Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2017/08/08 17:05:27
Subject: Making Orks Competitive in 8th - Waaaagh!
A few days ago, I actually got to shoot with a full 30man shoota boy squad for the first time in recent memory..even if it was against an Ironclad
I usually mix squads, but didn't have my slugga boyz handy at the time. My movement trays are in groups of 10, so it'll be 10 of one 20 of the other, depending on my mood.
2017/08/08 17:10:33
Subject: Making Orks Competitive in 8th - Waaaagh!
Nym wrote: Just one question : Slugga boyz or Shoota boyz ?
I have tons of Shoota but after a few games, it seems to me Sluggas would fair better since I almost always Advance...
Thoughts ?
It depends on your use, if you are just running and assaulting then sluggas are the choice. Split squads can do well for flexibility. Shootas are decent for using da jump if you don't want to risk a charge, you could deepstrike into cover and shoot.
2017/08/08 17:16:06
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Mek with SAG Warboss in MA Wyrdboy w. da jump
2 x 30 Boys, each w. 3 rokkits & clawnob
10 Shootaboys
Dok
Banner Nob
5 Tankbustas w. rokkits
5 suicide Tankbustas, 2 hammer, 1 pistol, 1 clawnob
Battlewagon w. 2 rokkits, 2 BS, Zzapgun
9 Lootas
2 x 5 Flash gits, footsloggas w. 5 ammo runts
Played relict with the marker on a huge bridge in the middle of the battlefield, which ran over a river (crater) and some ruins around.
I chose hammer and anvil with the Nids going first.
Put the 2 x Tankbustas, Warboss and 5 Flash Gits in my BW, shooty stuff in ruins, boys in front. Banner and Dok buffed both mobs from the stairs of the bridge, shootas and flash gits held my side of the bridge.
Spoiler:
Turn 1 Nids: My deployment blocked my backfield, so Trygon, shooty warriors, Cyte and Tyrant arrived in front of my left flank. The rest moved slowly towards me and killed some boys and 4 of the Flash gits ammo runts.
Turn 2 Orks: BW drove to the left flank and gunned down the Tyrant with help of his passengers. 30 boys charged shooty warriors and Trygon, wounded him and killed 1 or 2 warriors :(Other mob jumped and killed the 30 Termas and 2 CC warriors. My gunline weakened Cyte & Trygon.
Turn 2 Nids: Raveners appeared, and killed the jump boys with fire support of Tervi & Cyte after a 11" charge - ouch. Tervi lured near the relic and Flyrant landed on the bridge, killed the shootas with some fire support.
Turn 2 Orks: Wyrdboy tried to jump the other mob boys and got blocked. Suicide Squad disembarked and killed the Trygon, gunline almost gunned down flyrant and left some LP for the warboss, but he failed his charge. Basicly he failed all charges from turn 2-6. So the dok and Flash gits killed the Flyrant in CC for him. Killed 1-2 raveners in shooting and the Cyte survived the shooting with 2 LP.
Turn 3 Nids: Raveners killed the suicide squad, and most of the other mob, Hormas reached the bridge and got in range for the relic with the last standing warrior. Hive guards killed some Flash gits, Tervi, Cyte and Dakkafex again did some wounds on some of my stuff, nothing drastic.
Turn 3 Orks: A lot of firepower still alive, looked good. Then came the dices.^^ Warboss failed to charge the Dakkafex. Did the same 3 times in a row and got slowly killed by overwatch. Wyrdboy smited the warrior who was gunned down after. Gunline killed 2-3 ravener, the Cyte and some Hormas.
At this moment the nids had 1 Tervi, 3 hive guard, 1 Ravener, 1 Dakkafex and some Hormas. I had still everything but the boys and my suicide squad.
Turn 4 Nids: Tervi and Hive Guard gunned down the Dok, Dakkafex killed some Flash Gits, Raveners played hide and seek behind the SAG Meks ruin. Hormas grabbed the relic and started running away. Tervi wounded BW in CC.
Turn 4 Orks: Tankbustas disembarked and killed all but 1 ravener, weakened him in CC. Flash gits disembarked, jumped on the nids bridge stairs and killed 1 hiveguard + blocked the Hormas way. Failed to charge though. WB failed to charge the Dakkafex, rest of my gunline weakened the Tervi and killed most of the Hormas. Bad rolling but still looked ok. BW fell back and blocked the BW from my Wyrdboy.
Turn 5 Nids: Since WB failed his charge the banner got gunned down, Hormas and Fex moved towards the Flash Gits and killed 2-3. Ravener killed the last Tankbustas in CC. Tervi and Hive Guard did some shooting / smiting on steroids and killed my Battlewaggon.
Turn 5 Orks: Tight game, still manageable. Sadly my poor rolling continued, WB failed to charge again. Wyrdboy jumped the lootas in front of Hive Guard and Hormas. Poor shooting but killed all Hormas in CC. Mek had no LOS and killed the ravener in CC too. Last standing shoota did nothing in shooting and failed to charge as well.
Turn 6 Nids: Hive Guard grabbed the relic with Tervi and Dakkafex gunning down the last flash git and most of the lootas.
Turn 6 Orks: SAG Mek got jumped in the back of the Guards, did 1 or 2 wounds with shooting and CC. WB - you guess it. Lootas failed to shoot or charge the Guards.
Turn 7 Nids: Lootas and Mek got gunned down.
Turn 7 Orks: Wyrdboy jumped in front of the Guard. WB got finally killed in overwatch and game ended with about 2 or 3 nids holding the relic.
Fazit: Close game, some bad luck towards the end but still a very fun game. Totally forgot about Guncrazy Showoffs & the BW Zzapgun the whole game...
Performance Fazit:
Wyrdboy: MVP. Just got denied once and got all the stuff where it was needed. Without the other units rolling he would have safed the day towards the end. Good option to jump Flash Gits / lootas that have to move anaway.
SAG: Did a lot damage, with the D6 results 6,5,4,3,4,6 - wounded a lot of the big stuff, killed a ravener in CC and almost killed a HG towards the end.
Warboss: Well, buffed 2 units in turn 1-2 which got Trygon and warriors killed. Otherwise had very bad luck and did not see 1 CC in 6 attempts.^^
Dok: Did not really much with the boys jumping, so he sticked with the Flash gits and killed off the Flyrant.
Banner: Did what it should do, but for 2-3 CC`s with 1 mob not sure if i shouldn`t switch it with some Mek guns for more Dakka.
Boys: Jumped, killed a lot of stuff and got my gunline the time to shoot down the bad stuff. Good job, but the Raveners ruffed them up.
Battlewagon + Tankbustas + Flash Gits: Did most of my damage and killed 2-3 big bugs, Raveners, warriors and some small stuff. Almost tempted to bring 2 of them but i really don`t know what to cut down.
Especially when i missed Gorkanaut and Guns.
Lootas: Proofed well as good allrounders towards the end. Enough to kill small stuff with shooting and other stuff in CC when it`s all about the objektive.
Still working with my dakka lists. Maybe switch the WB for Bike KFF Mek again. Gorkanaut takes a lot points in 1850, 2000 points the list works better.
Without Brigade detachment in 2000 points i`ll leave the banner / dok for some extra shooting next time.
2017/08/08 21:33:11
Subject: Making Orks Competitive in 8th - Waaaagh!
Yeah, if someone can explain to me how a warboss is critical just because you can run 3 inches and assault but a weirdboy that can land a 30 min 9 inches away from whatever needs to die isn't, I would appreciate the explanation.
The weirdboyz are the only thing that look like a no brainer, but it does seem like they would split up your mobs from the buff sticks, making it a one or the other type deal...
Why not use the points being spent on a banner nob/painboy/mek on another boys mob/weirdboyz? Boys with 120 3+S4 attacks plus pistol shots seem sufficient without buffs...they can literally wound anything just from volume of attacks...biggest issue in my mind is how to get them to the other side of the board in one piece, and the buffstick chars cannot compare to a deepstrike bit, can they?
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
2017/08/08 23:16:37
Subject: Making Orks Competitive in 8th - Waaaagh!
The warboss aura helps a lot units in the same turn and works automaticly all the time.
The more units he supports the better - a must have in green tide lists.
Warboss on Bike is a solid option to get Waaagh where you need it. Gives your boys the speed to close the gap.
Plus some morale boost when it gets bloody.
You can just jump 1 unit per turn with Wyrdboys- if he gets not blocked and you still need to make that 9" charge.
Jump one mob and let the warboss support the others, they go pretty well hand in hand.
Banner / Dok are still good if you can`t get all your stuff in CC range or have to less space for all models.
Allthough the Wyrdboy is a great model he can`t do all the work.
2017/08/08 23:21:58
Subject: Making Orks Competitive in 8th - Waaaagh!
Warbosses dont feel AS mandatory as they did in 7th but still not fielding one feels like a waste.
Least the boyz can function without one now, even if its clearly way better to have one near them
I hated how previously Boyz just failed everything if the Boss wasnt attached to that unit (or painboy).
Does anyone find any value in a WAAAGH! banner anymore? Since we hit on 3s normally (save for PKs) it kinda feels like it isnt that valuable to me. I could just be stupid lucky and not seeing why its actually valuable lol
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2017/08/09 01:35:30
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: Warbosses dont feel AS mandatory as they did in 7th but still not fielding one feels like a waste.
Least the boyz can function without one now, even if its clearly way better to have one near them
I hated how previously Boyz just failed everything if the Boss wasnt attached to that unit (or painboy).
Does anyone find any value in a WAAAGH! banner anymore? Since we hit on 3s normally (save for PKs) it kinda feels like it isnt that valuable to me. I could just be stupid lucky and not seeing why its actually valuable lol
WAAAGH! Banners seem huge to me, especially since i typically take PK's on my boyz squads and mitigating that -1 to hit is really important to make them more reliable in doing more than a single D3 damage against bigger targets. Also, given that we don't have re-roll options via buffs or psychic powers in CC, the +1 hit is the best we're going to get and hitting on 2's really makes a world of difference when you've already taken some casualties for boyz units. The consistency makes it so that it is that much less likely for your round of combat with the boyz to whiff.
They're also basically mandatory for any Meganob unit to have optimal effectiveness.
2017/08/09 01:42:33
Subject: Making Orks Competitive in 8th - Waaaagh!
Touche, i actually havnt used MANz in 8th except in a smaller tutorial-type game with a friend that recently got into the game. Been having too much fun with walkers lol, finally getting use out of my kanz and deffs is amazing. (i have 6 Kanz and 4 Deffdreads lol) The ability to do the old school "wound shenanigans" makes me wonder if its worth having a larger than 3man MANz squad now. Or for that matter since vehicles dont have a unit limitation, just 2 squads in the same trukk/wagon lol
This message was edited 1 time. Last update was at 2017/08/09 01:43:53
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2017/08/09 02:37:22
Subject: Making Orks Competitive in 8th - Waaaagh!
Ended up doing nothing. I might try it again with a Weirdboy. I ended up daisy chaining my Boyz to it. I think I would have just preferred more Boyz in combat.
Not tried Means. One Killsaw and Power Klaws seems like the ideal tankhunter unit at a glance. Hopefully Klaws go down in price.
YMDC = nightmare
2017/08/09 07:48:45
Subject: Making Orks Competitive in 8th - Waaaagh!
I've used a banner nob a couple times and now i lean towards not taking him at all. Sure, hitting on 2 and 3 is not bad but it's a niche thing. It's often either not needed or not enough. See, a banner nob is quite expensive. And he only adds to mellee damage output. Whereas i often find myself wanting more bodies or more pks. Maybe the overall effectiveness increase will pay off in games vs tough not very damaging opponents. But i prefer the versatility of numbers. If you want more effective boyz, get more boyz. If you want more effective pks, get a boss.
I'd consider banner nob is he was 50 pts.
[edited for autocorrect]
This message was edited 1 time. Last update was at 2017/08/09 10:45:38
2017/08/09 07:48:46
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: Touche, i actually havnt used MANz in 8th except in a smaller tutorial-type game with a friend that recently got into the game. Been having too much fun with walkers lol, finally getting use out of my kanz and deffs is amazing. (i have 6 Kanz and 4 Deffdreads lol)
The ability to do the old school "wound shenanigans" makes me wonder if its worth having a larger than 3man MANz squad now. Or for that matter since vehicles dont have a unit limitation, just 2 squads in the same trukk/wagon lol
what wound shenaniganz? do we have wound shenanigans again?
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
I can only thinkg of kmb wounding the bearer and thus providing multiple wounded models to pick from. Or some psy magic that wounded a models and not a unit.
2017/08/09 08:50:57
Subject: Making Orks Competitive in 8th - Waaaagh!
koooaei wrote: I've used a banner nob a couple times and now i lean towards not taking him at all. Sure, hitting on 2 and 3 is not bad but it's a niche thinkg. It's often either not needs or not enough. See, a banner nob is quite expensive. And he only adds to mellee damage output. Whereas i often find myself wanting more bodies or more pks. Maybe the overall effective will pay off in games vs tough not very damaging opponents. But i prefer the versatility of numbers. Of you wanting more effective boyz, get more boyz. Of you wanting more effective pk, get a boss.
I'll consider banner nob is he was 50 pts.
I agree with not taking the bannernob. If I were using walkers or meganobz I would probably bring him. If he could be put on a warbike I migh also consider him.
2017/08/09 09:49:02
Subject: Making Orks Competitive in 8th - Waaaagh!
I've also stopped taking him, he is nice to have but very expensive and he reduces some flexibility in your army. As for MANZ, I'm not even convinced he is worth it for them unless you are looking at a max sized unit, and maybe not even then, because for use it means they need to be delivered in a transport. I look at it this way if you have 3 saw manz they get 12 attacks, normally they hit 6 times, with the banner they would hit 8, for 16 points less than the banner I can add a 4th man, which has the same effect and adds durability to the squad. Now adding that banner to a 4 man squad with 16 attacks means 10.33 hits, but again I can add another man to get much the same effect, more durability and more upside for good rolling. At this point his addition makes a bit of sense because at 5 models he will produce 13.33 hits vs 12 for adding the 6th man, but even that is debatable.
2017/08/09 10:40:36
Subject: Making Orks Competitive in 8th - Waaaagh!
Breng77 wrote: I've also stopped taking him, he is nice to have but very expensive and he reduces some flexibility in your army. As for MANZ, I'm not even convinced he is worth it for them unless you are looking at a max sized unit, and maybe not even then, because for use it means they need to be delivered in a transport. I look at it this way if you have 3 saw manz they get 12 attacks, normally they hit 6 times, with the banner they would hit 8, for 16 points less than the banner I can add a 4th man, which has the same effect and adds durability to the squad. Now adding that banner to a 4 man squad with 16 attacks means 10.33 hits, but again I can add another man to get much the same effect, more durability and more upside for good rolling. At this point his addition makes a bit of sense because at 5 models he will produce 13.33 hits vs 12 for adding the 6th man, but even that is debatable.
Yes, but if you are going to use MANZ then they will be in a transport, probably with some other characters or some Nobz, or a min-squad of Boyz. And then I think he is worth it. I have found, that the problem with the bannernob when running a green tide, is that you often end up needing to congaline in order to use him on your second turn, when he is most important. It is the exact same reason that I think many Ork players are taking warbosses on bikes these days. I would love for the bannernob and Weirdboy to get a warbike option. Or a jumppack option.
2017/08/09 10:46:31
Subject: Making Orks Competitive in 8th - Waaaagh!
Got a message that Ork Deff Dreads are not available for trade partners anymore. Repackaging to include the 8th edition datasheet or a new kit incoming? Or are GW slowly phasing out 3rd party retailers?
Not a tactic post but didn't want to start a new thread for this piece of information.
7000+
3500
2000
2017/08/09 11:14:23
Subject: Making Orks Competitive in 8th - Waaaagh!
Breng77 wrote: I've also stopped taking him, he is nice to have but very expensive and he reduces some flexibility in your army. As for MANZ, I'm not even convinced he is worth it for them unless you are looking at a max sized unit, and maybe not even then, because for use it means they need to be delivered in a transport. I look at it this way if you have 3 saw manz they get 12 attacks, normally they hit 6 times, with the banner they would hit 8, for 16 points less than the banner I can add a 4th man, which has the same effect and adds durability to the squad. Now adding that banner to a 4 man squad with 16 attacks means 10.33 hits, but again I can add another man to get much the same effect, more durability and more upside for good rolling. At this point his addition makes a bit of sense because at 5 models he will produce 13.33 hits vs 12 for adding the 6th man, but even that is debatable.
Yes, but if you are going to use MANZ then they will be in a transport, probably with some other characters or some Nobz, or a min-squad of Boyz. And then I think he is worth it. I have found, that the problem with the bannernob when running a green tide, is that you often end up needing to congaline in order to use him on your second turn, when he is most important. It is the exact same reason that I think many Ork players are taking warbosses on bikes these days. I would love for the bannernob and Weirdboy to get a warbike option. Or a jumppack option.
Meh, even for MANZ I find I often deliver mine using Da Jump. If your plan is to only ever use their transport, then I've found that transport often dies fast (especially if it has MANZ, Banner, other characters, boyz), then they are walking and they are terrible for conga lining to the buff, if they make a long charge and the banner does not, they lose the buff, or lose a lot of effectiveness.
Like I said so far unless I'm taking 5+ MANZ I don't find him very worth running, he is too slow, for minimal benefit.
2017/08/09 12:06:15
Subject: Making Orks Competitive in 8th - Waaaagh!
Breng77 wrote: I've also stopped taking him, he is nice to have but very expensive and he reduces some flexibility in your army. As for MANZ, I'm not even convinced he is worth it for them unless you are looking at a max sized unit, and maybe not even then, because for use it means they need to be delivered in a transport. I look at it this way if you have 3 saw manz they get 12 attacks, normally they hit 6 times, with the banner they would hit 8, for 16 points less than the banner I can add a 4th man, which has the same effect and adds durability to the squad. Now adding that banner to a 4 man squad with 16 attacks means 10.33 hits, but again I can add another man to get much the same effect, more durability and more upside for good rolling. At this point his addition makes a bit of sense because at 5 models he will produce 13.33 hits vs 12 for adding the 6th man, but even that is debatable.
Yes, but if you are going to use MANZ then they will be in a transport, probably with some other characters or some Nobz, or a min-squad of Boyz. And then I think he is worth it. I have found, that the problem with the bannernob when running a green tide, is that you often end up needing to congaline in order to use him on your second turn, when he is most important. It is the exact same reason that I think many Ork players are taking warbosses on bikes these days. I would love for the bannernob and Weirdboy to get a warbike option. Or a jumppack option.
Yeh often it seems that the conga line also sorta gimps the flexability as it seems to make the ork players focus on trying to get the buffs rather than simply getting where they need to be. It can make you rather obvious with your target selection too, so coupled with the fallback rules, a competent player will just give you a road bump. Great, you charged it with a crazy move,advance, charge with a conga to get a +1 to hit and a 6+FNP. But the likelihood is that if its a shooting unit your probably going to annihilate it anyway. the +1 to hit wasn't needed and in the subsequent shooting round the 6+ FNP isn't going to make too much of a difference. Not to mention, that in order to stay as close as possible for the next charge, you still need the conga line, so you cant take the boyz at the back (else you lose the FNP and the banner buff), and if you take them from the mid pack you then have a smaller number that will actually make it into combat. Painboy on bike certainly helps/ same with warboss. But bannernob is starting to seem like a double edged sword.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
On the WAAAGH Banner question. I have used it in every game and it works fine for me. MANZ is a good choice for the buff but so far I've used it with boys mobs 20 to 30 strong as well as to buff a few Big choppa Nobz and a battle wagon. Regarding the battle wagon, I misplayed it that time and didn't correctly understand the Deffrolla.
It's been important to have the WAAAGH Banner Nob as part of my plan. I've put him in a trukk and later once combat was ongoing piled him and the other small units out, they charge he moves to cover all the combat units but doesn't charge.
This was turn two or three but by that time my model mass had been reduced so buffing the remaining fighters improved thing for me. That, along with the newly charging units. so I was able to save more boys and hurt the other players options as far as where his models where and who they could fight. Again that was my plan from the start.
In other games he's just wondered around until a fight broke out and gone off to watch. Thankfully he wasn't too far away those times. If he could get a Warbike....hahaha if only.
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2017/08/09 13:17:22
Subject: Making Orks Competitive in 8th - Waaaagh!
It's a matter of preference. I thinkg we can all agree that a banner is ok but not mandatory. The decisive factor for me was the need to bunch up and always keep distance. I like more freedom.
This message was edited 1 time. Last update was at 2017/08/09 13:19:10
2017/08/09 13:34:34
Subject: Making Orks Competitive in 8th - Waaaagh!
koooaei wrote: It's a matter of preference. I thinkg we can all agree that a banner is ok but not mandatory. The decisive factor for me was the need to bunch up and always keep distance. I like more freedom.
Yes, but really that is a problem with the KFF as much as with anything else. The KFF really slows down the movement phase.
2017/08/09 13:40:08
Subject: Making Orks Competitive in 8th - Waaaagh!
koooaei wrote: It's a matter of preference. I thinkg we can all agree that a banner is ok but not mandatory. The decisive factor for me was the need to bunch up and always keep distance. I like more freedom.
Yes, but really that is a problem with the KFF as much as with anything else. The KFF really slows down the movement phase.
That is true, it is one of the reasons I like the KFF more for vehicles than hordes. Needing to keep whole squads under the bubble is very restrictive.
2017/08/09 14:34:45
Subject: Making Orks Competitive in 8th - Waaaagh!
Is anyone else slightly annoyed that everyone gets all these Fething reroll mechanics and we as a CC army get +1WS. Would it have been too much to ask for the Waaagh Banner to let us reroll failed wound rolls?
What are people's thoughts about fielding an all-in-your-face-turn-1 list with meka dreads and stormboyz?
Stormboyz seem to be a really strong (and versatile) unit, which is supported by their performance at BAO. And they have a threat range of 12+3d6", with the option of re-rolling charges.
And then meka dreads seem to be our best-costed dreadnought option. And they have the option of taking mega-chargas, which gives them a 16+2d6" threat range, with the option of re-rolling charges.
The core of the list that I've been tinkering around with looks like this:
Stormboyz, Stormboy Nobs w/ PKs (many)
Meka-dreads with Mega Charga, Rippa Klaw, and Rattler Kannon (3+)
Zhadsnark (1)
Ork Big Mek on Bike with Kustom Forcefield (2)
Weirdboy w/ Da Jump (1)
Boss Nob with Waaagh Banner (1)
The general strategy is to either go balls-to-the-wall aiming for a first-turn charge with as many units as possible (if your opponent happens to deploy close), or holding off on using the mega-chargas until turn 2 to all-but-guarantee that your meka-dreads reach close combat alongside (hopefully) Zhad and the stormboyz. Big Meks on Bikes are there to provide your army with a little bit of hardiness via KFFs and then also to hang out near the dreads once they reach combat to perform repairs. I think they're better platforms for the KFF than the dreads because (1) they're characters, and thus can't be shot at under most circumstances, and (2) equipping them with the KFF frees up your dreads to take chargas. Weirdboy is mainly there to "jump" the boss nob into range of all of your units once they hit the enemy lines, making everyone hit on 2s (although I suppose he could also jump zhad or units of stormboyz if needed).
Then, as far as additions go, I was trying to decide between:
(1) Kommandos (and maybe Snikrot?), for objective-grabbing and possible assaults out of deepstrike at the same time everything else hits the enemy lines
(2) Dakkajets or Lootas, for turn 1 supporting dakka
(3) Mob of 30 ork boyz (incl. nob w/ PK) as a second target for "da jump"
(4) Zagstrukk, for his fearless aura
(5) Ghazghkull, for his general combat badassery and +1 attack buff for the stormboyz
(6) other armored units, like kanz or a kill tank to maximize multi-wound, high-toughness target saturation, which might help the meka dreads to live a bit longer
or (7) just more stormboyz
What do you gits fink?
2017/08/09 15:06:06
Subject: Making Orks Competitive in 8th - Waaaagh!
SemperMortis wrote: Is anyone else slightly annoyed that everyone gets all these Fething reroll mechanics and we as a CC army get +1WS. Would it have been too much to ask for the Waaagh Banner to let us reroll failed wound rolls?
Not really I'm not in favor of orks re-rolling close combat stuff because of how many dice rolls that is, so for game speed it would be bad. What I would like is a re-roll to hit in shooting, or even the banner giving just straight +1 to hit (not just in the fight phase).
2017/08/09 15:27:27
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
CaptainCarrots wrote: What are people's thoughts about fielding an all-in-your-face-turn-1 list with meka dreads and stormboyz?
Stormboyz seem to be a really strong (and versatile) unit, which is supported by their performance at BAO. And they have a threat range of 12+3d6", with the option of re-rolling charges.
And then meka dreads seem to be our best-costed dreadnought option. And they have the option of taking mega-chargas, which gives them a 16+2d6" threat range, with the option of re-rolling charges.
The core of the list that I've been tinkering around with looks like this:
Stormboyz, Stormboy Nobs w/ PKs (many)
Meka-dreads with Mega Charga, Rippa Klaw, and Rattler Kannon (3+)
Zhadsnark (1)
Ork Big Mek on Bike with Kustom Forcefield (2)
Weirdboy w/ Da Jump (1)
Boss Nob with Waaagh Banner (1)
The general strategy is to either go balls-to-the-wall aiming for a first-turn charge with as many units as possible (if your opponent happens to deploy close), or holding off on using the mega-chargas until turn 2 to all-but-guarantee that your meka-dreads reach close combat alongside (hopefully) Zhad and the stormboyz. Big Meks on Bikes are there to provide your army with a little bit of hardiness via KFFs and then also to hang out near the dreads once they reach combat to perform repairs. I think they're better platforms for the KFF than the dreads because (1) they're characters, and thus can't be shot at under most circumstances, and (2) equipping them with the KFF frees up your dreads to take chargas. Weirdboy is mainly there to "jump" the boss nob into range of all of your units once they hit the enemy lines, making everyone hit on 2s (although I suppose he could also jump zhad or units of stormboyz if needed).
Then, as far as additions go, I was trying to decide between:
(1) Kommandos (and maybe Snikrot?), for objective-grabbing and possible assaults out of deepstrike at the same time everything else hits the enemy lines
(2) Dakkajets or Lootas, for turn 1 supporting dakka
(3) Mob of 30 ork boyz (incl. nob w/ PK) as a second target for "da jump"
(4) Zagstrukk, for his fearless aura
(5) Ghazghkull, for his general combat badassery and +1 attack buff for the stormboyz
(6) other armored units, like kanz or a kill tank to maximize multi-wound, high-toughness target saturation, which might help the meka dreads to live a bit longer
or (7) just more stormboyz
What do you gits fink?
It is a very solid idea, the only negatives I can construct would be if your opponent has common sense and deploys back then you are going to be facing a 24in no mans land and then however far back he deployed. So a Turn 1 assault is unlikely. And if you play against a Girlyman gunline you can expect him to be turtled up in a corner of the map and be pretty heavy on dakka. But in general its a great idea, it just won't do that well against the current power builds like IG conscript spam, Daemon spam and Girlyman gunline.
SemperMortis wrote: Is anyone else slightly annoyed that everyone gets all these Fething reroll mechanics and we as a CC army get +1WS. Would it have been too much to ask for the Waaagh Banner to let us reroll failed wound rolls?
Not really I'm not in favor of orks re-rolling close combat stuff because of how many dice rolls that is, so for game speed it would be bad. What I would like is a re-roll to hit in shooting, or even the banner giving just straight +1 to hit (not just in the fight phase).
It would be incredible though vs tough opponents. 30 boyz without any other buffs against a Land Raider would be putting out 120 attacks, 80 Hits and then about 12 wounds on the first batch and then another 11 on the second batch, it would actually make boyz really competitive and make the fluff work. Yeah they will die in droves but god help you if they ever get into CC with those buffs.
This message was edited 1 time. Last update was at 2017/08/09 15:29:26
Recently returning to the hobby and picked up the Start Collecting box and the Index for Orks but they've sent out the miniatures and sent the other Xenos index.
Im wondering if anyone could give me a guide on a decent way to optimize the Boyz, Nobz and Deff Dread. I understand it obviously varies but im wondering if theres a kind of go to/safe bet with War Gear. I cant wait to get going.