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2017/11/28 06:13:35
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Dr.Duck wrote: 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.
It's true that -1 to hit armies are pretty powerful, and I agree that it's lame if we end up seeing mostly armies with those type of sub-faction abilities. If sneaky factions are usually getting that rule though I'm not sure that Orks should be left out. If those factions tend to be unbalanced long term GW might come back and extend the range on all of them to be 24" or something like that. What do you think would be a good Blood Axe ability other than -1 to hit?
I've been thinking, and there might be other reasons why GW didn't give IG and Tyranids a -1 to hit sub-faction. They didn't include Tanith in the IG Codex, so I'm not sure that they really had a "sneaky" regiment.
When it comes to Tyranids, they have -1 to hit bubbles built-in in the form of Venomthropes, so maybe GW decided that was good enough?
Warbikes used to give a 5+ cover save to other units due to the clouds of smoke and dust. Maybe they could give a rule along the lines of Venomthropes to ork bikes? Maybe something like ork bikes are at -1 to hit, if the unit has five or more models then friendly units within 6" are also at -1 to hit, and if there are 10 or more models the -1 to hit range extends to 9".
This message was edited 1 time. Last update was at 2017/11/28 06:14:09
YELL REAL LOUD AN' CARRY A BIG CHOPPA!
2017/11/28 06:19:27
Subject: Making Orks Competitive in 8th - Waaaagh!
Quick little after-action report on my game. Went up against a good mate of mine who runs Black Legion, typically with Abbadon himself leading them. In the past he's bought a landraider but today he had a new toy: a Leviathan dreadnought with a grav-flux bombard. I'd heard terrible things about what it could do to Orks so I was prepared for a tough match.
Rough list, from memory:
Abbadon
2 Sorcerors
6 Terminators
7 Tactical Marines
2 squads of 10 cultists
5 Havoks with missile launchers and Mark of Slaanesh
Leviathan with Grav Bombard and some kind of cannon
3 Obliterators
Helldrake with Baleflamer
The game was pretty back and forth over the 4 turns we played. We both made a couple of errors, and my rolling on my KFF saves was nothing short of miraculous. But by the bottom of Turn 4 I had managed to smash his lines apart and all he had left was the Havocs up high on a building and the two units of cultists. With the rest of the board and objectives mine, the game was declared a victory for the Orks!
Thoughts on units and upgrades.
- Klaws: I'll completely admit that I was surprised by how effective the klaws were. I took klaws on all my Boyz nobz instead of Big Choppas as I've done for 8th thus far. For the new points value, I think these are extremely competitive now. At one pivotal point I got the Obliterators into close combat, but due to them being on a narrow ledge, I could only get two models in. One of those was my Nob, who swung 4 times, hit 3, wounded 3, and managed to kill 2 Obliterators straight up. Now yes, I rolled well, and my opponent rolled poorly on his saves, but that doesn't change the fact that this would have been straight up impossible with a Big Choppa. All through the game my PKs proved their worth. For their new price, I'll be taking them every game now.
- Skorchas. These were a tough one because they spent most of the game trying to flame a Helldrake. I positioned them poorly and they never got close to those juicy targets like the cultists. That being said, at 6 wounds and a nearby KFF they were surprisingly durable. I'd probably take them again at this point value.
- Meganobz. These guys really shone throughout the game. My opponent was really torn between directing his AT firepower at the MANZ, the Gunz or the Skorchas. He chose to focus on the Gunz, which made sense since they were tearing chunks out of his Leviathan, but the Manz proved their worth over and over again. I was surprised at how well they went without transports, but here's where another factor came in: the Weirdboy. He lasted all game and got Da Jump off twice, both times on a 3 man unit of MANZ coming in to help out in an existing combat. Previously I'd only ever used Da Jump on big Boyz units, but the thing is there are only a few units in the game that don't care about 3 MANZ showing up next to them. The Weirdboy was absolutely pivotal to the MANZ working as well as they did. WAAAGH Banner and KFF were big helpers too, though because I was moving the MANZ around a fair bit they weren't as pivotal as the Weirdboy. Still wouldn't leave home without them.
- Mob Up! Used this stratagem once, after the Grav Bombard and Havocs tore chunks out of one of my big Boyz mobs. I just merged it with the Boyz next to them, and the resulting mob lasted until the end of the game. Whilst it wasn't game changing, it was handy.
- +1 strength Warlord trait. Bit of a non-event this one, because my opponent didn't have anything T7. So it never made a difference. I can see in some circumstances how it might have been handy but I would have been better off taking one of the rulebook traits over this.
- Kustom Mega Kannons. Overall these were great, as usual. Why GW chose these over the other Mek Gunz to reduce in price is beyond me (probably because one of their playtesters told them the Morkanaut is overpriced so they just reduced the price on all its weapons) but I'll take the change regardless. Attracted a lot of hate but with 6 wounds they can take a bit of a pounding and the grots that are left over are some of the best objective holders in the game.
So yeah, that's my take on a bit of a different Ork list!
This message was edited 1 time. Last update was at 2017/11/28 06:20:48
2017/11/28 07:52:02
Subject: Making Orks Competitive in 8th - Waaaagh!
Glane wrote: Quick little after-action report on my game. Went up against a good mate of mine who runs Black Legion, typically with Abbadon himself leading them. In the past he's bought a landraider but today he had a new toy: a Leviathan dreadnought with a grav-flux bombard. I'd heard terrible things about what it could do to Orks so I was prepared for a tough match.
Rough list, from memory:
Abbadon
2 Sorcerors
6 Terminators
7 Tactical Marines
2 squads of 10 cultists
5 Havoks with missile launchers and Mark of Slaanesh
Leviathan with Grav Bombard and some kind of cannon
3 Obliterators
Helldrake with Baleflamer
The game was pretty back and forth over the 4 turns we played. We both made a couple of errors, and my rolling on my KFF saves was nothing short of miraculous. But by the bottom of Turn 4 I had managed to smash his lines apart and all he had left was the Havocs up high on a building and the two units of cultists. With the rest of the board and objectives mine, the game was declared a victory for the Orks!
Thoughts on units and upgrades.
- Klaws: I'll completely admit that I was surprised by how effective the klaws were. I took klaws on all my Boyz nobz instead of Big Choppas as I've done for 8th thus far. For the new points value, I think these are extremely competitive now. At one pivotal point I got the Obliterators into close combat, but due to them being on a narrow ledge, I could only get two models in. One of those was my Nob, who swung 4 times, hit 3, wounded 3, and managed to kill 2 Obliterators straight up. Now yes, I rolled well, and my opponent rolled poorly on his saves, but that doesn't change the fact that this would have been straight up impossible with a Big Choppa. All through the game my PKs proved their worth. For their new price, I'll be taking them every game now.
- Skorchas. These were a tough one because they spent most of the game trying to flame a Helldrake. I positioned them poorly and they never got close to those juicy targets like the cultists. That being said, at 6 wounds and a nearby KFF they were surprisingly durable. I'd probably take them again at this point value.
- Meganobz. These guys really shone throughout the game. My opponent was really torn between directing his AT firepower at the MANZ, the Gunz or the Skorchas. He chose to focus on the Gunz, which made sense since they were tearing chunks out of his Leviathan, but the Manz proved their worth over and over again. I was surprised at how well they went without transports, but here's where another factor came in: the Weirdboy. He lasted all game and got Da Jump off twice, both times on a 3 man unit of MANZ coming in to help out in an existing combat. Previously I'd only ever used Da Jump on big Boyz units, but the thing is there are only a few units in the game that don't care about 3 MANZ showing up next to them. The Weirdboy was absolutely pivotal to the MANZ working as well as they did. WAAAGH Banner and KFF were big helpers too, though because I was moving the MANZ around a fair bit they weren't as pivotal as the Weirdboy. Still wouldn't leave home without them.
- Mob Up! Used this stratagem once, after the Grav Bombard and Havocs tore chunks out of one of my big Boyz mobs. I just merged it with the Boyz next to them, and the resulting mob lasted until the end of the game. Whilst it wasn't game changing, it was handy.
- +1 strength Warlord trait. Bit of a non-event this one, because my opponent didn't have anything T7. So it never made a difference. I can see in some circumstances how it might have been handy but I would have been better off taking one of the rulebook traits over this.
- Kustom Mega Kannons. Overall these were great, as usual. Why GW chose these over the other Mek Gunz to reduce in price is beyond me (probably because one of their playtesters told them the Morkanaut is overpriced so they just reduced the price on all its weapons) but I'll take the change regardless. Attracted a lot of hate but with 6 wounds they can take a bit of a pounding and the grots that are left over are some of the best objective holders in the game.
So yeah, that's my take on a bit of a different Ork list!
Nice bat rep
I like your list, just not sold about the warboss in MA. You can try the footslogging warboss with the killchoppa and a painboy instead, as they are only 115 points in total, getting better CC (the killchoppa plus another pk) and the 6+ FNP which can make meganobz even more durable. I don't see the waaagh banner in your list, but you mentioned it in the bat rep. Did you take it?
This message was edited 1 time. Last update was at 2017/11/28 07:53:03
2017/11/28 09:05:22
Subject: Making Orks Competitive in 8th - Waaaagh!
Fun fact: Never bothered checking the kommandos movement stat just to find out yesterday they have 6''
Know your army.
Also tried the dakka strategem the first time yesterday with tankbustas.
Not overpowered but with rerolls i was able to kill a rhino that would have survived otherwise.
Playing deadlock with a brigade detachment i had plenty of CP to be decadent.
2017/11/28 09:29:49
Subject: Making Orks Competitive in 8th - Waaaagh!
IMHOKMKs are way better than kannonz but they suffer more against the enemy anti tank. In a green tide list kannonz are more durable since you can field more bodies and all the anti tank goes against your artillery.
But in any other type of list, with vehicles and/or walkers, KMKs are certainly more efficient than kannonz and I tipycally use them everytime, 1-2 units of 2 KMKs each.
2017/11/28 09:41:24
Subject: Making Orks Competitive in 8th - Waaaagh!
KMK tend to self-torch themselves, so by the 2-d turn the opponent has to chew through 4-5 wounds instead of 6. Still pretty ok due to potential damage output.
2017/11/28 10:42:34
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Glane wrote: Quick little after-action report on my game. Went up against a good mate of mine who runs Black Legion, typically with Abbadon himself leading them. In the past he's bought a landraider but today he had a new toy: a Leviathan dreadnought with a grav-flux bombard. I'd heard terrible things about what it could do to Orks so I was prepared for a tough match.
Rough list, from memory:
Abbadon
2 Sorcerors
6 Terminators
7 Tactical Marines
2 squads of 10 cultists
5 Havoks with missile launchers and Mark of Slaanesh
Leviathan with Grav Bombard and some kind of cannon
3 Obliterators
Helldrake with Baleflamer
The game was pretty back and forth over the 4 turns we played. We both made a couple of errors, and my rolling on my KFF saves was nothing short of miraculous. But by the bottom of Turn 4 I had managed to smash his lines apart and all he had left was the Havocs up high on a building and the two units of cultists. With the rest of the board and objectives mine, the game was declared a victory for the Orks!
Thoughts on units and upgrades.
- Klaws: I'll completely admit that I was surprised by how effective the klaws were. I took klaws on all my Boyz nobz instead of Big Choppas as I've done for 8th thus far. For the new points value, I think these are extremely competitive now. At one pivotal point I got the Obliterators into close combat, but due to them being on a narrow ledge, I could only get two models in. One of those was my Nob, who swung 4 times, hit 3, wounded 3, and managed to kill 2 Obliterators straight up. Now yes, I rolled well, and my opponent rolled poorly on his saves, but that doesn't change the fact that this would have been straight up impossible with a Big Choppa. All through the game my PKs proved their worth. For their new price, I'll be taking them every game now.
- Skorchas. These were a tough one because they spent most of the game trying to flame a Helldrake. I positioned them poorly and they never got close to those juicy targets like the cultists. That being said, at 6 wounds and a nearby KFF they were surprisingly durable. I'd probably take them again at this point value.
- Meganobz. These guys really shone throughout the game. My opponent was really torn between directing his AT firepower at the MANZ, the Gunz or the Skorchas. He chose to focus on the Gunz, which made sense since they were tearing chunks out of his Leviathan, but the Manz proved their worth over and over again. I was surprised at how well they went without transports, but here's where another factor came in: the Weirdboy. He lasted all game and got Da Jump off twice, both times on a 3 man unit of MANZ coming in to help out in an existing combat. Previously I'd only ever used Da Jump on big Boyz units, but the thing is there are only a few units in the game that don't care about 3 MANZ showing up next to them. The Weirdboy was absolutely pivotal to the MANZ working as well as they did. WAAAGH Banner and KFF were big helpers too, though because I was moving the MANZ around a fair bit they weren't as pivotal as the Weirdboy. Still wouldn't leave home without them.
- Mob Up! Used this stratagem once, after the Grav Bombard and Havocs tore chunks out of one of my big Boyz mobs. I just merged it with the Boyz next to them, and the resulting mob lasted until the end of the game. Whilst it wasn't game changing, it was handy.
- +1 strength Warlord trait. Bit of a non-event this one, because my opponent didn't have anything T7. So it never made a difference. I can see in some circumstances how it might have been handy but I would have been better off taking one of the rulebook traits over this.
- Kustom Mega Kannons. Overall these were great, as usual. Why GW chose these over the other Mek Gunz to reduce in price is beyond me (probably because one of their playtesters told them the Morkanaut is overpriced so they just reduced the price on all its weapons) but I'll take the change regardless. Attracted a lot of hate but with 6 wounds they can take a bit of a pounding and the grots that are left over are some of the best objective holders in the game.
So yeah, that's my take on a bit of a different Ork list!
Nice bat rep
I like your list, just not sold about the warboss in MA. You can try the footslogging warboss with the killchoppa and a painboy instead, as they are only 115 points in total, getting better CC (the killchoppa plus another pk) and the 6+ FNP which can make meganobz even more durable. I don't see the waaagh banner in your list, but you mentioned it in the bat rep. Did you take it?
Arg, yeah I did take it, forgot to include it in the rundown. It was useful when stuff was in range, but like I said, things got a bit spread out thanks to the Weirdboy jumping stuff around. Even hitting on 4's though, the MANZ made an impact.
Trouble with taking a Painboy is that I'd used up all 6 of my Elite slots. Yes I could burn a CP to take an auxiliary but probably because I started playing at the end of 4th edition I've always felt more comfortable with single detachments. That being said the MA Warboss was decent enough and he fit the theme of the Deffwing, plus no self-respecting Warboss is going to let his Nobz have better gear than him so he had to have Mega Armour too. I do tend more towards the narrative side of lists than pure competitive (which is a plus about playing Orks!)
As to the debate over Kannons vs KMK, I think there's a place for both. KMKs are more consistent, but Kannons have spike potential. The Leviathan copped an unsaved wound from one of my Kannons turn one and then I rolled a 6. True, the thing had FNP thanks to a sorcerer and it ignored 2 of those wounds, but regardless, it was still 4 wounds thanks to that plucky little Kannon converted years ago from a rifle bullet casing, an airhose nozzle and a cut up Trukk. Something that shouldn't be missed either is that the enemy can more effectively take out more firepower by concentrating on a KMK. Let's say you have 4 KMK and 6 Kannons, as the original example states. If the enemy takes out a KMK, you lose 25% of your shooting from those gunz. Take out a Kannon, and it's 16%. Now this can bite you on the arse when it's a kill points mission because those 6 Kannons are worth 12 goddamn KP, but there are big advantages to being more spread out. Yes the KMK has double the wounds of the Kannon but let's be honest here, if an enemy wants those things gone, it's not difficult to remove them with just a 5+ save standing between them and a trip back to the packing foam.
2017/11/28 12:29:58
Subject: Making Orks Competitive in 8th - Waaaagh!
Well, it's an 80 point character than cannot be shot and will most likely not kill anything.
60" range and AP-5 is nice, but heavy d6 on a BS 5+ model is pretty likely to not hit anything. Cheap enough to field it for fun though.
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.
2017/11/28 12:35:22
Subject: Making Orks Competitive in 8th - Waaaagh!
Even if was free it probably would not be wort it. You are still paying 55 points for a KFF-less big-mek with BS 5+.
I'd likely consider it if it were a free upgrade, at that point it would be competing with mek gunz. It would likely still be too random, as random strength and random shots hurts it a lot. But a gun that cannot be targeted has some value, in a green tide list.
2017/11/28 13:02:39
Subject: Making Orks Competitive in 8th - Waaaagh!
Even if was free it probably would not be wort it. You are still paying 55 points for a KFF-less big-mek with BS 5+.
I'd likely consider it if it were a free upgrade, at that point it would be competing with mek gunz. It would likely still be too random, as random strength and random shots hurts it a lot. But a gun that cannot be targeted has some value, in a green tide list.
D6 shots yields about one hit and that does up to 3 Damage. -5 AP and 60 inches puts it in a different grid coordinate compared to mek gunz. You are talking about something that mostly denies an armor save to almost any model on the board. He is hard on expensive models but bad against cheap things and invul saves.
At the cost of a powerklaw (edit, oh wait, they are changing that), my two SAG meks will see play again for a bit as objective campers
This message was edited 2 times. Last update was at 2017/11/28 13:04:44
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.
2017/11/28 13:48:17
Subject: Making Orks Competitive in 8th - Waaaagh!
Even if was free it probably would not be wort it. You are still paying 55 points for a KFF-less big-mek with BS 5+.
I'd likely consider it if it were a free upgrade, at that point it would be competing with mek gunz. It would likely still be too random, as random strength and random shots hurts it a lot. But a gun that cannot be targeted has some value, in a green tide list.
D6 shots yields about one hit and that does up to 3 Damage. -5 AP and 60 inches puts it in a different grid coordinate compared to mek gunz. You are talking about something that mostly denies an armor save to almost any model on the board. He is hard on expensive models but bad against cheap things and invul saves.
At the cost of a powerklaw (edit, oh wait, they are changing that), my two SAG meks will see play again for a bit as objective campers
The issue will be the random strength. Some times it will do well, others it will be your S12 gun gets 1 shot, and your S2 one gets 6, so your 2 hits will be S2 AP -5. If it had fixed strength I think it would be a very good option. As it is I fear it being too swingy for its cost.
2017/11/28 14:16:10
Subject: Making Orks Competitive in 8th - Waaaagh!
Eh, due to the way strength and toughness interact in 8th a strength of 2d6 bascially means you wound all infantry on 3+ and all vehicles on 5+ with a marginal chance to roll better or worse.
S5 AP-5 is very likely and not bad at all.
As long as you don't bank on rolling your average of 7, strength is not going to be your problem. Rolling d6 shots that hit on 5+ is.
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.
2017/11/28 15:14:31
Subject: Making Orks Competitive in 8th - Waaaagh!
I'm kinda glad we haven't got a codex yet and it appears after demon tau and necrons are next because with chapter approved it still doesn't appear Gw has a clue how to make orks competitive. I can only presume after Tyranids and chapter approved Gw will have a better idea of what we need
I'm still confused where is the mega dread and grot bomb and battle fortress data sheets fw promised.
This message was edited 1 time. Last update was at 2017/11/28 15:20:45
2017/11/28 15:30:17
Subject: Making Orks Competitive in 8th - Waaaagh!
They are right with the promised 6th edition update for IA:8.
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.
2017/11/28 20:33:04
Subject: Making Orks Competitive in 8th - Waaaagh!
It's that D6 shots on 5+ BS that has wrecked the SAG for me too, so much so that the point cost is immaterial. It's so rare to get good hits in that even when you roll well on strength, you're not guaranteed anything actually happening.
House ruling 2D6 shots on it only made it point worthy. Às it stands, even if it cost the same as a Kannon, I'd take a kannon.
2017/11/28 22:07:03
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
SAG Mek is my favorite 40k model. I haven't used it yet this edition because it seems pretty useless. I'm hoping they give us some way to make it more powerful at the risk of it backfiring horribly.
Some other factions have been getting a stratagem where instead of firing or casting psychic powers you pick three Vindicators/Zoanthropes/Whatever and they get to do AoE mortal wounds. I remember there being an Aocalypse formation way back when where three SAG could fire at the same target and they produced one apocalyptic blast instead of individual large blasts. Maybe we'll get something along those lines with SAG Big Meks? If itfollows the formula of some of the other ones we could have the best version, as theoretically it could be any visible point within 60" which is way further than the range of Vindicators or Zoanthropes. Also, 3x SAG Big Meks is cheaper than three Vindicators or Zoanthrope units.
I used a MANz missile in my last game. It worked out pretty well, but this was a casual game against a new player who deployed really aggressively with his Black Templars. The surprising thing was how much damage they actually managed to do despite the -1 to hit.
My dice were hot that game though. In one shooting phase my Trukk full of Tankbustas with bomb squigs actually managed to blow up an unharmed Predator and a Dreadnought that only had one wound. In past games I had been using small suicide squads of Tankbustas with Da Jump and they hadn't been doing too well.
YELL REAL LOUD AN' CARRY A BIG CHOPPA!
2017/11/28 23:30:44
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
The strategy is to put the Nobz and the Waaagh! Banner nob in the trukk and rush them up the field, using the ammo runts if the trukk is destroyed. The Tankbustas also use a trukk, using the squigs in the same way.
The two weirdboyz Warpath the shootas, which are then jumped, giving them 4 attacks on the charge as well as plenty of shooting power for any nearby units. This lets the stormboyz and bikers move up along with the nobz and tankbustas to pressure the enemy while the other two boyz blobs with warbosses move up.
"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
2017/11/29 00:49:58
Subject: Making Orks Competitive in 8th - Waaaagh!
Kap'n Krump wrote: I can't complain much about the kill tank price hike, it was quite undercosted.
But I'm, again, surprised they didn't give garg squiggoths a price hike, it's STILL undercosted.
On forgeworld's site, the Gargantuan Squiggoth has changed from "temporarily out of stock" to "no longer available." Does this mean they just stopped making it? Could also be why there was no price hike.
I've always thought it would be fun to own one, if impractical. I'm assuming that will no longer be possible.
Automatically Appended Next Post: Also, zzap guns are gone from GW's site. I wonder if they've been removed from the book.
This message was edited 1 time. Last update was at 2017/11/29 00:56:32
2017/11/29 01:24:26
Subject: Making Orks Competitive in 8th - Waaaagh!
D'oh! I was thinking about getting that G Squiggoth even if it got nerfed and just sat on my display shelf. Well when it does get nerfed in the endless cycle I'll have to keep an eye out for it.
2017/11/29 02:15:22
Subject: Making Orks Competitive in 8th - Waaaagh!
Vitali Advenil wrote: Want some feedback on a 2000 pt list I've been brewing. It's nothing meant for comp, though my casual scene can get a bit killy at times.
The strategy is to put the Nobz and the Waaagh! Banner nob in the trukk and rush them up the field, using the ammo runts if the trukk is destroyed. The Tankbustas also use a trukk, using the squigs in the same way.
The two weirdboyz Warpath the shootas, which are then jumped, giving them 4 attacks on the charge as well as plenty of shooting power for any nearby units. This lets the stormboyz and bikers move up along with the nobz and tankbustas to pressure the enemy while the other two boyz blobs with warbosses move up.
It's nice. I'd just add as many ammo runts you can take in the nobz squad, they are cheap ablative wounds that make the unit way tougher. I'd also split the bikes into 2-3 min units with stock nobz.
2017/11/29 09:21:57
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Vitali Advenil wrote: Want some feedback on a 2000 pt list I've been brewing. It's nothing meant for comp, though my casual scene can get a bit killy at times.
The strategy is to put the Nobz and the Waaagh! Banner nob in the trukk and rush them up the field, using the ammo runts if the trukk is destroyed. The Tankbustas also use a trukk, using the squigs in the same way.
The two weirdboyz Warpath the shootas, which are then jumped, giving them 4 attacks on the charge as well as plenty of shooting power for any nearby units. This lets the stormboyz and bikers move up along with the nobz and tankbustas to pressure the enemy while the other two boyz blobs with warbosses move up.
- As blackie said, buy ammo runts for nobz, they basically make nobz 3 wound models. Make sure to take all weapons that deal 2 or more damage on gretchin, and anything you can use your 4+ save against on nobz.
- That skorcha nob could use a powa stabba. Take a stabby choppa (read: sword) from the boyz or nobz bits, paint it to look like a SM power sword and stick it to that nob. If you're lucky the nob body already has a choppa in his belt.
- Shootas on the PK nobz in your boyz units are free, take them!
- Kustom shoota is usually not worth the points unless you're you have 4 spare points after having bought everything else. You are basically paying 4 points for a shoota, when a
- I don't really see the point in the grot battalion. 6 CP are already plenty, you could get a 7th instead by fielding a vanguard with your three elite choices and spent those points on kannons or KMK. If you don't have the models, lootaz or planes might work as well. There is no reason to waste 90 points on gretchin to get 2 more CP.
- Nobz in trukks tend to end up as nobz in craters. Don't drive them at your enemy at top speed, but take detours to have your trukk in cover or maybe even out of sight after turn one. When they have more pressing issues like bikers, tank bustaz, strom boyz and jumping boyz in their face, the trukk can maybe drive past roadblock units and take down some valuable targets. You should aim then at stuff like predators, razorbacks, leman russes, dark reapers or tyrannofexes. Or use them to assassinate their warlord, unless its Primarch.
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.
2017/11/29 22:29:10
Subject: Re:Making Orks Competitive in 8th - Waaaagh!
Vitali Advenil wrote: Want some feedback on a 2000 pt list I've been brewing. It's nothing meant for comp, though my casual scene can get a bit killy at times.
The strategy is to put the Nobz and the Waaagh! Banner nob in the trukk and rush them up the field, using the ammo runts if the trukk is destroyed. The Tankbustas also use a trukk, using the squigs in the same way.
The two weirdboyz Warpath the shootas, which are then jumped, giving them 4 attacks on the charge as well as plenty of shooting power for any nearby units. This lets the stormboyz and bikers move up along with the nobz and tankbustas to pressure the enemy while the other two boyz blobs with warbosses move up.
- As blackie said, buy ammo runts for nobz, they basically make nobz 3 wound models. Make sure to take all weapons that deal 2 or more damage on gretchin, and anything you can use your 4+ save against on nobz.
- That skorcha nob could use a powa stabba. Take a stabby choppa (read: sword) from the boyz or nobz bits, paint it to look like a SM power sword and stick it to that nob. If you're lucky the nob body already has a choppa in his belt.
- Shootas on the PK nobz in your boyz units are free, take them!
- Kustom shoota is usually not worth the points unless you're you have 4 spare points after having bought everything else. You are basically paying 4 points for a shoota, when a
- I don't really see the point in the grot battalion. 6 CP are already plenty, you could get a 7th instead by fielding a vanguard with your three elite choices and spent those points on kannons or KMK. If you don't have the models, lootaz or planes might work as well. There is no reason to waste 90 points on gretchin to get 2 more CP.
- Nobz in trukks tend to end up as nobz in craters. Don't drive them at your enemy at top speed, but take detours to have your trukk in cover or maybe even out of sight after turn one. When they have more pressing issues like bikers, tank bustaz, strom boyz and jumping boyz in their face, the trukk can maybe drive past roadblock units and take down some valuable targets. You should aim then at stuff like predators, razorbacks, leman russes, dark reapers or tyrannofexes. Or use them to assassinate their warlord, unless its Primarch.
I can definitely double-down on the runts. That's no problem. And I can definitely slap a powa stabba on the nob. Removing the kustom shootas is a decent idea, too- I'll go with that since they're not all that fantastic.
I also didn't think about the vanguard detachment rather than the grot one. That lets me fit my KMKs back in. And yeah, the idea with the nobz is that everything else flying in their face at top speed would be a priority while I sneak the nobz around terrain. Thanks for the tips.
"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