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Made in de
Krazy Grot Kutta Driva





Online Codex always worked perfekt for me.
German site including a feedback / bug & error report forum - but the OC itself is english.
Detachments, allies, etc. are also no problem and they regularly update it.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Ork lists that I've been building in Battlescribe have always had correct info and costs. It's also pretty easy to use. I don't really understand why people seem to think it's somehow difficult. Build a couple lists and it becomes pretty much routine and you wonder how you ever survived without it.

Some more "individualistic" units like SW Wolf Guard or HQs can get a bit convoluted sometimes especially after FAQs change things around but other than that I've really had no issues.

7000+
3500
2000 
   
Made in us
Potent Possessed Daemonvessel





 Weazel wrote:
Ork lists that I've been building in Battlescribe have always had correct info and costs. It's also pretty easy to use. I don't really understand why people seem to think it's somehow difficult. Build a couple lists and it becomes pretty much routine and you wonder how you ever survived without it.

Some more "individualistic" units like SW Wolf Guard or HQs can get a bit convoluted sometimes especially after FAQs change things around but other than that I've really had no issues.


I know at least grotsnik had the wrong points initially, he was paying for his wargear when he doesn't need too. As for finding it difficult, it is mostly just the way it is built where adding units/detachments requires multiple drill downs, especially in this edition where you might shuffle units between detachments to make things fit or maximize CP. I also know for a fact that for factions that can take mixed detachments it doesn't seem to work at all. It also has some counter intuitive design on some units where you need to be selecting a model to duplicate it instead of doing that on the unit level screen (Kans, Dreads, Nobz work like this). I can use it just fine, but unless I am away from a computer when making my list I prefer excel and my codex for building a list, especially for tournaments. Plus I like having a paper copy of my list and find Battlescribe has too much extra stuff on their printout.
   
Made in au
Fresh-Faced New User



Perth

Its clunky but you absolutely can make mixed detachments with battlescribe. Say you name a list Imperium and take a detachment of Marines. When you add a second detachment to the list, your given the option of where to put it - if you choose the Marine detachment, it will give you the ability to make a mixed detachment.

Battlescribe is fantastic for a free service. Once you get the hang of how it works, making a list is simple as. One thing ive found useful is to put everything you want to take in one detachment and mentally separate it into various smaller detachments for maximising CPs. Its easier while you are tinkering than creating and deleting different detachments.
   
Made in us
Potent Possessed Daemonvessel





cheesedupree wrote:
Its clunky but you absolutely can make mixed detachments with battlescribe. Say you name a list Imperium and take a detachment of Marines. When you add a second detachment to the list, your given the option of where to put it - if you choose the Marine detachment, it will give you the ability to make a mixed detachment.

Battlescribe is fantastic for a free service. Once you get the hang of how it works, making a list is simple as. One thing ive found useful is to put everything you want to take in one detachment and mentally separate it into various smaller detachments for maximising CPs. Its easier while you are tinkering than creating and deleting different detachments.


Which is still harder than using a spreadsheet because then the detachments are not split out. Good to know about the mixed detachments, though I don't like the way the list print out looks at that point. It is great for a free service, and I do use it at times. It is just not my preferred method of list creation. Especially because I am trusting someone else to not have made mistakes with points, and I have seen a few in my lists that I did not notice until a second or third look. When I tried to make the same list in excel, and was over on points.
   
Made in us
Loyal Necron Lychguard






South Dakota

I pretty much wouldn't survive without Battlescribe. I do the yearly subscription on both my phone and computer... costs less than a pot of paint and makes my life so much easier.
As for detachments, I find it pretty easy to do them in Battlescribe, but then I know what I'm putting in which detachment before I go to my laptop.

DS:70+S+G+MB--I+PW40k10-D++A++/sWD391R+T(R)DM+

My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing
"
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate. 
   
Made in us
Potent Possessed Daemonvessel





 Anpu-adom wrote:
I pretty much wouldn't survive without Battlescribe. I do the yearly subscription on both my phone and computer... costs less than a pot of paint and makes my life so much easier.
As for detachments, I find it pretty easy to do them in Battlescribe, but then I know what I'm putting in which detachment before I go to my laptop.


At which point I would ask why you need the app at all? If I knew exactly what was in every detachment I would have the list already built. I mean everyone is different in their process I suppose, I do a lot of shuffling units around, in and out of my lists etc, so I find battlescribe to be very clunky. I would also never pay for an army building APP simply because I don't need it. I did once for army builder years ago, but still ended up building all my lists in MS excel.
   
Made in us
Regular Dakkanaut




NC, USA

If you're just using the mobile app then yeah it's pretty clunky. But outside Tinder, there aren't many more productive things to do on the toilet.

The desktop version is nice though. It does have problems with allies I think, but you can at least use it as a sandbox to play with points values in that case, then draw up the units in Excel or something to reflect the actual detachments.
   
Made in us
Daemonic Dreadnought





Eye of Terror

Have been reading through this thread to get a sense of how Orks are faring in 8th edition, and all that happened is I got more confused.

Can any experienced Ork players chime in on some of the things I have heard, but seem to contradict each other?

- Orks are much improved in 8th edition. There are several competitive army lists floating around.

- Ork shooting has actually been nerfed. The removal of template weapons has been a big blow and it's almost impossible to actually hit models that are in cover.

- Ork mobs are deadlier now with the changes to morale. It's easier to move up the board with large squads and get the charge.

- Kans are much improved and incredible in close combat. The most competitive lists spam Kans.

- There are one or two good HQ choices. Painboys and Mekboys are not as useful as they once were.

- You can call WAAAGH every turn if you want to.

   
Made in us
Potent Possessed Daemonvessel





 techsoldaten wrote:


- Orks are much improved in 8th edition. There are several competitive army lists floating around.


Debatable, Most builds revolve around Boyz, Storm Boyz and characters. There are a few other borderline competitive units, but right now most things seem to be saying more boyz is best.


- Ork shooting has actually been nerfed. The removal of template weapons has been a big blow and it's almost impossible to actually hit models that are in cover.


Ork shooting is a bit down due to the loss of blast weapons, but the biggest down on it is loss of good cover saves for our shooting units. For the most part these units die quickly if an opponent wants them to. Or you need to pay for a transport which makes them cost a good deal more.


- Ork mobs are deadlier now with the changes to morale. It's easier to move up the board with large squads and get the charge.


This is true, orks are better off because charging allows them to strike first, they have more attacks, and are always S4. Da Jump psychic power allows large squads to be moved more easily.




- Kans are much improved and incredible in close combat. The most competitive lists spam Kans.


They are improved, they are not incredible in close combat, they can be passible if you buff them with a Banner Nob, but hitting on a 5+ really hurts them. I think kan wall might work, but I would not say most competitive lists spam kans at this point.




- There are one or two good HQ choices. Painboys and Mekboys are not as useful as they once were.


HQ is really a section we are spoiled for choice in Big Meks, Warbosses, Weirdboyz are all good choices. Ghaz is also good, other SC are not as good. I'm working with snikrot right now and think he is a decent choice.

Painboyz are elite choices, and I'm not really sold on them for their cost. They aren't bad, but I'm not sure they are good either.




- You can call WAAAGH every turn if you want to.


Waaaagh is just an aura ability on warbosses now. It allows units within 6" of the warboss to charge even if they advanced(ran) this turn.
   
Made in se
Waaagh! Warbiker





Sweden

 techsoldaten wrote:
Have been reading through this thread to get a sense of how Orks are faring in 8th edition, and all that happened is I got more confused.

Can any experienced Ork players chime in on some of the things I have heard, but seem to contradict each other?

- Orks are much improved in 8th edition. There are several competitive army lists floating around.

- Ork shooting has actually been nerfed. The removal of template weapons has been a big blow and it's almost impossible to actually hit models that are in cover.

- Ork mobs are deadlier now with the changes to morale. It's easier to move up the board with large squads and get the charge.

- Kans are much improved and incredible in close combat. The most competitive lists spam Kans.

- There are one or two good HQ choices. Painboys and Mekboys are not as useful as they once were.

- You can call WAAAGH every turn if you want to.


-1 There is one half decent list
-2 Yes, very much
-3 yes
-4 Nope, kans are better but still trash for the points
-5 Mostly true
-6 Yes

This message was edited 1 time. Last update was at 2017/08/25 15:44:14


 
   
Made in de
Krazy Grot Kutta Driva





- Orks are much improved in 8th edition. There are several competitive army lists floating around.

Yes they have improved but so has (almost) everything else.
They get in CC faster and have better morale, which is nice.
Vehicles are a lot more durable but there is a lot more stuff that does multiple damage.

- Ork shooting has actually been nerfed. The removal of template weapons has been a big blow and it's almost impossible to actually hit models that are in cover.

Yeah templates going is bad since we have a poor BS. We can still put out lots of dakka with all the D6 / 2D6, assault weapons while advancing and sync. weapons with double shots.
What also hits us are all the hit roll modifiers. Only way to compensate the 6+ hits is to bring lots of firepower.

- Ork mobs are deadlier now with the changes to morale. It's easier to move up the board with large squads and get the charge.

Absolutely. Morale is better than ever and the boys move really fast.

- Kans are much improved and incredible in close combat. The most competitive lists spam Kans.

They are not that good but they do ok. Good in mech lists with a lot of walkers / vehicles and good KFF protection.
What you will see most is still 100+ boys with Ghaz, Wyrdboys, buff characters and some Kommandos / Stormboys.
Pain in the ass to play and in tournaments you barely see turn 4+ - well it`s a way to win since till turn 3 most of that horde will still lurk around.

- There are one or two good HQ choices. Painboys and Mekboys are not as useful as they once were.

Ghaz and Wyrdboy are very good, so is the Warboss. KFF Mek is still a valid choice.
Painboys work with enough boys or expensive stuff like nobs / Flash gits - Meks still do their job in mech builds.
Not their golden age i have to admit.

- You can call WAAAGH every turn if you want to.

It`s a special rule of the warboss that is active all the time but only 6" around him.
Since he is more of a supporter now you have good chances to get that bonus more than once - but no more army wide effect.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Kanz tend to do more work for me than the deffdreads which is kinda funny.
Everyone focuses the trio of dreads first. Usually one dies instantly, another is badly hurt, third actually does something but the kanz are just completely unharmed. They dont SOUND like a threat because theyre S7 vs S10, hit on 5s vs hit on 3s, and a base profile of 3 attacks vs the 3klaw Dread having 5. But...theres 6 of them, long as theres 3+ they have 4 attacks. Thats 24 attacks that each do -3AP and flat 3 damage...the amount of crap ive had them mulch because my opponent didnt think they'd be a threat is hilarious. More often than not i only need 3 of them to land anyway (as in wound)

This message was edited 1 time. Last update was at 2017/08/25 16:53:40


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
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Longtime Dakkanaut




- Orks are much improved in 8th edition. There are several competitive army lists floating around.
False, Ork boyz and a handful of other units like weirdboyz/stormboyz/Ghaz are improved but the majority of the codex is hot garbage, there is 1 competitive list right now that has 2 variants. Spam Boyz with characters OR Spam Stormboyz with characters. nothing else is remotely close to being as competitive as that in our index.

- Ork shooting has actually been nerfed. The removal of template weapons has been a big blow and it's almost impossible to actually hit models that are in cover.

Ork shooting got hit by the nerf bat until it was unconscious and then GW hit it a few more times for good measure. The only reason ork shooting was remotely useful last edition was because it was cheap and it could camp in cover to negate its abysmal durability issues. We lost the cover bonus by 50% and the cost of our units went through the roof. A Rokkit went from 5pts to 12, a pair of rokkits went from being a free upgrade on the Deff Kopta to being a 28pt upgrade. The new rule for Twin Linked weapons hurt orks more then it helped, our handful of TL weapons went from averaging 1.66 hits on a 3 shot weapon to 2, a SM Went from 2.66 to 4. We get a .34 buff they got a 1.34 buff.

Overall though the nerf to templates was the biggest loss and gain for Orkz, the loss is because we relied on blasts to get any kind of decent hits, now that this is gone we have exceptionally expensive and useless weapons like the Kill kannon which averages 1 hit a turn, where before it could usually get up to 5-8 if they weren't spaced out. The gain for us is that we no longer have to spend 20 minutes spacing our units out the max distance from one another for fear or a couple blast or flamer templates. No longer are you going to lose 20 boyz to a couple Heavy Flamers.

- Ork mobs are deadlier now with the changes to morale. It's easier to move up the board with large squads and get the charge.
they are most definitely deadlier, the chance to boyz stats was good, the real buff though was getting rid of Initiative. It isn't that much easier to get up the board, in fact orks are now SLOWER then ever with the loss of 16.6% of our movement, the loss of Trukkz being useful for boyz and the inherent problems of using battlewagons for boyz. The buff to mob rule was nice, it isn't that great though, I mean it beats the hell out of 7th edition mob rule but its still not on the level of pre-7th edition Mob rule which made orkz fearless until they dropped below 10 models. The real trick to the new Leadership conundrum is to keep everything close together so if one mob gets eaten alive it can use the 30leadership of its neighbor instead of dying outright. And it is slightly easier to get the charge these days, this has more to do with the new rule about being within 1 inch rather then having to be base to base, it almost gives us an extra inch for the charge.

- Kans are much improved and incredible in close combat. The most competitive lists spam Kans.

False, Ork Kanz got nerfed HARD in 7th they went up in price like 40-45% In 8th they went up in price again but not nearly as much. The problem for Kanz now is the fact that their 1 good weapon, the grotzooka, is heavy AND was blast. I used to liquidate entire enemy formations with Grotzookas, even terminators were scared of them, now? 2D3 shots = 4 shots, hitting on 5s = 1 hit on average. The only other good weapon for a Kan is a Rokkit and ev that is a bad choice now because it was a 5pt upgrade and it is now a 12pt upgrade. Kanz other issues are the Klaws they have which are hitting on 5s. Why they couldn't at least be 4s is beyond me but its a huge problem for Kanz and makes them unreliable to say the least in CC. Kanz are not seen in competitive lists, they are seen in for fun games and fluffy lists.

- There are one or two good HQ choices. Painboys and Mekboys are not as useful as they once were.
False, HQs in the ork code are ok, not the best but certainly not bad. Warbosses are good, Weirdboyz and Ghaz are GREAT, Mek Boyz are ok, that 5++ bubble is useful but its not a HUGE buff and is still expensive and requires you to bunch up a lot, seeding control of the board to your opponent. Painboyz are kind of crap, i take one but not for the FNP buff, I use it mostly to heal ghaz and Weirdboyz who are blowing their own heads off.

- You can call WAAAGH every turn if you want to.
You could do that last edition as well in 2 different formations, the difference is that it is now based on being within 6' of a Warboss or Ghaz.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Been Around the Block





I'm finding it really hard to deal with Raven Guard Aggressors camping on the 2nd+ level of ruins... how are y'all dealing with something like this?

T5, 2+ saves from cover, 2 wounds each, and hard to hit from 12" or more away...

Even with da jump, I'm looking at something like 11-12" of necessary charge in order to get into melee with them. Shooting them isn't really an option, with how bad ork shooting is, and that raven guard chapter tactic.

Any thoughts? We've had the discussion about dealing with them on the offense, but they're just as hard a nut to crack when firing at them as well...

This message was edited 1 time. Last update was at 2017/08/25 18:32:20


 
   
Made in us
Potent Possessed Daemonvessel





ajax_xaja wrote:
I'm finding it really hard to deal with Raven Guard Aggressors camping on the 2nd+ level of ruins... how are y'all dealing with something like this?

T5, 2+ saves from cover, 2 wounds each, and hard to hit from 12" or more away...

Even with da jump, I'm looking at something like 11-12" of necessary charge in order to get into melee with them. Shooting them isn't really an option, with how bad ork shooting is, and that raven guard chapter tactic.

Any thoughts? We've had the discussion about dealing with them on the offense, but they're just as hard a nut to crack when firing at them as well...


I thought they only had 18" range, so why not just avoid them? Beyond that why is the charge so long from Da Jump? Is it that the levels are 6" or something?
   
Made in us
Battlewagon Driver with Charged Engine





Breng77 wrote:
ajax_xaja wrote:
I'm finding it really hard to deal with Raven Guard Aggressors camping on the 2nd+ level of ruins... how are y'all dealing with something like this?

T5, 2+ saves from cover, 2 wounds each, and hard to hit from 12" or more away...

Even with da jump, I'm looking at something like 11-12" of necessary charge in order to get into melee with them. Shooting them isn't really an option, with how bad ork shooting is, and that raven guard chapter tactic.

Any thoughts? We've had the discussion about dealing with them on the offense, but they're just as hard a nut to crack when firing at them as well...


I thought they only had 18" range, so why not just avoid them? Beyond that why is the charge so long from Da Jump? Is it that the levels are 6" or something?

The problem is the 9" for "deep strike" is interpreted as "as the crow flies" but any move toward the enemy is interpreted as "move laterally, then up," which is farther.
   
Made in us
Potent Possessed Daemonvessel





 JimOnMars wrote:
Breng77 wrote:
ajax_xaja wrote:
I'm finding it really hard to deal with Raven Guard Aggressors camping on the 2nd+ level of ruins... how are y'all dealing with something like this?

T5, 2+ saves from cover, 2 wounds each, and hard to hit from 12" or more away...

Even with da jump, I'm looking at something like 11-12" of necessary charge in order to get into melee with them. Shooting them isn't really an option, with how bad ork shooting is, and that raven guard chapter tactic.

Any thoughts? We've had the discussion about dealing with them on the offense, but they're just as hard a nut to crack when firing at them as well...


I thought they only had 18" range, so why not just avoid them? Beyond that why is the charge so long from Da Jump? Is it that the levels are 6" or something?

The problem is the 9" for "deep strike" is interpreted as "as the crow flies" but any move toward the enemy is interpreted as "move laterally, then up," which is farther.


That is true it depends on how far up they are, but like I said they have very short range, so the further up they are the worse their ability to hit you becomes. You in theory you could use storm boyz as they could ignore the need to move laterally and then up.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

well, even if its just a 2" elevation thats an 11" charge.
Plus isnt there a -2 to charging in terrain? Or did that go away and its just another rule that i missed as being omitted?

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
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 Vineheart01 wrote:
well, even if its just a 2" elevation thats an 11" charge.
Plus isnt there a -2 to charging in terrain? Or did that go away and its just another rule that i missed as being omitted?

Not in ruins, only in craters and forests.
   
Made in it
Waaagh! Ork Warboss




Italy

 techsoldaten wrote:


- Orks are much improved in 8th edition. There are several competitive army lists floating around.



IMHO they're worse now. We only have ONE semi-competitive list, which is also extremely boring to play. In 7th edition bikers spam, trukks spam with boyz, meganobz or bustas, bullyboyz, lobbas, single koptas were all quite good, not top tiers but not worse than the green tide in 8th edition.


 techsoldaten wrote:


- Ork shooting has actually been nerfed. The removal of template weapons has been a big blow and it's almost impossible to actually hit models that are in cover.



Orks shooting is a joke now because all the shooty units have become quite more expensive.


 techsoldaten wrote:



- Ork mobs are deadlier now with the changes to morale. It's easier to move up the board with large squads and get the charge.



Yeah, big mobz are quite strong but orks are still very squishy. They need a KFF bubble and a painboy to be tough, but this way you're investing pretty much the entire list in boyz and their buffs.

 techsoldaten wrote:


- Kans are much improved and incredible in close combat. The most competitive lists spam Kans.



I never played kans in my life but they don't seem better than the previous editions. A bit tougher maybe but grotzookas now suck and rokkits are expensive.


 techsoldaten wrote:


- There are one or two good HQ choices. Painboys and Mekboys are not as useful as they once were.



While it's true that painboyz were a bit nerfed now big meks are very popular and they can be an effective element of the green tide. in 7th edition big meks with KFF were more unusual.

 techsoldaten wrote:


- You can call WAAAGH every turn if you want to.



Yes, but unless you run footsloggers (and again we're constantly stuck on that boring green tide) the waaagh rule it's not a big deal. It wasn't in previous editions either, when everything that needed to move was a vehicle or embarked in a vehicle or bikers/jetbikes.

This message was edited 1 time. Last update was at 2017/08/25 20:17:28


 
   
Made in us
Been Around the Block





 Vineheart01 wrote:
well, even if its just a 2" elevation thats an 11" charge.
Plus isnt there a -2 to charging in terrain? Or did that go away and its just another rule that i missed as being omitted?


Basically what was said here. I think standard ruins terrain has the height as 3" of vertical height as well...meaning models even on the 2nd level will need a 12" charge to get to.

I basically came to the same conclusion about the stormboyz, seems like they're the only real solution here besides maybe a killtank with a bursta, but even that dakka's not reliable.

Plight of the greenskins at the moment is that everything basically sums up to "boyz, stormboyz, more boyz".

From all of the rumors going around, it doesn't even seem like Orks will be getting their codex this year. Green tide's not really something that sounds fun to play or play against either. Has anyone found any decent shooty builds?

Otherwise, might be time to start putting together the primaris I've been collecting until codex drop.

This message was edited 1 time. Last update was at 2017/08/25 21:41:32


 
   
Made in us
Daemonic Dreadnought





Eye of Terror

 jhnbrg wrote:

-1 There is one half decent list
-2 Yes, very much
-3 yes
-4 Nope, kans are better but still trash for the points
-5 Mostly true
-6 Yes


Thank you to everyone who responded. This helps. It sounds like Orks can't deal with armor and shooting is a nightmare. Right to assume the only "good" list is a Green Tide?

   
Made in us
Longtime Dakkanaut




ajax_xaja wrote:
 Vineheart01 wrote:
well, even if its just a 2" elevation thats an 11" charge.
Plus isnt there a -2 to charging in terrain? Or did that go away and its just another rule that i missed as being omitted?


Basically what was said here. I think standard ruins terrain has the height as 3" of vertical height as well...meaning models even on the 2nd level will need a 12" charge to get to.

I basically came to the same conclusion about the stormboyz, seems like they're the only real solution here besides maybe a killtank with a bursta, but even that dakka's not reliable.

Plight of the greenskins at the moment is that everything basically sums up to "boyz, stormboyz, more boyz".

From all of the rumors going around, it doesn't even seem like Orks will be getting their codex this year. Green tide's not really something that sounds fun to play or play against either. Has anyone found any decent shooty builds?

Otherwise, might be time to start putting together the primaris I've been collecting until codex drop.


Unfortunately we have no competitive shooting options. The best unit we have for shooting is still pathetically Mek Gunz. You can always field a couple batteries of KMKs and support it with some lootas and a screening force of Boyz, but realistically you will lose against any other shooting army, and you won't have enough dakka to take down CC armies before they rip into your forces. God help you if the enemy brings a flyer.

I still hold out hope for spamming Kanz/Dreadz. I want to try using my Morkanaut as a "Counts as" proxy for the MekaDread and see how it does while it supports 12 kanz and 2 dreadz with Banner Nob. My problem is that unfortunately I don't have enough walkers to make a 2,000pt list. Maybe field it with 2 Trukkz crammed full of Tank Bustas to add more High toughness targets and really confuse target priority. If I take units of 10 and 9 Tankbustas and only 1 Bomb squig I can put the 2 required HQs and Banner nob inside the trukkz to get away with only 6 drops.

CP would be a problem because its only 2 specialist formations for elites and Heavies But here is the units for both Detachments lumped together.

HQs:

Big Mek: Big Choppa, Grot Oiler

Big Mek: Big Choppa, Grot Oiler, KFF

ELITEs:

Nob/Banner

Tankbustas x9 w/bomb Squig

Tankbustas x10 W/bomb Squig

HEAVY SUPPORT:

Deff Dreadz x2 (4 Klaws each)

Killa Kanz x6 Big Shootas

Killa Kanz x6 Big Shootas

Meka-Dread KFF, Rattler Kannon, Rippa Klaw, Rokkit-Bomms.

TRANSPORTS:

Trukkz x2 Big Shootas

POINTS TOTAL: 2,000

So 15 Walkers, 2 Trukkz and 2 Big Mekz and a Waagh Banner Nob who dismount as soon as the game starts. Definitely won't be holding objectives that well but it might be a nice counter meta for those expecting Hordes and getting High Toughness/decent armor targets instead.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






 techsoldaten wrote:
 jhnbrg wrote:

-1 There is one half decent list
-2 Yes, very much
-3 yes
-4 Nope, kans are better but still trash for the points
-5 Mostly true
-6 Yes


Thank you to everyone who responded. This helps. It sounds like Orks can't deal with armor and shooting is a nightmare. Right to assume the only "good" list is a Green Tide?


You can still have limited success with a biker horde if you aren't facing a lot of imperial plasmaguns or de blasters. Some people are still playing mech orks - boyz and nobz in trukks and wagons. They've become significantly weaker but are still somewhat playable. But greentide is the strongest - that's true. You can certainly try to mix up boyz with stormboyz, try out different character combinations, backfield scorers and add a couple things like a dakkajet or kommandoes, and if you're into FW garg squiggoth is pretty powerful, but that's just playing around with the solid concept of having >100 bodies. And it's quite a restrictive one. Can't really mix it up too effectively cause you're loosing redundancy pretty quickly with how much everything else costs.

This message was edited 2 times. Last update was at 2017/08/26 06:29:47


 
   
Made in de
Neophyte Undergoing Surgeries





The first Ork list on BAO was on rank 11 overall. It had a loot of shooty units: 2x Mek Guns, Flash Gitz, 2x Tank Busta.

Spoiler:

Orks: Vanguard Detachment - 463 Punkte
*************** 1 HQ ***************
Big Mek on Warbike
+ Kustom force field, Choppa -> 20 Pkt.
- - - > 101 Punkte


*************** 3 Elite ***************
Mek
+ Slugga, Choppa -> 0 Pkt.
- - - > 22 Punkte


10 Tankbustas
- - - > 170 Punkte


10 Tankbustas
- - - > 170 Punkte


Orks: Spearhead Detachment - 1119 Punkte
*************** 2 HQ ***************
Boss Snikrot
- - - > 69 Punkte


Wyrdboy
- - - > 62 Punkte


*************** 1 Troops ***************
30 Boyz, 26 x Choppa & Slugga, 3 x Rokkit launcha
+ Boss Nob, Slugga, Power klaw -> 25 Pkt.
- - - > 241 Punkte


*************** 4 Heavy Support ***************
10 Flash Gitz, 7 x Ammo Runt
- - - > 298 Punkte


3 Mek Gunz, 3 x Kustom mega-kannon
- - - > 144 Punkte


3 Mek Gunz, 3 x Kustom mega-kannon
- - - > 144 Punkte


Battlewagon
- - - > 161 Punkte

Orks: SuperHeavy - 414Punkte
*************** LOW ***************

Gargantuan Squiggoth, 2x Twin Big Shoota, 2x Big Zappa
--- >414
   
Made in gr
Tough-as-Nails Ork Boy




Athens

At the old making orks competitive post we used to have a nice colour coded summary on the first page with unit ranking and a small description. Can we do it here somehow?

Stomp soflty and carry a big choppa.

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





Nebraska, USA

might as well wait for the codex for that since so far everyone is getting price cuts n whatnot when they get their codex

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

We will not get a codex this year so why wait?

This message was edited 1 time. Last update was at 2017/08/26 15:18:21


Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 thenewgozoku wrote:
At the old making orks competitive post we used to have a nice colour coded summary on the first page with unit ranking and a small description. Can we do it here somehow?


I currently don't have the time, but if someone makes one that is not heavily biased and actually reflects the content of this thread, I will add it to the first page.


Automatically Appended Next Post:
 oOSkyOo wrote:
The first Ork list on BAO was on rank 11 overall. It had a loot of shooty units: 2x Mek Guns, Flash Gitz, 2x Tank Busta.

Spoiler:

Orks: Vanguard Detachment - 463 Punkte
*************** 1 HQ ***************
Big Mek on Warbike
+ Kustom force field, Choppa -> 20 Pkt.
- - - > 101 Punkte


*************** 3 Elite ***************
Mek
+ Slugga, Choppa -> 0 Pkt.
- - - > 22 Punkte


10 Tankbustas
- - - > 170 Punkte


10 Tankbustas
- - - > 170 Punkte


Orks: Spearhead Detachment - 1119 Punkte
*************** 2 HQ ***************
Boss Snikrot
- - - > 69 Punkte


Wyrdboy
- - - > 62 Punkte


*************** 1 Troops ***************
30 Boyz, 26 x Choppa & Slugga, 3 x Rokkit launcha
+ Boss Nob, Slugga, Power klaw -> 25 Pkt.
- - - > 241 Punkte


*************** 4 Heavy Support ***************
10 Flash Gitz, 7 x Ammo Runt
- - - > 298 Punkte


3 Mek Gunz, 3 x Kustom mega-kannon
- - - > 144 Punkte


3 Mek Gunz, 3 x Kustom mega-kannon
- - - > 144 Punkte


Battlewagon
- - - > 161 Punkte

Orks: SuperHeavy - 414Punkte
*************** LOW ***************

Gargantuan Squiggoth, 2x Twin Big Shoota, 2x Big Zappa
--- >414

What an odd list. I'd really love to hear the reasoning for choices like solo Snikort or character mek. Flash gits in a gargantuan squiggoth actually makes kind of sense.

This message was edited 1 time. Last update was at 2017/08/26 17:50:11


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. 
   
 
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