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Made in us
Longtime Dakkanaut




Oklahoma City

Ahoyyyyy mates! First post in a while.

All this 8th edition talk has me finishing my freebooters. I'm quite excited.

Gits look great but shame about only gettin badrukk reroll outside Of a transport. :(

Waaaagh banner nob, how would you use this in a entirely mechanized list?

I'd like to run something like

BW with Rolla x 4 kannons on all, big shoota x2 on one, killkannon on one
10 gits with 10 runts one wagon
15 lootas one wagon
20 boys in wagon
10 boys one wagon with warboss
4 nobs + runts + banner nob in trukk with ball
Warboss in mega armor
Warboss on bike
Kff mek on bike

Points will be a bit high for 1850/2000 so will have to shave some Dakka or boys off. Considered running ink squads of
10 and ass grots to get the +9 command point detachment

I really like the idea of all gun boats with some melee in some boats plus the boats now with Rollas should do well.

I' have about 8 manz, 5-6 koptas and a couple warrtrakks coming up but not sure if I want to field them for sure yet


Considered adding a unit of 3 koptas with one saw and rokkits? They seem expensive and maybe big shoota load out is
Better?

War trakks I figure would just get big shootas on.

One issue I'm having is... someone shoots a truck or bw with your banner nob inside it... or any character... that character is their own unit... so they take d6 mortal sounds like every other unit in the 6" radius?


This message was edited 1 time. Last update was at 2017/06/07 15:33:02


http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Nasty Nob






 Perfect Organism wrote:

You realise that FLG are now basically GW's unpaid PR department, right?


What reason does GW have to suddenly fake a discrepancy in power in their own game? Orks have been universally killing it, tabling armies left and right so far. If gw wanted to create a fake situation, they would favor the game being balanced, not telling game shops to fake wins for orks left and right.

MWG just posted a batrep, and orks table space marines. I added it to the list of batreps on page 1. So far orks have tabled their opponents in more than half the games played, and have only lost one game against tau.

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.

 
   
Made in us
Regular Dakkanaut




 davou wrote:
its amazing that GW has basically out and said its fine to use models for anything but their official listing 0.o

This opens the flood games to third party models


I'm going to use my Epic Ork Army to take advantage of cover and LOS. 30 Boyz in a 2" diameter, no problem!


Automatically Appended Next Post:
 davou wrote:


What reason does GW have to suddenly fake a discrepancy in power in their own game? Orks have been universally killing it, tabling armies left and right so far. If gw wanted to create a fake situation, they would favor the game being balanced, not telling game shops to fake wins for orks left and right.

MWG just posted a batrep, and orks table space marines. I added it to the list of batreps on page 1. So far orks have tabled their opponents in more than half the games played, and have only lost one game against tau.


And really they would be winning by blowouts, not a couple of points here, a tabling in round 5 there, etc.

But come, come, you are simply trying to be a reasonable, rationale person in a thread about Orks. Shame on you...

This message was edited 2 times. Last update was at 2017/06/07 15:41:51


si vis pacem, para bellum 
   
Made in ca
Gargantuan Gargant






 JohnU wrote:
Any Sigmar players that can comment on whether Orruks are closer to Boy or Nob size? They have a bunch of spears and pokey bits that might be good for power stabba conversions.


Orruks are definitely boy size, Black Orcs/'Ard Boyz are their Nob equivalent. I think power stabbas can still be represented through normal choppas, maybe modelled slightly differently if you are taking normal choppas for some reason in the Nob squad given that Ork weaponry is fairly haphazard in its looks.
   
Made in us
Dakka Veteran




Colorado Springs

 Grimskul wrote:
 JohnU wrote:
Any Sigmar players that can comment on whether Orruks are closer to Boy or Nob size? They have a bunch of spears and pokey bits that might be good for power stabba conversions.


Orruks are definitely boy size, Black Orcs/'Ard Boyz are their Nob equivalent. I think power stabbas can still be represented through normal choppas, maybe modelled slightly differently if you are taking normal choppas for some reason in the Nob squad given that Ork weaponry is fairly haphazard in its looks.


Thanks!

My only concern is if I'm running mixed squads of BCs/stabbas since I think all my Nobs have axes.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Maybe just model a bit of a "pokin stick" at the end of the shaft of the axe to show the stabba?
   
Made in us
Longtime Dakkanaut




 JohnU wrote:
You can only take one set of pistols for every 5 models (not counting Squigs).


Dangit You ruin all my fun.... Joking of course.
Thanks for your feedback I keep messing up on these new rules trying to make a decent TAC list.


Automatically Appended Next Post:
 Sal4m4nd3r wrote:
Maybe just model a bit of a "pokin stick" at the end of the shaft of the axe to show the stabba?

I would say the best weapon to represent it and an easy conversion to cut off your choppa and replace it with a combat knife. There are many companies that sell this bit.

This message was edited 1 time. Last update was at 2017/06/07 16:11:57


 
   
Made in au
Snord





 JohnU wrote:
My only concern is if I'm running mixed squads of BCs/stabbas since I think all my Nobs have axes.


Paint the stabbas as 'power axes' blue blade, lightning and such?
   
Made in us
Dakka Veteran




Colorado Springs

gungo wrote:


Dangit You ruin all my fun.... Joking of course.
Thanks for your feedback I keep messing up on these new rules trying to make a decent TAC list.



More like you keep wanting to do the things I want to do.

   
Made in us
Longtime Dakkanaut






So previously, power klaws were one of our go-to ways of dealing with vehicles. Seems like they're not as viable for that now, so what are we going to be using instead? Massed rokkits on kanz/buggies & trakks/koptas?


Automatically Appended Next Post:
And tankbustas? Everyone loves tankbustas, right?

This message was edited 1 time. Last update was at 2017/06/07 16:44:14


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Especially since they re roll hits against vehicles and do flat 3 damage.. I'd say yes. 10 rokkits against vehicles yields 5 hits, 2.5 wounds which is 7-8 wounds before saves. Plus our honorable squigs.
   
Made in us
Longtime Dakkanaut




 JohnU wrote:
gungo wrote:


Dangit You ruin all my fun.... Joking of course.
Thanks for your feedback I keep messing up on these new rules trying to make a decent TAC list.



More like you keep wanting to do the things I want to do.



This is the best TAC boy blob list I can come up with. Every unit has a job to counter something. (I'm not ready to do a dread mob list till I see the FW list.)

Warboss (pk, atk squig, shoota) = 80
Boss zagstruk =88

30 boys (20 choppa/10 shoota) = 180
30 boys (20 choppa/10 shoots) = 180

Nob with waaagh banner (kustom shoota) = 79
5 tankbustas (5 rokkit launcha, nob, bomb squig) = 95
5 tankbustas (5 rokkit launcha, nob, bomb squig) = 95
-trukk (big shoota, wrecking ball) = 85
5 tankbustas (pairs of rokkit pistols, 3 rokkit launcha, nob w big choppa, bomb squig) = 92
-trukk (big shoota, wrecking ball) = 85
5 kommandos (2 burnas, nob) = 45
5 kommandos (2 burnas, nob) = 45
5 kommandos (2 burnas, nob) = 45

Deffkopta (bomb, twin shoota) = 69
Deffkopta (bomb, twin shoota) = 69
Deffkopta (bomb, twin shoota) = 69
15 stormboys (nob w big choppa) = 129

Mekgun (kmk, 5 grots) = 48
Mekgun (kmk, 5 grots) = 48
Morkanaut (kff, kmb, 2 twin big shoota, 2 rokkit launcha, kmk, klaw of gork) = 374

2000 total

The warboss and nob w banner stay between the 2 blobs to buff them into killer tarpits of death.
The blobs bubble wrap the morkanaut to get a 5++ and protect it from assault or short range shooting units. The blob is a mix of shootas and choppas so they can shoot as they advance taking casualites from shootas and wreck face w choppas in assault.
The morkanaut is there to place the entie ork deplotment zone into a kff and be a huge freakin focus fire target for my opponent. Its going to advance and die but hopefully not until the end of turn 2 when everything is in melee.
The kommandos are going to deploy and charge turn 1 and tie up the worst shooting units my opponents have. (use ere we go or command points to get a roll of 9 to get in combat) if they fail their charge they are still 4+ save units with a nasty overwatch.
The deffkoptas are there to advance up the field and drop bombs on oppnents units with decent invul saves. 15x mortal wounds on a 5+ each from 3x koptas should do the trick. After the bombs drop tie up units in assault w them.
The tankbustas advance into shooting range and targets the worst vehicle. One squad advances a bit closer for pistol and bomb squig range and can assault with their trukk and unit if needed to tie up the tank/walker.
15 stormboys w zagstruk claims and clears off objectives w 16 models hopefully outnumbers my opponents models with zag and the boss w big choppa doing the heavy lifting.
Mekguns shooting long range ap-3 and holding the home objective.
and the morkanaut also shooting a lot of ap-3 and being a beatstikk if it makes it into assault. The good thing is if it gets into assault range the boy blob will eat any counter assault allowing the morkanaut the ability to charge first most times. 2x blobs is twice the problems.
Outside of kommandos everything is either fearless, ld30, or could care less about casualties with the nob w banner and warboss being the final backups for the end of the game when attrition kicks in.

This message was edited 1 time. Last update was at 2017/06/07 17:04:20


 
   
Made in us
Krazed Killa Kan





Denver, Colorado

Solar Shock wrote:
Yeh lobbas still look good. Still retain the ignore LOS, 48" range, so you can hammer the infantry. And with the d6 hits they can still pile wounds onto things.

Kap'n Krump can you comment further on the SAG, was one of my favourite models and I used to regularly field a few for funny shenanigans and the occasional vortex. To me the the randomness of both the hits and the Str seem to really hurt it.


Well, now the SAG is just str 2D6, no random table, but if you roll an 11+ the target just takes 3 mortal wounds.

But still, it does what it's always done: puts wounds on elite infantry.

Plus, it is actually reasonably effective against vehicles. Most vehicles are T6 to T8, so it's not hard to be able to wound them on 4s or 3s. And it gets multiple shots which do multiple damage.

For example, I found it was putting decent wounds on leman russes, which wouldn't have ever happened before.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Longtime Dakkanaut




 Kap'n Krump wrote:
Solar Shock wrote:
Yeh lobbas still look good. Still retain the ignore LOS, 48" range, so you can hammer the infantry. And with the d6 hits they can still pile wounds onto things.

Kap'n Krump can you comment further on the SAG, was one of my favourite models and I used to regularly field a few for funny shenanigans and the occasional vortex. To me the the randomness of both the hits and the Str seem to really hurt it.


Well, now the SAG is just str 2D6, no random table, but if you roll an 11+ the target just takes 3 mortal wounds.

But still, it does what it's always done: puts wounds on elite infantry.

Plus, it is actually reasonably effective against vehicles. Most vehicles are T6 to T8, so it's not hard to be able to wound them on 4s or 3s. And it gets multiple shots which do multiple damage.

For example, I found it was putting decent wounds on leman russes, which wouldn't have ever happened before.


I'd say the SAG is one of the 3 units I think needs a minor fix.
My reason is even though its our ONLY -5ap weapon the big mek is awful at shooting with a 5+bs and the the big mek w shokk atk gun is very expensive. Even if you happen to roll a 5+ to hit you don't even have a good chance of rolling well on strength 6+ or blowing yourself up 11+. Imho all the big mek needs is either a gitfinda included in its profile 4+bs or an ammo runt option. The gitfinda is likely the weaker and better option imho.

Burnas I think are underpower compared to kommados which are cheaper, better save, better leadership, more options, and can infiltrate. you can only take 2 burnas for 5 commandos but still spam kommandos its a better option. The burnas would be better and have a place in ork lists if it had ignore cover modifers as a unit ability. especially since orks lack a unit that ignores cover modifers outside of burnabomber skorcha missiles.

kaptin badrukk is also a unit that is a bit off. flashgits want to be in a transport (preferably battle wagon) since they no longer have a 4+sv (eavy armor). His ability doesn't work in the transport which makes him counter intuitive. Furthermore if you decide to put him on foot w flashgits the ammo runts which each flashgit can take (and should) doesn't stack w his flash git buff. The ammo runt allows 1 reroll to hit each phase, and captain can allow flashgits to reroll 1s to hit. He should allow reroll of to wound rolls of 1.

Other than that I think every other ork option in our dex is viable and not replaceable with something else that's better in our dex. I'm not saying everything is super competitive but they will all be decent.

This message was edited 1 time. Last update was at 2017/06/07 17:21:54


 
   
Made in us
Dakka Veteran




Colorado Springs

Spoiler:
gungo wrote:



This is the best TAC boy blob list I can come up with. Every unit has a job to counter something. (I'm not ready to do a dread mob list till I see the FW list.)

Warboss (pk, atk squig, shoota) = 80
Boss zagstruk =88

30 boys (20 choppa/10 shoota) = 180
30 boys (20 choppa/10 shoots) = 180

Nob with waaagh banner (kustom shoota) = 79
5 tankbustas (5 rokkit launcha, nob, bomb squig) = 95
5 tankbustas (5 rokkit launcha, nob, bomb squig) = 95
-trukk (big shoota, wrecking ball) = 85
5 tankbustas (pairs of rokkit pistols, 3 rokkit launcha, nob w big choppa, bomb squig) = 92
-trukk (big shoota, wrecking ball) = 85
5 kommandos (2 burnas, nob) = 45
5 kommandos (2 burnas, nob) = 45
5 kommandos (2 burnas, nob) = 45

Deffkopta (bomb, twin shoota) = 69
Deffkopta (bomb, twin shoota) = 69
Deffkopta (bomb, twin shoota) = 69
15 stormboys (nob w big choppa) = 129

Mekgun (kmk, 5 grots) = 48
Mekgun (kmk, 5 grots) = 48
Morkanaut (kff, kmb, 2 twin big shoota, 2 rokkit launcha, kmk, klaw of gork) = 374

2000 total

The warboss and nob w banner stay between the 2 blobs to buff them into killer tarpits of death.
The blobs bubble wrap the morkanaut to get a 5++ and protect it from assault or short range shooting units. The blob is a mix of shootas and choppas so they can shoot as they advance taking casualites from shootas and wreck face w choppas in assault.
The morkanaut is there to place the entie ork deplotment zone into a kff and be a huge freakin focus fire target for my opponent. Its going to advance and die but hopefully not until the end of turn 2 when everything is in melee.
The kommandos are going to deploy and charge turn 1 and tie up the worst shooting units my opponents have. (use ere we go or command points to get a roll of 9 to get in combat) if they fail their charge they are still 4+ save units with a nasty overwatch.
The deffkoptas are there to advance up the field and drop bombs on oppnents units with decent invul saves. 15x mortal wounds on a 5+ each from 3x koptas should do the trick. After the bombs drop tie up units in assault w them.
The tankbustas advance into shooting range and targets the worst vehicle. One squad advances a bit closer for pistol and bomb squig range and can assault with their trukk and unit if needed to tie up the tank/walker.
15 stormboys w zagstruk claims and clears off objectives w 16 models hopefully outnumbers my opponents models with zag and the boss w big choppa doing the heavy lifting.
Mekguns shooting long range ap-3 and holding the home objective.
and the morkanaut also shooting a lot of ap-3 and being a beatstikk if it makes it into assault. The good thing is if it gets into assault range the boy blob will eat any counter assault allowing the morkanaut the ability to charge first most times. 2x blobs is twice the problems.
Outside of kommandos everything is either fearless, ld30, or could care less about casualties with the nob w banner and warboss being the final backups for the end of the game when attrition kicks in.


The only thing I would suggest is maybe swap that one squad of Tankbustas without a trukk out for some Lootas. The way cover works now, 5 guys trying to walk up to something to get 24" range could be tough.
   
Made in ca
Mutilatin' Mad Dok





 Palleus wrote:

Side note: Have we gotten a look at the ork commands yet? I'm thinking that if command powers are any good, they may help limit the spam as players will have to choose between spamming, and getting a boatload of command points to spend.
We've seen all the ways to spend command points so far, there's nothing that is unique to any faction yet including Orks. The only ones other than the standard generic three that everybody gets come from specific scenarios and battlezones.
   
Made in us
Longtime Dakkanaut




 JohnU wrote:
Spoiler:
gungo wrote:



This is the best TAC boy blob list I can come up with. Every unit has a job to counter something. (I'm not ready to do a dread mob list till I see the FW list.)

Warboss (pk, atk squig, shoota) = 80
Boss zagstruk =88

30 boys (20 choppa/10 shoota) = 180
30 boys (20 choppa/10 shoots) = 180

Nob with waaagh banner (kustom shoota) = 79
5 tankbustas (5 rokkit launcha, nob, bomb squig) = 95
5 tankbustas (5 rokkit launcha, nob, bomb squig) = 95
-trukk (big shoota, wrecking ball) = 85
5 tankbustas (pairs of rokkit pistols, 3 rokkit launcha, nob w big choppa, bomb squig) = 92
-trukk (big shoota, wrecking ball) = 85
5 kommandos (2 burnas, nob) = 45
5 kommandos (2 burnas, nob) = 45
5 kommandos (2 burnas, nob) = 45

Deffkopta (bomb, twin shoota) = 69
Deffkopta (bomb, twin shoota) = 69
Deffkopta (bomb, twin shoota) = 69
15 stormboys (nob w big choppa) = 129

Mekgun (kmk, 5 grots) = 48
Mekgun (kmk, 5 grots) = 48
Morkanaut (kff, kmb, 2 twin big shoota, 2 rokkit launcha, kmk, klaw of gork) = 374

2000 total

The warboss and nob w banner stay between the 2 blobs to buff them into killer tarpits of death.
The blobs bubble wrap the morkanaut to get a 5++ and protect it from assault or short range shooting units. The blob is a mix of shootas and choppas so they can shoot as they advance taking casualites from shootas and wreck face w choppas in assault.
The morkanaut is there to place the entie ork deplotment zone into a kff and be a huge freakin focus fire target for my opponent. Its going to advance and die but hopefully not until the end of turn 2 when everything is in melee.
The kommandos are going to deploy and charge turn 1 and tie up the worst shooting units my opponents have. (use ere we go or command points to get a roll of 9 to get in combat) if they fail their charge they are still 4+ save units with a nasty overwatch.
The deffkoptas are there to advance up the field and drop bombs on oppnents units with decent invul saves. 15x mortal wounds on a 5+ each from 3x koptas should do the trick. After the bombs drop tie up units in assault w them.
The tankbustas advance into shooting range and targets the worst vehicle. One squad advances a bit closer for pistol and bomb squig range and can assault with their trukk and unit if needed to tie up the tank/walker.
15 stormboys w zagstruk claims and clears off objectives w 16 models hopefully outnumbers my opponents models with zag and the boss w big choppa doing the heavy lifting.
Mekguns shooting long range ap-3 and holding the home objective.
and the morkanaut also shooting a lot of ap-3 and being a beatstikk if it makes it into assault. The good thing is if it gets into assault range the boy blob will eat any counter assault allowing the morkanaut the ability to charge first most times. 2x blobs is twice the problems.
Outside of kommandos everything is either fearless, ld30, or could care less about casualties with the nob w banner and warboss being the final backups for the end of the game when attrition kicks in.


The only thing I would suggest is maybe swap that one squad of Tankbustas without a trukk out for some Lootas. The way cover works now, 5 guys trying to walk up to something to get 24" range could be tough.

all 3 are in trukks.
The first two units of tankbustas are 5 models w 1 squig for 6 models x2units or 12 models in 1 trukk.
I split it up this way because the way explodes work is you choose ANY model in the vehicle. So I can choose 1 bomb squig from each unit and 1 tankbusta from each unit and still pass a morale test on a roll of 6 with a ld7 nob in each unit. I would need to take 5 casualties from explodes before I even fail a morale test. This makes that tankbusta vehicle into a strong mobile gun platform. firing 10x rokkits with 2x bomb squigs (if i use them) and a big shoota.
The third unit is just 6 models in 1 trukk. 5 tankbustas and 1 squig. They aren't as durable to morale but they are meant to rush in closer disembark and get their transport into melee and charge if they absolutely need to.

This message was edited 1 time. Last update was at 2017/06/07 17:28:28


 
   
Made in us
Dakka Veteran




So how viable is the Ork walker wall in this edition?

And is it me or have all of the Ork units that had decent ballistic abilities or a high volume of fire taken a hit? I keep hearing Burnas, Lootas, Flash Gitz and Mek Gunz have been nerfed to a degree.
   
Made in us
Nasty Nob




Crescent City Fl..

I'd say the SAG is one of the 3 units I think needs a minor fix.
My reason is even though its our ONLY -5ap weapon the big mek is awful at shooting with a 5+bs and the the big mek w shokk atk gun is very expensive. Even if you happen to roll a 5+ to hit you don't even have a good chance of rolling well on strength 6+ or blowing yourself up 11+. Imho all the big mek needs is either a gitfinda included in its profile 4+bs or an ammo runt option. The gitfinda is likely the weaker and better option imho.

Are you referring o the new SAG? You don't blow your self up with the new one. On 11,12 it causes D3 Mortal wounds to the target you hit with it's shots. Unless I've misread something. Aside from the to hit roll of 5+ i looks good to me.
Or did I misunderstand your post?

Sigh, Yet another doomed attempt by man to bridge the gap between the material and spiritual worlds 
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

 MangoMadness wrote:
 JohnU wrote:
My only concern is if I'm running mixed squads of BCs/stabbas since I think all my Nobs have axes.


Paint the stabbas as 'power axes' blue blade, lightning and such?


This is what I was going to suggest - there are some Nob choppas that have a power cable with a screw embedding the cable into the blade - painting that with a bright blue lightning effect would get the "powered" look across really well. The stabba seems like something that Kommandos and Blood Axes would have, sneeky gits that they are.

The only issue is that choppas themselves have a special rule now too, so it could be confusing - hence needing them painted, i guess.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in us
Longtime Dakkanaut




The Imperial Answer wrote:
So how viable is the Ork walker wall in this edition?

And is it me or have all of the Ork units that had decent ballistic abilities or a high volume of fire taken a hit? I keep hearing Burnas, Lootas, Flash Gitz and Mek Gunz have been nerfed to a degree.


They are durable and have been winning battle reports. they look decent and FLG has a nice short battle report you can view. However can get very expansive quick. I think its to hard to tell right now how well they will do because it depends on how much anti vehicles flood the meta.
combat boys I think are the bread and butter this edition because of the base rule changes however lootas and flashgits are awesome for gunboats in a battlewagon and still just as good in cover. Mek guns are good except the bubble chukka in my opinion (unless you have a lot of command points to reroll a die). burnas im not sold on at all, however your burna models have a place in your kommando unit.
   
Made in ru
!!Goffik Rocker!!






gungo wrote:
 koooaei wrote:
gungo wrote:


Anyway people should run the numbers on tankbustas with rokkit pistols. Even scions can't compete with that damage output.


Let's assume they shoot a rhino. A single scion deals 1.48 wounds (overcharging). A tankbusta deals 0.74 damage. A tankbusta also needs a transport and doesn't benefit from orders and is 1 pt more expensive. On the other hand, trukks are pretty good and tankbustas, being orks, can even chop something down in mellee. And aren't one-use cause of a trukk.


Automatically Appended Next Post:
 hordrak wrote:
Power Stabbas on Nobs look good for 3pts. -2 AP is great, but any ideas how they are supposed to look? Just say that choppas are stabbas now?


There's no need for choppas any more cause powa stubbas are way superior vs anything with at least 5+ save. And don't cost much. I'll try out powa stabba nobz soon. I have great faith in them
kooniae rokkit pistols are double the shots that's 2x reroll to hit vs ur rhino, str7 ap-2 d3 per model. Those 10 shots w reroll to hit are better than 6x plasma shots in rapid fire range at 3+ to hit. You don't buy models singles you but units. Tankbustas aren't great in melee and if your including orders you include the cost of the squad which is really only preventing gets hot in overcharged plasma just like you include the cost of a transport or weridboy. It gets really convoluted at that point however a straight squad of rokkit pistol tankbustas w 2x bomb squigs still outgun a scion squad in rapid fire range (which scions are not in when they deepstrike) and overcharged (meaning they die in a 1).
5 tankbustas at 12in w 2x squigs does ~6.25 wounds to a rhino. 5 scions w 3 overcharged plasma 2 hotshot guns w reroll 1s order at rapidfire range does ~4 wounds. Double check my math I did it in my head.


Only 1 in 5 can take pistols. And they're just 12 range.
   
Made in us
Regular Dakkanaut





 Jambles wrote:
 Palleus wrote:

Side note: Have we gotten a look at the ork commands yet? I'm thinking that if command powers are any good, they may help limit the spam as players will have to choose between spamming, and getting a boatload of command points to spend.
We've seen all the ways to spend command points so far, there's nothing that is unique to any faction yet including Orks. The only ones other than the standard generic three that everybody gets come from specific scenarios and battlezones.


Oh. I thought that there were more specific powers that individual keyword armies could use. Maybe that's going to be a later development when the codices come out?

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
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 warhead01 wrote:
I'd say the SAG is one of the 3 units I think needs a minor fix.
My reason is even though its our ONLY -5ap weapon the big mek is awful at shooting with a 5+bs and the the big mek w shokk atk gun is very expensive. Even if you happen to roll a 5+ to hit you don't even have a good chance of rolling well on strength 6+ or blowing yourself up 11+. Imho all the big mek needs is either a gitfinda included in its profile 4+bs or an ammo runt option. The gitfinda is likely the weaker and better option imho.

Are you referring o the new SAG? You don't blow your self up with the new one. On 11,12 it causes D3 Mortal wounds to the target you hit with it's shots. Unless I've misread something. Aside from the to hit roll of 5+ i looks good to me.
Or did I misunderstand your post?


Thanks I reread it. For some reason I read it as d3 hits to the big mek. Kind alike last edition version of blowing yourself. You are right. its d3 mortal wounds to target however I still think the bigmek w shok gun is to expensive for its ballistic skill and random strength being to low half the time. Imho a big mek simple needs a 4+ to shoot by including the gitfinda in its profile. Nothing I mention is awful. They just seem off compared to other choices for the cost.
   
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Oklahoma City

Is my logic off here? Characters are at a huge risk being within 6" of vehicles (or embarked upon them) as if it explodes they have a 1/6 chance of receiving d6 mortal wounds? So a unit of nobs with a warboss and banner nob in a battlewafon or truck that explodes would do d6 mortal wounds to each embarked unit? So nobs take d6, warboss takes d6 and banner nob takes d6 as they are all their own units now?

Then the biker boss and kff biker just behind the BW (within 6" of the exploding vehicle in question for arguments sake) would each take their own d6 wounds also?


Seems scary. Kff mek can stay back but embarked characters... ouch. How to being them along with a fully mech list?

http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



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 Palleus wrote:
 Jambles wrote:
 Palleus wrote:

Side note: Have we gotten a look at the ork commands yet? I'm thinking that if command powers are any good, they may help limit the spam as players will have to choose between spamming, and getting a boatload of command points to spend.
We've seen all the ways to spend command points so far, there's nothing that is unique to any faction yet including Orks. The only ones other than the standard generic three that everybody gets come from specific scenarios and battlezones.


Oh. I thought that there were more specific powers that individual keyword armies could use. Maybe that's going to be a later development when the codices come out?
I'd be really surprised if they didn't, Stratagems seem like a great way to inject some flavour into a faction!
   
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Gun-crazy Showoffs: After this unit has shot in the Shooting phase, roll a D6. On a 6, all models in the unit must immediately shoot again, but can only target the nearest enemy unit.

This is for Gitz.. my question is can it happen more than once in a round? Like say they finish the 2nd attack and roll another 6. That could be a lot of Dakka if they continue to shoot until you either stop rolling 6s or there is nothing left within 24 inches.
   
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 koooaei wrote:
gungo wrote:
 koooaei wrote:
gungo wrote:


Anyway people should run the numbers on tankbustas with rokkit pistols. Even scions can't compete with that damage output.


Let's assume they shoot a rhino. A single scion deals 1.48 wounds (overcharging). A tankbusta deals 0.74 damage. A tankbusta also needs a transport and doesn't benefit from orders and is 1 pt more expensive. On the other hand, trukks are pretty good and tankbustas, being orks, can even chop something down in mellee. And aren't one-use cause of a trukk.


Automatically Appended Next Post:
 hordrak wrote:
Power Stabbas on Nobs look good for 3pts. -2 AP is great, but any ideas how they are supposed to look? Just say that choppas are stabbas now?


There's no need for choppas any more cause powa stubbas are way superior vs anything with at least 5+ save. And don't cost much. I'll try out powa stabba nobz soon. I have great faith in them
kooniae rokkit pistols are double the shots that's 2x reroll to hit vs ur rhino, str7 ap-2 d3 per model. Those 10 shots w reroll to hit are better than 6x plasma shots in rapid fire range at 3+ to hit. You don't buy models singles you but units. Tankbustas aren't great in melee and if your including orders you include the cost of the squad which is really only preventing gets hot in overcharged plasma just like you include the cost of a transport or weridboy. It gets really convoluted at that point however a straight squad of rokkit pistol tankbustas w 2x bomb squigs still outgun a scion squad in rapid fire range (which scions are not in when they deepstrike) and overcharged (meaning they die in a 1).
5 tankbustas at 12in w 2x squigs does ~6.25 wounds to a rhino. 5 scions w 3 overcharged plasma 2 hotshot guns w reroll 1s order at rapidfire range does ~4 wounds. Double check my math I did it in my head.


Only 1 in 5 can take pistols. And they're just 12 range.

ya got that from johnu.
However 12 in is still better than 9in for rapid fire overcharged plasma that you were using as your base. I can run the numbers again but I still think 6 tankbustas with 2 bomb squigs with 6 rokkits (122pt unit). is still better then 10 scions with 4 plasmaguns and a plasma pistol sarg at 9in with hotshot lasguns rerolling 1s from orders (123pt unit). Even stacking everything in the scions favor vs a toughness 8 3+ save rhino. Im fairly sure the tankbusta unit is still doing more wounds.

This message was edited 3 times. Last update was at 2017/06/07 18:27:10


 
   
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The Imperial Answer wrote:
So how viable is the Ork walker wall in this edition?

And is it me or have all of the Ork units that had decent ballistic abilities or a high volume of fire taken a hit? I keep hearing Burnas, Lootas, Flash Gitz and Mek Gunz have been nerfed to a degree.


None of the shooty units have really been nerfed. Some have gun up in cost, but a lot of that has to do with them becoming better. For example tankbustas went up a couple of points but now reroll all misses to hit against vehicles.

Since Orks have mostly assault weapons, they can move+advance and still shoot but with a minus one to hit. I they need 6s to hit, if you do this a lot your shooting will be bad.

Flash gitz now have a flat 4+ to hit instead of only when stationary. And on. 6 get to shoot a second time against the nearest enemy.

I've played two games with half my points in walkers, all kans and dreads. The kanz underperformed and I considered them the worst units I had. Slow, need 5s to hit in assault, making them not so great-each kan averages 1 hit. Rokkits are 1 shot, hits in 4+ which is better than normal Ork shooting but also not great. Rokkits do a flat 3 damage which is nice, many things do d3- so if you get lucky you can do a lot of damage, but you won't always be lucky.

The deff dread were very effective fire magnets and killing machines, target choice is pretty important, in many ways tarpitting is bigger in 8th. Charging a bunch of 1 wound models with a deff dread is pointless, you will kill 2-3 a turn and they might lose one to morale. The big difference is they will be able to hurt you potentially. In many ways this edition favors volume of medium strength attacks over a few high damage attacks.


Automatically Appended Next Post:
skyfi wrote:
Is my logic off here? Characters are at a huge risk being within 6" of vehicles (or embarked upon them) as if it explodes they have a 1/6 chance of receiving d6 mortal wounds? So a unit of nobs with a warboss and banner nob in a battlewafon or truck that explodes would do d6 mortal wounds to each embarked unit? So nobs take d6, warboss takes d6 and banner nob takes d6 as they are all their own units now?

Then the biker boss and kff biker just behind the BW (within 6" of the exploding vehicle in question for arguments sake) would each take their own d6 wounds also?


Seems scary. Kff mek can stay back but embarked characters... ouch. How to being them along with a fully mech list?


Not all explosion s cause the same damage, some are 1 mortal wound, some are D3.

This message was edited 1 time. Last update was at 2017/06/07 17:55:51


 
   
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Crescent City Fl..

gungo wrote:
 warhead01 wrote:
I'd say the SAG is one of the 3 units I think needs a minor fix.
My reason is even though its our ONLY -5ap weapon the big mek is awful at shooting with a 5+bs and the the big mek w shokk atk gun is very expensive. Even if you happen to roll a 5+ to hit you don't even have a good chance of rolling well on strength 6+ or blowing yourself up 11+. Imho all the big mek needs is either a gitfinda included in its profile 4+bs or an ammo runt option. The gitfinda is likely the weaker and better option imho.

Are you referring o the new SAG? You don't blow your self up with the new one. On 11,12 it causes D3 Mortal wounds to the target you hit with it's shots. Unless I've misread something. Aside from the to hit roll of 5+ i looks good to me.
Or did I misunderstand your post?


Thanks I reread it. For some reason I read it as d3 hits to the big mek. Kind alike last edition version of blowing yourself. You are right. its d3 mortal wounds to target however I still think the bigmek w shok gun is to expensive for its ballistic skill and random strength being to low half the time. Imho a big mek simple needs a 4+ to shoot by including the gitfinda in its profile. Nothing I mention is awful. They just seem off compared to other choices for the cost.


HAha I'm glad to help. I read it that way too the first time through. I'm thinking it'll be good in a troop heavy list for some punch. I've been looking at things I used to view as reliable and unreliable and the point costs. GW seem to think this is powerful, based on the points cost. I'm sure were paying for the mortal wounds, if we roll them. I'm interested in seeing just how good the random weapons actually are over the more reliable ones.
Still have to find a balance in the list though.

Sigh, Yet another doomed attempt by man to bridge the gap between the material and spiritual worlds 
   
 
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