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Made in fi
Locked in the Tower of Amareo





 DrGiggles wrote:
 Jidmah wrote:
 Billagio wrote:
Are we likely to get a new boxed set or new "start collecting" set with the new codex release? Recently got back into 40k again so I havnt been following what the trends have been for previous releases.


The start collecting box is all plastics and not that old. I don't think it will get replaced.


Unless they move the Painboy back into the HQ slot they will need to though. You can't make a patrol detachment with it currently which is pretty weird.


Neither can eldar one be used to make. It's not requirement for SC's to be legal detachments.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Neither can tyranids - they get 1 HQ, 1 troops, 1 heavy support.

I don't think the start collecting stuff has the target of getting players ready for matched play.

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. 
   
Made in ca
Ork Boy Hangin' off a Trukk





Guys, can we PLEASE let the argument about Da Jump and the beta rule rest. Everyone agrees it's badly written, end of story, go reread the old posts as nothing has changed.
   
Made in fi
Locked in the Tower of Amareo





 Jidmah wrote:
Neither can tyranids - they get 1 HQ, 1 troops, 1 heavy support.

I don't think the start collecting stuff has the target of getting players ready for matched play.


Um that IS legal patrol detachment...


Automatically Appended Next Post:
Shrapnelbait wrote:
Guys, can we PLEASE let the argument about Da Jump and the beta rule rest. Everyone agrees it's badly written, end of story, go reread the old posts as nothing has changed.


Problem isn't even the quality of writing but where the GW decided to put the clarification. So rather than having easily found clarification for da jump(and big pile of other similar abilities) we have...well some comment in ages old FB post. Good luck finding it.

This message was edited 1 time. Last update was at 2018/06/19 13:19:21


2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
 Jidmah wrote:
Neither can tyranids - they get 1 HQ, 1 troops, 1 heavy support.

I don't think the start collecting stuff has the target of getting players ready for matched play.


Um that IS legal patrol detachment...

Huh, could have bet you need two troops. Goes to show how often I have fielded a patrol detachment.

Good news for me though, I only need one box of nurglings to get a Chaos Daemons DP in my DG army

Shrapnelbait wrote:
Guys, can we PLEASE let the argument about Da Jump and the beta rule rest. Everyone agrees it's badly written, end of story, go reread the old posts as nothing has changed.


Problem isn't even the quality of writing but where the GW decided to put the clarification. So rather than having easily found clarification for da jump(and big pile of other similar abilities) we have...well some comment in ages old FB post. Good luck finding it.


Still, this problem isn't new. No need to go for another 3 pages of you and actual english guy disagreeing about it.

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. 
   
Made in us
Fresh-Faced New User




From GW’s Facebook page (Weirdboy section of course)
[Thumb - C2C017A5-A27E-405C-BCF3-48C0AEBBCFDB.jpeg]

This message was edited 1 time. Last update was at 2018/06/19 20:45:48


 
   
Made in gb
Mekboy on Kustom Deth Kopta






juanonymous wrote:
From GW’s Facebook page (Weirdboy section of course)


Is this a virus?

E - scratch that, we know this.

This message was edited 1 time. Last update was at 2018/06/19 20:47:47


 
   
Made in fi
Locked in the Tower of Amareo





Yeah. I know that. Problem is it\s so god damn hard place to find in some ages old post in FB. When you have plenty of players who don't follow FB you will run into players who haven't heard. So then what? It's basically your word. "Yes they had such comment on their FB honest. Oh and honest they even said this time it IS official despite standard policy before this was FB posts were 100% unofficial".

I already ran into this situation. And this was fairly fresh yet it was still hard(as in didn't find) to find the damn post so I actually had nothing to show...It was basically case of does opponent and TO trust my word for it or not...

That's why they should be in one official location...Which GW as a matter of fact already has. This little place called "FAQ's and erratas". Why they didn't put it there is beyond me. Would have taken less time to do than make that image and rather contemptuous treatment toward their customers along it.

2024 painted/bought: 109/109 
   
Made in us
Battlewagon Driver with Charged Engine





tneva82 wrote:

That's why they should be in one official location...Which GW as a matter of fact already has. This little place called "FAQ's and erratas". Why they didn't put it there is beyond me. Would have taken less time to do than make that image and rather contemptuous treatment toward their customers along it.



That makes way too much sense. GW is getting better but they arnt that good yet, especially when it comes to ork things

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in us
Nasty Nob




Crescent City Fl..

I played a game Sunday against AM+AC. The game lasted less than 3 full urns. I went second and had the lead on points until turn three when I called it. final score 12 to 14 Orks lose.
I had run out of stuff I could do anything productive with I was down to less than 200 points on the table.

But I have a question. On turn two I took one objective the ememy controled as well as protected on they were trying to take from me. This all worked fine at the time. I had theoption to instead make a long advance+charge to slay the enemy warlord and claim an objective, which would have been the real reason for the charge, I would still have been able to tack via model count the other enemy objective, the one I did take,. And on top of that the mission would let players burn objectives in the enemy deployment zone. So a possible 5 points from that and the objectives I already had . 3. for 8 points at the end of my turn. possible 12 total at the end of turn 2. to my opponents 7 going into turn 3.
Would you have done that knowing it would likely get you tabled in a game you knew would be over in the next turn.
If not tabled you'd have hardly anything on the table and have to call the game. I imagined a 13 to 14 Orks lead at the end of turn 3 in the above scenario based on at best keeping two objectives in my back field and my warlord being killed.

Would there be any reason not to take the risk next time?

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in ca
Ork Boy Hangin' off a Trukk





 warhead01 wrote:
I played a game Sunday against AM+AC. The game lasted less than 3 full urns. I went second and had the lead on points until turn three when I called it. final score 12 to 14 Orks lose.
I had run out of stuff I could do anything productive with I was down to less than 200 points on the table.

But I have a question. On turn two I took one objective the ememy controled as well as protected on they were trying to take from me. This all worked fine at the time. I had theoption to instead make a long advance+charge to slay the enemy warlord and claim an objective, which would have been the real reason for the charge, I would still have been able to tack via model count the other enemy objective, the one I did take,. And on top of that the mission would let players burn objectives in the enemy deployment zone. So a possible 5 points from that and the objectives I already had . 3. for 8 points at the end of my turn. possible 12 total at the end of turn 2. to my opponents 7 going into turn 3.
Would you have done that knowing it would likely get you tabled in a game you knew would be over in the next turn.
If not tabled you'd have hardly anything on the table and have to call the game. I imagined a 13 to 14 Orks lead at the end of turn 3 in the above scenario based on at best keeping two objectives in my back field and my warlord being killed.

Would there be any reason not to take the risk next time?


In a word: Waaaagh! Go for it. It sounds like it was going to be a lose/lose scenario for you anyway, so you might as well get some bragging rights for giving his Warlord a gud stompin'. With any justice, the codex will be able to turn a scenario like this into a 'ard krumpin'.
   
Made in ru
!!Goffik Rocker!!






I've noticed that the opponents often overestimate orks. We play differently and many opponents don't get that and sometimes give up too early. It usually goes like this:
First turn orks do no damage, the opponent kills 1/3 of our army. Than turn 2/3 boyz reach the foe and even being depleted kill 1/2 of the opponent's army while scoring a lot of points. The opponent goes super defensive and eventually kills 90% of our army while taking little return damage but he's allready down on points and morally affected by our 2-3 turn effectiveness.
Doesn't happen all the time but still quite often.

This message was edited 1 time. Last update was at 2018/06/20 07:52:10


 
   
Made in gb
Mekboy on Kustom Deth Kopta






 koooaei wrote:
I've noticed that the opponents often overestimate orks. We play differently and many opponents don't get that and sometimes give up too early. It usually goes like this:
First turn orks do no damage, the opponent kills 1/3 of our army. Than turn 2/3 boyz reach the foe and even being depleted kill 1/2 of the opponent's army while scoring a lot of points. The opponent goes super defensive and eventually kills 90% of our army while taking little return damage but he's allready down on points and morally affected by our 2-3 turn effectiveness.
Doesn't happen all the time but still quite often.
Yea I agree with this - the situation you've described is how 99% of my games go. If games go to turn 5 or 6 I generally have very little, to nothing left. Orks peak too soon and players who are unfamiliar give up when we peak rather than wait the game out for a win.
   
Made in fi
Locked in the Tower of Amareo





 koooaei wrote:
I've noticed that the opponents often overestimate orks. We play differently and many opponents don't get that and sometimes give up too early. It usually goes like this:
First turn orks do no damage, the opponent kills 1/3 of our army. Than turn 2/3 boyz reach the foe and even being depleted kill 1/2 of the opponent's army while scoring a lot of points. The opponent goes super defensive and eventually kills 90% of our army while taking little return damage but he's allready down on points and morally affected by our 2-3 turn effectiveness.
Doesn't happen all the time but still quite often.


For me it's been turns 1-3 I get blasted to bits, kill something but very little. Hopefully get ahead on maelstrom vp's as by turns 3-5 I get blasted on those as army is basically nearly tabled. Turns 4-6 it then gets tabled.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
Yeah. I know that. Problem is it\s so god damn hard place to find in some ages old post in FB. When you have plenty of players who don't follow FB you will run into players who haven't heard. So then what? It's basically your word. "Yes they had such comment on their FB honest. Oh and honest they even said this time it IS official despite standard policy before this was FB posts were 100% unofficial".

I already ran into this situation. And this was fairly fresh yet it was still hard(as in didn't find) to find the damn post so I actually had nothing to show...It was basically case of does opponent and TO trust my word for it or not...

That's why they should be in one official location...Which GW as a matter of fact already has. This little place called "FAQ's and erratas". Why they didn't put it there is beyond me. Would have taken less time to do than make that image and rather contemptuous treatment toward their customers along it.


I have added the picture to the first post of this thread, so it's easier to find now. If someone can provide the link to the actual FB post, I will add it as well.

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. 
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

 Jidmah wrote:
I have added the picture to the first post of this thread, so it's easier to find now. If someone can provide the link to the actual FB post, I will add it as well.

'ere ya go: https://www.facebook.com/permalink.php?story_fbid=2013246815662614&id=1575682476085719

...it's good to be green!  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Thanks, added it to the first post.

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. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






This message was edited 1 time. Last update was at 2018/06/20 10:44:26


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. 
   
Made in us
Nasty Nob




Crescent City Fl..

Shrapnelbait wrote:
 warhead01 wrote:
I played a game Sunday against AM+AC. The game lasted less than 3 full urns. I went second and had the lead on points until turn three when I called it. final score 12 to 14 Orks lose.
I had run out of stuff I could do anything productive with I was down to less than 200 points on the table.

But I have a question. On turn two I took one objective the ememy controled as well as protected on they were trying to take from me. This all worked fine at the time. I had theoption to instead make a long advance+charge to slay the enemy warlord and claim an objective, which would have been the real reason for the charge, I would still have been able to tack via model count the other enemy objective, the one I did take,. And on top of that the mission would let players burn objectives in the enemy deployment zone. So a possible 5 points from that and the objectives I already had . 3. for 8 points at the end of my turn. possible 12 total at the end of turn 2. to my opponents 7 going into turn 3.
Would you have done that knowing it would likely get you tabled in a game you knew would be over in the next turn.
If not tabled you'd have hardly anything on the table and have to call the game. I imagined a 13 to 14 Orks lead at the end of turn 3 in the above scenario based on at best keeping two objectives in my back field and my warlord being killed.

Would there be any reason not to take the risk next time?


In a word: Waaaagh! Go for it. It sounds like it was going to be a lose/lose scenario for you anyway, so you might as well get some bragging rights for giving his Warlord a gud stompin'. With any justice, the codex will be able to turn a scenario like this into a 'ard krumpin'.


Finally! Some advice I understand! WAAAAGH!

I think your right because as my scrumgrod likes competitive play and itc rules from time to time he has been planning to hit itc events. I'm probably hit toughest punching bag... Those points I might have scored could have an effect on my own standing in a tournament so if I would have managed more points it would have been better but I couldn't reconcile that with what happens if I have more points but and tabled or call the game being effectively tables. All in all it was a much better game than I had expected it would be. H had 3 squads of 3 AC Jet bike guys and a Jet bike captain then his AM element of which he still had 2 LRBT, 4 infantry squads kitted, 2 Mortar teams and 2 officers. I had managed to wipe out his conscripts commissar and priest and put only 1 wound on a mortar team in his back field.
I took 5 Killa Kans 2 Gorkanauts 4 mobs of 30 boys 1 warboss 1 biker Bigmek with Kff and 2 Meks with kill saws because gak list. lol. I hadn't really wanted to play and put no effort into my list.
My Gorkanauts exploding on turn two was fantastic and was far more helpful to me than it might sound.
I really think I needed 10 grots and a weirdboy in that list and it's good. Just have to sort out the killa kans which did impress me when they got in combat. Maybe they just need to be cheap and stuck in to matter.
I'd like to try them again.

I have a habit of playing too conservatively through out my games. I need to be more reckless and go for the glory faster.

I will have a battle report on my blog in a few days with some pictures, I'll post a link to it here when it's up.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Agree. If you're losing the game anyways, follow this list:

1) Kill their warlord. Keep bragging about it.
2) Kill a well painted model with some kind of head gear. Claim that the ork who made the killing blow stole the funny hat. Bonus points if that ork actually has a new hat modeled for next game.
3) Form the "Zog it" ork glyph with a mob of boyz.
4) Climb the highest ruin and declare yourself "Boss of da mountain"
5) Try blowing up a weird boy on purpose by getting as many orks as possible close to it. Make sure the explosion hits enemy models as well.
6) Use the DakkaDakkaDakka stratagem on any unit. Call out the stratagem's name every time you roll a six.
7) Advance and charge using a Warbosses aura. Yell "Waaagh!" at the top of your lungs while doing so.
8) Have your warboss fight the biggest enemy on the table.
9) Sing the ork song from DoW1
10) Keep explaining to your opponent why orks never lose.

This message was edited 2 times. Last update was at 2018/06/20 13:36:03


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. 
   
Made in us
Nasty Nob




Crescent City Fl..

 Jidmah wrote:
Agree. If you're losing the game anyways, follow this list:

1) Kill their warlord. Keep bragging about it.
2) Kill a well painted model with some kind of head gear. Claim that the ork who made the killing blow stole the funny hat. Bonus points if that ork actually has a new hat modeled for next game.
3) Form the "Zog it" ork glyph with a mob of boyz.
4) Climb the highest ruin and declare yourself "Boss of da mountain"
5) Try blowing up a weird boy on purpose by getting as many orks as possible close to it. Make sure the explosion hits enemy models as well.
6) Use the DakkaDakkaDakka stratagem on any unit. Call out the stratagem's name every time you roll a six.
7) Advance and charge using a Warbosses aura. Yell "Waaagh!" at the top of your lungs while doing so.
8) Have your warboss fight the biggest enemy on the table.
9) Sing the ork song from DoW1
10) Keep explaining to your opponent why orks never lose.


Well, the first rule works but you can keep the rest!

I just try not to play stupidly and put on a lot of pressure, score points and try to stay in the lead. My usual Scrumgrod starts to feel stressed and continues to look for ways to get back up to an even score or better if he can. Our games are usually very vicious and nasty fights. I rushed him with the Gorkanauts instead of boys and he hardly manage to wound each of them with 3 on one and 4 on the other with all of his shooting in the first turn. But if they had made it into his lines he'd have folded. My other units were fighting and slowly killing his Jet Bike guys in close combat...the issue is that he can gun down half a full mob in one shooting phase! Yikes but that hurts! My largest take away is that his army is "good" but it isn't that good.
I may trade out the Kans for a third Gorkanaaut next time and try to get those grots and Weird boy.
To quote Odorous. "If you challenge my glory your face I will step in." Sounds like a game plan for next time.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in ca
Ork Boy Hangin' off a Trukk





So, has anyone tried taking a Big Gun with the sole purpose of Da Jumping the crew to capture an objective? As long as you get other fast moving units closer to the enemy, you are going to be able to keep the objective since the grots can't be targeted.


Automatically Appended Next Post:


Well, the first rule works but you can keep the rest!

I just try not to play stupidly and put on a lot of pressure, score points and try to stay in the lead. My usual Scrumgrod starts to feel stressed and continues to look for ways to get back up to an even score or better if he can. Our games are usually very vicious and nasty fights. I rushed him with the Gorkanauts instead of boys and he hardly manage to wound each of them with 3 on one and 4 on the other with all of his shooting in the first turn. But if they had made it into his lines he'd have folded. My other units were fighting and slowly killing his Jet Bike guys in close combat...the issue is that he can gun down half a full mob in one shooting phase! Yikes but that hurts! My largest take away is that his army is "good" but it isn't that good.
I may trade out the Kans for a third Gorkanaaut next time and try to get those grots and Weird boy.
To quote Odorous. "If you challenge my glory your face I will step in." Sounds like a game plan for next time.

You're going to have a hard time with those bikes no matter what you do. I don't know if another naut is going to be your answer. It almost sounds like you need to have something fast that can get into his backlines and make him turn around and deal with the threat instead of concentrating on the boyz. Maybe a small squad of skorcha buggies going up the flanks or a min size bike squad? Hit those mortar teams.
If you can get the Kans in close with the Bikes, they can kill a bike with one successful wound. I tried kans again a little while ago and was surprised at how good they are in close combat. Give them KMBs and once they wound themselves, you can choose which wounded kan to put more wounds on, spreading out damage so the unit as a whole survives.
Definitely go for a weirdboy and Da Jump one of those mobs into his backfield or onto an objective. Painboy and wierdboy combo in the center of a couple of mobs will let you smite at max and heal the inevitable perils. Jetbikes don't like Smite, but they have to take it in the face or hang back and be ineffective.

This message was edited 1 time. Last update was at 2018/06/20 14:27:21


 
   
Made in us
Nasty Nob




Crescent City Fl..

Shrapnelbait wrote:
So, has anyone tried taking a Big Gun with the sole purpose of Da Jumping the crew to capture an objective? As long as you get other fast moving units closer to the enemy, you are going to be able to keep the objective since the grots can't be targeted.


Automatically Appended Next Post:


Well, the first rule works but you can keep the rest!

I just try not to play stupidly and put on a lot of pressure, score points and try to stay in the lead. My usual Scrumgrod starts to feel stressed and continues to look for ways to get back up to an even score or better if he can. Our games are usually very vicious and nasty fights. I rushed him with the Gorkanauts instead of boys and he hardly manage to wound each of them with 3 on one and 4 on the other with all of his shooting in the first turn. But if they had made it into his lines he'd have folded. My other units were fighting and slowly killing his Jet Bike guys in close combat...the issue is that he can gun down half a full mob in one shooting phase! Yikes but that hurts! My largest take away is that his army is "good" but it isn't that good.
I may trade out the Kans for a third Gorkanaaut next time and try to get those grots and Weird boy.
To quote Odorous. "If you challenge my glory your face I will step in." Sounds like a game plan for next time.


You're going to have a hard time with those bikes no matter what you do. I don't know if another naut is going to be your answer. It almost sounds like you need to have something fast that can get into his backlines and make him turn around and deal with the threat instead of concentrating on the boyz. Maybe a small squad of skorcha buggies going up the flanks or a min size bike squad? Hit those mortar teams.
If you can get the Kans in close with the Bikes, they can kill a bike with one successful wound. I tried kans again a little while ago and was surprised at how good they are in close combat. Give them KMBs and once they wound themselves, you can choose which wounded kan to put more wounds on, spreading out damage so the unit as a whole survives.
Definitely go for a weirdboy and Da Jump one of those mobs into his backfield or onto an objective. Painboy and wierdboy combo in the center of a couple of mobs will let you smite at max and heal the inevitable perils. Jetbikes don't like Smite, but they have to take it in the face or hang back and be ineffective.

I hadn't thought about jumping Gun Krews...neat.

Oh I totally know now! the extra Naught would also rush his table edge to get in his AM lines. His back field would not have been possible to get behind. He had his 4 squads evenly divided and deployed just far enough to cover the length of his Deployment zone and also threaten just past way across no mans land. Not counting his Autto cannons each squad had. His LRBT's were deployed centr and about as far forward as his Infantry squads but safe behind his 2 squads of 30 conscripts. Him having turn one was good for me because he moved his AC and conscripts forward , my Nauts had advanced to take an objective his rabble were after but hadn't made it to. so were were scoring and he was a few inches out. Over all he didn't need to move anything except those few units. If I had goon that far forward he would have gunned my units down quickly. I had thought about Kommandos maybe. in that game on turn two they would have made a positive gain for me but I haven't looked at what I would change in the list to stick them in. Storm boys might have been a good choice as well. I guess that's what I get for not playing every week these days. lol.
This was also the first time I skipped out on the weir boy and pain boy. My last list had 2 pain boys, 2 weird boys 2 KFF Meks . It's interesting to see what you can do outside of your comfort zone.
I usually have no actual use for my warboss but now that he gets that relic choppa I think he managed to slay 2 Jet Bikers and only took a single wound from one of my own exploding Killa Kans.
I kept thinking his Jet Bike hero was his warlord. but he wasn't.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Regular Dakkanaut




Newfoundland

Given the ton of interesting stratagems people are getting im starting to wonder how we will fare in the stratagems department.

I think a big one for us would be a +1 to wound Rolls stratagem to help us hack through armor a bit easier, so in the case of boyz wounding t7 on 4's and t8 on 5's. Now that said i could see certain targets like other infantry getting mowed down hard by that and might be a bit over powered. Instead perhaps just +1 strength for a unit for a turn, wont help us beat t7 any better but will effect t8 and t4/5 things.
Call it "Frenzied assault" or something. Spend 1 or 2 CP on it.

I assume we will get a double attack one like many other armies got. Or perhaps similar to the tyranid one where they can pile in and attack again.

i would like to see some more shooting related ones to give our shooting phase some real use.
"Morks Blessin" Add 1 to hit rolls for a unit for a shooting phase, could combo well with DakkaDakkaDakka to generate extra shots on 5 and 6 instead of just 6. like tesla that we have to pay cp for...

and im sure im not the first to suggest this but perhaps a strategem to ensure we explode or allows us to reroll the explode result with a +1 Modifier if we fail the first time.

Given that this is a Tactics thread im curious how the stratagems we get will allow us to play to our strengths, which are few right now or to give us new strengths.
Played a game recently that i would have likely won had stratagems not been a factor, I played my cards right and made mostly right decisions, now my luck also turned at the end and i couldnt kill feth all in my shooting phase but i had had enough of a lead to have ended it with melee phases. But a 2cp pile in additional combat phase from a hivetyrant and my Morkanaughts remaining wounds disappear.

So they in alot of cases are tactically very important, and right now we dont have any game changers like that, dakkadakkadakka and the mob up one are not makeing a big impact in most cases.

You guys got ideas for tactically useful Strategems? it might be a bit premature given that we dont know the state of our models for the codex yet but could be an interesting mental exercise.



   
Made in ca
Ork Boy Hangin' off a Trukk





Given GW's desire to see orks try to roll 6's, I could see them give us one that says pick a unit, that unit hits on 6's regardless of modifiers.
   
Made in lt
Mysterious Techpriest






I come back to my made up rule of "we ain't aimin' anywayz - ignore negative to hit modifiers".

This message was edited 1 time. Last update was at 2018/06/21 10:39:34


Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in gb
Nasty Nob on Warbike with Klaw





Liverpool

Shrapnelbait wrote:
Given GW's desire to see orks try to roll 6's, I could see them give us one that says pick a unit, that unit hits on 6's regardless of modifiers.
That would actually be useful sometimes

Thinking Dark Eldar here...
   
Made in us
Oozing Plague Marine Terminator





Strategems I want to see: an Orky version of Tide of Traitors.

A stratagem where units locked in cannot fall back.

A stratagem to disembark AFTER a vehicle has moved.

Fight Twice stratagem.

Kommandos that prevent Overwatch.
   
Made in ca
Ork Boy Hangin' off a Trukk





In the game I had last night I ran into that super Eldar sniper. It was disgusting. 48" range, enough AP to give no save, 3damage plus a mortal wound, Character so can't be targeted, an -2 to hit and +2 save in cover even if you can target him. Thanks to the grot oiler, my big mek survived 2 rounds, Called the game before the Warboss got targeted.

Fast moving units is the only way I can think of to get him, Other than using one wierd boy to deepstrike another weird boy to smite him. Deffcoptas might have a use here. Thoughts?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The one use for 'ead banger. One-shots eldar characters on a roll of 4+

On a more serious note, dakka jets. Just jump the jet next to Illic and unload. You still hit on 5+, wound on 2s, so two dakka jets should see him dead on average.

You can also just jump any unit, if there is room to do so. We will most likely not survive combat against any number of orks (T3/5+).

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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