edited 3 times. Last update was at 2018/06/04 08:40:55
2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/06/04 11:30:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Nasty Nob
Crescent City Fl..
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The Tau situation...I hate them too.
All I can think to say is try to shoot some units out of their aura area you won't kill them all but it will help. (I may be way off but i remember a 6" "overwatch helper" zone. I haven faced off against Tau with a codex yet.
Also. Lobbas and lootas for ranged against fleshy targets might help. Just have medium to low expectations. This is also where I would assault with trukks and boys and Kommandos, I'd pop 15 +10 Kommandso, mob them up. jump in 30 boys ahd try to plan my charge so that I can get the trukks in for the charge.
I expect that blob to be sitting back out of range.
Maybe 2 dakka Jets. Deployed as far back as you can.
I'm not sure a first turn assault would be possible.
Maybe spend more points of boys and less on support/shooting but pick key targets to bust up that overwatch+buffs so it's at least something you can tolerate and roll into close combat. That's the best I've got right now.
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This message was edited 1 time. Last update was at 2018/06/04 11:31:21
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them. |
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![[Post New]](/s/i/i.gif) 2018/06/04 11:51:37
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
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Stealthy Space Wolves Scout
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So with the FAQ change to biker bosses allowing bikers to advance and charge can Zhadsnark do the same since he is a named biker boss? He has the right keywords but he is forgeworld so I didn't want to assume.
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This message was edited 1 time. Last update was at 2018/06/04 12:14:17
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