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Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:
 Blackie wrote:
I think the opposite. Bikers are designed to be shooty only in this edition since they lost one attack and thanks to their speed it's difficult to give them some buffs from other characters.

I assure you that bikers have been a shooty unit in 5th, 6th and 7th. They were never a good assault unit since their damage output has always been the same as choppa boyz for many more points. Depending on the edition they were good for MSU scoring units, jinking hard to kill targets or for attacking weak backfield units at high speed.
In combat they never had more to show than 1 wound, a choppa, T5 and a 4+ save, striking last against almost anything. Arguably, they have never been as good in combat as they are now.


I've poorly written, I meant to say that bikers are a shooty unit and not a CaC oriented one, not that in any previous edition they were good in melee and now they're not.

 Jidmah wrote:

Nob bikers cost a lot of points and with the same budget you can field more nobz in a trukk that are more durable and effective. I'd take bikers only for their S5 shooting. Nobz only have +1W compared to regular bikers which means they go down almost as easily but a nob biker is 42 plus a big choppa or a p.klaw since no one field nobz with choppas, while a single biker is 26 points. A nob with big choppa is 51 points and has 3 wounds, two bikers are 52 points and have 4 wounds in total, not to mention their 12 shots instead of 6.

Nob bikers can take combi-skorchas though, allowing them to shoot 6 S5 shots and 2 S4 shots at 18" and 6 S5 shots, d6 S5 AP-2 hits and 2 S4 shots with 6+ bs at 8". With their speed they actually have the means to bring skorchas to where they are needed.


But with combi weapons they become even more expensive, more than 70 points with a big choppa and even 90ish with a p.klaw. Kill a 3W T5 4+ save model is quite easy, especially if you don't bring a lot vehicle since those bikers would attract all the anti tank available. It's not that easy for orks to start first, as they can't have a small number of drops but the nobz bikerz can't really survive 2 turns of shooting and even a single turn of shooting is enough to cripple them quite hard. I still think that nobz and even meganobz in a trukk are better. Bikes are good only to dispose of a decent amount of S5 shooting, but they must remain cheap.

 
   
Made in dk
Longtime Dakkanaut




A nob biker with a kombiskorcha is almost as expensive as a wartrakk with skorcha. And the wartrakk has six wounds.

On another note, is there anyone who can find a use for spanners?
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 Frozocrone wrote:
 Sal4m4nd3r wrote:
 Frozocrone wrote:
Do Bomb Squigs and Ammo Runts count for transport capacity?

Niggling suspicion they do which puts a damper on my Rokkit Trukk.


Have you tried bomb squigs?? The more you can field the better!! They basically auto hit (2+ with reroll) and can do huge damage! Can I ask why you think they diminish the rocket trukks potency?


I was hoping to field 12 Tankbustas and 4 Squigs. But one can only fit in two Squigs.

Squigs are amazing. Best AT in my opinion.


Sorry I misunderstood your original post then.
   
Made in ru
!!Goffik Rocker!!






Has anyone had any success with beq (buggies equivalent)?
I like the concept of fast light vehicles but they seem quite overpriced to actually be used. And they're kinda like koptas but worse cause they have no fly and bombs. Yet they cost almost the same amount of points. Yep, a bit sturdier but the damage output for points seems quite lackluster. And the price tag does not justify using them as throwaway disruption units.

This message was edited 1 time. Last update was at 2017/07/20 13:34:09


 
   
Made in dk
Longtime Dakkanaut




 koooaei wrote:
Has anyone had any success with beq (buggies equivalent)?
I like the concept of fast light vehicles but they seem quite overpriced to actually be used. And they're kinda like koptas but worse cause they have no fly and bombs. Yet they cost almost the same amount of points. Yep, a bit sturdier but the damage output for points seems quite lackluster. And the price tag does not justify using them as throwaway disruption units.


I don't know about success, but I have used three kromlech wartrakks in games that I won. Always with the skorcha mounted.

They worked well as a throwaway distraction unit (or really three separate units), but they are rather expensive at 198 points the three. Their utility should be judged by enemy units lost shooting rather than their own damage output.

In one game, a skorcha flamed a havoc unit and then it charged a predator. The predator was unharmed, but had to spend a turn falling back. Then he panicked and charged the wartrakk being flamed in overwatch etc.

They are not great, but they are surprisingly tanky, and the skorcha seems to scare people more than it really should.
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
Has anyone had any success with beq (buggies equivalent)?
I like the concept of fast light vehicles but they seem quite overpriced to actually be used. And they're kinda like koptas but worse cause they have no fly and bombs. Yet they cost almost the same amount of points. Yep, a bit sturdier but the damage output for points seems quite lackluster. And the price tag does not justify using them as throwaway disruption units.


I used a handful in a massive disruption style game. I fielded 6 units of Kommandos, deff Koptas and Buggies/skorchas. The Kommandos do exactly the same (if not more) for significantly less. The Deff Koptas drew more fire because those bombs are scary and the Buggies just kind of plinked shots at everyone and eventually got in Skorcha Range to scare people but otherwise they were pretty much ignored.

Keeping in mind I played against a competitive opponent, I.E. someone who knew what he was doing and how to prioritize threats. Against someone new to the game or unfamiliar with orks? they might be useful but Kommandos are better (just slower) and Deff Koptas are better because of the Bomb/fly rules.

Basically I don't use them in competitive games, I do have a really big Speed Freakz army though so whenever I play for fun they come out.

This message was edited 1 time. Last update was at 2017/07/20 14:25:42


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Regular Dakkanaut




I found a use for them. But I still think you're better off not taking them.

I like to put lootas in the back of a trukk. Far from indestructible but it really protects them against small arms fire. The trukk is T6 10 W and with ramshackle, I find that people are reluctant to fire their bigger stuff at it. The spanner allows you to repair the trukk if it doesn't get blown up.


pismakron wrote:
A nob biker with a kombiskorcha is almost as expensive as a wartrakk with skorcha. And the wartrakk has six wounds.

On another note, is there anyone who can find a use for spanners?



Automatically Appended Next Post:
Thought Id put it out there. I have read a few people saying they are taking the deffkopta. I think it's a huge piece of crap. Has anyone had any luck with deffkoptas?

This message was edited 1 time. Last update was at 2017/07/20 18:49:06


Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
Regular Dakkanaut





pismakron wrote:
A nob biker with a kombiskorcha is almost as expensive as a wartrakk with skorcha. And the wartrakk has six wounds.

On another note, is there anyone who can find a use for spanners?


Wartrakk wouldn't also have twin dakka guns, the Shootas, or as effective melee.

Spanners are the cheapest model that can take a combi skorcha also.
   
Made in us
Longtime Dakkanaut




So this weekend I have another game coming up, random opponent, don't know what he is going to bring nor what armies he has. I am planning on running a heavy foot sloggin list with HUGE distraction saturation.

So I was thinking of

Vanguard Detachment: (260)
Weirdboy (warpath)

Kommandos (Nob and 2 burnas)
Mad Dok
Banner Nob

Vanguard Detachment: (197)
Weirdboy (Warpath)

Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)

Outrider Detachment: (798)
Ghaz

Deff Koptas x 3
Deff Koptas x 3
Stormboyz x 20 (w/Nob)

Battalion Detachment: (740)

Big Mek w/ KFF
Weirdboy: Warpath

Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)

Kommandos 7 (W/nob 2 Burnas)


With 18 drops I am both assuming and HOPING to go last. Why? Because I want him to move his stuff forward (hoping he isn't smart) and get into charge range of my Orkz. If not? it spreads his forces out a bit more which gives me room and a chance to drop 5 Units of Kommandos and 2 units of Deff Koptas behind his lines and destroy his backline or assault his main force from behind while MY Main force advances forward. Stormboyz can most likely get in range turn 1 if he advances so I have that going for me as well, one of my Weirdboyz is going to Jump one of my big squads of boyz into his backlines as well because why not? The other 2 units will be bunched together under the KFF and in range of Grotsnik to provide that all important 5++ and 6+ FNP, Ghaz and the Banner nob will also be wedged in there as well to give everyone +1 attack and +1 to hit and the other 2 Weirdboyz will be advancing inside the blob as well to provide warpath to anyone who needs it







This message was edited 2 times. Last update was at 2017/07/20 21:29:52


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Nasty Nob






 Cobra66 wrote:
Which do you think would be better for transporting boyz, massive amounts of trukks or slightly less amounts of battlewagons?


With the cost of transports now, loading boyz into them seems like a dubious proposition.

Trukk is fewer points per transport slot, which is what you need when you are transporting a load of models. Also, more wounds per point.

Battlewagon lets you transport a mob of twenty, allowing you to take advantage of mob rule. Also uses a heavy support slot, which might help you fill out a detachment.

If I was going to run a mechanised list, I think I'd go with one battlewagon of boyz for the mob rule and the rest in trukks or all in trukks.

   
Made in us
Battlewagon Driver with Charged Engine





SemperMortis wrote:
Spoiler:
So this weekend I have another game coming up, random opponent, don't know what he is going to bring nor what armies he has. I am planning on running a heavy foot sloggin list with HUGE distraction saturation.

So I was thinking of

Vanguard Detachment: (260)
Weirdboy (warpath)

Kommandos (Nob and 2 burnas)
Mad Dok
Banner Nob

Vanguard Detachment: (197)
Weirdboy (Warpath)

Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)

Outrider Detachment: (798)
Ghaz

Deff Koptas x 3
Deff Koptas x 3
Stormboyz x 20 (w/Nob)

Battalion Detachment: (740)

Big Mek w/ KFF
Weirdboy: Warpath

Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)

Kommandos 7 (W/nob 2 Burnas)


With 18 drops I am both assuming and HOPING to go last. Why? Because I want him to move his stuff forward (hoping he isn't smart) and get into charge range of my Orkz. If not? it spreads his forces out a bit more which gives me room and a chance to drop 5 Units of Kommandos and 2 units of Deff Koptas behind his lines and destroy his backline or assault his main force from behind while MY Main force advances forward. Stormboyz can most likely get in range turn 1 if he advances so I have that going for me as well, one of my Weirdboyz is going to Jump one of my big squads of boyz into his backlines as well because why not? The other 2 units will be bunched together under the KFF and in range of Grotsnik to provide that all important 5++ and 6+ FNP, Ghaz and the Banner nob will also be wedged in there as well to give everyone +1 attack and +1 to hit and the other 2 Weirdboyz will be advancing inside the blob as well to provide warpath to anyone who needs it


Unfortunately, I don't see the Kommandos and Koptas doing much damage. Some of them will make their charges, and hopefully that will tie up some units, but I don't see them surviving turn 2. The blobs will wreck a few units. Against a tank/knight list you really don't have any offense.

I wish an army like this would work. Tell us if you use it.
   
Made in us
Longtime Dakkanaut




 JimOnMars wrote:
SemperMortis wrote:
Spoiler:
So this weekend I have another game coming up, random opponent, don't know what he is going to bring nor what armies he has. I am planning on running a heavy foot sloggin list with HUGE distraction saturation.

So I was thinking of

Vanguard Detachment: (260)
Weirdboy (warpath)

Kommandos (Nob and 2 burnas)
Mad Dok
Banner Nob

Vanguard Detachment: (197)
Weirdboy (Warpath)

Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)

Outrider Detachment: (798)
Ghaz

Deff Koptas x 3
Deff Koptas x 3
Stormboyz x 20 (w/Nob)

Battalion Detachment: (740)

Big Mek w/ KFF
Weirdboy: Warpath

Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)

Kommandos 7 (W/nob 2 Burnas)


With 18 drops I am both assuming and HOPING to go last. Why? Because I want him to move his stuff forward (hoping he isn't smart) and get into charge range of my Orkz. If not? it spreads his forces out a bit more which gives me room and a chance to drop 5 Units of Kommandos and 2 units of Deff Koptas behind his lines and destroy his backline or assault his main force from behind while MY Main force advances forward. Stormboyz can most likely get in range turn 1 if he advances so I have that going for me as well, one of my Weirdboyz is going to Jump one of my big squads of boyz into his backlines as well because why not? The other 2 units will be bunched together under the KFF and in range of Grotsnik to provide that all important 5++ and 6+ FNP, Ghaz and the Banner nob will also be wedged in there as well to give everyone +1 attack and +1 to hit and the other 2 Weirdboyz will be advancing inside the blob as well to provide warpath to anyone who needs it


Unfortunately, I don't see the Kommandos and Koptas doing much damage. Some of them will make their charges, and hopefully that will tie up some units, but I don't see them surviving turn 2. The blobs will wreck a few units. Against a tank/knight list you really don't have any offense.

I wish an army like this would work. Tell us if you use it.


Yup, I am hoping to god he doesn't bring any Super Heavies for that exact reason.

The Kommandos and Koptas are only there as distraction units, I am hoping my Koptas get at least a bombing run off but if not they will still do there job of drawing fire. The heavy hitters are going to be those Boyz entirely. I actually thought a lot about taking 1 unit of Koptas out and fielding another blob.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Kinebrach-Knobbling Xeno Interrogator





Crossroad

Hey, how do you guys deal with those annoying Stormraven spam?

I tried lootas and tankbustas with little success, those flying "land raider" are very hard to dislodge and kept pooping mahreens and dreads everywhere hindering my boyz from getting around.

~4000 pts Deathwatch
~4000 pts ORKS ORKS ORKS
~1000 pts Sphess Mahreen
~2000 pts Admech 
   
Made in us
Longtime Dakkanaut




 fr3ddy wrote:
Hey, how do you guys deal with those annoying Stormraven spam?

I tried lootas and tankbustas with little success, those flying "land raider" are very hard to dislodge and kept pooping mahreens and dreads everywhere hindering my boyz from getting around.


Sadly there is no answer in our codex as of yet. We suck at shooting and only Stormboyz can assault them and they aren't effective at doing that.

Fully buffed a unit of 15 stormboyz can manage 5 attacks each (2 base, 1 ghaz, 1 Weirdboy, 1choppa) and hit on 2s (Banner Nob) that is 75 attacks, of those you will get about 25 wounds (wounding on 5s) with a 3+ save thats 8 wounds. That is pretty good right? Stormboyz get shot off the table easy as hell, add to that you are investing the better part of 600ish points into that single unit to kill 1 storm raven and it still only takes it down 8 wounds? Yeah good luck.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Longtime Dakkanaut




The ONLY way to kill a storm raven reliably is with boys hordes. By flooding the play area and spreading out your boys so that someone with several stormravens has to hover or it will fly off the board or be within 1 in with its large base to a unit.

Once a stormraven loses hover it loses the -1 to hit and can also be assaulted by ground troops. Flyers have predictable movement unless it hovers.

Other than that we are screwed vs flyers. Unless you have stormboys w kff or supa skorchas big trakk or hopefully mega dread and none of these options are really good.
   
Made in gb
Longtime Dakkanaut





UK

Anything one have fun with Killa Kans?

Going to field 2x3 and see what weapons work best, starting with Grot Zookas and Rokkit.

YMDC = nightmare 
   
Made in us
Longtime Dakkanaut




 Frozocrone wrote:
Anything one have fun with Killa Kans?

Going to field 2x3 and see what weapons work best, starting with Grot Zookas and Rokkit.


I tried them awhile back and they worked ok...ish.

They aren't as heavily over priced as last edition but that isn't saying much. Grotzookas don't work nearly as well as they used to 2D3 = 4 shots on average so 2 hits on average. before you could liquidate entire squads of Marines with Grotzookas, now they kind of just plink around not doing much, especially with their piss poor accuracy.

I ran mine with Rokkitz and they worked well as a distraction unit with decent durability. Shooting wise they are ok with Rokkitz but you are paying 12pts for a single Rokkit shot that has a 50/50 to hit and has short range (24 inches). I don't know i am torn because I love them so much but they suck so bad LOL. Best bet is to spam the ever loving hell out of them and provide target saturation so they don't die. Also, they aren't very good in CC so beware.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Nasty Nob





United States

<edit removed. I made a math mistake>

This message was edited 2 times. Last update was at 2017/07/21 03:42:35


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 us
Battlewagon Driver with Charged Engine





 fr3ddy wrote:
Hey, how do you guys deal with those annoying Stormraven spam?

I tried lootas and tankbustas with little success, those flying "land raider" are very hard to dislodge and kept pooping mahreens and dreads everywhere hindering my boyz from getting around.


Smite spam? You won't down them, but a boy blob with a weirdboy in it right in the flyer's path might make it the closest thing for a couple of turns. Then Tankbustas, maybe.
   
Made in it
Waaagh! Ork Warboss




Italy

A single stormraven is tough but can be killed or at least damaged enough to reduce its effectiveness, a list with only stormravens is an hard counter for orks. You can only ignore them, go for objectives and pray that the game will end with at least one ork alive.

 
   
Made in us
Nasty Nob





United States

Spoiler:

++ Spearhead Detachment +1CP (Orks) [14 PL, 195pts] ++

+ HQ +

Big Mek [5 PL, 75pts]: Choppa, Kustom Force Field

+ Heavy Support +

Mek Gunz [3 PL, 40pts]
. Gun: 5x Grot Gunner, Traktor Kannon

Mek Gunz [3 PL, 40pts]
. Gun: 5x Grot Gunner, Traktor Kannon

Mek Gunz [3 PL, 40pts]
. Gun: 5x Grot Gunner, Traktor Kannon

++ Spearhead Detachment +1CP (Orks) [39 PL, 641pts] ++

+ HQ +

Big Mek on Bike [6 PL, 101pts]: Choppa, Kustom Force Field

+ Heavy Support +

Battlewagon [11 PL, 180pts]: Deff Rolla

Battlewagon [11 PL, 180pts]: Deff Rolla

Battlewagon [11 PL, 180pts]: Deff Rolla

++ Vanguard Detachment +1CP (Orks) [29 PL, 638pts] ++

+ HQ +

Boss Zagstruk [5 PL, 88pts]

+ Elites +

Tankbustas [7 PL, 170pts]
. Boss Nob: Rokkit Launcha
. 9x Tankbusta: 9x Rokkit Launcha

Tankbustas [7 PL, 170pts]
. Boss Nob: Rokkit Launcha
. 9x Tankbusta: 9x Rokkit Launcha

Tankbustas [7 PL, 170pts]
. Boss Nob: Rokkit Launcha
. 9x Tankbusta: 9x Rokkit Launcha

+ Fast Attack +

Stormboyz [3 PL, 40pts]
. Boss Nob: Choppa
. 4x Stormboy

++ Vanguard Detachment +1CP (Orks) [25 PL, 521pts] ++

+ HQ +

Weirdboy [4 PL, 62pts]

+ Elites +

Tankbustas [7 PL, 153pts]
. Boss Nob: Rokkit Launcha
. 8x Tankbusta: 8x Rokkit Launcha

Tankbustas [7 PL, 153pts]
. Boss Nob: Rokkit Launcha
. 8x Tankbusta: 8x Rokkit Launcha

Tankbustas [7 PL, 153pts]
. Boss Nob: Rokkit Launcha
. 8x Tankbusta: 8x Rokkit Launcha

++ Total: [107 PL, 1995pts] ++

Created with BattleScribe


Since we are talking about a maxspam Stormraven list, let's spam orkz. The Tankbustas in this could do around 23 or 24 damage to a Stormraven in a turn. They rest in a T7 battlewagon (the twin assault cannon on SR is S6)that will have a 5+ invul to heavier fire. The 3 niche traktor kannonz are only there to fire at a Stormraven with four or less wounds, the payoff being the mortal wounds if you can blow it up next to other Stormravens (you need to hit four targets with the explosion otherwise Kannonz might just be better). Zagstrukk could just be another weirdboy, more Smite, I added him as a placeholder (he can smack fliers tho).

This could be better maybe by dropping the stormboyz and going for another vangaurd set and making the Tankbusta squads smaller, so that if you can close to within 6 inches somehow you will have more melta bombs. If you wanted to go with a safer bet you could also drop the Traktor Kannonz for more TBs or weirdboyz. Smite spam is nice if you can get it.

Spoiler:

++ Vanguard Detachment +1CP (Orks) [39 PL, 658pts] ++

+ HQ +

Big Mek on Bike [6 PL, 101pts]: Choppa, Kustom Force Field

Weirdboy [4 PL, 62pts]

+ Elites +

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

Tankbustas [7 PL, 119pts]
. Boss Nob: Rokkit Launcha
. 6x Tankbusta: 6x Rokkit Launcha

Tankbustas [7 PL, 119pts]
. Boss Nob: Rokkit Launcha
. 6x Tankbusta: 6x Rokkit Launcha

+ Flyer +

Wazbom Blastajet [8 PL, 155pts]: 2x Teleport Mega-Blasta, Smasha Gun, Stikkbomb Flinga

++ Spearhead Detachment +1CP (Orks) [37 PL, 602pts] ++

+ HQ +

Weirdboy [4 PL, 62pts]

+ Heavy Support +

Battlewagon [11 PL, 180pts]: Deff Rolla

Battlewagon [11 PL, 180pts]: Deff Rolla

Battlewagon [11 PL, 180pts]: Deff Rolla

++ Vanguard Detachment +1CP (Orks) [25 PL, 368pts] ++

+ HQ +

Weirdboy [4 PL, 62pts]

+ Elites +

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

++ Vanguard Detachment +1CP (Orks) [25 PL, 368pts] ++

+ HQ +

Weirdboy [4 PL, 62pts]

+ Elites +

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

Tankbustas [7 PL, 102pts]
. Boss Nob: Rokkit Launcha
. 5x Tankbusta: 5x Rokkit Launcha

++ Total: [126 PL, 1996pts] ++

Created with BattleScribe


Here is more MSU, more melta grenades and mortal wound spam, and a Wazbomb blasta gimmick to try and stop Stormravens inside of 5 wounds. It is five drops, 3 Wagonz, a Bike, a Jet, might even fet to go first, not that the TBs would be in range necessarily.

This message was edited 1 time. Last update was at 2017/07/21 08:53:50


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 us
Tough-as-Nails Ork Boy





Washington, DC

SemperMortis wrote:
So this weekend I have another game coming up, random opponent, don't know what he is going to bring nor what armies he has. I am planning on running a heavy foot sloggin list with HUGE distraction saturation.

So I was thinking of

Vanguard Detachment: (260)
Weirdboy (warpath)

Kommandos (Nob and 2 burnas)
Mad Dok
Banner Nob

Vanguard Detachment: (197)
Weirdboy (Warpath)

Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)

Outrider Detachment: (798)
Ghaz

Deff Koptas x 3
Deff Koptas x 3
Stormboyz x 20 (w/Nob)

Battalion Detachment: (740)

Big Mek w/ KFF
Weirdboy: Warpath

Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)

Kommandos 7 (W/nob 2 Burnas)


With 18 drops I am both assuming and HOPING to go last. Why? Because I want him to move his stuff forward (hoping he isn't smart) and get into charge range of my Orkz. If not? it spreads his forces out a bit more which gives me room and a chance to drop 5 Units of Kommandos and 2 units of Deff Koptas behind his lines and destroy his backline or assault his main force from behind while MY Main force advances forward. Stormboyz can most likely get in range turn 1 if he advances so I have that going for me as well, one of my Weirdboyz is going to Jump one of my big squads of boyz into his backlines as well because why not? The other 2 units will be bunched together under the KFF and in range of Grotsnik to provide that all important 5++ and 6+ FNP, Ghaz and the Banner nob will also be wedged in there as well to give everyone +1 attack and +1 to hit and the other 2 Weirdboyz will be advancing inside the blob as well to provide warpath to anyone who needs it



Just a reminder that in matched play, you can only cast each power once (except smite, which is unlimited), no matter how many of your psykers know it. So if you only want warpath and jump, might boil it down to two weirdboyz. Or you could have the third to smite spam, which makes total sense.

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Made in us
Potent Possessed Daemonvessel





SemperMortis wrote:
So this weekend I have another game coming up, random opponent, don't know what he is going to bring nor what armies he has. I am planning on running a heavy foot sloggin list with HUGE distraction saturation.

So I was thinking of

Vanguard Detachment: (260)
Weirdboy (warpath)

Kommandos (Nob and 2 burnas)
Mad Dok
Banner Nob

Vanguard Detachment: (197)
Weirdboy (Warpath)

Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)
Kommados (Nob and 2 burnas)

Outrider Detachment: (798)
Ghaz

Deff Koptas x 3
Deff Koptas x 3
Stormboyz x 20 (w/Nob)

Battalion Detachment: (740)

Big Mek w/ KFF
Weirdboy: Warpath

Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)
Boyz x 30 (w/Nob)

Kommandos 7 (W/nob 2 Burnas)


With 18 drops I am both assuming and HOPING to go last. Why? Because I want him to move his stuff forward (hoping he isn't smart) and get into charge range of my Orkz. If not? it spreads his forces out a bit more which gives me room and a chance to drop 5 Units of Kommandos and 2 units of Deff Koptas behind his lines and destroy his backline or assault his main force from behind while MY Main force advances forward. Stormboyz can most likely get in range turn 1 if he advances so I have that going for me as well, one of my Weirdboyz is going to Jump one of my big squads of boyz into his backlines as well because why not? The other 2 units will be bunched together under the KFF and in range of Grotsnik to provide that all important 5++ and 6+ FNP, Ghaz and the Banner nob will also be wedged in there as well to give everyone +1 attack and +1 to hit and the other 2 Weirdboyz will be advancing inside the blob as well to provide warpath to anyone who needs it









As was mentioned in matched play you can only cast each psychic power once, so I would likely change out at least 1 warpath to Da jump, though it sounds from your strategy you are. I might even opt of 2 Da-jump wierdboyz, as I find the power more flexible overall.
   
Made in us
Longtime Dakkanaut




Yeah that was me typing and not paying attention. IE copy pasting. 2 Will have Warpath and 1 will have Da Jump. The 2nd Warpath one is both an insurance policy for warpath AND smite spam.

In my opinion Warpath is just better then Da Jump in this particular list specifically because I already have 1 Da Jump Weirdboy and he doesn't need any backup.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlewagon Driver with Charged Engine





Has anyone yet been able to down a flyer by board control in 8th? If you don't allow it space to move it will have to fly off the board. Hoard orks might be able to do this.
   
Made in us
Been Around the Block





Flying land raiders aside, how do we deal with the regular land raiders, or monstrous creatures sitting at T8?

Very new to the game, but played into a Tyranid army with 2 tervigons, and Genestealers 5++'s.

Put in a bunch of flash gitz shots/Badrukk shots into the genestealers, only ended up taking out 4-5 before they made it across the board.

Took 2 rounds of shooting with tankbustas and kan rockets to take down a single tervigon, and a nob w/ power klaw still had to come in to do 6 wounds to it in melee. 5+ FNP from catalyst is a pain in the ass to negate.

Maybe I didn't have enough dakka, but it seems like orks really struggle with taking down T8's, even moreso with non-vehicles?

Advice appreciated.
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

ajax_xaja wrote:
Flying land raiders aside, how do we deal with the regular land raiders, or monstrous creatures sitting at T8?

Very new to the game, but played into a Tyranid army with 2 tervigons, and Genestealers 5++'s.

Put in a bunch of flash gitz shots/Badrukk shots into the genestealers, only ended up taking out 4-5 before they made it across the board.

Took 2 rounds of shooting with tankbustas and kan rockets to take down a single tervigon, and a nob w/ power klaw still had to come in to do 6 wounds to it in melee. 5+ FNP from catalyst is a pain in the ass to negate.

Maybe I didn't have enough dakka, but it seems like orks really struggle with taking down T8's, even moreso with non-vehicles?

Advice appreciated.


If you can get a gorkanaut into melee with it, that's a good option. If you can keep the naut above 25% health, that's 5 attacks hitting on 4+ wounding on 2+, AP -4 Dd6. Or weirdboyz spamming smite.

This message was edited 1 time. Last update was at 2017/07/21 17:36:48


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 JimOnMars wrote:
Has anyone yet been able to down a flyer by board control in 8th? If you don't allow it space to move it will have to fly off the board. Hoard orks might be able to do this.
to many flyers can hover so that they don't need to fly off the board. However if it hovers it can be assaulted.
   
Made in us
Longtime Dakkanaut




gungo wrote:
 JimOnMars wrote:
Has anyone yet been able to down a flyer by board control in 8th? If you don't allow it space to move it will have to fly off the board. Hoard orks might be able to do this.
to many flyers can hover so that they don't need to fly off the board. However if it hovers it can be assaulted.


And in the assault your boyz will be wounding on 5s against a 3+ armor save. 30 Choppa boyz will hit 90 times and wound 30 times and against that 3+ they will inflict 10 wounds on average. The Stormraven has 14 wounds. A Nob with PK will hit 2 times and wound 2 times on average and do another 2D3 wounds though, but still it can then fly away and shoot the crap out of you. Keep in mind as well, when you charge it gets to overwatch and will hit 2 times with the AC and 1 tie with the HB and about 4 times with the Twin Hurricane bolters. You will lose about 5 models just from this overwatch.

The scary part is when it isn't in hover and it gets 1 turn to shoot at you from distance and 1 from close range. At 13+ inches it inflicts (on average) 9 wounds at -1AP and 4 wounds that get a 6+ save, forgetting the Missile Launcher. So in one turn at 13-24in range this thing is inflict 11 dead orkz on average, 12 if he shoots the ML at you. At 1-12in range it his you with 9 wounds from the AC and HB that you can't save and 8 wounds from the Hurricane Bolter which you will save 1 on average. 17 or 18 dead Orkz each turn at this range. It is literally wiping out over 100pts of Ork boyz every turn.

Scary stuff. I think honestly that is still our best option though, space out everybody and hope he has to move to hover mode and then do your best to keep him locked in combat.

This message was edited 1 time. Last update was at 2017/07/21 18:30:19


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Longtime Dakkanaut





UK

SemperMortis wrote:
gungo wrote:
 JimOnMars wrote:
Has anyone yet been able to down a flyer by board control in 8th? If you don't allow it space to move it will have to fly off the board. Hoard orks might be able to do this.
to many flyers can hover so that they don't need to fly off the board. However if it hovers it can be assaulted.


And in the assault your boyz will be wounding on 5s against a 3+ armor save. 30 Choppa boyz will hit 90 times and wound 30 times and against that 3+ they will inflict 10 wounds on average. The Stormraven has 14 wounds. A Nob with PK will hit 2 times and wound 2 times on average and do another 2D3 wounds though, but still it can then fly away and shoot the crap out of you. Keep in mind as well, when you charge it gets to overwatch and will hit 2 times with the AC and 1 tie with the HB and about 4 times with the Twin Hurricane bolters. You will lose about 5 models just from this overwatch.

The scary part is when it isn't in hover and it gets 1 turn to shoot at you from distance and 1 from close range. At 13+ inches it inflicts (on average) 9 wounds at -1AP and 4 wounds that get a 6+ save, forgetting the Missile Launcher. So in one turn at 13-24in range this thing is inflict 11 dead orkz on average, 12 if he shoots the ML at you. At 1-12in range it his you with 9 wounds from the AC and HB that you can't save and 8 wounds from the Hurricane Bolter which you will save 1 on average. 17 or 18 dead Orkz each turn at this range. It is literally wiping out over 100pts of Ork boyz every turn.

Scary stuff. I think honestly that is still our best option though, space out everybody and hope he has to move to hover mode and then do your best to keep him locked in combat.


Do Flyers have a minimum move or something? Interesting stuff.

I'm hoping that vehicle facings return (not for AV values, rather for firing points and line of sight). I find it ludicrous that my mates Shadowsword was able to take a shot against my other mates Titan because the aerial could see a head crest.

YMDC = nightmare 
   
 
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