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2017/09/01 14:16:14
Subject: Making Orks Competitive in 8th - Waaaagh!
How about units of nobz with ammo runts?
I've had units with either all big choppas or 2x PK and rest stabbas perform reasonably well for me.
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.
2017/09/01 14:32:11
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: Thats the thing. I dont like greentides, theyre kinda stale after awhile since all it is every game is "How many boyz did you kill before i charged?" rather than target priority stuff.
Hence the walkers. I could add another 60ish boyz but i just dont want to.
Ohh I agree 100%, I AM SICK of having to run a green tide. My next tournament I am running a modified green tide with heavy kommandos instead of more boyz/stormboyz. SO I am hoping that works well enough. But even then I will still be bored :( And unfortunately my meta isn't conducive to running a mek list. And honestly, Kanz suck. They lack dakka and they suck in CC so what the hell is the point with them? Dreadz are decent in CC, still not great, and my Naut is fine but will probably die turn 1 or 2.
I am praying to god that we get a codex sooner rather then later because I am quickly getting bored with the index.
6 kanz are still quite deadly in melee and are still cheaper than 3 dreads for roughly the same amount of melee death (given the hit ratio and not wounding on 2s against T5. Kanz with 3+ models have 4 attacks, S7 AP-3 3Damange hit on 5s, Dreads have 5/6 depending on klaw numbers and are S10 hit on 3s...bout the same to me unless its a T7+ target) Plus, funny fact, bannernob isnt restricted to infantry for some reason. While i wouldnt bring him just for the walkers, keep him alive and once enough boyz die just shift over lol. For some reason (unless i missed a faq) the killa kanz have the ork <klan> tag which is all the bannernob looks for.
Course most of my success with kanz have been underdog surprises. People have a habit of ignoring them because "they only fire 6 rokkits and despite it being 24 attacks they hit on 5s and its only S7" - then they charge something and mulch it. Which at that point its too late to shoot them down lol. Only time so far someone killed them first they got shredded by the trio of dreads anyway so either way works for me lol.
This message was edited 1 time. Last update was at 2017/09/01 15:06:39
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2017/09/01 15:06:40
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: Thats the thing. I dont like greentides, theyre kinda stale after awhile since all it is every game is "How many boyz did you kill before i charged?" rather than target priority stuff.
Hence the walkers. I could add another 60ish boyz but i just dont want to.
Ohh I agree 100%, I AM SICK of having to run a green tide. My next tournament I am running a modified green tide with heavy kommandos instead of more boyz/stormboyz. SO I am hoping that works well enough. But even then I will still be bored :( And unfortunately my meta isn't conducive to running a mek list. And honestly, Kanz suck. They lack dakka and they suck in CC so what the hell is the point with them? Dreadz are decent in CC, still not great, and my Naut is fine but will probably die turn 1 or 2.
I am praying to god that we get a codex sooner rather then later because I am quickly getting bored with the index.
Try running a few full shoota squads with rokkits and then not advance them when they get within 18". It really works a lot better than you would expect. Shootas outshoot a lot of stuff out there, allthough the rokkits are kind of meh, even when not advancing.
I am not convinced that the codex will fix non-greentide orks. A large part of the reason that things like tankbustas and lootas are not viable on foot, is because of they way the new cover-rules has screwed over orks. I really don't see any easy fix to that. If you make tankbustas cheap enough to be viable on foot, then they would be utterly broken in a mechanized list. On the other hand, kans and deffdreads are easy to fix. They just need a 25% price reduction or something like that.
2017/09/01 15:14:29
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: 6 kanz are still quite deadly in melee and are still cheaper than 3 dreads for roughly the same amount of melee death (given the hit ratio and not wounding on 2s against T5. Kanz with 3+ models have 4 attacks, S7 AP-3 3Damange hit on 5s, Dreads have 5/6 depending on klaw numbers and are S10 hit on 3s...bout the same to me unless its a T7+ target)
Plus, funny fact, bannernob isnt restricted to infantry for some reason. While i wouldnt bring him just for the walkers, keep him alive and once enough boyz die just shift over lol.
For some reason (unless i missed a faq) the killa kanz have the ork <klan> tag which is all the bannernob looks for.
Course most of my success with kanz have been underdog surprises. People have a habit of ignoring them because "they only fire 6 rokkits and despite it being 24 attacks they hit on 5s and its only S7" - then they charge something and mulch it. Which at that point its too late to shoot them down lol. Only time so far someone killed them first they got shredded by the trio of dreads anyway so either way works for me lol.
My problem with 6 Kans is that they cost as much as a gorkanaut, which I feel is often a better solution. Kans have a slight advantage against Multiple damage weapons, but they are much easier to wound with small arms fire.
Vineheart01 wrote: Thats the thing. I dont like greentides, theyre kinda stale after awhile since all it is every game is "How many boyz did you kill before i charged?" rather than target priority stuff.
Hence the walkers. I could add another 60ish boyz but i just dont want to.
Ohh I agree 100%, I AM SICK of having to run a green tide. My next tournament I am running a modified green tide with heavy kommandos instead of more boyz/stormboyz. SO I am hoping that works well enough. But even then I will still be bored :( And unfortunately my meta isn't conducive to running a mek list. And honestly, Kanz suck. They lack dakka and they suck in CC so what the hell is the point with them? Dreadz are decent in CC, still not great, and my Naut is fine but will probably die turn 1 or 2.
I am praying to god that we get a codex sooner rather then later because I am quickly getting bored with the index.
Try running a few full shoota squads with rokkits and then not advance them when they get within 18". It really works a lot better than you would expect. Shootas outshoot a lot of stuff out there, allthough the rokkits are kind of meh, even when not advancing.
I am not convinced that the codex will fix non-greentide orks. A large part of the reason that things like tankbustas and lootas are not viable on foot, is because of they way the new cover-rules has screwed over orks. I really don't see any easy fix to that. If you make tankbustas cheap enough to be viable on foot, then they would be utterly broken in a mechanized list. On the other hand, kans and deffdreads are easy to fix. They just need a 25% price reduction or something like that.
I think being broken in mech lists depends on the cost of vehicles. Right now you could drop them to be viable on foot and not break mech lists because the vehicles are expensive.
This message was edited 1 time. Last update was at 2017/09/01 15:15:49
2017/09/01 15:17:06
Subject: Making Orks Competitive in 8th - Waaaagh!
I think the better fix for tankbustas/flash gitz would be to tweak the wagon, not them.
Because of the ork mentality of being paper thin or tough as nails, never in the middle, tankbustas will always bee too expensive on foot unless they did something silly like 10ppm. But then like you said they'd get hilariously broken with a mechanical list if that was the case.
The wagon should be pricecut heftily and be given a special "Dakka Platform" rule that denies it access to a roller and killkannon but units embarked can fire Heavy as though they never moved and if it didnt move they add 1 to hit.
Or something along those lines just pulling ideas out of my ass.
or, yaknow, return the trukk to the dirt-cheap transport it usually is. Paying ~100pts for a stupid trukk is unnerving since that used to be a 38pt thing (or something around there i forget exactly)
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2017/09/01 15:54:28
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: Thats the thing. I dont like greentides, theyre kinda stale after awhile since all it is every game is "How many boyz did you kill before i charged?" rather than target priority stuff.
Hence the walkers. I could add another 60ish boyz but i just dont want to.
I started using these snazzy wood 30 wound trackers. One for each of my 6 boys mobs (and a movement tray.)
Saves a TON time counting squads. Got a tote divided 6 ways to put the dead in so all the units stay together between games.
Also started using the Iphone app GW: Assault Dice. Since it is sanctioned most people are ok with it. Rolls 180 Dice NP.
2017/09/01 16:26:40
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: I think the better fix for tankbustas/flash gitz would be to tweak the wagon, not them.
Because of the ork mentality of being paper thin or tough as nails, never in the middle, tankbustas will always bee too expensive on foot unless they did something silly like 10ppm. But then like you said they'd get hilariously broken with a mechanical list if that was the case.
The wagon should be pricecut heftily and be given a special "Dakka Platform" rule that denies it access to a roller and killkannon but units embarked can fire Heavy as though they never moved and if it didnt move they add 1 to hit.
Or something along those lines just pulling ideas out of my ass.
or, yaknow, return the trukk to the dirt-cheap transport it usually is. Paying ~100pts for a stupid trukk is unnerving since that used to be a 38pt thing (or something around there i forget exactly)
I think tank bustas seem fair at 12-13 points. So a wagon of 15 would be 360 points. A trukk with 10 would be ~200 points. Neither of those seem broken to me, while 120-180 points for foot sloggers seems ok, but would be very easy to kill, but realistically you could take 2-3 such squads to give them some durability.
As for flash gitz they probably need to be around 20-22 points and have assault weapons. I don't think fixing the vehicle is the right way to fix a different unit because it forces them to be used in the vehicle to be worth it at all.
I think the only way a "dakka Platform" would work is if it were a paid upgrade, and just gave embarked units +1 to hit as long as the vehicle does not advance. Orks don't have many heavy weapons so it would amount to an upgrade that works for like 2 units.
2017/09/01 16:35:13
Subject: Making Orks Competitive in 8th - Waaaagh!
I'm debating on my next army. It's either Orks, or Harlequins/DE. I play exclusively in ITC tournaments or practice games for tournaments. I know Harlequins and DE are overall rated higher than Orks, but this is largely at 2000 point level.
In 2000 point singles, I already have my competitive army, which is Grey Knights. But they scale horribly at lower point values, and probably never will scale very well, so I'm thinking of adding another army.
For 1000-1500 point games, I feel like Orks can be a solid choice, due to the number of bodies they can field. Also, these smaller games have more of a limitation on detachments, so it's hard to see broken LOW combos or expensive flyers when you've only got 2 detachments in the first place. I'm aware guard scale very well here, but I don't like picking up the latest cheese (why play with a stacked deck?)
The core of my list I want to be a battalion.
HQ: Warboss
HQ: Weirdboy
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
I'm not sold on the numbers, perhaps squads of 30 are too big. But this is still under 700 points.
Also, i see this list functioning in a doubles context, so it would have the support of heavy, accurate artillery, from any faction.
Thanks for your thoughts!
Galas wrote: I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you
Bharring wrote: He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
2017/09/01 17:12:47
Subject: Making Orks Competitive in 8th - Waaaagh!
Been thinking more and more about kill tanks. I wanted to include them for the dakka + mortal wounds dealt by charging. Was thinking a list with 3 of them could be fun.
What worries me is the lack of AP value for their meee attacks when it comes time to that... and macro weapons.
I feel it may be better than spending 1000 points on kill tanks, to spend 540 on rolla wagons, increase my boys count from 3 x 10 squads to 3x20 which would be +180.. leaving 280 points left to be spent on possibly weirdboys, a second flash git trukk or tankbustas trukk etc.
So many points to blow up T1 if I come up against macro. Damn that titanic keyword. Lol.
Automatically Appended Next Post: Holy... does kill tank not have the titanic keyword?!
This message was edited 1 time. Last update was at 2017/09/01 17:14:05
I'm debating on my next army. It's either Orks, or Harlequins/DE. I play exclusively in ITC tournaments or practice games for tournaments. I know Harlequins and DE are overall rated higher than Orks, but this is largely at 2000 point level.
In 2000 point singles, I already have my competitive army, which is Grey Knights. But they scale horribly at lower point values, and probably never will scale very well, so I'm thinking of adding another army.
For 1000-1500 point games, I feel like Orks can be a solid choice, due to the number of bodies they can field. Also, these smaller games have more of a limitation on detachments, so it's hard to see broken LOW combos or expensive flyers when you've only got 2 detachments in the first place. I'm aware guard scale very well here, but I don't like picking up the latest cheese (why play with a stacked deck?)
The core of my list I want to be a battalion.
HQ: Warboss
HQ: Weirdboy
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
I'm not sold on the numbers, perhaps squads of 30 are too big. But this is still under 700 points.
Also, i see this list functioning in a doubles context, so it would have the support of heavy, accurate artillery, from any faction.
Thanks for your thoughts!
Orks scale down pretty well and cheap 30 man squads are a big reason why. At 1000 points you still get a ton of useful bodies while other armies are struggling to fit in their toys for both anti-horde and anti-armor, and on a 4x4 board there's less room for them to run from you.
The main issue is that Asscan Razorbacks are only 100 points...
Vineheart01 wrote: My dreads are 3klaw 1 skorcha but honestly i kinda wish they were 4klaw. The lone skorcha helps but not that much, i dont get why its 17pts...
Maybe because it bypasses BS2?
I'm thinking double Skorcha or double Klaws are now best. Mix and matching just seems to make it a Mek of all trades type of thing. Either make it killy or deal with light infantry easier.
+1 on Greentide. It's fun at first plopping that many Boyz down but after a while it's basically running across the field.
Started to incorporate walkers too. I'm having fun with them. Just not Grotzookas, f*** Grotzookas.
YMDC = nightmare
2017/09/01 19:04:28
Subject: Making Orks Competitive in 8th - Waaaagh!
Grotzookas being heavy and kanz not ignoring heavy penalty keep me from even trying them out.
I thought about switching to bigshootas to save 6ppm but im not really going to get anything else in the list with a spare 36pts most of the time and the rokkits at BS4+ DO tend to peck things as im walking up i'd rather not charge at full strength.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2017/09/01 19:36:43
Subject: Making Orks Competitive in 8th - Waaaagh!
Vineheart01 wrote: Thats the thing. I dont like greentides, theyre kinda stale after awhile since all it is every game is "How many boyz did you kill before i charged?" rather than target priority stuff.
Hence the walkers. I could add another 60ish boyz but i just dont want to.
Ohh I agree 100%, I AM SICK of having to run a green tide. My next tournament I am running a modified green tide with heavy kommandos instead of more boyz/stormboyz. SO I am hoping that works well enough. But even then I will still be bored :( And unfortunately my meta isn't conducive to running a mek list. And honestly, Kanz suck. They lack dakka and they suck in CC so what the hell is the point with them? Dreadz are decent in CC, still not great, and my Naut is fine but will probably die turn 1 or 2.
I am praying to god that we get a codex sooner rather then later because I am quickly getting bored with the index.
So, in your meta you can't run vehicles but they must play against your horde lists often enough they have to recognize that their AT weapons are useless and change their lists to accommodate more AI, no? I'd throw Trukks stuffed with Nobz at them if and when that happens.
2017/09/02 00:01:34
Subject: Making Orks Competitive in 8th - Waaaagh!
JohnU wrote: Orks aren't threatening enough to tailor against specifically, unless your meta is weird or cool enough to be mostly Orks.
Pretty much this. I finish well in my tournaments but so do a lot of SM players and I have yet to see a SM player in my area take less then 4 vehicles, so my opponents are generally stacking a fair amount of anti-tank weaponry, if they are feeling squirrely they will bring Plasma Cannons with the rerolls and banner. that way they can liquidate elite infantry AND vehicles relatively easily.
My last two tournies have been won by Ultra Smurfs running the Girlyman reroll bubble with a smattering of different units as auxiliaries.
So TLDR: No, they don't list tailor against my Horde style.
Might be late to the party with this, but badrukk + flash gits + ammo runts = ork snipers. Reroll the 1's from badrukk and the ammo runts reroll 2's and 3's. It's not space marine captain accurate, but still a sniper rifle compared to the rest of the index.
2017/09/02 06:29:21
Subject: Making Orks Competitive in 8th - Waaaagh!
JohnU wrote: Orks aren't threatening enough to tailor against specifically, unless your meta is weird or cool enough to be mostly Orks.
Pretty much this. I finish well in my tournaments but so do a lot of SM players and I have yet to see a SM player in my area take less then 4 vehicles, so my opponents are generally stacking a fair amount of anti-tank weaponry, if they are feeling squirrely they will bring Plasma Cannons with the rerolls and banner. that way they can liquidate elite infantry AND vehicles relatively easily.
My last two tournies have been won by Ultra Smurfs running the Girlyman reroll bubble with a smattering of different units as auxiliaries.
So TLDR: No, they don't list tailor against my Horde style.
Must not be that much fun to play where you are with always having to go against the same Girlyman lists all the time. Sounds very monotonous. You may feel pigeonholed into a monobuild but the SM players in your meta don't seem to be utilizing much of their codex either beyond the standard Girlyman build.
2017/09/02 08:47:32
Subject: Making Orks Competitive in 8th - Waaaagh!
I'm debating on my next army. It's either Orks, or Harlequins/DE. I play exclusively in ITC tournaments or practice games for tournaments. I know Harlequins and DE are overall rated higher than Orks, but this is largely at 2000 point level.
In 2000 point singles, I already have my competitive army, which is Grey Knights. But they scale horribly at lower point values, and probably never will scale very well, so I'm thinking of adding another army.
For 1000-1500 point games, I feel like Orks can be a solid choice, due to the number of bodies they can field. Also, these smaller games have more of a limitation on detachments, so it's hard to see broken LOW combos or expensive flyers when you've only got 2 detachments in the first place. I'm aware guard scale very well here, but I don't like picking up the latest cheese (why play with a stacked deck?)
The core of my list I want to be a battalion.
HQ: Warboss
HQ: Weirdboy
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
Troop1: 29xOrk Boyz, 1xBoss Nob. Choppa/Slugga
I'm not sold on the numbers, perhaps squads of 30 are too big. But this is still under 700 points.
Also, i see this list functioning in a doubles context, so it would have the support of heavy, accurate artillery, from any faction.
Thanks for your thoughts!
Hi, I can give a feedback since I play both armies (pure drukhari without harlies though). At their best both orks and drukhari are basically on the same level of competitiveness but they have a completely different style of playing. Orks are essentially a footslogging army with tons of cheap bodies (approx 200 models in a 2000 points list, sometimes even more), almost no shooting, good in melee and decent in the psychic phase thanks to the weirdboyz spam. If you play footsloggers units of 30 are not too big, always bring them in their max size. Drukhari instead are very fast and have a good shooting, harlequins also add some psychic phase abilities and some decent close combat units.
Both armies can have many other different units and styles but the most rewarding ones are the green tide for the orks and the vehicles spam for drukhari with tons of poisoned shots and lances, eventually backed up by harlies who are very fast too and have good synergies with drukhari.
Orks are my biggest 40k love, I started playing them in 3rd edition and even in 7th I had a lot of fun with them, while I played dark eldar only since 7th edition, but right now I have to admit that orks are very boring to play at competitive levels, I really prefer drukhari in this edition and I will probably play them instead of orks until the green skins codex comes out.
2017/09/02 17:38:20
Subject: Making Orks Competitive in 8th - Waaaagh!
3 Meganobz (2 killsaws ea.) 189
8 Nobz (4 sluggas, 4 choppas, 4 big choppas, 3 ammo runts) 184
8 Nobz (4 sluggas, 4 choppas, 4 big choppas, 3 ammo runts) 184
Trukk (big shoota) 82
Trukk (big shoota) 82
So this would be my idea of a mechanized list. It Jumps the Meganobz turn one somewhere decent while the Nobz mobs are in the Trukks blasting up the field. When their Trukks get dead Weirdboy can Jump 'em. The nice thing about Meganobz is that they draw those AT weapons away from the Trukks and walkers.
This message was edited 2 times. Last update was at 2017/09/02 17:50:13
2017/09/03 01:37:55
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Stormboyz x 20 Nob Stormboyz x 20 Nob DeffKoptas x 2 Bomms Big Shootas
VANGUARD DETACHMENT:
HQS:
Weirdboy, Warpath
ELITES:
Kommandos x 15 Nob an 2 Burnas Kommandos x 15 Nob an 2 Burnas Kommandos x 15 Nob an 2 Burnas Kommandos x 15 Nob an 2 Burnas Kommandos x 15 Nob an 2 Burnas Kommandos x 15 Nob an 2 Burnas
First Opponent was the Chaos Daemon Exalted flamer spam list with horrors and a bunch of other characters, was kind of fun that i got to go first Game was very close but in the end the Orkz pulled out a minor victory 10 to 7, had 1 more turn happened it would have switched to 12 to 6 but we ran late because 2 horde armies, go figure.
Second game was against a Chaos Vehicle spam list, literally 4 infantry models 2 daemon princes and nothing else but vehicles. It was the game where you get points based on the power level of units you kill. The Orkz pulled out a Major victory, but holy crap, I have no idea how to deal with vehicles. Maybe get rid of the Deff Koptas and buy some BC or PKs for the Kommandos. As it was I managed to kill a Daemon Prince, 3 Vehicles and 3 Obliterators while only losing some Stormboyz and my Big Mek warlord.
Final game was unfortunately a major victory for me. Raven Guard primaris marines with the little trick of putting out ridiculous dakka with the 1 squad. We only managed to get to the bottom of turn 2 before the game was called since he had a family emergency, honestly though I was going to get a crushing victory anyway. Bottom of turn 2 I had over 130 Models on his door step.
So final thoughts: Kommandos in Max squads actually work pretty well, don't be shy on throwing that command point reroll out when you need it. I was getting about 60% of my charges off with normal reroll and the occasional command point reroll. The look of horror on your opponents face when you have 90 Kommandos and 30 boyz show up 9 inches away from his lines is priceless, my opponents were wasting a lot of time/effort shooting the Stormboyz supported by the kFF Big Mek and completely forgot I had so much infantry in reserve.
Deff Koptas let me down across the board, bombs failed in my two full games and they were glorified big shoota platforms, occasionally getting into assault to eat overwatch.
Weirdboyz: still amazing, my opponent commented on them needing a nerf
Big Mek w/KFF: Worth the points if only to help deliver those stormboyz
Boyz: Heavy hitters of my list, I would buff with Warpath and destroy everything....except bigger vehicles
Overall, a great time. Still stinks we are forced into a green tide list but at least this is a variant that works.
This message was edited 1 time. Last update was at 2017/09/03 01:40:06
Stormboyz x 20 Nob
Stormboyz x 20 Nob
DeffKoptas x 2 Bomms Big Shootas
VANGUARD DETACHMENT:
HQS:
Weirdboy, Warpath
ELITES:
Kommandos x 15 Nob an 2 Burnas
Kommandos x 15 Nob an 2 Burnas
Kommandos x 15 Nob an 2 Burnas
Kommandos x 15 Nob an 2 Burnas
Kommandos x 15 Nob an 2 Burnas
Kommandos x 15 Nob an 2 Burnas
First Opponent was the Chaos Daemon Exalted flamer spam list with horrors and a bunch of other characters, was kind of fun that i got to go first Game was very close but in the end the Orkz pulled out a minor victory 10 to 7, had 1 more turn happened it would have switched to 12 to 6 but we ran late because 2 horde armies, go figure.
Second game was against a Chaos Vehicle spam list, literally 4 infantry models 2 daemon princes and nothing else but vehicles. It was the game where you get points based on the power level of units you kill. The Orkz pulled out a Major victory, but holy crap, I have no idea how to deal with vehicles. Maybe get rid of the Deff Koptas and buy some BC or PKs for the Kommandos. As it was I managed to kill a Daemon Prince, 3 Vehicles and 3 Obliterators while only losing some Stormboyz and my Big Mek warlord.
Final game was unfortunately a major victory for me. Raven Guard primaris marines with the little trick of putting out ridiculous dakka with the 1 squad. We only managed to get to the bottom of turn 2 before the game was called since he had a family emergency, honestly though I was going to get a crushing victory anyway. Bottom of turn 2 I had over 130 Models on his door step.
So final thoughts: Kommandos in Max squads actually work pretty well, don't be shy on throwing that command point reroll out when you need it. I was getting about 60% of my charges off with normal reroll and the occasional command point reroll. The look of horror on your opponents face when you have 90 Kommandos and 30 boyz show up 9 inches away from his lines is priceless, my opponents were wasting a lot of time/effort shooting the Stormboyz supported by the kFF Big Mek and completely forgot I had so much infantry in reserve.
Deff Koptas let me down across the board, bombs failed in my two full games and they were glorified big shoota platforms, occasionally getting into assault to eat overwatch.
Weirdboyz: still amazing, my opponent commented on them needing a nerf
Big Mek w/KFF: Worth the points if only to help deliver those stormboyz
Boyz: Heavy hitters of my list, I would buff with Warpath and destroy everything....except bigger vehicles
Overall, a great time. Still stinks we are forced into a green tide list but at least this is a variant that works.
I'm a little confused by you saying you had no idea how you could kill vehicles, and then go on to say you killed 3 vehicles and a daemon prince while losing like 100 points of stormboyz lol. Thats like 900+ points of vehicles and monsters you cut through. Plus got a major victory. What vehicles did he take?
Also I wouldn't say too loudly about weirdboyz being nerfed, someone might hear you...
Though actually their powers are all low-powered versions of things that other armies get better versions of, so they can't really do -much- to a weirdboy without just removing him from the game entirely.
Good job on the trio of wins, I'm in the process of konverting some kommandos as soon as my bitz arrive in the post
2017/09/03 01:52:00
Subject: Making Orks Competitive in 8th - Waaaagh!
I dealt with them by tying them up for the entire game in CCLOL but I still only killed a couple of them
So I had a hard time getting rid of them, but I was able to keep most of them tied up in CC which greatly helped me win because his entire army was shooty.
He brought 2 Daemon Princes, 2 Hellbrutes, 2 Forgefiends, 3 other daemon Walkers I can't think of the name.
This message was edited 1 time. Last update was at 2017/09/03 01:53:03
1500 points. I brought 12 Kanz, KFF mek, Nob w/banner, 3 Dakkajets, 10 Lootas. Fought Bobby G, four asscan razorbacks, 3 devs w/lawnchair squads, one scout squad, one quad las pred.
We drew eternal war scenario five (Roll dice and tie), deployment hammer and anvil. We used a modified roll off that I lost. His turn one he moved forward, all but one dev squad in transport, he killed one or two kanz and two Lootas. My turn one I decided to use my Kanz to camp my objective. I shot an empty forward razorback for first blood (Hurray Lootas). I mispositioned my jets however, I would lose two of them turn two, and take a few wounds on Kanz. In my turn two I used my remaining jet and lootas to shoot a dev squad in cover off the board. I lost my jet, a few Lootas, and a Kan turn three. My turn three was mostly moving back to force dev squads to move up and shoot, my remaining lootas did forgettable shooting. Turn four and five I would spend removing my remaining kanz and all but one loota. Turn five I would move my characters to my objective, my opponent still without linebreaker, Orkz up 4-3. We rolled at bottom of five to decide the fate of the game. Sure enough, turn six, at which point it was time for me to concede.
Tacticswise I should have placed my jets smarter on turn one, I overcommited to a 100 point razorback, the two dakkajets I lost could have bought me a few more marine kills, though I probably would have been short a few more Kanz early. Anything that might have shot a few more devs could have bought me just a few kanz for turn six might have changed this game's outcome. My opponent may have played a bit passive turn one, expecting to castle against an onslaught of Kanz with RG and his toy boxes.
Lootas shot their points in two turns, KFF did great saves add up quick when it's on Kanz from Las and rokkitz, dakkajets had potential targets if I don't use them to tank rokkits and las shots, they would have shot huge (but didn't). If anything I almost want a redo, though I expect Lootas might not shoot soo good next time, and if I had to spread out for objectives I would have to shoot devs up fast.
This message was edited 2 times. Last update was at 2017/09/03 11:52:26
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
2017/09/04 04:29:59
Subject: Making Orks Competitive in 8th - Waaaagh!
What kind of weapons should we be slapping on boy mob bosses? In 7th we put power klaws on everything but now big choppas and power stabbas are looking better. I was considering power stabbas because they're so cheap - but even with how expensive klaws are the x2 strength helps out a lot against vehicles and monsters.
2017/09/04 05:31:19
Subject: Making Orks Competitive in 8th - Waaaagh!
TillForPie wrote: What kind of weapons should we be slapping on boy mob bosses? In 7th we put power klaws on everything but now big choppas and power stabbas are looking better. I was considering power stabbas because they're so cheap - but even with how expensive klaws are the x2 strength helps out a lot against vehicles and monsters.
I'm guessing you mean Boss Nobs in boyz squads? Because in that case they only have access to Choppy Weapons which only include Power Klaws and Big Choppas. For me, the Big Choppa is a lot more attractive since its cheaper and effective against the majority of targets, and the PK is better served on a platform like a Warboss. If you have the spare points its not a bad call to upgrade to a PK but more often than not I feel like the Big Choppa is more ideal.
2017/09/04 06:08:10
Subject: Making Orks Competitive in 8th - Waaaagh!
TillForPie wrote: x2 strength helps out a lot against vehicles and monsters.
There's no universal answer. Currently, 25 pt power klaws are quite overpriced and are not really needed to kill anything t7 and below because boyz allready chop pretty hard if you buff them wih extra attacks or +1 to hit. However, klaws start to come in handy vs t8 enemies where you go from wounding on 5+ to wounding on 3+ and getting a -3 rend. You miss more often however and still don't do enough but it's at least something. I would expect a pk nob to deal around 2 wounds to something like an imperial knight. It's not stellar but you got to kill it somehow anywayz.
2017/09/04 09:07:45
Subject: Making Orks Competitive in 8th - Waaaagh!
Rismonite wrote: 1500 points. I brought 12 Kanz, KFF mek, Nob w/banner, 3 Dakkajets, 10 Lootas. Fought Bobby G, four asscan razorbacks, 3 devs w/lawnchair squads, one scout squad, one quad las pred.
We drew eternal war scenario five (Roll dice and tie), deployment hammer and anvil. We used a modified roll off that I lost. His turn one he moved forward, all but one dev squad in transport, he killed one or two kanz and two Lootas. My turn one I decided to use my Kanz to camp my objective. I shot an empty forward razorback for first blood (Hurray Lootas). I mispositioned my jets however, I would lose two of them turn two, and take a few wounds on Kanz. In my turn two I used my remaining jet and lootas to shoot a dev squad in cover off the board. I lost my jet, a few Lootas, and a Kan turn three. My turn three was mostly moving back to force dev squads to move up and shoot, my remaining lootas did forgettable shooting. Turn four and five I would spend removing my remaining kanz and all but one loota. Turn five I would move my characters to my objective, my opponent still without linebreaker, Orkz up 4-3. We rolled at bottom of five to decide the fate of the game. Sure enough, turn six, at which point it was time for me to concede.
Tacticswise I should have placed my jets smarter on turn one, I overcommited to a 100 point razorback, the two dakkajets I lost could have bought me a few more marine kills, though I probably would have been short a few more Kanz early. Anything that might have shot a few more devs could have bought me just a few kanz for turn six might have changed this game's outcome. My opponent may have played a bit passive turn one, expecting to castle against an onslaught of Kanz with RG and his toy boxes.
Lootas shot their points in two turns, KFF did great saves add up quick when it's on Kanz from Las and rokkitz, dakkajets had potential targets if I don't use them to tank rokkits and las shots, they would have shot huge (but didn't). If anything I almost want a redo, though I expect Lootas might not shoot soo good next time, and if I had to spread out for objectives I would have to shoot devs up fast.
Thanks for the report!
I'm planning on fielding a similar army next game. I feel like KMK or kannons should work better with this type of army than lootaz, because you already have tons of T5-6 stuff with multiple wounds, so lascannons and plasma can only shoot kanz or jets or big gunz/mek gunz.
Automatically Appended Next Post:
TillForPie wrote: What kind of weapons should we be slapping on boy mob bosses? In 7th we put power klaws on everything but now big choppas and power stabbas are looking better. I was considering power stabbas because they're so cheap - but even with how expensive klaws are the x2 strength helps out a lot against vehicles and monsters.
Without buffs you only have 3 attacks on that klaw hitting on 4+ and wounding on 3+. The chance of missing most or all of those attacks is pretty high.
Against vehicles or monsters d3 damage is not helping at all. Best case you get 3d3 damage, so around 6 damage. More likely is doing d3 damage once, which doesn't actually hurt anything that won't be killed by huge amounts of boyz anyways.
I've had decent success with nobz units that were equipped with two PKs and buffed by a Waaagh! banner, but for that kind of points I could have fielded a unit with all big choppas instead.
This message was edited 1 time. Last update was at 2017/09/04 10:18:22
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.
2017/09/04 14:02:19
Subject: Making Orks Competitive in 8th - Waaaagh!
If you're taking banner nobz, I like the Klaws to pack that extra punch against hard-to-wound targets. They still do a fair amount of killing, and the AP is really important in some matchups.
Without a nearby banner nob, I'd either use Big Choppas or just leave them bare.