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2017/11/26 19:20:31
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
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.
....I retract all optimism for this strat.
DA KRIMSON KLAWZ
2017/11/26 20:33:07
Subject: Making Orks Competitive in 8th - Waaaagh!
Blackie wrote: 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.
On a warboss you can expect it to do more damage than a PK against all targets. Keep in mind that it still hits on 2+ and d3 mortal wounds can kill up to 3 additional models against infantry per 6 rolled.
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.
2017/11/26 21:22:00
Subject: Making Orks Competitive in 8th - Waaaagh!
Blackie wrote: 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.
On a warboss you can expect it to do more damage than a PK against all targets. Keep in mind that it still hits on 2+ and d3 mortal wounds can kill up to 3 additional models against infantry per 6 rolled.
Of course, but what's its points cost? A standard big choppa is 7 points and the killchoppa is way better. But the pk is now only 13 and still better against vehicles than the killchoppa. The relic could even cost 25-30 points. Or maybe it can be taken as a free upgrade just replacing the big choppa?
2017/11/26 21:25:14
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
I'm looking to get back into 40k again, mostly because my best mate is playing again and loving it, going to tornements and everything. FYI he is playing a girlyman gunline list and I'm sure playing against him will be like trying to eat an entire wheel of cheese. However I'm still up for it.
Now I've more or less settled on Orks as my army of choice, mainly because I just think they look awesome and I like the idea of tearing the buttholes out of smurfs in close combat.
I'm almost read every single page of this thread and have a pretty good grasp on units, point values etc. I was hoping you could help me with a few questions though:
1. I'm playing on building my army up a 30 unit of boyz at a time, possible getting 60 and then some storm boyz for starters. What is the vedict on mixing in some shooter boyz? I'm thinking 10 from each squad to future proof me if they make them good when the codex drops?
2. I love the look of Nobz, so I will be getting some, even if I just run them as boss nobs in boy squads. Given the changes in points, BC still the way to go? Comi rockets + runt any good?
3. Ammo runts - I notice you only get 1 per Nob box - do you guys just use normal grots and proxy them? Where I can get more runts?
4. ANy advice on buying the army? I can't see a way around having to buy loads of Boyz.
5. I like the idea of either Kannons or KMKs to provide some S8 half decent shooting - what's working for people?
Thank you very much, I've enjoyed the thread (although a bit depressing at time I must admit!)
2017/11/26 21:27:11
Subject: Making Orks Competitive in 8th - Waaaagh!
First relic free, second relic costs 1 cp and third for 3cp if I recall. Well for those with codex , I think. Or is it just some armies....
I've normally always went with a pk for my main boss but if I add a second boss for whatever reason he usually has a bc or in this case it would be that killchoppa
2017/11/26 21:46:33
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Additional thoughts:
- The only thing I would remove for another game would be the 6 wrecking balls + the 2 KMS, that gives me another 32 pts to work with.
So my list just went down 96 pts! Add to that the 32 pts gained from removing the wrecking balls and the kustom mega-sluggas, and 42 pts gained from removing the optional KMK (might add more), this gives me 170 pts to improve this list! A 7th trukk (167 pts)? 4 more KMK (168 pts)? BCs or PKs for biker nobz and kommando nobz (42 or 78 pts)? Or for the bikermeks? Skorcha buggies instead of biker squads?
I'm looking to get back into 40k again, mostly because my best mate is playing again and loving it, going to tornements and everything. FYI he is playing a girlyman gunline list and I'm sure playing against him will be like trying to eat an entire wheel of cheese. However I'm still up for it.
Now I've more or less settled on Orks as my army of choice, mainly because I just think they look awesome and I like the idea of tearing the buttholes out of smurfs in close combat.
I'm almost read every single page of this thread and have a pretty good grasp on units, point values etc. I was hoping you could help me with a few questions though:
1. I'm playing on building my army up a 30 unit of boyz at a time, possible getting 60 and then some storm boyz for starters. What is the vedict on mixing in some shooter boyz? I'm thinking 10 from each squad to future proof me if they make them good when the codex drops?
2. I love the look of Nobz, so I will be getting some, even if I just run them as boss nobs in boy squads. Given the changes in points, BC still the way to go? Comi rockets + runt any good?
3. Ammo runts - I notice you only get 1 per Nob box - do you guys just use normal grots and proxy them? Where I can get more runts?
4. ANy advice on buying the army? I can't see a way around having to buy loads of Boyz.
5. I like the idea of either Kannons or KMKs to provide some S8 half decent shooting - what's working for people?
Thank you very much, I've enjoyed the thread (although a bit depressing at time I must admit!)
Hi, welcome to the hobby and I'm glad you chose orks! I love them to bits for their aesthetics aND crazy fluff. In time the rules will do its rounds and favor greenskins again. Actually it wouldn't tale too much now and I hope the upcoming codex will do just that.
1. My models of Boyz has always consisted of 2/3 shoota Boyz and 1/3 choppa Boyz wearing ard armour (cuurently missing this edition so they are normal Boyz with shoulder pads). The rest of my choppa boy type units come in the form of stormboyz and kommandos both of which are great this edition. I've heard of shootas being mixed into choppa Boyz thanks to 8th edition rules. I don't foot slog my choppy Boyz, I teleport them and I want all the melee attacks I can get for them. The shoota Boyz can footslog/hold objectives/receive the charge from deep strikers with their over watch.
2. I love the look of regular Nobz too, especially the big choppas. My Nobz run with big choppas. I consider the kombi skorcha more useful then the rokkits but very expensive this edition. I got a couple modeled with the skorchas and may include them for the two , rarely I might say they all have bc and skorcha for casual kicks.
3. You'll pick up all kinds if grots as your collection grows as they show up in a bunch of kits from both gw and fw. And yes it's fine grabbing grots from their own standalone kit(s).
4. Horde armies are expensive. Orks compete with IG and Nids for the sheer amount of models that can be put on the table. To save money there is usually plenty others are selling. Strip the paint and repaint them. I've spent more money on other hobbies that includes hunting and golfing for this game to come close so I buy from the company (when in Stock rofl).
5. Both Kannons and KMK are good choices depending whom you are fighting. I use both. I'll also use Traktor kannonz depending on whom I am up against but rarely makes the list if I'm going in blind.
2017/11/26 22:12:59
Subject: Making Orks Competitive in 8th - Waaaagh!
ProwlerPC wrote: First relic free, second relic costs 1 cp and third for 3cp if I recall. Well for those with codex , I think. Or is it just some armies....
I've normally always went with a pk for my main boss but if I add a second boss for whatever reason he usually has a bc or in this case it would be that killchoppa
If the killchoppa is free it may become the new lucky stikk, the 8th edition orks' auto-take.
1. I'm playing on building my army up a 30 unit of boyz at a time, possible getting 60 and then some storm boyz for starters. What is the vedict on mixing in some shooter boyz? I'm thinking 10 from each squad to future proof me if they make them good when the codex drops?
Mixing shootas and sluggas works but it doesn't really change that much. The majority of players that mix the boyz weapons do that because they don't have enough models with the desired setup. It's a fine choice though.
2. I love the look of Nobz, so I will be getting some, even if I just run them as boss nobs in boy squads. Given the changes in points, BC still the way to go? Comi rockets + runt any good?
Now power klaws and killsaws are way cheaper than before. I sometimes run the unit of nobz with big choppas, I think I'll continue to use it while I'll try to give pks to the nobz that lead boyz squads. Kombi weapons are still too expensive, the kombi skorcha is good but 17 points are a tax IMHO.
4. ANy advice on buying the army? I can't see a way around having to buy loads of Boyz.
It really depends on the style you want to use. If you're starting now I'd recommend to buy the units/models you like the most since the green tide may even survive a few months before the codex nerfes it. This edition is quite "shifting".
5. I like the idea of either Kannons or KMKs to provide some S8 half decent shooting - what's working for people?
They're both good. Kannonz match better with green tides since they're less vulnerable to anti tank points per points. The KMKs can cause a few more damage and work decently if you bring several T5+ models. If you want just a couple of pieces of artillery use KMKs, kannonz become really good when spammed in high numbers.
This message was edited 2 times. Last update was at 2017/11/26 22:25:09
2017/11/27 03:27:00
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
I'm looking to get back into 40k again, mostly because my best mate is playing again and loving it, going to tornements and everything. FYI he is playing a girlyman gunline list and I'm sure playing against him will be like trying to eat an entire wheel of cheese. However I'm still up for it.
Now I've more or less settled on Orks as my army of choice, mainly because I just think they look awesome and I like the idea of tearing the buttholes out of smurfs in close combat.
I'm almost read every single page of this thread and have a pretty good grasp on units, point values etc. I was hoping you could help me with a few questions though:
1. I'm playing on building my army up a 30 unit of boyz at a time, possible getting 60 and then some storm boyz for starters. What is the vedict on mixing in some shooter boyz? I'm thinking 10 from each squad to future proof me if they make them good when the codex drops?
2. I love the look of Nobz, so I will be getting some, even if I just run them as boss nobs in boy squads. Given the changes in points, BC still the way to go? Comi rockets + runt any good?
3. Ammo runts - I notice you only get 1 per Nob box - do you guys just use normal grots and proxy them? Where I can get more runts?
4. ANy advice on buying the army? I can't see a way around having to buy loads of Boyz.
5. I like the idea of either Kannons or KMKs to provide some S8 half decent shooting - what's working for people?
Thank you very much, I've enjoyed the thread (although a bit depressing at time I must admit!)
I agree with most everything that has been said in reply to your questions. Run what you want and what looks cool, the meta is shifting pretty fast so your purchases might suck soon, but boyz seem a safe bet. I bought most of my Boyz second hand, stripped them and resprayed etc. Worth spending the time to just buy some other dudes junk and crisp them up if you're heading for green tide. I wouldn't be fussy, girlyman gunline will need your best foot forward, so you're aiming for 100+ models.
KMK kits come with 1 spare grot, stormboyz kit has a grot it in too. Look toward other game-sets for runts too if you're willing to pay, I personally like Kromlek goblins.
And I'm probably the biggest KMK proponent in these forums, but they are legendary and I will never field less than 6. Now considering they are only 42 points a gun, I think they are a must take for all Orkz now, perhaps as competitively priced as boyz. Food for thought.
edit: sooo yeah now with KMK's you sort of get a vehicle that for 252 points you get 6D6 str8 -3 D3 dmg shots, that is on 36 wounds with T5 5+sv. This magic vehicle probably has an effective 40+ wounds, as you can not roll over the damage at each 6 wound interval (even if they are mortal wounds). It's only degrading profile is you lose D6 shots per 6 wounds. And for a bonus, you can declare each D6 shot one a time for maximum efficiency. In addition to this, this magic vehicle gets 30 screening models with the character rule, and has a special rule (deployment coherency = 3") that guarantees you to never receive deepstrikes behind you if you want.
This message was edited 1 time. Last update was at 2017/11/27 03:41:36
2017/11/27 06:18:39
Subject: Making Orks Competitive in 8th - Waaaagh!
I'd not call kmk legendary. But they're pretty legit. The damage is ok but they tend to self-destruct more or less reliably. More when the enemy has -1 to-hits.
2017/11/27 06:26:05
Subject: Making Orks Competitive in 8th - Waaaagh!
koooaei wrote: I'd not call kmk legendary. But they're pretty legit. The damage is ok but they tend to self-destruct more or less reliably. More when the enemy has -1 to-hits.
Yes, but nine times out of ten the game is decided by turn three, and they will at most suffer a single wound of damage per shooting phase. At 42 points I would say that they are pretty good. That's seven points per wound not counting the free screen.
The worst thing about them is the real price. You will have sell a kidney or a lung to afford the official kit in large numbers.
This message was edited 1 time. Last update was at 2017/11/27 06:27:55
2017/11/27 06:32:14
Subject: Making Orks Competitive in 8th - Waaaagh!
Real price is not an issue if you kitbash KMK from WW2 gunz. There are a lot of options with close to identical sizes. And than just scrap on some orkifications and spare wires and you're good to go.
2017/11/27 06:51:25
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
I can see why GW wants us to pay 17 points for a Kombi-Skorcha, consider IG and SM pay 17 points for a Heavy Flamer. It's just tricky because while a Skorcha is good I think I'd rather have three more Boyz.
It would be funny but terrible if the Bad Moons special stratagem was to take like six relics.
Here's a guy kitbashing several mek guns from a single Mek Gunz kit and a Trukk. I think he does a good job, but if a person weren't limited to just the Trukk kit and were willing to use some plasticard and other bits they could probably do even better.
The Battle Wagon kit and the Wazbom Blastajet kit are good sources of Kannons, Zzap Gunz and KMK ends. Of course, that's only if you want wagons or jets to start with otherwise the bits sites are probably cheaper.
YELL REAL LOUD AN' CARRY A BIG CHOPPA!
2017/11/27 10:13:31
Subject: Making Orks Competitive in 8th - Waaaagh!
Can I recommend chopping up a Trukk kit? You can get 3 Gunz that way with a pile of gubbins left over, and getting a few pieces of junk to finish the job off is pretty straightforward. I got a bag of 30 spark plugs from my mechanic for free; he was just throwing them away.
Spoiler:
2017/11/27 10:30:19
Subject: Making Orks Competitive in 8th - Waaaagh!
Decided to do up a Deffwing style list for a casual game tomorrow, trying to make the most use of the points changes in CA.
Big Mek on Warbike w/KFF and PK
5 MANZ, 2 with twin killsaws, 1 with Kombi-Skorcha
5 MANZ, 2 with twin killsaws, 1 with Kombi-Skorcha
5 MANZ, 2 with twin killsaws, 1 with Kombi-Skorcha
Nob w/WAAAAGH Banner
12 Tankbustas
3 Skorcha Buggies
6 Kans, 4 Rokkits, 2 Big Shootas
Trukk, Wrecking Ball, Rokkit
Trukk, Wrecking Ball, Rokkit
Trukk, Wrecking Ball, Rokkit
Trukk, Wrecking Ball, Rokkit
It's limited somewhat by the models I have access to but the idea is fairly straightforward; saturate enemy with armoured targets and get in his face asap. Low number of drops means I should get first turn (unless we're playing with the new CA missions and even then I'll get +1 to the roll). Big Mek follows with the Trukks to up their survivability a bit and once they've dropped their cargo off he can head back to shepherd the Kans if necessary. Kans I'm using as the same catagory as the MANZ and the Banner Nob compliments both the Kans and Manz very well. The Skorchas are a bit of a wild-card; they're fragile, but because there's so many other targets they hopefully won't face much firepower and could get some shots in. They'll start the game on the field to saturate the available targets.
No idea if it will work but it should be fun! Been itching to try out my Kromlech MANZ models too and this should be a perfect opportunity.
2017/11/27 11:29:11
Subject: Making Orks Competitive in 8th - Waaaagh!
@GlaneMade: I love to employ MANz, Big stompy botz and killy tanks in my ork hordes. Even got 10 scratch built MANz. Would play nothing else if i could
In my opionion there are three problems with this list though.
1) Both MANz and Kans have low leadership and love them to have some big mobs around.
2) While you enforce armour saturation to the enemy you handicap yourself in a similar manner.
You have nothing to shove into thunderhammer terminators and the like.
3) You have no warboss and thus can't advance and charge in the same turn.
What might benefit the list is to replace Kans and/or Tankbustas and/or Skorchas with
- 30 strong Boys Mobz
- 20 strong Boys Mobz in BattleWagon
- 20 strong Storm Boys Mobz
If you play MANz never drop the WAAAGH Banner though!
2017/11/27 12:00:51
Subject: Making Orks Competitive in 8th - Waaaagh!
With the new points meganobz should be run with killsaws. At 63 points they were too expensive but at 48 they now be viable. The kustom shoota is not going to kill anyone so spending 6 more points to make the meganobz more killy in close combat looks like a bargain. If only they had a cheap transport to carry them.
Single skorcha buggies or units of two buggies with big shootas may replace min units of warbikes. I'm looking forward to try them in my mechanized lists.
I agree with loldar about the banner. With that many pks and killsaws it should be almost mandatory. 5 man squads of meganobz may suffer from LD but what about 5 units of 3? Same bodies, no need to bring other vehicles. I'd also cut the trukks' upgrades for some mek gunz and give the big mek a killsaw instead of a pk.
2017/11/27 13:17:48
Subject: Making Orks Competitive in 8th - Waaaagh!
Can someone please spare a minute and explain the 'tactica' behind Mek Gunz with KMK's? How do you set them up and how do you operate / move them afterwards? Thank you.
2017/11/27 14:11:18
Subject: Making Orks Competitive in 8th - Waaaagh!
Blackie wrote: 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.
On a warboss you can expect it to do more damage than a PK against all targets. Keep in mind that it still hits on 2+ and d3 mortal wounds can kill up to 3 additional models against infantry per 6 rolled.
Of course, but what's its points cost? A standard big choppa is 7 points and the killchoppa is way better. But the pk is now only 13 and still better against vehicles than the killchoppa. The relic could even cost 25-30 points. Or maybe it can be taken as a free upgrade just replacing the big choppa?
Relics are always free if you have the weapon to trade.
Warboss with PK against:
- T7 3+ 1.48 wounds dealing d3 damage each
- T8 3+ 1.48 wounds dealing d3 damage each
with +1S warlord trait
- T7 3+ 1.85 wounds dealing d3 damage each
- T8 3+ 1.48 wounds dealing d3 damage each
with +1A warlord trait
- T7 3+ 1.85 wounds dealing d3 damage each
- T8 3+ 1.85 wounds dealing d3 damage each
Warboss with Relic against
- T7 3+ 1.11 wounds dealing d3 damage each plus .55 times d3 mortal wounds for a total of 1.66 times d3 damage done
- T8 3+ 0.74 wounds dealing d3 damage each plus .55 times d3 mortal wounds for a total of 1.39 times d3 damage done
with +1S warlord trait
- T7 3+ 1.11 wounds dealing d3 damage each plus .55 times d3 mortal wounds for a total of 1.66 times d3 damage done
- T8 3+ 1.11 wounds dealing d3 damage each plus .55 times d3 mortal wounds for a total of 1.66 times d3 damage done
with +1A warlord trait
- T7 3+ 1.38 wounds dealing d3 damage each plus .69 times d3 mortal wounds for a total of 2.07 times d3 damage done
- T8 3+ 0.93 wounds dealing d3 damage each plus .69 times d3 mortal wounds for a total of 1.62 times d3 damage done
Whenever you have invulnerable saves, infantry with one wound or 5+ saves, the relic vastly outperforms the PK. For example, if you roll two sixes against a marine squad you will cause three more casualties than you would normally have. The PK is only ever better against T8 vehicles, and not by a lot.
So you basically always want a Killchoppa with +1A on your warboss, and it's 6 points less than a powerklaw.
Edit: Fixed points
This message was edited 2 times. Last update was at 2017/11/27 19:00:23
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.
2017/11/27 17:15:15
Subject: Making Orks Competitive in 8th - Waaaagh!
One mob has to be ten or more and the other ten or less.
The mobs have to be infantry units.
They both must share same data sheet, so the same unit.
So far my thoughts on this would be in the late game. Joining surviving truk Boyz from the flank to the foot slogging mob that just got up the table. Or joining athe survivors of a hard hit mob to a fresh one.
Kommando units might see the odd use with this too.
This message was edited 1 time. Last update was at 2017/11/27 17:50:43
2017/11/27 18:53:02
Subject: Making Orks Competitive in 8th - Waaaagh!
So you basically always want a Killchoppa with +1A on your warboss, and it's 5 points less than a big choppa.
Why 5 points? The big choppa is 7. Do I have to consider the cost of the warboss plus the free relic or the warboss plus the big choppa that can be switched with the relic for free? I don't get where that 5 points less than a big choppa comes from. Shouldn't it be 7 points cheaper?
2017/11/27 18:59:03
Subject: Making Orks Competitive in 8th - Waaaagh!
I meant to write 6 less than a PK. Brain is fried because of going to work despite being sick.
The relic costs 7 points for the big choppa you're trading away, while the PK costs 13.
So it's cheaper than a PK and better against almost all targets.
This message was edited 1 time. Last update was at 2017/11/27 19:00:53
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.
2017/11/27 20:27:21
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
With 40k being kinda lame for Orkz right now I hadn't been playing too many games. My buddy was in town for the holidays and wanted to play a game, so for old times sake we decided to put together a 2k game. I'll have to admit, it took the wind out of my sails to know this was just before we get some cost reductions on the 2nd, so I decided to just throw something together, see how it does. So I look around the room, and start setting my all my Lootas on my army table, then all my tankbustas. I count them up and decide on 14x5x5 Lootas, and 10x10x10 Tankbustas, I pull out three trukks for the rokkitboyz and start adding up my list. So I need an HQ, and it occurs to me that the SAG gets a buff in a couple days, so I decide I'll dust that off and get used to seeing him. I start adding up what I have, and what I need for 2k, and I decide that I'll shove 6 Meganobz, a Deff Rolla Wagon, and bring Ghazzy just because I know powerklaws/saws gonna get cheaper too and Ghazzy never disappoints. I set it all out, and look at it, and I do a small prayer to Gork.
Sure enough, my buddy has brought a BobbyG list, and it doesn't bother me, I just bore of the rerolls. It's just one of the things I don't have and I just have to put up with until orkz get a dex. But it's 3 Assbacks with 3 Missile Dev squads inside, and Chronus (would it be Chronus?) in a Quad Las Pred. He's decided to make it a bit interesting by adding a Black Templar Land Raider Crusader with an Emperor's Champion, Helbrecht, and 3x5 choppy scout gitz inside. It felt nice to know he had something I could bump into melee combat with, even if he would be rerolling all that junk to (I think? Didn't matter anyways.).
So we roll for game type, we got Eternal Conflict, The Scouring. We roll for objectives and set those out, pretty standard and nearly symmetrical, one objective in each corner in a small ruin, with two semi central off set objectives at center mostly in no cover. Then I got to pick the deployment type. So I picked the one that deployed horizontally but was 9 inches from center at middle and 6 inches from deployment edge at the sides. During deployment, my buddy deployed his Land Raider first, I started counting drops and I realized if I stuff my Big Mek w/SAG in a trukk and one Loota Squad in the Battlewagon with Ghaz that I can get the +1 advantage on first turn roll, and so I ran with just that idea. Not planning on me getting first turn, my buddy had placed his Land Raider too far forward and his Ultramarine Devs were inside the Assbacks, in a corner at an objective. I placed everything forward in the middle and the Lootas in LOS of the objective he planned to camp, 1000% banking on getting this first turn roll, expecting his firepower to be diminished for the turn it takes to get out of his Razorbacks and expecting to murder the Quad Las Pred and throw everything else at the Land Raider. Sure enough I get turn one, and the game began as planned.
Turn one the Meganobz and Ghaz jump out of the Battlewagon and move/advance to be just seven inches from Land Raider, with the Lootas jumping to my central objective, the Battlewagon advancing alongside Ghaz. The Big Mek hops into a ruin with objective, then the tankbusta trukkz all swarm in on the quad las pred/assback parking lot with just enough range on the Land Raider to fire at it once the Quad Las Pred goes down. In maybe the biggest turn one round of shooting, Tankbustas and the SAG destroy the Quad Las Pred, and the Large Loota squad (3 shots) plus 2nd/3rd trukk of Tankbustas do all but 3 HP of damage to the Land Raider. For the first time ever, it felt like a shooting phase worth talkin about. The assault phase didn't go soo well though, my battlewagon soaked overwatch and failed the charge, which forced me to assault with my meganobz, eat overwatch, and fail the charge. Knowing that I would likely lose Ghaz early, I decided I had to try and take the Land Raider down (because I didn't want all the dakka to be fired at me next turn after eating two overwatches), so I went ahead and assaulted with Ghaz too, ate overwatch, made my charge, and kicked over the Land Raider. The Land Raider exploded, leaving Ghaz with just one wound left. It felt like an accomplished first turn, even though my assaulty assets were a bit disappointing.
In my opponents turn he moved his assaulty scouts right around Ghaz, opting not to overkill him when he knew I had a squad of meganobz to be worked on right behind him. He instead opted to have his Emperor's Champion (I think, the one with the black sword) fire his pistol at Ghaz and miss. His devs jumped out of the assbacks and took positions in the ruins in his deployment. After his shooting phase he had destroyed a trukk (which rolled a clutch ramshackle roll on a 6 Damage Missile that should have ended it, resulting in more shots being fired at the same trukk). He had also immediately killed all the Tankbustas that disembarked with a followup from one Assback (reroll this yadda yadda reroll that.. 11 Wounds!). He also put wounds on my meganobz before assaulting them. So, my buddy decides to go first with his Emperor's Champion, and my prayers to Mork (or maybe Gork?) cursed his five attacks with complete failure, even after rerolling misses and wounds I didn't even have to take a save. I decided to blow 2CP and get my meganob attacks in before the scouts got theirs. The scouts did a few wounds, and decided to bump into my Battlewagon, jumping in front of the deff rolla to delay it. Much to their disappointment the driver was paying no attention and accidentally drove right over them, killin the rest of that five man squad.
I don't usually get excited because I know things can go bad inside of one turn, and I've lost enough games this edition to know that crap could still happen. At the top of turn two I moved my remaining trukkz closer to the dev squads, attempting to pin them, Chronus(now on foot), and BobbyG to a corner. I also brought my Deff Rolla Wagon over, intent on driving into everything. In my shooting phase my SAG rolled sweet yet again, putting 3 Damage on an Assback, with my Tankbustas and a five man Loota squad following up big. Wounded another Dev with the spare Loota squad in the opposite corner from the conflict. Finally, my large Loota squad rolled three shots again, and wiped a fresh Dev Squad off the table. At the beginning of my assault phase, just before Ghaz got to swing first on the Emperor's Champion, my opponent told me that was game.
In hindsight, one could say that deployment for first turn may well have decided this game. His Land Raider being in assault range turn one was a miscalculation, and having his Devs inside the Assbacks diminished his firepower enough turn one to allow me effectively another great turn of shooting. The amount of Dakka put out by 24 Lootas, and 30 Tankbustas, racked up a little more then a third of his army in points turn one it's probably the most space marine stuff I have ever put in a graveyard turn one. My buddy told me he started thinking about concession when the ramshackle turned up big and almost threw his Emperor's Champion when it wiff'd on Ghazzy, which should have just been him collecting the Victory Point I essentially sacrificed to finish his Land Raider. We both kind of knew that even if he could deal with the tankbustas in trukkz that the Lootas and Big Mek were mostly on a solid three objectives. With my meganobz probably doing whatever they want after they finished up with his scouts. BobbyG would have likely spent the rest of the game kicking over two trukkz and probably also my battlewagon while my Lootas and Tankbustas shot the remaining two dev squads and assback if not also Bobby G.
Overall-
-Lootas did great, they work well in the game because my opponent has no negative hit modifiers or deep striking units. Range being an exception to the safety offered in spamming the same toughness, Lootas were free to fire from 48 inches away, which can seem untouchable with three rokkit trukkz, and a meganob wagon with deff rolla in the way.
-Tankbustas did great, rerolling shots pays off and turns over metal bawkses nicely. They turn the trukk into this glass cannon that did a lot of work turn one. Like the Lootas, I faced no negative hit modifiers, and the damage potential demands they are dealt with.
-Ghaz had a good day. Anecdotal evidence is anecdotal but Ghaz never seems to fail me. I feel like I could throw him in a trukk alone and drive him straight to my enemy and he'd still find a way to payoff. Him living with one wound is almost as trolltastic as the trukk making a Ramshackle roll. 2+ Armor can shrug off lots of shots, and a 4+ invul is something that throws a wrench into even the best scripted plan. It's hard to tell my buddy that he can't depend on his Emperor's Champion finishing 1W Ghaz off cause he should. But there it was, the dice gods givith, and it was through Ghaz. Bring him in every list, do eet.
-Meganobz, failed a charge, eh oh well das life glad you tried your best. They proceeded to fight three scout squads and probably would have lived long enough to challenge an objective. They get cheaper in a couple days and I'm excited about that.. Probably just equates to another Loota or two, but still, noice.
-Big Mek SAG, this guy is getting cheaper in a couple days too, and I have to say, he was sort of a silent asset in this. With D6 shots and ork BS he has this way of being a like a Long Range Rokkit capable of the rare mortal wounds. Being a character with a range of 60 inches makes him safe from all but a deep strike really, and he sat in the back mostly guaranteeing I get the superior objective.
As fun as it was, turn one is just too important this edition. I feel like, if I don't get turn one then that the Quad Las Pred deletes a truck and then an assback deletes a tankbusta squad. Then maybe a dev squad destroys another trukk and an assback wipes another tankbusta squad. Then maybe the Land Raider moves up and lays into my Large Loota squad. It wouldn't be hard to imagine me losing two tankbusta trukkz and a large Loota squad turn one if the dice were just a bit different. I can only hope, in all the dice rolls in an average game, that it isn't intended for the first couple dice rolls to be soo important.
Ork victory, WAAAGH!
This message was edited 1 time. Last update was at 2017/11/27 20:28:02
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.
2017/11/27 21:24:54
Subject: Making Orks Competitive in 8th - Waaaagh!
Cheers for the tips mate! I've tweaked up the list; I figure footslogging MANZ is less suicidal than it was in 7th and the multiple smaller units should help disperse the shooting against them a bit. I keep forgetting about Warbosses being required to advance and charge, and the Kan morale issues. We'll see how this one goes instead. One last thing is that I am constrained by the models I have; if any choices seem a little strange, it's probably because of that. I'd run the MANZ all as duel-killsaws if I had the models for them for example. I really want to keep the Skorchas just to try them out with a lower points cost too.
Warboss in MA w/Kombi-Skorcha
Big Mek on Warbike w/KFF and PK
3 x MANZ, 4 Killsaws, PK, Kombi-Skorcha
3 x MANZ, 4 Killsaws, PK, Kombi-Skorcha
3 x MANZ, 4 Killsaws, PK, Kombi-Skorcha
3 x Manz, 3 PK, 3 Kustom Shoota
3 x Manz, 3 PK, 3 Kustom Shoota
30 x Slugga Boyz, Nob w/PK
30 x Slugga Boyz, Nob w/PK
30 x Slugga Boyz, Nob w/PK
3 x Skorcha Buggies
3 x Mek Gunz w/Kustom Mega Kannon
3 x Big Gunz w/Kannon
2017/11/27 21:46:21
Subject: Making Orks Competitive in 8th - Waaaagh!
MrVulcanator wrote: GW said on the Warhammer Community Facebook page that there will be different rules for each Klan.
I was always pretty confident in this. Now we just have to hope they're actually good.
"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
2017/11/28 02:23:18
Subject: Making Orks Competitive in 8th - Waaaagh!
Dr.Duck wrote: Wheres this +1A trait coming from? The index?
The generic warlord traits that any army can take are on page 186 of the big rule book. We get three choices:
Legendary Fighter: +1 attack
Inspiring Leader: +1 Ld to friendly units within 6"
Tenacious Survivor: 6+ FNP
MrVulcanator wrote: GW said on the Warhammer Community Facebook page that there will be different rules for each Klan.
I was always pretty confident in this. Now we just have to hope they're actually good.
Yeah, I'm optimistic they will be good, but at the same time I worry that they'll give us rules that would be great for other armies but not for Orks.
Like, if Bad Moons don't suffer a penalty for advancing and shooting with assault weapons and moving and shooting with heavy weapons that would be pretty good. If Bad Moons get to re-roll 1s to hit in the shooting phase that would be pretty bad. They're both thematic, but one just doesn't work with BS 5+ models.
Automatically Appended Next Post: Giving Blood Axes -1 to be hit at ranges over 12" would be really powerful, but I've noticed that neither the Guard or the Tyranids have a regiment or hive fleet with such an ability. I wonder if GW thinks that is too good of an ability to give horde armies? I really hope Blood Axes don't get stuck with Hive Fleet Jormungander's ability of always getting cover unless you charge or advance.
I'm not sure what else they could do though. Every unit getting a post-deployment scout move prior to the first battle round would be better than cover that depends on not advancing or charging, but it doesn't seem quite good enough on its own.
This message was edited 2 times. Last update was at 2017/11/28 04:18:17
YELL REAL LOUD AN' CARRY A BIG CHOPPA!
2017/11/28 04:47:34
Subject: Making Orks Competitive in 8th - Waaaagh!
Ya I doubt we will get the -1 to hit and I kinda hope we dont. Whenever a faction gets that tactic, U rarely see anything but that get taken, unless theres another powerhouse tactic which I dont think weve seen outside of just taking Bobby.