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Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

tbh i keep forgetting i can mix sluggas n shootas
Its probably a wise idea to have the back 10-12 boyz be Shootas so each unit can get a little bit of dakka on the way up. Odds are thats how many boyz wont be able to melee anyway, and just remove them first as they die.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Regular Dakkanaut






Hi
I also thought that mek Orks lack a real punch. In order to fix this I decided to orkify an Imperial Knight. Due to that it is a Lord-of-War model, it is rather easy to just add as a separate SUPER-HEAVY AUXILIARY DETACHMENT. The 8th edition roles does not give any restriction to ally detachments from different fractions.
In 1k or 1.5k list, I believe that you can build a rather compatible list with one Knight and an Ork battalion. Apart from this I got rather satisfied with my ork-Knight, I used a Deffdread body as head.
   
Made in gb
Longtime Dakkanaut





UK

 Vineheart01 wrote:
tbh i keep forgetting i can mix sluggas n shootas
Its probably a wise idea to have the back 10-12 boyz be Shootas so each unit can get a little bit of dakka on the way up. Odds are thats how many boyz wont be able to melee anyway, and just remove them first as they die.


I've been wanting to try this but sadly don't have enough Boyz (!).

Or rather, tons of Shoota Boyz. Not enough Slugga Boyz.

Nora wrote:
Hi
I also thought that mek Orks lack a real punch. In order to fix this I decided to orkify an Imperial Knight. Due to that it is a Lord-of-War model, it is rather easy to just add as a separate SUPER-HEAVY AUXILIARY DETACHMENT. The 8th edition roles does not give any restriction to ally detachments from different fractions.
In 1k or 1.5k list, I believe that you can build a rather compatible list with one Knight and an Ork battalion. Apart from this I got rather satisfied with my ork-Knight, I used a Deffdread body as head.


Looted Imperial Knights would be awesome Sadly I'm stuck with the Stompa or FW options since my group is extremely pissy about RAW.

This message was edited 1 time. Last update was at 2017/08/23 14:59:40


YMDC = nightmare 
   
Made in us
Longtime Dakkanaut




Oklahoma City

How are we allowed to run an allied knight? I thought all detachments had to share a keyword? Such as "imperium" or "ork" etc and there are no books with anything that shares keywords with us orcses?

+1 to not having enough choppa boys but plethora of shoota boys lol. 5th ed problems or something?

http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I'm actually 50-50 slugga/shoota. I have about 70 sluggas via several salvaged AOBR boxes and around 80 shootas or so...actually assembled anyway i think i got about 50 more boyz at least that are on sprues LOL
The reason i have been running 2x30 sluggas and a 30 shoota was because i didnt have enough sluggas for triple slugga30man blobs. However in light of that i noticed having more than 2 squads of sluggas kinda doesnt do much lol, whatever is in front dies first so i might as well let them shoot things while they advance (trust me it does matter, several times that shoota squad took out about half of the unit they were charging at before even making the charge lol)

This message was edited 1 time. Last update was at 2017/08/23 15:13:43


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






skyfi wrote:
How are we allowed to run an allied knight? I thought all detachments had to share a keyword? Such as "imperium" or "ork" etc and there are no books with anything that shares keywords with us orcses?

+1 to not having enough choppa boys but plethora of shoota boys lol. 5th ed problems or something?


You're correct, in matched play games and battleforged armies, you need to have at least one faction keyword in common for all detachments. So we can't legally take an IK without either house-ruling or resorting to narrative/open play.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Grimskul wrote:
skyfi wrote:
How are we allowed to run an allied knight? I thought all detachments had to share a keyword? Such as "imperium" or "ork" etc and there are no books with anything that shares keywords with us orcses?

+1 to not having enough choppa boys but plethora of shoota boys lol. 5th ed problems or something?


You're correct, in matched play games and battleforged armies, you need to have at least one faction keyword in common for all detachments. So we can't legally take an IK without either house-ruling or resorting to narrative/open play.

Yup, so the allied rule is literally an imperial army thing now rather than just highly supportive of imperial.
Really hope they remove that gak. Leave IK's being allowed in but otherwise no one army and one army alone, not one Imperial army one Space Marine or Blood Angels army.

Ironically i bought my tau when i first started playing in early 6th because i wanted some good background shooting and they were the best i could ally in. Then they got ridiculous and i abandoned my orks until now lol

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Potent Possessed Daemonvessel





 Grimskul wrote:
skyfi wrote:
How are we allowed to run an allied knight? I thought all detachments had to share a keyword? Such as "imperium" or "ork" etc and there are no books with anything that shares keywords with us orcses?

+1 to not having enough choppa boys but plethora of shoota boys lol. 5th ed problems or something?


You're correct, in matched play games and battleforged armies, you need to have at least one faction keyword in common for all detachments. So we can't legally take an IK without either house-ruling or resorting to narrative/open play.


Yup, though I just converted a gorka-knight to use as my second gorkanaut just to have some variety in my army.
   
Made in us
Longtime Dakkanaut




That's not quite true its not just imperial players that can ally in matched play.
You have
imperials
Ynnari (which is nearly all elder units)
chaos (both demons and marines)
tyranids (which includes both GSC and Astra militarum)

Then you have the 3 that currently cant ally in matched play tau, necrons, and orks.

Personally I think Gw should let orks allow a limited allied chaos detachment like gsc has with AM.
Necrons should allow a limited allied imperial detachment maybe with trazyn
and tau allowed a limited elder craftworld detachment
although none of the above 3 are super fluffy or common armies.


This message was edited 1 time. Last update was at 2017/08/23 15:49:10


 
   
Made in us
Longtime Dakkanaut




Oklahoma City

I don't miss allies. I disliked idea of allied armies for sake of being a WAAC list while bringing 2 forces that seemingly don't mesh. I liked the conversions I would see, but don't miss the ultra competitive list building it seemed to promote. I just want orks to be orks! So I'm happy with the ally rules as is, but think it's odd tyranids can ally with AM because of GSC. Odd.

http://www.dakkadakka.com/dakkaforum/posts/list/472615.page#4701031 LAND HOOOOOOO! my freeboota blog (can look me up on the-waaagh and da warpath same username)... Currently in the the midst of adventure into night goblin squig cult



hi daoc friends this is beeyawnsay c: 
   
Made in us
Battlewagon Driver with Charged Engine





skyfi wrote:
I don't miss allies. I disliked idea of allied armies for sake of being a WAAC list while bringing 2 forces that seemingly don't mesh. I liked the conversions I would see, but don't miss the ultra competitive list building it seemed to promote. I just want orks to be orks! So I'm happy with the ally rules as is, but think it's odd tyranids can ally with AM because of GSC. Odd.

I agree. No need to give allies to orks, just give us balanced units so we can take the kind of army we want yet not get shot off the board. The orks have just about everything, just not costed appropriately.
   
Made in us
Dakka Veteran




Colorado Springs

I had bought some Eldar jetbikes to ally with my Tau. Luckily I remembered my self-respect and converted them into Deffkoptas instead.
   
Made in us
Potent Possessed Daemonvessel





gungo wrote:
That's not quite true its not just imperial players that can ally in matched play.
You have
imperials
Ynnari (which is nearly all elder units)
chaos (both demons and marines)
tyranids (which includes both GSC and Astra militarum)

Then you have the 3 that currently cant ally in matched play tau, necrons, and orks.

Personally I think Gw should let orks allow a limited allied chaos detachment like gsc has with AM.
Necrons should allow a limited allied imperial detachment maybe with trazyn
and tau allowed a limited elder craftworld detachment
although none of the above 3 are super fluffy or common armies.




Nah, I'd rather see allies reduced not expanded. Imperium are the largest issue as that faction makes up essentially half the game. (40% if you just go by number of indices). Chaos makes up about 20% (based on being a single index), Aeldari a little less than that. Nids even less.
   
Made in us
Longtime Dakkanaut




skyfi wrote:
I don't miss allies. I disliked idea of allied armies for sake of being a WAAC list while bringing 2 forces that seemingly don't mesh. I liked the conversions I would see, but don't miss the ultra competitive list building it seemed to promote. I just want orks to be orks! So I'm happy with the ally rules as is, but think it's odd tyranids can ally with AM because of GSC. Odd.

Technically its not AM but the planetary defense force of whichever planet was taken over by the GSC.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 JimOnMars wrote:

I agree. No need to give allies to orks, just give us balanced units so we can take the kind of army we want yet not get shot off the board. The orks have just about everything, just not costed appropriately.

Actually, that would be an elegant solution for looted wagons. Have a detachment where you can take any vehicle unit with the Imperial keyword and change its BS to 5+ and reduce its armor to 4+.

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 us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

there better be a price cut for that though.
Dropping from BS3+ to BS5+ is massive.

Has anybody had any reason to take a MA Boss? Not Ghaz, as in a standard boss in MA. I actually dont want to use Ghaz since he's Goff...even though his abilities arent clan tied (i like my badmoonz colors lol)
Kinda funny. I've had a couple AOBR bosses completely unpainted as i never used them or even wanted to use them, since MAWarbosses were infinitely better. Now the sheer price difference and transports costing so much i find myself just using my AOBR bosses now lol (which i finally painted one in badmoonz). Still have the klaw since S12 ftw, but it just feels weird running a regular boss again after so bloody long....

This message was edited 2 times. Last update was at 2017/08/23 20:48:04


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Gargantuan Gargant






 Vineheart01 wrote:
there better be a price cut for that though.
Dropping from BS3+ to BS5+ is massive.

Has anybody had any reason to take a MA Boss? Not Ghaz, as in a standard boss in MA. I actually dont want to use Ghaz since he's Goff...even though his abilities arent clan tied (i like my badmoonz colors lol)
Kinda funny. I've had a couple AOBR bosses completely unpainted as i never used them or even wanted to use them, since MAWarbosses were infinitely better. Now the sheer price difference and transports costing so much i find myself just using my AOBR bosses now lol (which i finally painted one in badmoonz). Still have the klaw since S12 ftw, but it just feels weird running a regular boss again after so bloody long....


Unfortunately, given how much a MAWB costs and that you're forced to pay for the power klaw, he really seems inferior to the Warboss on Bike or even on foot. Losing that extra inch of movement hurts and the 2+ save, although nice, doesn't come as a bargain like it used to especially since he can't tank hits for the boyz anymore. Don't get me wrong the 2+ save is nice, but the only things that your opponent will deliberately send after him will be able to get through your armour. If there was an invuln. built into it like terminator armour then there'd be some competition, but otherwise I feel like it doesn't, especially with someone like Ghazzy available as an option.

In that same vein, how is running multiple warbosses in a list usually work ratio wise to boyz? Is it 1:1 or around 1 every two units of boyz?

This message was edited 1 time. Last update was at 2017/08/23 22:29:08


 
   
Made in us
Dakka Veteran




Colorado Springs

My Ghaz is painted yellow. His abilities aren't clan locked so to hell with their keywords.

Otherwise the biker boss has too many advantages for the cost over MA. Speed is worth a lot more than the 2+ save since he can keep up with Boyz and Stormboy and can operate independently if need be.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Grimskul wrote:
 Vineheart01 wrote:
there better be a price cut for that though.
Dropping from BS3+ to BS5+ is massive.

Has anybody had any reason to take a MA Boss? Not Ghaz, as in a standard boss in MA. I actually dont want to use Ghaz since he's Goff...even though his abilities arent clan tied (i like my badmoonz colors lol)
Kinda funny. I've had a couple AOBR bosses completely unpainted as i never used them or even wanted to use them, since MAWarbosses were infinitely better. Now the sheer price difference and transports costing so much i find myself just using my AOBR bosses now lol (which i finally painted one in badmoonz). Still have the klaw since S12 ftw, but it just feels weird running a regular boss again after so bloody long....


Unfortunately, given how much a MAWB costs and that you're forced to pay for the power klaw, he really seems inferior to the Warboss on Bike or even on foot. Losing that extra inch of movement hurts and the 2+ save, although nice, doesn't come as a bargain like it used to especially since he can't tank hits for the boyz anymore. Don't get me wrong the 2+ save is nice, but the only things that your opponent will deliberately send after him will be able to get through your armour. If there was an invuln. built into it like terminator armour then there'd be some competition, but otherwise I feel like it doesn't, especially with someone like Ghazzy available as an option.

In that same vein, how is running multiple warbosses in a list usually work ratio wise to boyz? Is it 1:1 or around 1 every two units of boyz?


kinda my thought too. Hes well over 100pts and MA isnt that great anymore. His PK is still great but MA is such a deadweight.
I havnt ran multiple bosses yet but i really rarely see a need for them. Course i only run 3 30boy squads

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Longtime Dakkanaut





UK

I find myself using 'eavy Armour Warbosses always. BikerBoss is probably best though although Zhadsnark probably does it better. I just don't have the models since selling mine and frankly don't care for Bikes much since I'm considering a White Scars army.

MA really drags behind when the Boyz move an extra inch.

YMDC = nightmare 
   
Made in us
Flashy Flashgitz






I'm a little out of the loop when it comes to FW stuff, what's hot about the Big Trakk? What makes it more desirable than a battlewagon?

I'll show ye..... - Phillip J. Fry

Those are brave men knocking on our door! Let's go kill them! - Tyrion Lannister 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Price mainly.
Its 131 base. Adding on one of pratically any big gun Orks have access to makes it cost about as much (give or take 10pts) as a naked Battlewagon and quite frankly it isnt much squishier as a result. T6 15W is pretty close to T7 18W.
It has less transport capacity though. 12 models by default, goes down to 6 in order to take one of the big guns like Zzaps, Supa Skorcha, big lobba, KillKannon, etc. Or negate its capacity for a supakannon.

Still, you could probably take 2 of them for around 40% more than a single wagon toting the same big guns and have twice the gunz (though it cant have both a "big gun" and a supakannon)

This message was edited 1 time. Last update was at 2017/08/24 13:22:16


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in it
Waaagh! Ork Warboss




Italy

It has a very different role compared to the BW though. I use BWs to transport and deliver 20 orks, no other reason.

Remember that the BW becomes T8 if you take it as a transport, which makes it quite more durable than big trakks.

With a capacity of 6-12 models the big trakk looks more an alternative to trukks. That big trakk serves the same role of the trukk+tankbustas/lootas/flash gitz combo. Or maybe it can be seen as an alternative to buggies/deffkpotas too.

 
   
Made in de
Krazy Grot Kutta Driva





 beigeknight wrote:
I'm a little out of the loop when it comes to FW stuff, what's hot about the Big Trakk? What makes it more desirable than a battlewagon?


Well it has some alternative cool weapons but limited transport capacity - even more if you take the big guns.
Plus it can repair itself and is a bit cheaper.
Imo a good option when you don`t need full capacity of 20 models.


I don't miss allies. I disliked idea of allied armies for sake of being a WAAC list while bringing 2 forces that seemingly don't mesh. I liked the conversions I would see, but don't miss the ultra competitive list building it seemed to promote. I just want orks to be orks! So I'm happy with the ally rules as is, but think it's odd tyranids can ally with AM because of GSC. Odd.

I agree. No need to give allies to orks, just give us balanced units so we can take the kind of army we want yet not get shot off the board. The orks have just about everything, just not costed appropriately.

Fully agree with you, no need for allies.
That whole allies system bugged me ever since GW brought it into 40k.
Not the idea itself which is fine for fluff lists but let`s be realistic, 99% is just people trying to max out.


Has anybody had any reason to take a MA Boss? Not Ghaz, as in a standard boss in MA. I actually dont want to use Ghaz since he's Goff...even though his abilities arent clan tied (i like my badmoonz colors lol)
Kinda funny. I've had a couple AOBR bosses completely unpainted as i never used them or even wanted to use them, since MAWarbosses were infinitely better. Now the sheer price difference and transports costing so much i find myself just using my AOBR bosses now lol (which i finally painted one in badmoonz). Still have the klaw since S12 ftw, but it just feels weird running a regular boss again after so bloody long....

As a Bad Moons player i have the same problem, i won`t take Ghaz, even painted yellow. Guess with the Codex he will be Goff only anyway.

The Warboss in MA is fine. Not that CC beast he was before, more of a supporter now.
So his poor movement is not that bad and he can stick around with banner / dok and offer them some protection while they all buff the boys in front.
I always bring a shooty battlewaggon with some free seats for my characters. So i have less drops and the 3" disembarking + moving + advancing works most of the time to get him where he needs to be.
But basicly my main reason to stick with him is the work i put in my model - can`t leave him behind.

Spoiler:

Based on the WHFB Orruk.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

What the..

Anybody use the Battlescribe app? I downloaded it so i can stop having to flip pages in the index (and make lists on the fly) but its charging me a flat 17pts increase to add a Nob to a boy squad (my understand was that is suppose to be free in 8th, and even if it isnt free what happened to the 6pt boy i just replaced?) and theres no Ghaz available.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Potent Possessed Daemonvessel





Are you sure you have the updated data? Mine has Ghaz and is only charging me 6 points for Boss Nobz.

I have Warhammer 40000 8th ed v23 and orks v6
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Well considering i just installed it and the file was last updated on Aug7 i hope its the most up to date.

Says WH40k 8th Mobile v34 and Orks v30
Its also not calculating deffdreads right, i think its charging me the 2ndklaw cost for all 3 klaws rather than just the 2nd and 3rd klaw

This message was edited 2 times. Last update was at 2017/08/24 15:33:09


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Potent Possessed Daemonvessel





 Vineheart01 wrote:
Well considering i just installed it and the file was last updated on Aug7 i hope its the most up to date.

Says WH40k 8th Mobile v34 and Orks v30
Its also not calculating deffdreads right, i think its charging me the 2ndklaw cost for all 3 klaws rather than just the 2nd and 3rd klaw



I think you want to go with the data source that just says Warhammer 40,000 ignoring the mobile edition. It was updated 8/21/17 and seems to have the correct data.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

That seems to work.

Well, that was annoying. Guess thats why battlescribe is generally considered pretty crap but better than nothing

Thanks!

This message was edited 1 time. Last update was at 2017/08/24 16:00:44


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Potent Possessed Daemonvessel





 Vineheart01 wrote:
That seems to work.

Well, that was annoying. Guess thats why battlescribe is generally considered pretty crap but better than nothing

Thanks!


yeah I hate battle scribe. I have it, but usually build my lists elsewhere. In this edition it is particularly bad for factions that have "allies" because you cannot mix factions in detachments. It also has had some points errors etc. So I always write my own lists for tournaments.
   
 
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