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Made in de
Krazy Grot Kutta Driva





Weaken it with shooty stuff, smite it down, MSU squads of stormboys, and let it hover where stuff like boyz or nobs will finish it.

They are a huge pain in the ass but in small numbers you can handle them.

Like SemperMortis said, force them to hover is, with the exception of mass shooting probably our best option and with Wyrdboy, Kommandos, Stormboys and Grots we have the modells to do so.
Especially if you go fully horde which will make AT useless and rock at fieldcontroll & Maelstrom missions.

Still the firepower we have to endure is huge...



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.

As for the Tervigon, ignore it. It`s just a huge fire magnet and there are more important targets.
Just try to kill Termagaunt squads, especially the ones that have hidden devourers, in one turn so the Tervi can`t add 10 gaunts for free in his turn and make them live forever.
If he spawns a new squad he has to pay points for them before battle and this 10 fleshbearer gaunts are no big deal for orks.

Only take on the Tervi if you have no ther targets for your AT weapons or if you need to kill it late game because it sits on a objective marker.


Did your Flash Gits have ammorunts? Extra LP and rerolls are really good on them, even better when Badrukk let them reroll 1`s.


For T8 bring nobs, S5 / S10 deals pretty good with it, add Wyrdboy / banner to it for a better punch.
Basicly all their CC weapons are good here.
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Yes, flyers have a minimum move, and if they can't make their minimum move, they're destroyed (including if it's forced to fly off the table). There are rules in the Death from Above section at the back of the book that detail using "ongoing reserves" and leaving combat airspace, but in the core rules flyers just die if they're forced to move off the table.

- Imperial Fists - 7290
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Made in us
Regular Dakkanaut




How good are trukks in melee? with a wrecking ball they sound almost like a soft kind of walker...but faster.
   
Made in us
Nasty Nob






Zomnivore wrote:
How good are trukks in melee? with a wrecking ball they sound almost like a soft kind of walker...but faster.


not great in mele. The big appeal of getting them into combat is going 'beep beep' and then forcing fall back moves.

Barring teleportation, they can almost chance down any unit in the game forever.

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
Land Raider Pilot on Cruise Control





Tucson, AZ

They're not great in combat at all. But the Wreckin' Ball isn't a bad use of the 3 points, because the trucks go from being anemic to at least having the potential to do ...something. And if you're playing w/ power ratings instead, you might as well throw it on there. Their main job is either tying up units or eating small-arms overwatch. And they can do that just fine.

This message was edited 1 time. Last update was at 2017/07/21 23:13:45


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Made in us
Regular Dakkanaut





I was looking at taking a big mek with a choppa and kff. I've only been able to find an old metal model for this. Is there anneasy conversion to make this. Or can you make it out of another kit?
   
Made in de
Regular Dakkanaut





Thor0298 wrote:
I was looking at taking a big mek with a choppa and kff. I've only been able to find an old metal model for this. Is there anneasy conversion to make this. Or can you make it out of another kit?


So I just learned that this fine model is no longer up for sale.

I am sure you will find it on 'bay, for quite some money I guess.

For other options: there are KFF parts in the Mega Armoured Nobs kit as well as the Dakkajet kit (the newer version with all the mek parts added). Some minor work on a plastic Nob then should do the trick. For a cheaper version: you could add some "mekky bitz" to a backback and call it a KFF. Maybe do a Google image search for "kustom force field" for some inspiration. It really depends on how "official" you want the result to look.

This message was edited 1 time. Last update was at 2017/07/22 06:41:31


 
   
Made in it
Waaagh! Ork Warboss




Italy

If you want a big mek with KFF just take a regular nob, give him a 40mm base, add one of the burnaboyz tank as a backpack and position the KFF from the meganobz kit in top of it. In the nobz box there are a couple of heads that fit the bik mek concept, I've used one of the nob bikers' head because IMHO it looks suited for a big mek. Cheap and effective, here's mine:





 
   
Made in us
Nasty Nob





United States

At least put a mekboy head on him you unimmersive gitz


Automatically Appended Next Post:
You should be able to find tons of them in the Loota box we don't make any Spannaboyz with.. cause that's dumb

This message was edited 1 time. Last update was at 2017/07/22 07:12:11


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 ru
!!Goffik Rocker!!






Most ork characters other than a warboss are basically nobz with fancier gear. My 2 painboyz and a wierdboy are nob conversions. That basically was one of the two uses of regular nobz in 7-th. The second one was as a squad leader for boyz.
   
Made in it
Waaagh! Ork Warboss




Italy

 Rismonite wrote:
At least put a mekboy head on him you unimmersive gitz


Automatically Appended Next Post:
You should be able to find tons of them in the Loota box we don't make any Spannaboyz with.. cause that's dumb


The mek head form the lootas/burna box is a bit small, is boyz sized. There's an official big mek head in the meganobz kit and other two in the nobz box that are perfect. I've chosen the nob biker head because IMHO it looks more suitable for a big mek, a meganob or a painboy rather than a biker.

 
   
Made in us
Tough-as-Nails Ork Boy






Had a fun 2k match Yarrick vs Ghazkull today. We ended up playing maelstrom for the first time in 8th and it ended up being really close. IG castled up in spearhead assault which allowed me to pile into more combats. MVPs were kommandos, all my ork characters and a bubblechukka that took twelve wounds off a baneblade.

Orks

Spoiler:
Ghaz
MA Warboss
Grotsnik
Banner
3x Weirdboy
Kff Mek
6 Tankbustas
2x 30 boyz, 3 bigshootas 12 shoota, 14 sluggas, pk
10 grotz
5 kommandos x2 burnas
deff dred
Battlewagon w/ kannon, x4 bigshoota, deff rolla
4 mek gunz 1 of each


IG
Spoiler:
Creed
Yarrick
Pask in Punisher
Primaris Psyker
Master of ordinance
3 x10 Tempestus
Russ with Autocannons/heavy bolters
2 Hydras
2 Manticores
Baneblade


Turn1
Spoiler:
Deployment ended up being the slanted hammer and anvil with tactical escalation mission. Orks ended up going first by putting all the characters in the battlewagon with the tankbustas. The whole army advances and does minimal shooting, tankbustas put a couple of wounds on Pask. The kommandos appear next to the manticores and make they're charge and pile into one hydra both sides doing nothing but crucially trying up half the artillery. The boys start to defend an objective for 2 points. IG has some shuffling around and three tempestus squads dropping in front of his tanks to keep me from charging them. Yarrick making everyone reroll failed hits against orks and Pask and his punisher hitting on 2+ hurts. 16 boyz in each squad dies and the wagon is down to 6 wounds. The kommandos die from shooting after the other two fall back giving first blood. 4 boyz run away because I forget to get a warboss out and the other auto passes from command points. He throws away his objective to claim a spot on my side of the board. Score 0-1 IG


Turn 2
Spoiler:
Everything rides on this turn as all the characters hop off the battlewagon and we advance up to the tempestus squads. The big mek heals the battlewagon for four wounds thanks to his oiler. We get warpath off and one boyz squad and smite kills a few tempestus. In shooting, the tankbustas zero in on Pask and blow up his Russ with 6 damage from a bomb squig even through psychic buffed armor. Mek gunz puts wounds on the baneblade. Everyone else takes a few tempestus out here and there and then charges in killing all three squads with both boyz and the characters. One squad of boyz piles into the Russ to stop it from shooting. Orks earn 2 points for defending from last turn and another from holding a different point. IG's vengeance is strong killing both boyz squads and the battlewagon after the russ falls back to Creed and Yarricks hill. Baneblade starts to defend an obj for 2 points. Score 3-1 Orks


Turn 3
Spoiler:
I start to sense victory as all the characters advance where they need to go. Smite reliably chips wounds off things and the only shooting I have left is Tankbustas and Mek Gunz into the baneblade. One rokkit gets through as well as some damage from KMK. However hilariously the baneblade loses twelve wounds to the bubblechucka after rolling a 5,6,6, and a 1 rerolled to a 3. I put the three into AP and he gave me five shots, ended up with two unsaved wounds. Ghazkull charges Creed, Yarrick and the last Russ with a Weirdboy(died to overwatch) the MA Boss(dies to interrupt CC) and Grotsnik to try and finish off the Baneblade. Ghaz kills Creed and Russ but Yarrick survives with one wound and the Baneblade lives with three remaining wounds. At this point IG decides to surrender after looking at cards and the store closing in ten minutes. Orks earn warlord, Assassinate, claim obj and linebreaker while IG draws hold the line and claim his defending objective. In a perfect world he might of been able to fall back with the baneblade and killed Ghaz, Grotsnik, a weirdboy, ten grots and the deff dread with the heavily wounded blade and artillery for hold the line and warlord getting a draw but we ended with the score 7-4 for Orks. If we had more turns the dread and ghaz was ready to smash up the artillery with mek guns hopefully able to finish off the baneblade for a table




This message was edited 1 time. Last update was at 2017/07/22 17:37:30


3000
1500
2200 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

After reading your report and playing two games with ghaz..it's becoming increasingly clear that ghaz is essential. Almost auto include for me at this point. He is a fething monster in combat, buff to infantry is amazing and he is so so so durable. Last game saw him charge into combat, grabbing the relic in the process, murdering an entire squad of veterans, standing there taking fire from auto cannon teams and lemon Russ variants of all kinds. And chuckling.
   
Made in us
Longtime Dakkanaut




 Sal4m4nd3r wrote:
After reading your report and playing two games with ghaz..it's becoming increasingly clear that ghaz is essential. Almost auto include for me at this point. He is a fething monster in combat, buff to infantry is amazing and he is so so so durable. Last game saw him charge into combat, grabbing the relic in the process, murdering an entire squad of veterans, standing there taking fire from auto cannon teams and lemon Russ variants of all kinds. And chuckling.



My only complaint about ghaz, and it isn't really a complaint so much as a wish list for him would be to make his +1 attack an aura buff that wasn't situational. IE it was constant as opposed to requiring the charge.

But yeah I completely agree, I have yet to play a game where I didn't take him. That +1 teamed with the choppas, teamed with the weirdboy teamed with 20+ models teamed with a banner nob....and you have 180 attacks hitting on 2s

It is a lot of fun to see the look of sheer horror on your opponents face when you tell them how many attacks you get

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

What is everyone seeing in the Weirdboy? I'm hearing a lot of a chatter about it...

Warpath is certainly a great power, sure, but Da Jump does leave you with a 9" charge range which, even with the re-roll, isn't thaat good? I suppose if it's a huge unit turn 1 then great but that means you have to take such a unit to make the most of it (not that that's a bad thing, as others have said, big units are very viable, but for those of us who like playing Speed Freeks it's a bit of a shame). *edit* Oh wait you can choose your powers now... Ok, this does make them a lot better, able to choose which power you want based on what unit you'll be pairing them with (i.e. big mob for Da Jump and Warpath for smaller ones)

Are there any other units that people feel are auto-includes, or excellent? I've only just got back from living abroad and had a chance to read through the new rules, but to me, the characters, Warbikers, Kommandos and regular Nobz are looking like good choices.

I'm also definitely in the pro-PK camp. The -1 to hit is a shame, but it's a fair trade-off to be able to swing it first if you get the charge, and there's ways the army can offset the -1.

This message was edited 1 time. Last update was at 2017/07/22 19:11:39


DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Weirdboyz, Ghaz, Warboss on Bike, Boyz, Stormboyz, Waaagh! Banner Nobz, Deffkoptaz and Lootas.

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Made in us
Battlewagon Driver with Charged Engine





Even with a failed charge, Da Jumping 30 boyz scares the bleep out of people. Jump 30 shootas and roll 60 dice behind their lines...it looks like a deathstar even though it isn't. They'll have to deal with all those boyz. Depending on your meta, your opponent may not have enough anti-infantry, in which case he is in trouble.

Plus Smite is so dang reliable, almost auto-hitting D3 and frequently getting D6 moral wounds on things. You have to position the weirdboy correctly to try to get multiple turns of smiting onto important stuff.

Nothing else in our index can so reliably give mortal wounds.
   
Made in gb
Ork Boy Hangin' off a Trukk





 The Shadow wrote:
What is everyone seeing in the Weirdboy? I'm hearing a lot of a chatter about it...

Warpath is certainly a great power, sure, but Da Jump does leave you with a 9" charge range which, even with the re-roll, isn't thaat good? I suppose if it's a huge unit turn 1 then great but that means you have to take such a unit to make the most of it (not that that's a bad thing, as others have said, big units are very viable, but for those of us who like playing Speed Freeks it's a bit of a shame). *edit* Oh wait you can choose your powers now... Ok, this does make them a lot better, able to choose which power you want based on what unit you'll be pairing them with (i.e. big mob for Da Jump and Warpath for smaller ones)

Are there any other units that people feel are auto-includes, or excellent? I've only just got back from living abroad and had a chance to read through the new rules, but to me, the characters, Warbikers, Kommandos and regular Nobz are looking like good choices.

I'm also definitely in the pro-PK camp. The -1 to hit is a shame, but it's a fair trade-off to be able to swing it first if you get the charge, and there's ways the army can offset the -1.


I'd say nobz with power stabbas would be a great asset if you're planning to spam a trukk based list ala speed freaks.

Nobz are made for trukks this edition. You have the option of adding cheap wounds through ammo runts to absorb the trukk's explosion, while the trukk's capacity means transporting boyz is lackluster in comparison as they're denied their+1 attack buff.

Power stabbas are some of our more point efficient wargear options, and in an edition where spam is king you'll want to keep your nobz squads cheap.
   
Made in ru
!!Goffik Rocker!!






Had a game of tau vs orks. Incidentally, i was playing tau - cause we had an arguement that "OMG tau are crap now" and i was thinking that they were pretty ok - just kinda in the ork boat where only 1/4 of the units were good. So, we decided to just play it out and see how it goes. Also, it might be interesting for those who wonder how ork bikers fare now.

Orks had:
2 biker bosses with big choppas
~8*5 bikers - all with barebones nobz
4*12-13 kommandoes with burnas

Tau had:
2 crysis commanders with burst cannons and drones
1 crysis commander with fusion guns and drones
1 flying coldstar commander
5*5 fire warriors
10 kroots
3*3 sniper drones
sniper marksman
2 devilfishes
Ghostkeel with burst cannons, ion raker, drones

Orks got 1-st turn cause they had fewer units. Tau didn't manage to steal.

Orks advanced everything and even after the advance killed 4 fire warriors + dealt a wound to a devilfish and a ghostkeel with dakkaguns. 2 squads of kommandoes arrived in front of the kroots, shot their guns, killed a model or two here and there and failed their charges. The lone fire warrior passed ld. Orks, however, scored 3 maelstorm vp for controlling the center.
In return tau killed 3 bikers, 11/13 kommandoes from one squad and around 7/13 from another. Blocked the way to left flank bikers and a warlord boss with a ghostkeel, tied up 2*5 bikers on the right flank with a devilfish and kommandoes with another one. After all the chopping was done, 10 bikers dealt 2 wounds to a devilfish bringing it down to 9 wounds, kommandoes suffered casualties from ld and a devilfish's lucky 6-s in mellee and in the end there was only 1 nob left. However, tau only scored 1-st blood.

Than the rest of the bikers moved forward, shot the guns killing all the kroot, finishing off a lone fire warrior and killing another 4 from another squad. A squad of bikers and a boss charged the devilfish that has tied up 10 bikers, on the other flank 3 squads of bikers charged a ghostkeel but the warlord boss failed a charge and was left a bit behind. Another squad of bikers charged a tau warlord commander. Bikers took a couple casualties from overwatch across the board but nothing more. In mellee 14 bikers put 4 wounds on a ghostkeel while 15 bikers and a warboss dealt 8 wounds to a devilfish leaving it hanging with 1 wound. 2 squads of kommandoes arrived and surrounded 2 commanders, managed to charge one and togeter with shooting killed 2 drones and dealt 4 wounds to a burst cannon commander. One surviving kommando nob was too far from a devilfish to be locked in combat, so he ran towards fire warriors, took a wound on overwatch and charged them killing one. Orks scored a couple more maelstorm points. Orks 5 - Tau 1.

All tau flying stuff disengaged, one devilfish moved towards 14 bikers and tied them up using their tight placement. Took around 3-4 wounds. 1 wounded kommando nob forced 4 tau firewarriors to disengage and than ate the shooting of 3 firewarrior squads, 6 drones and even a sniper team passing 4 4+ saves (thanks to being super sneaky in the woods) but than eventually succumbed. Fusion commander arrived and together with a sniper drone put 6 wounds on a biker warlord leaving him with 1. The rest of tau shooting killed around 8 bikers on the right flank (where the 1-wound devilfish has just been. 2 commanders killed a squad of kommandoes to get on a point, though another 13-strong squad was dangerously near. Tau scored 2 VP. Orks 5 - Tau 3.

Wounded warboss charged a devilfish and together with 14 bikers killed it. Other boss and a bunch of bikers - around 2*5 and 1*2 bikers i think) moved towards a warlord commander and a ghostkeel. They shot some firewarriors down and charged the commander. Though, only dealt 2 wounds to a commander - 3+ and 6+++ were hot - bikers also killed a couple drones. In return a commander, a ghostkeel and a couple drones that were left killed 2 bikers (1 was allready wounded). 13 kommandoes shot down a burst commander with burnas and charged a coldstar commander but failed to kill him.
Tau once again disengaged and killed a lot of stuff - fusion commander alone took down 3 bikers, sniper drones finished off a warlord and the rest of the bikers just kept failing 4+ saves and had a couple crappy ld rolls. So, only 2-3 bikers and a boss were left down from like 20 - almost 1/3 of which died to failed ld cause the boss was down.

So, orks lost, however it was a very close game. And i know ork's weaknesses inside out, so i exploited them as much as i could. For example, tau would be in serious trouble if he left more space in between biker squads cause devilfishes managed to delay his bikers. However, i'd not say that orks really struggled to take down those 12w t7 3+ tanks. On the contrary - bikers basically killed them in 1 turn when i charged. But it was enough to concentrate the firepower on untied squads. Also, i underestimated the durability of bikers vs non-multi-wound weapons. It was pretty decent. I'd even say that it went up a bit compared to 7-th bikers. But multi-wound weapons can be a real problem. Sure, 1 fusion commander costs >150 pts, so him killing 3 bikes a turn is not that bad. But what if you face imperium plasma? Or basically anything else decent with d2.

All in all, bikes were not that bad. They were extremely fast. Had decent shooting for ork standards. And were passable in mellee. They lived better than i had anticipated. But they really need big choppas to deal with tougher stuff a bit faster. Especially larger squads. You also need to keep squads that have 5+ bikers close to a boss.

Larger units of kommandoes were not impressive. Huge ld issues. Really bad durability. ~50% chance to charge from the get go. I prefer smaller squads but i can see why he took larger ones. Going first is a must for such an offensive army.

This message was edited 2 times. Last update was at 2017/07/23 06:03:59


 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

wtwlf123 wrote:Weirdboyz, Ghaz, Warboss on Bike, Boyz, Stormboyz, Waaagh! Banner Nobz, Deffkoptaz and Lootas.

Skipped over the Deffkoptas... Yeah they do seem great. Cheap way to get an extra CP with the fast attack Detachment as well. And yeah Waagh Banners, of course. Them being characters is pretty huge.

JimOnMars wrote:Even with a failed charge, Da Jumping 30 boyz scares the bleep out of people. Jump 30 shootas and roll 60 dice behind their lines...it looks like a deathstar even though it isn't. They'll have to deal with all those boyz. Depending on your meta, your opponent may not have enough anti-infantry, in which case he is in trouble.

Plus Smite is so dang reliable, almost auto-hitting D3 and frequently getting D6 moral wounds on things. You have to position the weirdboy correctly to try to get multiple turns of smiting onto important stuff.

Nothing else in our index can so reliably give mortal wounds.

Very true. Don't think I have 30 shoota boyz to hand though unfortunately, but I imagine 30 sluggas is almost as good. And yeah, I keep forgetting about Smite. Would you recommend a few Weirdboyz then, to pile up those mortal wounds?

Sluggaloo wrote:I'd say nobz with power stabbas would be a great asset if you're planning to spam a trukk based list ala speed freaks.

Nobz are made for trukks this edition. You have the option of adding cheap wounds through ammo runts to absorb the trukk's explosion, while the trukk's capacity means transporting boyz is lackluster in comparison as they're denied their+1 attack buff.

Power stabbas are some of our more point efficient wargear options, and in an edition where spam is king you'll want to keep your nobz squads cheap.

Breezed over power stabbas as well, but yeah 3 points for -2 AP is a steal. Will probably still stick a PK in there since that's just me (and hitting with them first on the charge is sweet).

Also great call on using Ammo Runts as expendable wounds. The controlling player chooses the allocation of wounds now, right? So surely it's worth paying 20 points for 5 expendable wounds on a unit of 5 Nobz and just keeping them at the back?

And yeah good point about transporting the boyz. My usual set up was two units of ~20 in Battlewagons with whatever characters you felt necessary (usually a Painboy) in there too, but requiring the 20 for the bonus is making it pretty tricky to get the correct supporting characters in there. Plus there's a risk of an explosion cancelling out your bonus. Sounds like a big unit of 30 Boyz doing "Da Jump" plus some Nobz in Trukks with Waagh Banners is going to be the basis of my list, probably a Biker Boss with a few Warbikers (2 wounds, finally!) in there as well.

Is there a good way of getting supporting characters up to help out the 30 boyz? Or is it just going to be best to make them the target of turn 2's "Da Jump"?

------

Also what are everyone's thoughts on Kombi-Skorchas? They look great but 19 points seems to be a hefty price tag

This message was edited 1 time. Last update was at 2017/07/22 20:58:55


DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in de
Krazy Grot Kutta Driva





Nice to see the bikes can still kick ass.
Played a lot Evil Suns back in 5th edition and have yet to test them more in 8th edition since 6th & 7th i went mostly for hybrid / dakka.

The new rules improved them a lot, no instant death, sync. weapons, rules for shooting...
But with all the multiple demage you need either a lot of them or enough other stuff to bring enough pressure and models to endure enemy firepower.

Very true. Don't think I have 30 shoota boyz to hand though unfortunately, but I imagine 30 sluggas is almost as good. And yeah, I keep forgetting about Smite. Would you recommend a few Weirdboyz then, to pile up those mortal wounds?

Don`t forget if you run them on foot and if your enemy plays smart you have limited chances to cast smite on the right target.
On the other hand bringing a hand full of them gives you flexibility to cast Warpath / Da jump where you need it and you can make a 100% cast most of the time.

Also great call on using Ammo Runts as expendable wounds. The controlling player chooses the allocation of wounds now, right? So surely it's worth paying 20 points for 5 expendable wounds on a unit of 5 Nobz and just keeping them at the back?

Yes you choose how to allocate. Only exception is, when 1 nob is wounded he has to get the next wound.
It`s absolutely worth it, plus you can give them Bazookas as well and have some rerolls before taking the ammo runts out.
No gamechanger but since we have poor BS you take all the chances you get and S8 with D3 is very good.


Breezed over power stabbas as well, but yeah 3 points for -2 AP is a steal. Will probably still stick a PK in there since that's just me (and hitting with them first on the charge is sweet).

Love the PK as well, can`t play orks without it, allthough it`s performance was not that good in my games.
Banner, 20+ mobs and Warpath can compensate the -1 to hit.


And yeah good point about transporting the boyz. My usual set up was two units of ~20 in Battlewagons with whatever characters you felt necessary (usually a Painboy) in there too, but requiring the 20 for the bonus is making it pretty tricky to get the correct supporting characters in there. Plus there's a risk of an explosion cancelling out your bonus. Sounds like a big unit of 30 Boyz doing "Da Jump" plus some Nobz in Trukks with Waagh Banners is going to be the basis of my list, probably a Biker Boss with a few Warbikers (2 wounds, finally!) in there as well.

Is there a good way of getting supporting characters up to help out the 30 boyz? Or is it just going to be best to make them the target of turn 2's "Da Jump"?


My solution are two battle wagons.
One for 20 boyz, the other for nobs / flash gits / tankbustas, some ammo runts and fill the rest up with support characters.
KFF Mek can help your wagons to stay alive.

To get all the 20 boys in CC i use fast units (bikers, stormboys, Kommandos, trukk boys) to suck up the defense fire.
Or you just charge with the battle wagon first which will survive most of the time.

Since you disembark before moving the wagon and you can daisy chain your boys you can still get your banner behind your boys and being character makes this relativly safe.
Just remember only to pile in in your turn or after you hit in the opponents turn, when the banner can close the gap. The rules for CC are just perfekt to keep your supporters in range and tie up stuff.


To bad they took away the armoured boys which were perfekt in trukks - maybe the ork codex will bring them back.

This message was edited 2 times. Last update was at 2017/07/22 22:15:47


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

I last game against IG, I jumped a blob of mega armor nobs behind his lines. Made there way over to a couple tanks and a couple vet squads. And just deleted them. Weirdboy is a 60 point instant transport that can't blow up and is way cheaper. Try jumping another weirdboy and perfectly position him for a smite against a character!
   
Made in dk
Longtime Dakkanaut




Superb: Boyz, Ghaz, Banner nob, Big Choppas, Weirdboyz, Warboss on bike
Good:Tankbustas, Nobz, KFF mek on bike, Killsaw, Power stabba, BW with deffrolla, trukk, Grotsnik, Stormboyz, Kommandos
Average: Gorkanaut, Kanz, Deffkoptas, Deff dread, Lootas, kannonz, KMK, bubblechukka, Dakkajet, min squad warbikers, painboy, meganobz
Poor:Burnas, Power Klaws, Lobbas, Flash Gitz, nob bikers, morkanaut, buggies
Useless: Stompa.

This message was edited 1 time. Last update was at 2017/07/22 22:30:20


 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

@grotrebel: Yeah, it's not about how good PKs are, you just have to take them, it's the Ork way

And yeah, in my initial list-building it had got to the point where I'd got a Trukk with a couple of Painboyz, Waaagh Banners and a KFF Mek to protect it, driving up purely to support my boyz. I don't know, it just seemed a bit overkill. Weirdboy teleportation sounds a lot better, and I'd only really had the KFF in there to fill the second HQ slot, which now the Weirdboy can do.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in gb
Longtime Dakkanaut





UK

Is the Stompa really useless?

My friends are pressuring me into buying one.

We've got to have big games!

We got back into the hobby a month ago. Cool your Titan agenda for at least another five.

YMDC = nightmare 
   
Made in us
Battlewagon Driver with Charged Engine





If they want big games, show up with an extra 150 boyz.

They just want you to waste points.
   
Made in it
Waaagh! Ork Warboss




Italy

The stompa is more than useless... it's an allied for the enemy

 
   
Made in ru
!!Goffik Rocker!!






A stompa is fine if you price it around 600 pts.

This message was edited 1 time. Last update was at 2017/07/23 07:11:16


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Frozocrone wrote:
Is the Stompa really useless?

My friends are pressuring me into buying one.

We've got to have big games!

We got back into the hobby a month ago. Cool your Titan agenda for at least another five.


You could get 5-6 Battlewagons for the same points. Or three Gorkanauts.

If you really want a super-heavy, go for the kill tanks from forgeworld, the model is extremely awesome and it has great rules now. It's pretty much everything the stompa should be for less points.

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 sg
Humorless Arbite





Hull

 Jidmah wrote:
 Frozocrone wrote:
Is the Stompa really useless?

My friends are pressuring me into buying one.

We've got to have big games!

We got back into the hobby a month ago. Cool your Titan agenda for at least another five.


You could get 5-6 Battlewagons for the same points. Or three Gorkanauts.

If you really want a super-heavy, go for the kill tanks from forgeworld, the model is extremely awesome and it has great rules now. It's pretty much everything the stompa should be for less points.


Have they added the Kill Krusha now because I have one and that was missing from the original release?!

   
 
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