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Made in de
Krazy Grot Kutta Driva





Sadly no Kill Krusha for us, for some reason Forgeworld no longer sells it and there are still no rules for it.
For the moment we need to take another Kill Tank or use kustom rules.


@Frozocrone: They really nerfed the Stompa. Play it for the looks and fun but otherwise stay with the forgeworld tanks or Nauts.
   
Made in ca
Regular Dakkanaut




Newfoundland

Making a weird boy mob for a supreme command detachment, and im using different greenskin psychers from fantasy / 40k ect. i just love the idea of a bunch of really unique ork weirdos running amok or in a big smiteball.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

The ironjaws shaman makes a PERFECT weirdboy. I don't like the warchanta persoanlly.. but it's still a perfectly fine weirdboy.
   
Made in ru
!!Goffik Rocker!!






From the games that i've participated in and watched - going first is a big deal and often decides the game outcomes. So, how can we minimise our drops without negating our effectiveness? I'm thinking about stickig support characters and smaller squads in some trukks and wagons and probably getting rid of msu min kommandoes, koptas and so on - cause as cool and characterful as they are effective as they are, going first and basically spamming 1 unit type is better if you want to go competitive.

There are literally no benefits for going second vs shooty opponents. And 90% stuff is shooty, so, why not build around it if we can. So, the strongest 1-st turn build for orks might be: 30-strong blobz with a single boss in the middle to help vs morale issues if the opponent siezes. The rest of the characters like other bosses, wierdboyz and banner nobz could sith in a couple trukks, wagons, naughts or if you're up to FW, a skorcha trakk or something like this. We might even benefit from fortifications for this sole purpose. Something like a redoubt or a simple bunker can hold all the characters and still provide a reasonable backfield scoring presence. Might even go for it and put a couple lootas in there. They're not too bad if they aren't shot at.

This message was edited 1 time. Last update was at 2017/07/23 16:01:48


 
   
Made in us
Fresh-Faced New User





"
Page 178 – Re-rolls
Change this paragraph to read:
‘Some rules allow you to re-roll a dice roll, which means
you get to roll some or all of the dice again. If a rule
allows you to re-roll a result that was made by adding
several dice together (e.g. 2D6, 3D6, etc.) then, unless
otherwise stated, you must roll all of those dice again.
You can never re-roll a dice more than once, and re-rolls
happen before modifiers (if any) are applied.’
"

Ouch, that smarts ladz...

"
Page 215 – Sudden Death
Change point 2 to read:
‘If at the end of any turn after the first battle round, one
player has no models on the battlefield, the game ends
immediately and their opponent automatically wins a
crushing victory. When determining if a player has any
units on the battlefield, do not include any units with
the Flyer Battlefield Role – these units cannot operate
within a combat airspace indefinitely and they cannot
hold territory without ground support. Furthermore, do
not include any units with the Fortification Battlefield
Role unless they have a unit embarked inside – even the
most formidable bastion requires a garrison if it is to
pose a threat.’
"

Honest question since I'm not sure exactly how flyer spam works, does this mean flyer spam doesn't work anymore?

This message was edited 1 time. Last update was at 2017/07/23 15:57:00


Typhus expects that every zombie will do his duty 
   
Made in ru
!!Goffik Rocker!!






Where did you get it from?

That might be the emmidiate reaction to all those flyer lists. Love it. Though, i hope it's GW faq and not some homerule (great as it is - it emidiately looses legitimacy if it's not coming from GW for some reason).

Also, the clarification about re-rolls means mob rule gets a slight nerf and we might get to use command points.

This message was edited 1 time. Last update was at 2017/07/23 16:08:05


 
   
Made in us
Fresh-Faced New User





Updated FAQ

https://www.warhammer-community.com/2017/07/23/updated-faqs-and-boots-on-the-groundgw-homepage-post-2/

Typhus expects that every zombie will do his duty 
   
Made in de
Krazy Grot Kutta Driva





It`s the new Errata / FAQ, came out today.

And yes, this helps A LOT with that flier spam.

The single dice reroll for Ere we go was not really a legal thing anyway, no loss there.


From the games that i've participated in and watched - going first is a big deal and often decides the game outcomes. So, how can we minimise our drops without negating our effectiveness? I'm thinking about stickig support characters and smaller squads in some trukks and wagons and probably getting rid of msu min kommandoes, koptas and so on - cause as cool and characterful as they are effective as they are, going first and basically spamming 1 unit type is better if you want to go competitive.

Going first is essential, especially with CC heavy orks.
Trucks and wagons are good for that, plus they give you flexibility how many drops you use as soon as you know the opponents list / drops.
I`m not a big fan of ork MSU anyway. 5 Kommandos with 2 burnas is just to fragile in my oppinion.

   
Made in us
Nasty Nob





United States

Stormraven Spam always has to have a hovering flier by the end of turn two. Going second could be an oppurtunity now.

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!!






Ravens still occupy the flyer slot - no matter if they hover or not.

Now we might actually need to just get up to a tough fortification with one character in it and break it down. Luckilly, fortifications can't disengage. I hope...
   
Made in us
Longtime Dakkanaut




Ere we go is a slight nerf but nothing crazy you still can reroll one die with CP or use ere we go to reroll both.

Now I just need the new FW data sheets.

Also lots of stuff was nerfed. Genestealers, razorwing, flyer spam.
Still nothing on brimstone spam

This message was edited 1 time. Last update was at 2017/07/23 17:38:13


 
   
Made in us
Nasty Nob





United States

 koooaei wrote:
Ravens still occupy the flyer slot - no matter if they hover or not.

Now we might actually need to just get up to a tough fortification with one character in it and break it down. Luckilly, fortifications can't disengage. I hope...


Oh yeah, good point. I guess this prevents nerfs to units with the Fly special rule

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 de
Krazy Grot Kutta Driva





 koooaei wrote:
Ravens still occupy the flyer slot - no matter if they hover or not.

Now we might actually need to just get up to a tough fortification with one character in it and break it down. Luckilly, fortifications can't disengage. I hope...

He, they can`t. And Orks do a good job at breaking down buildings with all the autohits.
Plus we have all the fancy stuff that gets in CC really fast.
30 boyz and nob with da jump and the fortification looses 10+ wounds per CC. And thats just 1 mob.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I don't think they can continue their game now. Even if they put down a landraider or two, there are armies out there that handle resilient multi-wound models like bastions or landraiders with ease.

Also considering that most detachment require an HQ, the lose at lest 3-4 fliers from their lists due to the points they need to spent to not get tabled.

Most likely we will now see conscripts taking the place of two or three ravens, which we can just murder my assaulting them.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 us
Longtime Dakkanaut




You will see near unkillable characters like guilliman or Celestine with 4 ravenspam still. You can't target the characters shooting if a raven is closer. And they are best stick assault units that take a lot of wasted hits to kill in assault.

This message was edited 1 time. Last update was at 2017/07/23 22:10:07


 
   
Made in de
Krazy Grot Kutta Driva





Well they can't hide forever. And 4 Ravens with Robby G. gives us plenty modells to handle him or similar modells.
Just let your army run towards him and the Ravens have to hover in front of him or fly away.


This won't take out all the fliers but adds a necessary chance to deal with that kind of list.
   
Made in gb
Longtime Dakkanaut





UK

You can Command Point a re roll for charging anyway.

Considering Boyz are a go to, should be easy enough to muster enough points for a battalion.

Sucks about Stompa. Hopefully the Codex gives it love.

This message was edited 1 time. Last update was at 2017/07/23 22:51:53


YMDC = nightmare 
   
Made in au
Regular Dakkanaut





 Frozocrone wrote:
You can Command Point a re roll for charging anyway.

Considering Boyz are a go to, should be easy enough to muster enough points for a battalion.

Sucks about Stompa. Hopefully the Codex gives it love.


If you roll a six and another low number, use a CP to reroll the low number.
If you roll low numbers re-roll both using 'ere we go

This message was edited 1 time. Last update was at 2017/07/24 00:53:18


 
   
Made in us
Longtime Dakkanaut




played a few games today and came to a few conclusions and had some of my opinion reinforced. For starters I will point out i lost every game today but they were relatively close which is nice i guess....

Anyway.

1: Ghaz is officially an auto-include. Give him the +1 attack and he is 7 attacks on the charge hitting on 2s and wounding most stuff on 2s and everything else on 3s.
2: Deff Dreadz are a waste of points. 150pts ish for 4 CC attacks is crap. Big shootas are useless and Skorchas suck because you will only use it 1 maybe 2 times in the game.
3: Kanz need some love. The best way to equip them is with Rokkitz and with -2 AP they just aren't scary enough. the 3Dmg is nice but meh. They aren't worth taking for shooting and they suck at CC.
4: We have nothing in our army list that can reliably deal with T8 2+ except Ghaz. I had over 90 attacks on a Land Raider and managed nothing.
5: Deff Koptas are still surprisingly good, they are definitely about 10-15pts over priced though.
6: Trukkz are utterly useless except as mobile bunkers for Tank bustas and Lootas. Eating overwatch isn't even remotely worth the price and nobody needs one except those units mentioned.
7: Weirdboyz are great.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






Ghaz statistically deals 6-9 wounds to a landraider. I've done some math on PK nobs earlier in this thread. Depending on buffs, a couple pk nobz, ghaz and a bunch of boyz will take down a land raider in a turn or two. But if the sm player avoids Ghaz or deals with him in some way, it's gona take you 2-3 full game turns to take down a landraider with just boyz and pk squad leaders.

Trukks might be useful to deploy characters in there to minimise squad drops to get 1-st turn and force an opponent to at least spend a cp to get 1-st turn. Going first is half the victory for orks as we can't afford spending too much time under enemy fire - especially now when cover doesn't work and we can't even mitigate the shooty alpha-strike.

This message was edited 1 time. Last update was at 2017/07/24 05:37:18


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Why do we need to kill a landraider?

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 au
Snord





SemperMortis wrote:

2: Deff Dreadz are a waste of points. 150pts ish for 4 CC attacks is crap. Big shootas are useless and Skorchas suck because you will only use it 1 maybe 2 times in the game.


How about a 149 point 6 attack 4 x claw version? or 143 point 5 attack 3x claw 1 x KMB.

I just wonder if the DD is more suited to max CC as a second wave. 1st wave trukks and boys tie up the enemy and absorb fire and then 1 or 2 DD hit a turn or 2 later and get rid of the stuff the boys cant move.
   
Made in au
Regular Dakkanaut





NVM whoops

This message was edited 1 time. Last update was at 2017/07/24 06:20:23


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Is anyone running regular Nobz? Are they worth it? I'd like at least one unit because I like them and they are fluffy as Mork in a Goff list. However they seem pretty vulnerable without a transport and I'm not sold on Trukks or Battlewagons... maybe 6 guys inside a Gorkanaut? Or does that just make the 'naut an even more of a bullet sponge...

7000+
3500
2000 
   
Made in ru
!!Goffik Rocker!!






 Jidmah wrote:
Why do we need to kill a landraider?


Funnilly enough, we can continuously bump it with trukks and boyz . But it's a good idea to at least lower it's movement down a bit.
   
Made in it
Waaagh! Ork Warboss




Italy

 Weazel wrote:
Is anyone running regular Nobz? Are they worth it? I'd like at least one unit because I like them and they are fluffy as Mork in a Goff list. However they seem pretty vulnerable without a transport and I'm not sold on Trukks or Battlewagons... maybe 6 guys inside a Gorkanaut? Or does that just make the 'naut an even more of a bullet sponge...


They're a decent unit if you keep them quite cheap. 5-6 dudes with big choppas, maybe with stabbas. Add 1-2 ammo runts as ablative wounds.

I tried 5 big choppa nobz plus ammo runt in a trukk with 5 tankbustas and a bomb squig and they performed quite well as both squads are going to threat the same targets and they can have a good synergy being a shooty and a choppy units. I prefer two units of tankbustas in the same trukk though.

I haven't tried nobz in other combinations since a trukk only for them seems wasted, not to mention a BW. Mixing nobz and tankbustas or other stuff in a BW becomes pricey.

 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 Blackie wrote:
 Weazel wrote:
Is anyone running regular Nobz? Are they worth it? I'd like at least one unit because I like them and they are fluffy as Mork in a Goff list. However they seem pretty vulnerable without a transport and I'm not sold on Trukks or Battlewagons... maybe 6 guys inside a Gorkanaut? Or does that just make the 'naut an even more of a bullet sponge...


They're a decent unit if you keep them quite cheap. 5-6 dudes with big choppas, maybe with stabbas. Add 1-2 ammo runts as ablative wounds.

I tried 5 big choppa nobz plus ammo runt in a trukk with 5 tankbustas and a bomb squig and they performed quite well as both squads are going to threat the same targets and they can have a good synergy being a shooty and a choppy units. I prefer two units of tankbustas in the same trukk though.

I haven't tried nobz in other combinations since a trukk only for them seems wasted, not to mention a BW. Mixing nobz and tankbustas or other stuff in a BW becomes pricey.


So you're not suggesting klaws outside of Boss Nobs, right?

I'm still in the early stages of building an army but I'm thinking of a core of 2-3 big squads of Boyz and 1-2 big squads of Storm Boyz and some Nobz for seasoning. Do you think the Nobz would survive long while slogging? The Stormboyz and/or a big unit of Boyz "da jumped" to the enemy's face might attract some firepower, am I right?

Might as well build them slowly anyway while waiting for the actual Codex since Orks don't seem to be in a strong position right now as far as I can tell. Hopefully the Codex changes things up a bit.

7000+
3500
2000 
   
Made in dk
Longtime Dakkanaut




 Weazel wrote:
Is anyone running regular Nobz? Are they worth it? I'd like at least one unit because I like them and they are fluffy as Mork in a Goff list. However they seem pretty vulnerable without a transport and I'm not sold on Trukks or Battlewagons... maybe 6 guys inside a Gorkanaut? Or does that just make the 'naut an even more of a bullet sponge...


They are good in mechanized lists. In footslogging lists they tend to become fire magnets, so keep them cheap. No Klaws or kombiweapons. If you run them on foot, you should keep them within range of Grotsnik. That is, if you take Grotsnik to heal your Weirdboyz from peril-damage.

A good rule of thumb for Ork players is this: The Best nob is your six-point boss nob. Best value in the index. Also, boobs are nice.
   
Made in de
Krazy Grot Kutta Driva





 MangoMadness wrote:
SemperMortis wrote:

2: Deff Dreadz are a waste of points. 150pts ish for 4 CC attacks is crap. Big shootas are useless and Skorchas suck because you will only use it 1 maybe 2 times in the game.


How about a 149 point 6 attack 4 x claw version? or 143 point 5 attack 3x claw 1 x KMB.

I just wonder if the DD is more suited to max CC as a second wave. 1st wave trukks and boys tie up the enemy and absorb fire and then 1 or 2 DD hit a turn or 2 later and get rid of the stuff the boys cant move.


I run him with 4 claws when not going shooty.
With enough stuff around you have a chance to get him in CC.
Otherwise he will be gunned down with all the multi damage weapons, even if you bring a KFF.
With his CC profile i wouldn't bring guns.
A dakka bot maybe but not sure about that. A bit expensive and he still has to get in 24''.

This message was edited 1 time. Last update was at 2017/07/24 08:39:23


 
   
Made in it
Waaagh! Ork Warboss




Italy

 Weazel wrote:
 Blackie wrote:
 Weazel wrote:
Is anyone running regular Nobz? Are they worth it? I'd like at least one unit because I like them and they are fluffy as Mork in a Goff list. However they seem pretty vulnerable without a transport and I'm not sold on Trukks or Battlewagons... maybe 6 guys inside a Gorkanaut? Or does that just make the 'naut an even more of a bullet sponge...


They're a decent unit if you keep them quite cheap. 5-6 dudes with big choppas, maybe with stabbas. Add 1-2 ammo runts as ablative wounds.

I tried 5 big choppa nobz plus ammo runt in a trukk with 5 tankbustas and a bomb squig and they performed quite well as both squads are going to threat the same targets and they can have a good synergy being a shooty and a choppy units. I prefer two units of tankbustas in the same trukk though.

I haven't tried nobz in other combinations since a trukk only for them seems wasted, not to mention a BW. Mixing nobz and tankbustas or other stuff in a BW becomes pricey.


So you're not suggesting klaws outside of Boss Nobs, right?

I'm still in the early stages of building an army but I'm thinking of a core of 2-3 big squads of Boyz and 1-2 big squads of Storm Boyz and some Nobz for seasoning. Do you think the Nobz would survive long while slogging? The Stormboyz and/or a big unit of Boyz "da jumped" to the enemy's face might attract some firepower, am I right?

Might as well build them slowly anyway while waiting for the actual Codex since Orks don't seem to be in a strong position right now as far as I can tell. Hopefully the Codex changes things up a bit.


Never give them klaws, they become too expensive and for a few points more you can field meganobz which have better armor, better shooting and one more wound. Klaws are ok for nobz leading boyz/stormboyz units.

If you run footslogging nobz they can attract all the multi damage fire power in the opponent's list especially if you haven't many vehicles/walkers. In a full footslogging list they would be dead turn 1, giving the opponent the only appropriate target for his anti tank. No way the opponent would waste his high S high AP shots towards boyz/stormboyz if he has more appropriate targets and he can't aim at characters.

They may be viable in mechanized lists with BWs and trukks. If you're planning to run hordes I'd suggest to skip them.

This message was edited 1 time. Last update was at 2017/07/24 09:34:29


 
   
 
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