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Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

 matphat wrote:
Jidmah!

Would it be possible to start compiling some of these verified details in the OP? So many pages to slog though.


Yikes! Imagine cutting the grass of a golf course on hands and knees with a pair of scissors and we are in the ball park of your request. No worries, however, because the Ork community is very active and helpful. Just like previously this tactics thread will be regularly used and consequential regularly read by other Ork players. Just pop in your questions and concerns even if adressed 30 pages ago, one or more of us will reply. Besides it's so early and clear meta hasn't been worked out yet including no dex release yet so much discussed already can't be counted as verified and what has been verified may become a whole new story when all armies get full codices.
   
Made in us
Dakka Veteran




Colorado Springs

 Toxxic wrote:
2000 point Footslogging list that works pretty good for me. 1 weirdo has Da Jump, 1 Weirdo has warpath. I jump 1 warpath affected mob of boyz forward on turn 1 and 2 while everything advances.

Supreme command detachment
3 big Meks in Mega Armor with KFF, PKs and KMBs
Battalion Detachment
Weirdboy
26 Boyz, 1 nob w/PK
26 Boyz, 1 nob w/PK
20 boyz, 1 nob w/PK
1 nob w/ WAAAGH banner
9 tankbustas, 1 bomb squig
Battalion Detachment
Weirdboy
30 boyz, 1 nob w/PK
30 boyz, 1 nob w/ PK
12 boyz, 1 nob w/PK
1 nob w/ WAAAGH banner
1 dakka jet w/ 6 supa shootas


If you drop the mega armor from the HQs and swap a bunch of those PKs for big choppas you'll have room for another blob of boyz or tankbusta squad which would probably serve you better. Single PK nobs aren't busting up vehicles like they used to and mega armor doesn't really help out characters, especially with so many boyz around (and it makes them slower).
   
Made in us
Regular Dakkanaut





Toxxic
2000 point Footslogging list that works pretty good for me. 1 weirdo has Da Jump, 1 Weirdo has warpath. I jump 1 warpath affected mob of boyz forward on turn 1 and 2 while everything advances.

Supreme command detachment
3 big Meks in Mega Armor with KFF, PKs and KMBs
Battalion Detachment
Weirdboy
26 Boyz, 1 nob w/PK
26 Boyz, 1 nob w/PK
20 boyz, 1 nob w/PK
1 nob w/ WAAAGH banner
9 tankbustas, 1 bomb squig
Battalion Detachment
Weirdboy
30 boyz, 1 nob w/PK
30 boyz, 1 nob w/ PK
12 boyz, 1 nob w/PK
1 nob w/ WAAAGH banner
1 dakka jet w/ 6 supa shootas


Need two HQ choice for Batallion detachments.

You could remove the command detachment and sneak the contents into your two batallions though and they be good
   
Made in us
Tough-as-Nails Ork Boy






 Blackie wrote:
SemperMortis wrote:
 Blackie wrote:
SemperMortis wrote:
 Blackie wrote:
 Rismonite wrote:
I believe I am correct in saying that Ork Boyz, Gretchin, Nobz, Stormboyz, and Kommandos are the only models that did not get more expensive, pointswise. There may be a few configurations of Gunz I am overlooking.

Maybe ork meta is movement tray meta?



Also some HQs like the warboss, big mek, weirdboy, ghaz and grotsnik who now costs less than half the points compared with the previous edition.


Are you saying the HQs got cheaper or are you saying they are 50% more expensive now?


All these HQs are cheaper now, and grotsnik is 74 points instead of 160.

Warboss with pk with or without the bike costs the same points, maybe he's even a little bit cheap as he can't have the boss pole and the lucky stikk anymore.

Weirdboyz are 8 points cheaper.

Big mek with KFF with or without the bike are 9-10 points cheaper.

Ghaz is 10 points cheaper.

I don't play FW stuff but if I remember correctly even Zhadsnark is 30ish points cheaper.

Only the generic HQs in megarmor are more expensive, but who needs them anymore?


Grotsnik got cheaper but he also lost usefulness. Now he is just a slightly better Painboy.

Ghaz got cheaper but lost his 2++ as well as his Army wide Fearless. This was always situational but still.

Zhadsnark got cheaper but lost pretty much all his useful abilities. he is just a slightly better warboss on a bike now.


So it is kind of a mixed bag, yeah they got cheaper but their abilities got worse.


Well IMHO grotsnik was unplayable before with his 160 points, he typicallu buffed a unit of meganobz but for the same cost you could take 4 other meganobz, which were way better than having the mad dok. Now if you're going to play hordes you probably want a couple of painboyz and for only 9 point more than a regular dok you can fit him which is better. Grotsnik is finally playable now, even if he doesn't have a bunch of special rules.

Ghaz was almost unplayable before, he could find a room only with the decurion which was a huge point sink and far from the most competitive lists. Now he's a great character, he lost the 2++ but gained a permanent 4+ and more wounds, not to mention that with the new rules morale is not the issue that was in 7th edition. He also strikes first and gives +1 attack to the boyz which is big if you want to play him with a unit of boyz in a BW and the boyz lose 1 attack because they're under 20 models.

Zhadsnark lost his ability to turn bikers into troops but since bikes now have lost their usefulness who cares? For only 11 point more than regular biker boss you get a better character. And even the regular biker boss is competitive choice. But the biker spam list was huge in 7th and I agree about considering him less effective now.

Ghaz and grotsnik are way better now, not to mention the weirboyz, which was terrible before and even the KFF biker mek, now a nice add if you want some vehicles.


One scapel short of a medpack is probably the best iteration it's ever been giving grotsnik advance and charge without the need for a warboss. You can even fall back from combat, advance and charge back in to swing first with your klaw. It shouldn't be too hard to get him more than 3" away from another model to proc this great ability when you need too, just make sure your target is the closest to him.

This message was edited 1 time. Last update was at 2017/06/30 18:28:05


3000
1500
2200 
   
Made in us
Ork Boy Hangin' off a Trukk





Cajun Country

Bigdoza wrote:
Toxxic
2000 point Footslogging list that works pretty good for me. 1 weirdo has Da Jump, 1 Weirdo has warpath. I jump 1 warpath affected mob of boyz forward on turn 1 and 2 while everything advances.

Supreme command detachment
3 big Meks in Mega Armor with KFF, PKs and KMBs
Battalion Detachment
Weirdboy
26 Boyz, 1 nob w/PK
26 Boyz, 1 nob w/PK
20 boyz, 1 nob w/PK
1 nob w/ WAAAGH banner
9 tankbustas, 1 bomb squig
Battalion Detachment
Weirdboy
30 boyz, 1 nob w/PK
30 boyz, 1 nob w/ PK
12 boyz, 1 nob w/PK
1 nob w/ WAAAGH banner
1 dakka jet w/ 6 supa shootas


Need two HQ choice for Batallion detachments.

You could remove the command detachment and sneak the contents into your two batallions though and they be good


OOOPS! Yeah, I'll move the big meks over to the battalions.

This message was edited 1 time. Last update was at 2017/06/30 19:47:51


" It's good ta be green!  
   
Made in us
Power-Hungry Cultist of Tzeentch





Georgia

Are mech lists still viable for orks? In 7th I ran three trukks full of boys backed up by two battle wagons filled with nobz and tankbusters. I was planning on adding some burnas to one of the wagons since multiple units can ride now. Or would I be better served dropping the trukks and footslogging the boys?
   
Made in ca
Waaagh! Warbiker





 YoungSolomon wrote:
Are mech lists still viable for orks? In 7th I ran three trukks full of boys backed up by two battle wagons filled with nobz and tankbusters. I was planning on adding some burnas to one of the wagons since multiple units can ride now. Or would I be better served dropping the trukks and footslogging the boys?


If it is it isnt obvious. I dont think any1 is thinking that basic transports are all that good atm. They to expensive and dont do much other than block stuff and transport.

If you gonna run trukk boyz I dont think you can get away with just putting boyz in them. U need to be putting nobs or tankbustas or something else. If you are gonna spam boyz in trucks, the trukk costs as much as the boyz, ie super inefficent.

Rn every1 is looking horde of foot boyz.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 matphat wrote:
Jidmah!

Would it be possible to start compiling some of these verified details in the OP? So many pages to slog though.


What exactly though?

Pretty much the only things everybody agrees on are that banner nobz and weirdboyz with da jump are awesome and that it's difficult to remove high toughness models with lots of wounds.

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 fi
Hoary Long Fang with Lascannon




Finland

Been dreaming of building an Ork army for a couple of editions, and I was very excited that a new edition would be an opportune moment to finally pull the trigger since everything would be balanced and viable. However it doesn't seem to be the case at all. So my plans have really grinded to a halt at the moment because from what I'm reading Orks are not that strong at the moment.

So basically I'm asking is it a good time to start an Ork army, and is a horde of boyz and storm boyz backed by a Gorkanaut a good core for an army? I'm not playing competitively but we have a few tough players in our group and I would like to have a fighting chance at winning...

7000+
3500
2000 
   
Made in it
Waaagh! Ork Warboss




Italy

 YoungSolomon wrote:
Are mech lists still viable for orks? In 7th I ran three trukks full of boys backed up by two battle wagons filled with nobz and tankbusters. I was planning on adding some burnas to one of the wagons since multiple units can ride now. Or would I be better served dropping the trukks and footslogging the boys?


The easiest way to play orks in a competitive meta is to field a horde buffed by some supporting characters. But the edition is pretty new and who really knows what are the best combinations available. A mech list can even be viable, keep in mind that it should be able to deal with the most common opponents. If you find a way to deal with hordes, high T values multi wounds superheros/vehicles, flyers, etc maybe it can be even competitive.

The list I'm currently playing is the following one:

Ghaz

Biker big mek with KFF

Biker warboss with pk

3 units of 18-19 boyz all with pk nobz

3 BWs with a big shoota each

5 tankbustas, 1 bomb squig, 6 nobz all with big choppas in a trukk

3x5 kommandos with a nob and 2 burnas in each squad

2 units of 2 KMKs each

Battallion and Spearhead detachments. Deff rollas would be amazing for BWs but sadly my wagons are modelled without them. Even a couple of them can be very handy though. Eventually if I spare 10 points I can replace the biker boss with zhadnark, who is certainly better.


Automatically Appended Next Post:
 Weazel wrote:
Been dreaming of building an Ork army for a couple of editions, and I was very excited that a new edition would be an opportune moment to finally pull the trigger since everything would be balanced and viable. However it doesn't seem to be the case at all. So my plans have really grinded to a halt at the moment because from what I'm reading Orks are not that strong at the moment.

So basically I'm asking is it a good time to start an Ork army, and is a horde of boyz and storm boyz backed by a Gorkanaut a good core for an army? I'm not playing competitively but we have a few tough players in our group and I would like to have a fighting chance at winning...


Boyz and stormboyz are very solid, among the best options available. Not sure about the nauts as they are more resilient now but they still do nothing with their shooting. In a casual or semi-competitive meta orks can be effective, especially if you focus on the most reliable units.

This message was edited 1 time. Last update was at 2017/07/01 11:21:50


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 Blackie wrote:

 Weazel wrote:
Been dreaming of building an Ork army for a couple of editions, and I was very excited that a new edition would be an opportune moment to finally pull the trigger since everything would be balanced and viable. However it doesn't seem to be the case at all. So my plans have really grinded to a halt at the moment because from what I'm reading Orks are not that strong at the moment.

So basically I'm asking is it a good time to start an Ork army, and is a horde of boyz and storm boyz backed by a Gorkanaut a good core for an army? I'm not playing competitively but we have a few tough players in our group and I would like to have a fighting chance at winning...


Boyz and stormboyz are very solid, among the best options available. Not sure about the nauts as they are more resilient now but they still do nothing with their shooting. In a casual or semi-competitive meta orks can be effective, especially if you focus on the most reliable units.


Well the 'naut would double as a transport for Nobz. I'd really love to run a handful of Nobz but haven't really figured how to transport them. Battlewagon is a bit expensive and trukk is probably not durable enough.. footslogging with a KFF is an option but I'm not sure if they would survive slogging anyway. One of my goals is to build a fluffy Goff army.

7000+
3500
2000 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Battlewagon are tough as nails though, in my last game it took about 1800 points of space marine shooting to down one. I had two, one with 'open topped and a KFF and one with an 'ard case. It took every single lascannon, missile launcher and pile of medium strength weapons like assault cannons and heavy bolters to grind through the 16 wounds. The end of turn two me and my ally had lost two battlewagons, three koptaz, about twenty boyz and 26 gertchin - not a whole lot considering we faced 3000 points of Imperial Fists.
Our opponent also tried to get two multimelta bikes in range, but my ally gunned those down with his warbikers. Their shooting is awesome, but their survivability is not worth 27 points, as single storm talon wiped out half the unit in turn 3.

KFF didn't make a huge difference, I failed almost all of my 5++ saves against weapons with more than 1 damage.

If had brought my usual four BWs instead of just two, two would have reached the SM lines with close to no damage. I also had a truck which was completely unharmed by turn 4 and was happily smashing tactical marines (one per turn) with his wreckin' ball while shutting off their missile launcher.

Like in all the previous editions, the tricky part is making all BWs worth about the same, because if your opponent wants to kill a BW and everything inside it, he will succeed. That's why I don't think the tankbusta wagon will be very successful, it's just too many points and too much danger in one place. It also needs to be open topped and the difference between T8 and T7 was huge, especially bolters wounding on 6 instead of 5 feel like single 'ard cased battlewagons survive twice as long as open topped battlewagons inside a KFF.
It might be better to field units of 5 and spread them across multiple transports than one huge one.

I will also start fielding rokkits in units of boyz again, it's one point more than a tank busta and doesn't get to reroll, but it will be almost guaranteed to survive until the entire unit is wiped out, while the rokkits on tank bustas get dropped with every casualty.
I also feel like nob bosses with big choppa + kombi rokkits (29 points) will deal a lot more damage to your opponent than a klaw (25 points), so there is a fourth rokkit in the unit.
So, instead of fielding a unit of tank bustaz, I might as well equip four units of 30 boyz with a total of 16 rokkits which will be able to shoot almost all game long.
It's a bit worse for battlewagon armies, as you usually have to field less than 20 boyz to have room for characters. You could still get two rokkits per unit and maybe stick some on your vehicles instead.

This message was edited 1 time. Last update was at 2017/07/01 13:34:32


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 nl
Regular Dakkanaut




So what units do you guys feel like that are going to make it in the tourny scene? Except boyz ofc, that much is certain to me xD

I want to know if I should invest in KMKs or look at some other units like the wazbom blastajet.
   
Made in us
Nasty Nob






deffkoptas certainly

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
Nasty Nob





United States

I personally think you need 'Ard Case now that we have it. There are a lot of weapons that lose 1 to wound between t7 and 8. The Big Mek on bike with KFF seems mandatory with all weapons with good damage seemingly having a good -AP modifier.

As far as Ard case, take it, Ork ahooting has never been productive enough IMO, and now our shooting isn't worth -1T on the wagon. Take a clown car of multiple tankhammer boyz and Nob with Big Choppa and stop trying to aim rokkitz, my thoughts. Take a deff rolla too and get stuck in.

In fact, to balance the wagonz take a medium sized squad of boyz in the wagon and slap the tankhammer bustas in each wagon with them so every boyz unit in wagon has some Anti tank support

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gb
Longtime Dakkanaut





UK

I've always viewed Battlewagon a as transports for CC troops.

Shooting... Artillery and Lootas never needed it, Tankbistas worked fine in a Trukk and anything else that was 'shooty' had alternative methods of transportation.

Still upset that the Chinork Warcopter isn't open topped. I had hoped to have it as a centre piece for a Evil Sunz army...oh well.

YMDC = nightmare 
   
Made in us
Nasty Nob





United States

Ten. I think ten is a really cool number for mechanized orkz this edition. Why? Well ten boyz standing 6 inches from any MSU unit of five orkz can guarantee your five orkz pass morale even if they took four casualties by using the Ld of the 10 Boyz. The math makes me head hurt, but ten is also nice because it fits on a trukk with space for a character or maybe three. Ten boyz can be very ignorable among bigger gitz.

It might be worth thinking like this;
-MSU goes 4x5 in a Wagon
-Bring support characters on trukkz with ten boyz for nearby Ld10 once the fight gets on the ground
-Mix MSU in each wagon you bring so that there is no reason to focus more on one wagon over any other
-Deff Rolla, Ard case

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in hu
Fresh-Faced New User





Hi All!

I just had a 2000 point game today with a list that was planned to be competitive (based on ideas from this thread, and slightly limited by my available models).

2x30 slugga boyz
20 shootas in a battlewagon
12 lootaz in a trukk
a deff dread
nob squad of 10
Characters: 2 weirdboys (warpath + da jump) warboss, waagh banner nob, painboy, Ghazghkull
Big shootas, rokkit launcers, power klaws here or there.

I am not a very skilled player and made some mistakes, too, but still I got beaten so badly that it was surely not just because of my lack of experience.

My opponent was an all shooting Ultramarine bunch, the notable units were a Stormraven (I think) - 2 las- and 2 autocannons, 2 rhinos with assault cannons (or some other cannons that bursts 12 shots a turn), 2 x centurion squads with 18 bolter shots + gravs EACH (maybe with rapid fire that was double, don't remember), devastators with lascannons, some normal marines.

My takeaways:

- The horde concept seems fun on paper, but we had very low survivability. 6+ feel no pain was a waste, maybe a KFF would have been useful, but not that much, and stuffing two squads of 30 + characters under a 9" bubble can be tricky. I came second in turn 1 and one of my boyz blobs was around 8-10 already.

- Weirdboys were heavily abused by scout snipers. My opponent was smart on that.

- The battlewagon was popped up in turn 1 by all the lascannons on the field. 4+ save is useless against them, and I don't see marine armies on the table with fewer than 6-8 lascannons.

- 10 nobs (1 PK + 1 skorcha + 8 normal) with warpath + da jump just could not put down 3 centurions. I wasn't that lucky on the dice, but still had higher expectations. 2-3 was dead already on overwatch

- I never ever pick a painboy again to my lists. Waste of points.

- I should have played this smarter, but my buffing characters usually got behind. Eg. the banner nob, warboss, Ghaz came along in movement + advancement, but as they were 2-4" behind they could not charge (I had long shots), so the boyz were in front of the enemy without +1 to hit or +1 attack from Mr. G. Moving the front line properly seems quite tricky.

- I still don't feel heavy weapons in boyz squads useful. Spent 36 points on 3 rokkits that never hit anything.

- The only planned combo that actually worked was to charge in with a full blob of boyz with warpath - around 150 attacks (2 base + 1 choppa + 1 green tide + 1 warpath) resulting in only 6 woulds against three centurions. I do not know what the math shows but that was not even so convincing.

On turn 2 I knew I lost, and at the start of turn 4 I only had a trukk of lootaz, 3 characters, 4-5 boyz and Ghazzie on the table (Mr. G. was the only MVP caliber player on the field).

Maybe I just found my counter army, but on local tournaments I expect even more shooty opponents like Tau or Eldar. I don't see boyz surviving if starting second.

I know it was not a really useful comment, I just needed to let this go... Better luck for felllow horde herders!

This message was edited 3 times. Last update was at 2017/07/01 19:32:00


   
Made in ru
!!Goffik Rocker!!






150 attacks are indeed ~5.5 wounds against t5 2+ armor. Ideally, you need to utilise your numbers to tie up as much of his shooty stuff as possible. And try to get your pks and bigchoppas on his multi-wound stuff.
   
Made in us
Fresh-Faced New User




 koooaei wrote:
150 attacks are indeed ~5.5 wounds against t5 2+ armor. Ideally, you need to utilise your numbers to tie up as much of his shooty stuff as possible. And try to get your pks and bigchoppas on his multi-wound stuff.


Quoted for truth. The PK nob in that unit would get 5 attacks (3 + warpath + Ghaz), hit with 2.5, wound with 2, get 1.4 wounds through armor dealing almost 3 wounds. That's not a bad way to kill a 90 point model minimum. When you factor in the boyz attacks too that's 3 centurions down, not too bad at all for boyz.
   
Made in us
Longtime Dakkanaut




Mr g is good but slow,
Try zhardsnark or combo with both. Zhardsnark hits just as hard as mr g, but is less resilient but way faster, moving 20in and then being able to charge 2d6 is gold.

I agree painboys are weak even the slight boost to mad doc doesn't make them amazing and yes kff is better.
   
Made in us
Longtime Dakkanaut




Can someone explain to me why Orkz move 5in but Imperial Guard move 6?

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in se
Rogue Grot Kannon Gunna






Hi there! I finally had the time to read the WHOLE 3d and test some games in 8th ed with my 'Nids. Oh, it feels so good to finally can use that army and win!
I own also a daemon army and a very half builded very not painted BA army.
The last months of the 7th ed I tried orks borrowed from a friend and had a pretty solid list; Ah! the irony of beating someone with his own army!
However the coming of 8th ed finally motivated me to start ORKS!!!
I now did some homework and have a certain understanding of my meta and of how this edition work. ATM speed and Alpha strike is all there is.
This said I like to keep my armies fluffy and competitive.
I think it is important have the right tool for the right job and i dislike spamming list.
Also I like play a massive amount of troops to keep board control and provide target saturation, but with this army i had in mind, I wanna play it asap and I cant put myself in painting 150 models as I did for my 'Nids...
I decided to go for a side Klan of Bad Moons, like a redneck version of them, so I already have a colour scheme in mind, how and which model to convert and so forth; what I miss it is some tactical advise where I feel a bit unsecure.
My ideal list is:

Outrider Detachment:

1x Big Boss on Bike PK, Kustom Shoota

30x Stormboyz+ nob with Big Choppa
12x Warbikers+ Nob with Big Choppa
1x Warbuggy with twin shoota

Spearhead Detachment

1x Big Mek on bike w Killasaw/ KFF

10 Tankabusta+ 2 Bomb

1x Gorkanaut
6x Kans with Rokkit
2x Mek Gunz w Bubblechukka+ Traktor Kannon

1 Trukk w ball (s)
----------------------------------------------

That is 5 CP, 9 drops, 77 models and a decent mobilty supported from some decent dakka.
The idea is to have 2 fast flanks with the stormboyz and the bikes and a hard middle core with the kanz and the naut supported by the meks KFF.
The buggy is there for object grabbing and the Gunz...well...
Now there are some mathammerish things i am unsecure of.

I love the bikes but they really got nerfed, I belive the KFF can kind of soften that, but they do not seems as great as before.
That said i love them and i cant find anything worth to replace, not esteticaly, not points wise.
12 bikes are 333 pts, 5 deffkopta with dakkagunz are 345:
Deffkopta vs MEQ in shooting do
6.667 W x turn + 5 bombs that are 5.667 Mortal wounds
in CC
an average of 20 A with a result of bewteen 2.963 8.889W
The bikes in shooting does
between 5.333 and 16.00 W
plus the guns at 12" between 0.667 and 2.000 W
in CC
they can achieve between 3.667 and 11.00 W
plus the nob that does between 0.8 and 3.2 W

The bikes are a wealth of 25 W at 4+ with T 5
The kopas are 20 W with the same T and Save and same M

I haven't done the math yet but also the 'Naut might go away instead of a mega dread and a dakkaplane.

Honestly the koptas feels way more random with the A in CC and the bombs, less cool and they will soak less fire, which always helps to think a step ahead of your opponent. For my experience people always try to trim down big units, even if the real threat might come somewhere else.with 12 bikes, 30 stormboyz and 6 kanz, there you have a nice target saturation.

For the rest, the painboy is too costly to support the bikes and i prefer cover my kanz and naut so they can bring devastation in CC, even if they are f.... slow... I might suffer against a gun line but in my meta there are no 150 scion or conscript players, so I can have fun as the game evolve.
I would love to have any feedback and any insight from you veteran ork players, so I can place my order and get in my headspace ready to paint this army!
Cheers

This message was edited 1 time. Last update was at 2017/07/01 22:59:40


 
   
Made in us
Battlewagon Driver with Charged Engine





SemperMortis wrote:
Can someone explain to me why Orkz move 5in but Imperial Guard move 6?

The fluff says orks on foot are lumbering and slow. That's why they take trukks and buggies.

We're lucky it's not 4.
   
Made in hu
Fresh-Faced New User





SemperMortis wrote:
Can someone explain to me why Orkz move 5in but Imperial Guard move 6?


1. We advance with such enthusiasm that boyz stumble upon each other.
2. Its not about getting there, but who gets there first, so boyz use some dirty tricks to slow down others (elbows, ankle kicks, etc.).
3. Its always WAAAGH then run. WAAAGH takes approximately the time of a one inch run.

   
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 JimOnMars wrote:
SemperMortis wrote:
Can someone explain to me why Orkz move 5in but Imperial Guard move 6?

The fluff says orks on foot are lumbering and slow. That's why they take trukks and buggies.

We're lucky it's not 4.


The Fluff also has Orkz being faster then IG in every way imaginable. So I mean, why give Orkz who are roughly the same size as a Space Marine (2 meters + ) and have them run slower then regular humans who are on average >6

 Tomsug wrote:
Semper krumps under the radar

 
   
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Nasty Nob






SemperMortis wrote:
 JimOnMars wrote:
SemperMortis wrote:
Can someone explain to me why Orkz move 5in but Imperial Guard move 6?

The fluff says orks on foot are lumbering and slow. That's why they take trukks and buggies.

We're lucky it's not 4.


The Fluff also has Orkz being faster then IG in every way imaginable. So I mean, why give Orkz who are roughly the same size as a Space Marine (2 meters + ) and have them run slower then regular humans who are on average >6


Because move isn't the only measure of speed? Orks are super quick on the table, its just represented by rules shenanigans, rather than a bland block in their stats.

I been fielding a block that contains 12 stormboys, 12 boys with a nob and a trukk.

Deploy the stormboys in the truck. Deploy the boys behind the trukk.

t1 get the stormoboys out 3 inches, then move them their 12, get the boys inside, the trukk, the move the trukk its 12.

If you took orks shenanigans away and just made them fast in the move stat, whats to differentiate them from tyranids? Also what fluff? I've not seen orks represented as being speedy in any fluff. They're mushroom gorillas, all out of proportioned. Tough as nails yes, but not particularly speedy.

This message was edited 1 time. Last update was at 2017/07/01 23:15:44


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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Longtime Dakkanaut




 davou wrote:
SemperMortis wrote:
 JimOnMars wrote:
SemperMortis wrote:
Can someone explain to me why Orkz move 5in but Imperial Guard move 6?

The fluff says orks on foot are lumbering and slow. That's why they take trukks and buggies.

We're lucky it's not 4.


The Fluff also has Orkz being faster then IG in every way imaginable. So I mean, why give Orkz who are roughly the same size as a Space Marine (2 meters + ) and have them run slower then regular humans who are on average >6


Because move isn't the only measure of speed? Orks are super quick on the table, its just represented by rules shenanigans, rather than a bland block in their stats.

I been fielding a block that contains 12 stormboys, 12 boys with a nob and a trukk.

Deploy the stormboys in the truck. Deploy the boys behind the trukk.

t1 get the stormoboys out 3 inches, then move them their 12, get the boys inside, the trukk, the move the trukk its 12.

If you took orks shenanigans away and just made them fast in the move stat, whats to differentiate them from tyranids? Also what fluff? I've not seen orks represented as being speedy in any fluff. They're mushroom gorillas, all out of proportioned. Tough as nails yes, but not particularly speedy.



Well Davou then you are cheating because Stormboyz count as 2 models, so you can only get 6 in a Trukk. And I read Black library all the time and across the board they are almost as fast if not as fast as Space Marines.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlewagon Driver with Charged Engine





SemperMortis wrote:
 davou wrote:
SemperMortis wrote:
 JimOnMars wrote:
SemperMortis wrote:
Can someone explain to me why Orkz move 5in but Imperial Guard move 6?

The fluff says orks on foot are lumbering and slow. That's why they take trukks and buggies.

We're lucky it's not 4.


The Fluff also has Orkz being faster then IG in every way imaginable. So I mean, why give Orkz who are roughly the same size as a Space Marine (2 meters + ) and have them run slower then regular humans who are on average >6


Because move isn't the only measure of speed? Orks are super quick on the table, its just represented by rules shenanigans, rather than a bland block in their stats.

I been fielding a block that contains 12 stormboys, 12 boys with a nob and a trukk.

Deploy the stormboys in the truck. Deploy the boys behind the trukk.

t1 get the stormoboys out 3 inches, then move them their 12, get the boys inside, the trukk, the move the trukk its 12.

If you took orks shenanigans away and just made them fast in the move stat, whats to differentiate them from tyranids? Also what fluff? I've not seen orks represented as being speedy in any fluff. They're mushroom gorillas, all out of proportioned. Tough as nails yes, but not particularly speedy.



Well Davou then you are cheating because Stormboyz count as 2 models, so you can only get 6 in a Trukk. And I read Black library all the time and across the board they are almost as fast if not as fast as Space Marines.


This is false.
   
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Colorado Springs

I know Davou isn't a cheater, but Stormboyz have the Jump Pack keyword and Trukks count guys with that keyword as 2 models for transport capacity so that wouldn't work as described.

Try 9 Stormboyz with Zaggy in a Battlewagon for the 3" T1 hop though. Just have an alternative unit for the wagon in case enemy deployment doesn't favor a T1 charge.
   
 
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