Switch Theme:

Making Orks Competitive in 8th - Waaaagh! (Ork tactics)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Mutilatin' Mad Dok





Georgia

The point changes will give me some more breathing room in my infantry list since it's heavy with both PKs and BCs, as well as my mech list which uses a morkanaut. Won't really make me change my unit makeup though.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in hu
Fresh-Faced New User





We shouldn’t forget that these are only point reductions, but stats, weapon profiles and unit rules might also change in the codex (or even in this book as leaks only showed points tables).

Relics might also change the game a bit (eg. who knows what the the lucky stikk will do now, maybe an army wide ‘get your command points back’ type mechanic like IG has, that would be cool). But any other command point related benefit could work for an army heavily relying on finding some luck in high amount of dice rolled. We’ll see, I am still full of hope.

   
Made in us
Mekboy Hammerin' Somethin'




Alaska

Da Finkin' Cap would be a good candidate for getting back command points.

It wasn't very good, but my favorite Relic from 7th was Da Shiniest Shoota. It was really entertaining and it was cheap.


I need to get my Warcopta out of storage and get it assembled. Are the guns that come with it supposed to be Deffguns or Rattler Kannons? I also picked up a busted Ravager that was missing some bits a while back and I think it could be a good candidate for another Warcopta.

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






grnsknz wrote:
We shouldn’t forget that these are only point reductions, but stats, weapon profiles and unit rules might also change in the codex (or even in this book as leaks only showed points tables).

There videos of people flipping through the entire book. No further rule changes to non-codex armies except for objective secured.

Also, since Tau and Necrons are missing because of new codices soon, Orks are not due before March 2018.

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 dk
Longtime Dakkanaut




I think the best use of the "merge blobs" stratagem is for transport lists. It can help keep the nob alive, and maybe even get to that green tide bonus. Especially if a large mob is jumped in with the transports.

Question: Can snikrot use the relic?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Usually, named characters can not use relics.

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 dk
Longtime Dakkanaut




 Jidmah wrote:
Usually, named characters can not use relics.


Hmm okay, otherwise he would have been a perfect candidate with 6 attacks.
   
Made in gb
Longtime Dakkanaut






I like the sound of the Mob Up strategy. Mobs of, say, 50 boyz or grotz are going to be a right nuisance to deal with, and will be able to take more damage before losing their bonuses.

This message was edited 1 time. Last update was at 2017/11/26 10:46:16


 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Can't believe the killtank went up by 150pts without wargear

mean green fightin machine 
   
Made in us
Longtime Dakkanaut




 Nazrak wrote:
I like the sound of the Mob Up strategy. Mobs of, say, 50 boyz or grotz are going to be a right nuisance to deal with, and will be able to take more damage before losing their bonuses.


One group has to be above 10 the other below it. They also have to share a data sheet apparently so the most you are going to get is a mob of 40 boyz, this tactic is crap as well. Orkz got shafted again.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Well, you could jump 20 nobz + 20 gretchin into your opponent's face and have them shoot 20 rokkits with re-rolls for just 700 points (weirdboy not included)

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 gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

skorchas or wartrakks with rokkits? They're cheaper enough for me to consider them now.

mean green fightin machine 
   
Made in ru
!!Goffik Rocker!!






Mob up stratemeg had a potential to be really good. But it's just fluffy and very situational now with all thoselimits. Just a way to avoid easy cp from frontline squads or an extra chance to get +1 attack for an extra turn for smaller squads. Will be certainly more viable for mech lists. If mech lists would be viable at all - only codex can tell.

This message was edited 1 time. Last update was at 2017/11/26 12:02:34


 
   
Made in hr
Been Around the Block




I wonder if you can Mob Up two units if one or two of those are already in combat and if yes are there potential problems that can arise from it?
   
Made in ru
!!Goffik Rocker!!






Azhday wrote:
I wonder if you can Mob Up two units if one or two of those are already in combat and if yes are there potential problems that can arise from it?


You're getting the problem of loosing the striking initiative and all the potential bonuses that come from charging like +1 attack from Ghaz.
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
Well, you could jump 20 nobz + 20 gretchin into your opponent's face and have them shoot 20 rokkits with re-rolls for just 700 points (weirdboy not included)


I honestly don't know if you are being serious with this or not but it would still be illegal from what i have seen. the leak i saw said the units had to share a datasheet so Nobz with Nobz and grots with grots, no mixing and matching.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in dk
Longtime Dakkanaut




SemperMortis wrote:
 Jidmah wrote:
Well, you could jump 20 nobz + 20 gretchin into your opponent's face and have them shoot 20 rokkits with re-rolls for just 700 points (weirdboy not included)


I honestly don't know if you are being serious with this or not but it would still be illegal from what i have seen. the leak i saw said the units had to share a datasheet so Nobz with Nobz and grots with grots, no mixing and matching.


You can mob up nobz + runts with another unit of nobz + runts. But the smaller unit needs to be nine models or less. Any unit that can take ammo runts is a prime candidate for the stratagem.

Your kommando list might also benefit ever so slightly from it. Using it at the right time could conserve a nob and two burnas, by merging them into an adjacent mob. Not bad. Not good either, but it is what it is.
   
Made in gb
Longtime Dakkanaut






SemperMortis wrote:
 Nazrak wrote:
I like the sound of the Mob Up strategy. Mobs of, say, 50 boyz or grotz are going to be a right nuisance to deal with, and will be able to take more damage before losing their bonuses.


One group has to be above 10 the other below it. They also have to share a data sheet apparently so the most you are going to get is a mob of 40 boyz, this tactic is crap as well. Orkz got shafted again.

Ah, I overlooked that. Still, 40 boyz is nowt to be sneezed at. But please don’t let that get in the way of your unrelenting negativity.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






SemperMortis wrote:
 Jidmah wrote:
Well, you could jump 20 nobz + 20 gretchin into your opponent's face and have them shoot 20 rokkits with re-rolls for just 700 points (weirdboy not included)


I honestly don't know if you are being serious with this or not but it would still be illegal from what i have seen. the leak i saw said the units had to share a datasheet so Nobz with Nobz and grots with grots, no mixing and matching.


Gretchin being ammo runts, of course. The second unit needs to be 10 or less, so you could only go up to 10+5 for a total of 45 jumped wounds.

I'm not really serious about it since nobz are still too easy to kill and too expensive to put them right into your opponent's face. Still hilarious when not playing competitive games. When they are the only unit in range, nothing prevents your opponent from just using basic weapons like bolters to clear out the gretchin and then start shooting the nobz with plasma, autocannons or worse.

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
Potent Possessed Daemonvessel





 koooaei wrote:
Azhday wrote:
I wonder if you can Mob Up two units if one or two of those are already in combat and if yes are there potential problems that can arise from it?


You're getting the problem of loosing the striking initiative and all the potential bonuses that come from charging like +1 attack from Ghaz.



On the flip side sometimes you don't want to charge as it can leave your locked in squad vunerable and can fail. I think there are tricks to be pulled with this strategem where you put a unit within 3" of a new enemy unit, combine with an engaged squad and then like in to the new unit to attack.

Also of note would be having multiple nobs in your unit of 40 Boyz. Or combining kommando units into a larger blob with multiple but as and Nobz
   
Made in us
Longtime Dakkanaut




 Nazrak wrote:
SemperMortis wrote:
 Nazrak wrote:
I like the sound of the Mob Up strategy. Mobs of, say, 50 boyz or grotz are going to be a right nuisance to deal with, and will be able to take more damage before losing their bonuses.


One group has to be above 10 the other below it. They also have to share a data sheet apparently so the most you are going to get is a mob of 40 boyz, this tactic is crap as well. Orkz got shafted again.

Ah, I overlooked that. Still, 40 boyz is nowt to be sneezed at. But please don’t let that get in the way of your unrelenting negativity.


realism isn't negativity nazrak lol I have been right pretty much across the board with my predictions so far since 7th dropped. And I predict this CA will help but not nearly enough to make most units even playable. Morkanauts got cheaper, their weapons got cheaper and i am still not going to take mine off the shelf, i just don't see it being competitive, same for my Killakanz and dreadz.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Dakka Veteran





Additionally, I don't know if it's been asked but, is there any restriction to using it again next turn? Say the unit of 40 boys isn't the target of any attacks. Can they combine with another 10 man squad to bring them to 50?
   
Made in us
Longtime Dakkanaut




mhalko1 wrote:
Additionally, I don't know if it's been asked but, is there any restriction to using it again next turn? Say the unit of 40 boys isn't the target of any attacks. Can they combine with another 10 man squad to bring them to 50?


from what I saw there was no other restrictions beyond the ones that made it a useless tactic in the first place.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in se
Fresh-Faced New User





SemperMortis wrote:
 Nazrak wrote:
I like the sound of the Mob Up strategy. Mobs of, say, 50 boyz or grotz are going to be a right nuisance to deal with, and will be able to take more damage before losing their bonuses.


One group has to be above 10 the other below it. They also have to share a data sheet apparently so the most you are going to get is a mob of 40 boyz, this tactic is crap as well. Orkz got shafted again.


No, this is false.
Mob up is "10 or more" and "10 or less".

   
Made in us
Longtime Dakkanaut




 Nogil wrote:
SemperMortis wrote:
 Nazrak wrote:
I like the sound of the Mob Up strategy. Mobs of, say, 50 boyz or grotz are going to be a right nuisance to deal with, and will be able to take more damage before losing their bonuses.


One group has to be above 10 the other below it. They also have to share a data sheet apparently so the most you are going to get is a mob of 40 boyz, this tactic is crap as well. Orkz got shafted again.


No, this is false.
Mob up is "10 or more" and "10 or less".




Which changes almost nothing and still makes it a terrible use of a CP in most circumstances

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

Wow, the killchoppa really looks useless. It's just a big choppa with better AP but D3 damage instead of flat 2 or D3 mortal wounds on 6s. Considering that the standard big choppa is 7 points I'll bet pks will always be better than the killchoppa.

 
   
Made in us
Freaky Flayed One





Long Island, NY

Just a thought on the DakkaDakka Strat.

Do you think it would be worthwhile to combine 6 Kannons (or any big/mek gunz into one unit), instead of running them separate, to use this strat?

A few extra hits on shoota boyz may not be worthwhile, but an extra kannon shot wouldn't be too bad for 1 CP.


Automatically Appended Next Post:
Then again I guess you could just use a command re-roll on one of the missed shots.


Automatically Appended Next Post:
Then again again, if you have 6 KMK together and you roll well for shots you could be talking about a few extra shots for 1 CP.


Automatically Appended Next Post:
For the KMK

If you took 6, at an average of 3.5 shots each, for a total of 21 shots you would end up with 2.6 extra hits on average for 1 CP.

This message was edited 3 times. Last update was at 2017/11/26 16:06:24


DA KRIMSON KLAWZ
 
   
Made in se
Fresh-Faced New User





SemperMortis wrote:

Which changes almost nothing and still makes it a terrible use of a CP in most circumstances


It might not change much, but however every little piece of cookie crumble we can get our hands on is atleast something, considering the bad spot we're in.
   
Made in ca
Ork Boy Hangin' off a Trukk





 MannyMcCoconut wrote:
Just a thought on the DakkaDakka Strat.

Do you think it would be worthwhile to combine 6 Kannons (or any big/mek gunz into one unit), instead of running them separate, to use this strat?

A few extra hits on shoota boyz may not be worthwhile, but an extra kannon shot wouldn't be too bad for 1 CP.


Automatically Appended Next Post:
Then again I guess you could just use a command re-roll on one of the missed shots.


Automatically Appended Next Post:
Then again again, if you have 6 KMK together and you roll well for shots you could be talking about a few extra shots for 1 CP.



Automatically Appended Next Post:
For the KMK

If you took 6, at an average of 3.5 shots each, for a total of 21 shots you would end up with 2.6 extra hits on average for 1 CP.


I don't think that would work as the kannons are all considered seperate units. You still can't combine them because there is not more than 10 models to start with.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Shrapnelbait wrote:
 MannyMcCoconut wrote:
Just a thought on the DakkaDakka Strat.

Do you think it would be worthwhile to combine 6 Kannons (or any big/mek gunz into one unit), instead of running them separate, to use this strat?

A few extra hits on shoota boyz may not be worthwhile, but an extra kannon shot wouldn't be too bad for 1 CP.


Automatically Appended Next Post:
Then again I guess you could just use a command re-roll on one of the missed shots.


Automatically Appended Next Post:
Then again again, if you have 6 KMK together and you roll well for shots you could be talking about a few extra shots for 1 CP.



Automatically Appended Next Post:
For the KMK

If you took 6, at an average of 3.5 shots each, for a total of 21 shots you would end up with 2.6 extra hits on average for 1 CP.


I don't think that would work as the kannons are all considered seperate units. You still can't combine them because there is not more than 10 models to start with.


Well the dakka stratagem doesn't work with artillery anyway so the idea is pretty much DOA. Infantry and bikes only.

7000+
3500
2000 
   
 
Forum Index » 40K General Discussion
Go to: