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![[Post New]](/s/i/i.gif) 2017/06/20 17:02:27
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
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Fresh-Faced New User
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Hi, I like your list, it's not extremely different from what I like to play myself, I also play 2 BWs full of boyz (actually 3), the biker mek with KFF, the full bustas trukk and a couple single koptas. Just a few suggestions: Kans are awful, they've always been awful and unless you run a full dread mob army ditch them. Add the second bomb squig in both unit of tankbustas, only 10 points but they can change the game. Try ghaz with the boyz, it's a bit expensive but definitely worth it. KMKs are way better in causing damage than killa kans. Also min units of kommandos are only cost 45 points, and along with the koptas they can harass the opponent quite well. Deffrollas are awesome, unfortunately I have all wagons modeled without them but if you can use them, keep going doing so. The skorcha buggy is interesting and I'd like to try it.
Thanks for the suggestions. I have to say that this edition I feel a little bit lost, I was used on fielding a lot of bikes (that now are too pricey and stoormboyz with zagstruk are just better) and heavy armoured boyz, so I have to experiment a little bit and I have some hopes for the kanz. I will try a different load out (the grootzuka is just bad) and see if they can do anything good. Bomb squigs are fantastic on paper but I try to keep my bustas at the maximum range, too often I finished my games without using the squigs because I was never in range. The artillery seems a little bit too frail to me but the main problem is I only have one model of it. Kommandos are something I'm eager to try they seems fantastic for their price. Ghaz is my next list for sure  .
The buggy didn't do a lot but it was my fault, i deployed it from reserve too soon, i have to be more patient with those kind of thing.
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![[Post New]](/s/i/i.gif) 2017/06/20 17:05:40
Subject: Making Orks Competitive in 8th - Waaaagh!
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Nurgle Veteran Marine with the Flu
Southern California
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Just to clarify something, each model can only pile in in this move would bring them closer to the nearest enemy model. So you can only use this "not in b2b, so I can pile in" if you can end your pile in closer then you were to the nearest model.
I do this A LOT in sigmar. It works best against large based models or units with few models in the unit. But when your charging a large blob of small tyranid gribblies (for example) this wouldnt work. you wont be able to wrap around the unit and end your move closer to the model right in front of you. Thats why it is important to move your charge distance with the edges of your boyz blobs first. Let them try to get all the way to the outside and allow everything else in the middle to fill up the gaps.
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This message was edited 1 time. Last update was at 2017/06/20 17:07:54
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![[Post New]](/s/i/i.gif) 2017/06/20 17:18:50
Subject: Making Orks Competitive in 8th - Waaaagh!
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Potent Possessed Daemonvessel
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Sal4m4nd3r wrote:Just to clarify something, each model can only pile in in this move would bring them closer to the nearest enemy model. So you can only use this "not in b2b, so I can pile in" if you can end your pile in closer then you were to the nearest model.
I do this A LOT in sigmar. It works best against large based models or units with few models in the unit. But when your charging a large blob of small tyranid gribblies (for example) this wouldnt work. you wont be able to wrap around the unit and end your move closer to the model right in front of you. Thats why it is important to move your charge distance with the edges of your boyz blobs first. Let them try to get all the way to the outside and allow everything else in the middle to fill up the gaps.
That is true, it works better against models that are not all bunched up because you can move around single models, but not multiples.
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![[Post New]](/s/i/i.gif) 2017/06/20 17:23:58
Subject: Making Orks Competitive in 8th - Waaaagh!
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Hoary Long Fang with Lascannon
Finland
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Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.
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![[Post New]](/s/i/i.gif) 2017/06/20 17:33:46
Subject: Making Orks Competitive in 8th - Waaaagh!
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Nurgle Veteran Marine with the Flu
Southern California
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Weazel wrote:Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.
I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
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![[Post New]](/s/i/i.gif) 2017/06/20 17:43:09
Subject: Making Orks Competitive in 8th - Waaaagh!
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Mutilatin' Mad Dok
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Sal4m4nd3r wrote: Weazel wrote:Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.
I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
Just 'cause you da boss - doesn't mean you're above a little delegation.  I don't usually run multiple Warbosses, but when I do it's usually with this fluff in mind, one boss is geared up and 'in charge' as the Warlord, the other guy is just his beefiest enforcer.
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![[Post New]](/s/i/i.gif) 2017/06/20 18:38:34
Subject: Making Orks Competitive in 8th - Waaaagh!
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Yellin' Yoof
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Ork middle management just became next level tactics.
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![[Post New]](/s/i/i.gif) 2017/06/20 19:11:27
Subject: Making Orks Competitive in 8th - Waaaagh!
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Mekboy Hammerin' Somethin'
Alaska
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I can't wait for the Forgeworld book to come out, although I have a feeling some of the stuff I have or wanted to build is gone. The Meka-Dread seems like a good companion for Killa Kanz. Sal4m4nd3r wrote: Weazel wrote:Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either. I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
They had something like that in 3rd Edition before the real Ork codex came out, but they scrapped it. I think it would be cool to get two units. One would be something like "Bully Boyz" and it would be a unit of 1-3 models that were in between a Nob and a Warboss. Another would actually be an HQ choice that's one step up from a Warboss. In the fluff it's not that unusual to read about orks that are basically the size of dreadnoughts (and they're not even the biggest, baddest orks in the books).
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This message was edited 1 time. Last update was at 2017/06/20 19:12:00
YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/20 19:26:32
Subject: Making Orks Competitive in 8th - Waaaagh!
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Longtime Dakkanaut
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Dakka Flakka Flame wrote:I can't wait for the Forgeworld book to come out, although I have a feeling some of the stuff I have or wanted to build is gone. The Meka-Dread seems like a good companion for Killa Kanz.
Sal4m4nd3r wrote: Weazel wrote:Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.
I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
They had something like that in 3rd Edition before the real Ork codex came out, but they scrapped it.
I think it would be cool to get two units. One would be something like "Bully Boyz" and it would be a unit of 1-3 models that were in between a Nob and a Warboss. Another would actually be an HQ choice that's one step up from a Warboss. In the fluff it's not that unusual to read about orks that are basically the size of dreadnoughts (and they're not even the biggest, baddest orks in the books).
Demorkcracy! Ha!
Love the username Dakka flakka lol
Automatically Appended Next Post:
Wasn't there a 3rd party super Beefy warboss they was nearly size
Of a naught?
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This message was edited 2 times. Last update was at 2017/06/20 19:27:35
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![[Post New]](/s/i/i.gif) 2017/06/20 19:37:39
Subject: Making Orks Competitive in 8th - Waaaagh!
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Dakka Veteran
Colorado Springs
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The Kromlech MANZ are about the size of normal Warboss, and they make an even bigger boss model.
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![[Post New]](/s/i/i.gif) 2017/06/20 19:38:21
Subject: Making Orks Competitive in 8th - Waaaagh!
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Lone Wolf Sentinel Pilot
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How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...
- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...
-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?
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![[Post New]](/s/i/i.gif) 2017/06/20 19:39:04
Subject: Making Orks Competitive in 8th - Waaaagh!
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Tough-as-Nails Ork Boy
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Sal4m4nd3r wrote: Weazel wrote:Anyone else feel Orks need a middle management HQ choice? Like a Big Nob or something. Not a plain Nob but not a Warboss either. Running two Warbosses just doesn't feel fluffy to me... Also Weirdboy or Big Mek just don't feel Goffy either.
I 100% agree. Like multiple warbosses? as in like a demorkracy? LOL it is odd to think there would be more then one warboss. So I think to fluff this up a bit, I either take the warboss on warbike (who is HUGE) or my mega armor warboss (who is HUGE) and he is the 'uge boss' and the other basic warbosses that babysit the mob are his little bitch bosses that do his dirty work.. like keepin da boyz in line, while he goes off and krumps whatever he feels like.
Well, if it's led by some kind of WAAAGH! Council, I think that makes it a oligorky? Automatically Appended Next Post: KommissarKiln wrote:How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...
- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...
-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?
I think the answer is probably battlewagons filled with tankbustas. I'm concerned this is actually the ork answer to everything.... but I think it works here. Charge the drones, shoot the suits, each wound is a dead crisis suit. Remember when shooting that crisis suits and drones don't benefit from cover. And don't run trukks. Tau's S7 shooting tears through them, go battlewagons instead.
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This message was edited 1 time. Last update was at 2017/06/20 19:42:48
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![[Post New]](/s/i/i.gif) 2017/06/20 19:48:50
Subject: Making Orks Competitive in 8th - Waaaagh!
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Yellin' Yoof
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KommissarKiln wrote:How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...
- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...
-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?
I have had the same problem against Tau. I just get out paced by crisis suits and drones and i can't think of any answers since surrounding them in CC does not work.
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![[Post New]](/s/i/i.gif) 2017/06/20 19:51:24
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
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Mekboy Hammerin' Somethin'
Alaska
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Would KMK Mek Gunz be effective against Tau, or are they just going to get blasted off the table before they can do any real damage?
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YELL REAL LOUD AN' CARRY A BIG CHOPPA! |
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![[Post New]](/s/i/i.gif) 2017/06/20 20:21:06
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
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Nurgle Veteran Marine with the Flu
Southern California
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Kustom movement trays for my horde! 30 slots each. slot is 1/8" deep. Each ork will be under 1/4 taller then normal due to height of the base of the tray. Each spaced about 1/4" apart except for one in the lower left corner (next to the 2 remainders) where I made an error in the distance. Oh well. It will be indistinguishable when the boyz are on them.
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![[Post New]](/s/i/i.gif) 2017/06/20 20:40:32
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
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Regular Dakkanaut
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Sal4m4nd3r wrote:
Kustom movement trays for my horde! 30 slots each. slot is 1/8" deep. Each ork will be under 1/4 taller then normal due to height of the base of the tray. Each spaced about 1/4" apart except for one in the lower left corner (next to the 2 remainders) where I made an error in the distance. Oh well. It will be indistinguishable when the boyz are on them.
Nice trays! That should make timed tournaments a bit easier for you...
I've only managed to get in one 8th edition game in, and my one 30 man blob of boys got dakka'd to death pretty quickly. Thankfully, though, I had a couple of battlewagons that made it to the front lines.
Side note: I think Zap Gunz are a lot better now. I tried out 3 of them in that game, and their constant 3 damage is pretty powerful as well as their -3 AP. They had the honor of providing the killing blows to my enemy's Imperial Knight, and Gulliman (The second time he died). Getting the 3 mortal wounds on a hit when you roll an 11+ on strength is pretty great, too. Will definitely try them out again.
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![[Post New]](/s/i/i.gif) 2017/06/20 20:45:34
Subject: Making Orks Competitive in 8th - Waaaagh!
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Battlewagon Driver with Charged Engine
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Funzeez wrote: KommissarKiln wrote:How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...
- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...
-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?
I have had the same problem against Tau. I just get out paced by crisis suits and drones and i can't think of any answers since surrounding them in CC does not work.
Crisis suits are about the same price as a weirdboy. You could always try smite spam. Maybe stack 5 weirdboyz in a battlewagon and have a smite party.
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![[Post New]](/s/i/i.gif) 2017/06/20 22:05:13
Subject: Making Orks Competitive in 8th - Waaaagh!
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Regular Dakkanaut
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mhalko1 wrote:
Mek gunz-average now. rolling to hit hurt them a tad but the bubblechukka is now fun to use and insanely strong if you roll well.
Two turns in a row my opponent rolled 1, 5, 6, 6 vs my slaanesh daemons. AP1, S6, Damage6, 5 shots.
That gun can be utterly devastating when it rolls right.
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![[Post New]](/s/i/i.gif) 2017/06/20 22:13:53
Subject: Making Orks Competitive in 8th - Waaaagh!
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Oozing Plague Marine Terminator
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So, my favorite unit: Lootaz. I always include at least 30 in every list. My favorite tactic of spamming 5 man units behind an ADL and going to ground for a 2+save is over...
With split fire for everyone and no more blast fears, are we still going MSU, or should I bring bigger 10-15 sized units and give them a command point reroll for their d3 shots?
And with Cover saves being a joke for Orks now, what are our deployment options. I still like the high ground for LOS.
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This message was edited 1 time. Last update was at 2017/06/20 22:14:29
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![[Post New]](/s/i/i.gif) 2017/06/20 23:43:21
Subject: Making Orks Competitive in 8th - Waaaagh!
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Terrifying Wraith
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Not sure if this has been covered in the thread and I honestly havent looked through every page.
Just coming back to Warhammer in this 8th edition and essentially have no army at this point (except for Voldus and 10 PAGK). Still trying to decide if I want to paint up GK or switch to something like Orks.
That being said how do Nobz look this edition? I have always liked the idea of an Ork clan that is unusually large compared to other clans.
Was thinking of making an entire army of converted Orruk brutes.
Just not sure if Nobz in Battlewagons would even be a viable option.
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![[Post New]](/s/i/i.gif) 2017/06/21 01:42:18
Subject: Making Orks Competitive in 8th - Waaaagh!
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Gargantuan Gargant
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TheMostWize wrote:Not sure if this has been covered in the thread and I honestly havent looked through every page.
Just coming back to Warhammer in this 8th edition and essentially have no army at this point (except for Voldus and 10 PAGK). Still trying to decide if I want to paint up GK or switch to something like Orks.
That being said how do Nobz look this edition? I have always liked the idea of an Ork clan that is unusually large compared to other clans.
Was thinking of making an entire army of converted Orruk brutes.
Just not sure if Nobz in Battlewagons would even be a viable option.
Normal nobz got a big boost, with ablative wounds via ammo runts soaking up enemy fire and vehicle explosions. They also have access to cheap power stabbas which make normal Nobz squadz very versatile against all types of units through their access to big choppas and killsaws/power klaws.
I'm not sure if an entire army of Nobz would work but having a sizable one or two squads are certainly viable if backed up by a WAAAGH! Banner and either Stormboyz or normal Boyz squads to back them up. Depending on whether or not you're playing with power levels or normal points, they can be absolutely brutal with all of them being decked out with kombi-skorchas. I had a unit of them take a charge from a unit of chaos terminators and the resulting overwatch melted half of the terminator unit (10 wounds!).
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![[Post New]](/s/i/i.gif) 2017/06/21 02:23:58
Subject: Making Orks Competitive in 8th - Waaaagh!
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Longtime Dakkanaut
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Funzeez wrote: KommissarKiln wrote:How are Orks to deal with Tau? (Sorry if this has been addressed, I skipped a few pages) A couple major issues come to mind...
- Multiple overwatches per charge by Tau is now faction-wide rule for them. Sure, it mentions no further overwatch from the supporting unit that phase, but a Tau gun line will have *lots* of shooty units, Orks will have fewer assault units in order to have any sort of shooting ability, and will surely take casualties if it's not a turn 1 charge. And this is the minor issue compared to...
-The Tau army is like 85% fly. Every single tank, every single battlesuit (except broadsides iirc), and every single drone can fall back from combat and shoot next turn. There's practically no benefit to charging their shootiest, killiest units. IG can be heavily disrupted by charges, I'm sure a decent proportion of Marine, Necron, and even Eldar units have to deal with the penalty of falling back, but when you can build an army with basically 0 troops, how to you deal with an army that spams shooty fly units as an assault army?
I have had the same problem against Tau. I just get out paced by crisis suits and drones and i can't think of any answers since surrounding them in CC does not work.
storm boys w zagstrukk are just as fast and can assault flyers.
Deffkopta are even faster and thier bombs are brutal to stealth suits or crisis suits or any suits.
Pile ins are also a great way to not get hit by overwatch.
Tankbustas are great vs suits but bomb squigs can't hit flyers ☹️ tankbusta bombs are good though.
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![[Post New]](/s/i/i.gif) 2017/06/21 03:25:30
Subject: Making Orks Competitive in 8th - Waaaagh!
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Waaagh! Warbiker
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koooaei wrote:Manz have become weaker even vs meq.
I think the best way to run manz is to get a killsaw and a kombi-skorcha. And to run them in min squads. They can be relatively shooty, somewhat choppy. They cost a ton of points and are not that durable for points but they can concentrate some force in a small area and charge something eating overwatch. I'd definitely not spam them. K-skorcha manz are the killiest per-point of all the manz - even vs tough vehicles. But they're very fragile. 72 pts is a stiff price to pay for a single model. And you start to wonder if a megaboss is better than manz.
Im starting to think this myself.
I would have less of a problem with MANz if I could take them in units of 3 but 300 pts for a single unit that cant so much without another 75-200pts transport is nuts.
Wondering how Nob bikers are factored into this. Im a bit displeased how much better killsaws are over claws and how bikers and nob bosses cant take them.
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![[Post New]](/s/i/i.gif) 2017/06/21 04:23:16
Subject: Making Orks Competitive in 8th - Waaaagh!
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Nasty Nob
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Errr..... what 'bout killing them? Is that not a benefit to charging them?
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ERJAK wrote:
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
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![[Post New]](/s/i/i.gif) 2017/06/21 04:57:40
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
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Osprey Reader
Waffle House
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Sal4m4nd3r wrote:
Kustom movement trays for my horde! 30 slots each. slot is 1/8" deep. Each ork will be under 1/4 taller then normal due to height of the base of the tray. Each spaced about 1/4" apart except for one in the lower left corner (next to the 2 remainders) where I made an error in the distance. Oh well. It will be indistinguishable when the boyz are on them.
Wow... after all this talk about how 40k might be turned into another Age of Sigmar, it's actually become the new WHFB.
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![[Post New]](/s/i/i.gif) 2017/06/21 05:00:03
Subject: Making Orks Competitive in 8th - Waaaagh!
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Waaagh! Warbiker
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Its just for easy of moving hordes of models. I really think that competitive 40k should adopt a deathclock and movement trays are nothing but a good idea.
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![[Post New]](/s/i/i.gif) 2017/06/21 06:17:14
Subject: Making Orks Competitive in 8th - Waaaagh!
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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wtwlf123 wrote:Interesting. So are all "Boss Nobz" everywhere just equal to the base model point that the rest of the squad is?
Since there was no specific points entry in the Index for a "Boss Nob", I assumed I had to pay for a regular Nob...
So the Boss Nob in a Tankbusta squad is only 5 points (plus wargear)?
Just to put this argument to rest:
In the actual book, there is a "Building your Army" section which explicitly says that all squad leaders in the book are the same cost as a normal model of that squad.
No interpretation needed.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2017/06/21 06:23:01
Subject: Making Orks Competitive in 8th - Waaaagh!
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Regular Dakkanaut
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I had an idea and was wondering if anyone has done this yet. I love battlerwagons in 8th, super hard to kill and the deffrolla is awesome. I put some Tankbustas in it and they were cool but I got to a point that I charged with them and they are very lack luster in combat now that grenades don't do anything in melee. So I was thinking about this.
1 Battlewagon loaded up with some Tankbustas, Lootas, Manz, a Nob with Banner and a Bik Mek with KFF. I know it is a lot but it would all be one drop so we could maybe go first and you would have everything in there to handle any situation. Need long range shooting, Lootas, check. Short range tank killyness, Tankbustas, check. Got to get out and smash something, Manz, check. Need to keep the BW alive, Big mek giving 5++ to BW and able to repair it, Check.
The idea of being able to put multiple units in the same transport is new and cool.
What do you all think of that?
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This message was edited 1 time. Last update was at 2017/06/21 06:24:23
More Dakka! |
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![[Post New]](/s/i/i.gif) 2017/06/21 07:05:20
Subject: Making Orks Competitive in 8th - Waaaagh!
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Dakka Veteran
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Also, make sure ya'll don't forget that you can't psychic phase (Smite) stuff out of an open topped transport, it only allows them to make attacks in the shooting phase - the psychic phase is a different phase entirely, and isn't included anywhere in the open topped ruling.
Just FYI, from another thread regarding the Battlewagons/Passengers, and the -1 to hit with heavy weapons while moving:
Yes; it allows the passengers to negate the -1 to-hit while moving penalty, for heavy weapons.
From the Designers Commentary/FAQ:
Q. If a rule or ability grants a re-roll on, for example,
‘hit rolls of 1’ (such as a Space Marine Captain’s ‘Rites
of Battle’ ability) does that effect trigger before or
after applying modifiers to the hit rolls?
"Modifiers are applied after re-rolls. In this example there is
a -1 modifier to the hit rolls for moving and firing a Heavy
weapon. That means that the post-re-roll scores of 2, 3 and 5..."
The -1 to hit for moving and firing a heavy weapon is a MODIFIER.
Open Topped: "...When they do so, and restrictions or MODIFIERS that apply to this model ALSO APPLY TO IT'S PASSENGERS;..."
Battle Wagon Mobile Fortress: "A Battlewagon ignores the penalty (MODIFIER) for moving and firing heavy weapons."
The only confusion over this is because GW's wording and rules writing team is inconsistent in the terminology it uses, but -
The -1 is a modifier to moving and firing a heavy weapon. Any modifiers that apply to the vehicle apply to it's passengers because of open topped (say, the vehicle moved); however, the Battlewagon is allowed to ignore this penalty - which again, is shared with the passengers, thanks to open-topped. More accurately, it doesn't even apply in the first place (to either the vehicle or passengers), since it was entirely ignored.
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This message was edited 1 time. Last update was at 2017/06/21 07:05:44
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![[Post New]](/s/i/i.gif) 2017/06/21 08:09:38
Subject: Making Orks Competitive in 8th - Waaaagh!
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Smokin' Skorcha Driver
London UK
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Nightlord1987 wrote:So, my favorite unit: Lootaz. I always include at least 30 in every list. My favorite tactic of spamming 5 man units behind an ADL and going to ground for a 2+save is over...
With split fire for everyone and no more blast fears, are we still going MSU, or should I bring bigger 10-15 sized units and give them a command point reroll for their d3 shots?
And with Cover saves being a joke for Orks now, what are our deployment options. I still like the high ground for LOS.
MSU is still good but risky because of deployment rules, the more units you have the more likely you will not get first turn. Without first turn you risk the deep strike/alpha strike shenanigans.
The tactic of taking small squads of lootas and tankbustas in Battlewagons mean you can deploy them all as one deployment option added to mobile fortress this will make them far more effective.
Lootas in the backfield run the risk of getting targetted by enemy deep strikers
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