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Made in us
Liche Priest Hierophant






Remember, they don't sell kits based on the difficulty of the sculpt, or the amount of material. They price them based on the in-game value of the units.

If, tomorrow, Grots suddenly gained 10 strength, BS 7 and a1++ save, you know they'd be selling packages of 3 for $70 US.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in it
Waaagh! Ork Warboss




Italy

Anvildude wrote:
Remember, they don't sell kits based on the difficulty of the sculpt, or the amount of material. They price them based on the in-game value of the units.

If, tomorrow, Grots suddenly gained 10 strength, BS 7 and a1++ save, you know they'd be selling packages of 3 for $70 US.


Maybe you're being sarcastic and I apologize if I didn't get the humor behind your post but that's not true at all as the stompa and nauts are the most expensive kits and terrible units. The meganobz box comes with 3 dudes and is way more expensive (it actually costs more than twice) than the 5 man nobz kit.

 
   
Made in au
Flashy Flashgitz






You may find examples of things that don't follow Anvildude's rule, but I think generally he is correct. Characters often cost 25-50 bucks (AUD) whereas I can get 5 to 10 times the plastic and sculpts from a squad of anything in a box. Generally it is priced based on expected demand and quality of unit I think.
   
Made in gb
Smokin' Skorcha Driver




London UK

What do you guys think of Smite/weirdboy spam, with the positives to casting from being around boyz squads weirdboys can continually cast smite and the more you do the reduced chances of perils?
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

The beta rules, which I fully expect to become official rules, take some of the punch out Smite spam. You're probably still fine if the weirdboyz are doing other heavy lifting as well, but maybe wait and see if you primarily want them to spam mortal wounds.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Beta rules have next to no effect on weird boyz. No one cares about having +5 instead of +7.

The downside of weirdboy spam is that they will eventually explode unless you bring enough pain boys - at which point the spam is no longer point efficient.

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 nl
Longtime Dakkanaut




Another problem with smite-spam is that many players has learned to screen effectively against it. And without the codex, we only have two proper powers to fall back on.
   
Made in gb
Nasty Nob on Warbike with Klaw





Liverpool

So how are people using their Storm Boyz, what's your tactics?

I don't mean on paper, squad size, what the Nob is equipped with etc.. I mean actual tactics on the table.

Up the flank far from the main force? Behind your boyz until they're ready to jump over?
   
Made in us
Mutilatin' Mad Dok





Georgia

 grendel083 wrote:
So how are people using their Storm Boyz, what's your tactics?

I don't mean on paper, squad size, what the Nob is equipped with etc.. I mean actual tactics on the table.

Up the flank far from the main force? Behind your boyz until they're ready to jump over?


I use them along with a jumping group of shootas and a squad or two of bikers mainly to put first turn pressure on the opponent. The only reason I'm using the two squads of bikers is because I don't have two more squads of stormboyz. Honestly I think the best way to use them is early game pressure. They don't hit as hard as boyz, but they're fast, and using them along with a blob of 30 shootas is a good hammer and anvil strategy.

"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 us
Nasty Nob






 grendel083 wrote:
So how are people using their Storm Boyz, what's your tactics?

I don't mean on paper, squad size, what the Nob is equipped with etc.. I mean actual tactics on the table.

Up the flank far from the main force? Behind your boyz until they're ready to jump over?


I run em in sixes in trukks and paired with small trukkboy mobs.

Start the came with trukks on the line sideways, Stormboys inside, boys behind. T1 get the stormboys out, move em, and try to charge something shotty on the other side. Boys get in then trukks move.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Regular Dakkanaut






I’ve got a unit of 15 that, combined with 30 kommandos and usually a jumped mob of 20 boyz turn 1 gives my opponent an immediate headache. That’s when the the tide rolls in
   
Made in gb
Nasty Nob





UK

As other have already mentioned, I use 30 storm Boyz with PK Nob combined with blobs of da jump Boyz to put first turn pressure on opponents.
You have to be careful with target selection in order to pile in and consolidate fully around your target in order that they cannot fallback and open you up to retaliatory shooting. Factor in at least 3-4 going down to full throttle, and around 5 or 6 to overwatch depending on your target. If they are exposed, then expect to get blown away. Ideally, you want to time it so that you can sustain a couple of rounds in combat to allow the rest of your Boyz to catch up. But ultimately, I treat storm Boyz as I treat all units, like disposable one shot missiles.
My last game, however, I used a mob to successfully eviscerate a squad of Alpha legion tactical marines before swallowing a squad of terminators and chaos Lord, although they were helped out there by a weirdboy gifting them warpath and assisting with smite. So they can be useful, but you need to be careful not to leave them hanging in the breeze facing the wrath of a gun line.

This message was edited 1 time. Last update was at 2018/02/05 09:21:02


"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in it
Waaagh! Ork Warboss




Italy

I only use them with the green tide as a bullet magnet. They're basically there to let my 1-2 units of 10 boyz untouched so they can merge into bigger mobs later.

I play a single mob of 20-30 stormboyz or 3x10, but usually in the same way. I deploy them in order to get the painboy aura in turn 1 and all they have to do is to pressure the opponent.

I don't play the KFF with footsloggers so against armies that have massive AP-1 anti infantry shots (aka SM) I may deploy them in a different way, out of line of sight or in cover if I have medium sized units and not the single big blob.

In my experience they can be quite useful against armies that are not pure gunlines, so the opponent can move some of his units in order to deal with them, and that's their goal, to be a distraction and put pressure. Against static gunlines tons of kommandos match better than stormboyz to pair with deepstriking boyz.

Even if they can fly never try catching flyers, they will melt in the process.

 
   
Made in ru
!!Goffik Rocker!!






 grendel083 wrote:

I don't mean on paper, squad size, what the Nob is equipped with etc.. I mean actual tactics on the table.


I think you've confused this for some other game subforum.
   
Made in gb
Nasty Nob on Warbike with Klaw





Liverpool

 koooaei wrote:
 grendel083 wrote:
I don't mean on paper, squad size, what the Nob is equipped with etc.. I mean actual tactics on the table.
I think you've confused this for some other game subforum.
I know, I know, no one expects tactics in the tactics forum

But look, we got some pretty good tactics! Thanks boyz
   
Made in us
Fresh-Faced New User




Hi there! New ork Player here!

So, I´ve got this upcoming game against Nurgle stuff (1200 Points). Any good advice? I was thinking to get a Morkanaut in there and then weridboy Boyz and Nobs... 10 Gretchins to get an objective maybe...
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Maybe a little more details on what "Nurgle stuff" 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. 
   
Made in us
Fresh-Faced New User




 Jidmah wrote:
Maybe a little more details on what "Nurgle stuff" is?


I wish I knew...

For sure there will be:

Poxwalkers
Cultists
Nurglings
Plague Marines

I supose a Foetid Bloat-drone would fit in...

For sure, no Mortarion.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Ah, I was wondering whether you would be facing nurgle daemons or Death Guard. Sounds like some Death Guard with daemon support though.

In general, both daemons and death guard are pretty good at killing tough targets, but lack when it comes to killing hordes, so "moar boyz" is a good advice as usual.

Disgustingly Resilient needs to be rolled for each point of damage done, so when you shoot something with rokkits or deffguns, those nurgle marines and daemons are much more likely to die.

The one thing you need to be careful with are pox walkers. While they are nowhere near as deadly as boyz, they replenish their ranks whenever they kill and infantry model, make sure you never let them charge your boyz, or you'll find yourself quickly swamped in pox walkers. There also is a stratagem that allows pox walkers to be created whenever infantry dies within 7" of them, which works both for his and your infantry. If you have the choice to kill cultists, pox walkers, marines or plague bearers, always kill pox walkers first, they can't replenish if they are wiped out. A unit of choppa boyz will probably take them down, unless they have multiple buffs.

Death Guard is also pretty reliant on buffs from psykers, bring along a weird boy or two to deny their powers, but keep in mind that everything will be able to roll a 5+ against smite wounds.

Unless your morkanaut manages to connect with it, ignore the drone. Its flamers will take a terrible toll on your army, but orks simply don't have the means to kill it. Better kill everything else.

All further advice heavily depends on what he will be fielding.

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
Fresh-Faced New User




Thanks for the advice.

I plan to take to weirdboyz an hopefully get a Turn 1 Charge in with Da Boyz.

On monday I´ll tell you what was listed and how it went.

   
Made in nl
Regular Dakkanaut




Any advice for playing against Mortarion? That guy is driving me nuts.
   
Made in us
Regular Dakkanaut






Going up against 2000pts of what my opponent tells me will be a Tzeench daemon horde army. I have most of my list made, but need to decide between List A’s unit of 10 nobz with 10 ammo runts, or list B’s 14 lootas and 3 warbilers w/pk boss

Each version of the list has 110 boyz, 30 kommandos, some stormboyz and KMKs (not buyimg more of either of those last two)

This message was edited 1 time. Last update was at 2018/02/08 13:54:27


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Gruxz wrote:
Any advice for playing against Mortarion? That guy is driving me nuts.


Kannons and KMK everywhere. Spread the guns out as far as possible and hope for good damage rolls. He is just one unit, so if you deny him multi-charges, you can limit damage. Add weird boyz for some mortal wounds on him.
Bubble wrap with boyz, and try to prevent him from flying over them.
Tank bustas also deal good damage to him, but they are and easy kill for Mortarion. Miasma of Pestilence (-1 to hit) also hurts them a lot more than it does gretchin.

Thrakka has a good chance of surviving a turn against him, but the chance of him just one-shotting Thrakka is just as high. If you manage to charge him with Thrakka and two units of boyz, you might even have a chance to cause some serious damage to him.

Also make peace with the idea of him wiping one unit of boyz every turn. He kills 17 boyz on average in combat, plus another 4-5 with his grenades. Even if you spent 2 CP to keep him in combat, he will wipe them during your turn and be free to kill whatever during his turn.

Orks aren't exactly equipped to handle such monsters, but at least he is T7 so charging him with boyz is not totally in vain - a full mob of choppa boyz with Thrakka, Banner and warpath behind it has a good chance to take off half his wounds.

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
Lead-Footed Trukkboy Driver






MT

For Mortarian I figure with 8 KMK, 2 Weirdboyz, Kaptian, and 10ish Tankbustaz, I should be able to get him down to 1-2 wounds if not out right kill him. I generally try to commit a unit of something to charge him in order to finish him off.

Really you just need to figure out what combination of gunz/magic you need to be able to do 16 wound to him. Also don't try and charge him with more than 1 unit, because he will always be able to interrupt and swing; and he has enough attacks to basically wipe a squad of boyz.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in au
Flashy Flashgitz






Gruxz wrote:
Any advice for playing against Mortarion? That guy is driving me nuts.
I learned this strategy from Cancon last month, it works against magnus or morty. Spread out and ignore them. If you have KMKs, you place one KMK on the far right of your deployment, then 15 inches of grots (3" coherency) then another KMK, then 15" of grot, then a KMK, etc... Then deploy your boyz across your entire deployment zone, mostly forward.

When morty comes in, he'll hit a boyz squad, and that squad is dead. Flee from combat with this boyz squad (if some are left), and flee forward. But with everyone else you actually run past him and battle the rest of their army. Morty will then have to make a choice, attack the horde or attack the guns. Regardless of his choice, you continue to ignore him and spread out more. Morty should not be able to do more than 200 points of damage a turn at this rate, probably closer to 100. Don't clump your characters, spread them out too (VERY important vs morty).

If you're playing Malestrom, hope the game ends on turn 5, and you'll probably win on objectives.
If you're playing ITC, you'll win this game and be ahead on points all game.
If you're playing a game without objectives, you'll lose if the game goes on long enough. If you commit to combat with him you'll take major damage, and if you try to shoot him to death you'll just waste two turns of shooting.

   
Made in nl
Regular Dakkanaut




Thanks for the feedback guys, I'm going to kitbash some more KMK now.
   
Made in us
Longtime Dakkanaut




 grendel083 wrote:
So how are people using their Storm Boyz, what's your tactics?

I don't mean on paper, squad size, what the Nob is equipped with etc.. I mean actual tactics on the table.

Up the flank far from the main force? Behind your boyz until they're ready to jump over?


If I use them (which isn't that common anymore) I field them in 2 mobs of 25-30 depending on points availability. I team them with a Big Mek KFF on Bike to give them a bit of durability and a Painboy on Bike. I then use them to bumrush up a weak flank on turn 1, drawing heavy fire. Then on turn 2 I have 30 Boyz Da Jump into charge range as well as 90 Kommandos in 6 units of 15 with 2 Burnas and a Nob with either a BC or nothing. So on turn 2 I have 9 Units and 2 ICs in charge range, I have anywhere from 147-172 Boyz/Nobz/Kommandos/StormBoyz and characters charging. The next turn I deep strike another 30 Boyz forward and then my Stormboyz who are likely disengaged at this point (enemy ran away or died in CC) jump OVER the enemy lines and pins either his units in place or assaults heavy support units including vehicles, the goal is to surround the target so they can't retreat and shoot the next turn, or retreat and leave my boyz open to being shot off the table.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Nasty Nob





UK

What sort of results are you having with mixed mobs of Boyz?
For my current campaign, I've been experimenting with 2 mobs of 20, broken down into 1 Nob, 7 shootas, 2 rokkits and 10 choppas. The idea being that each mob is flexible, can offer some dakka punch, but use those shootas as the casualties until the mob gets stuck in. It seems to work reasonably well most of the time.
But tbh after a pretty brutal match against ravenwing, I'm feeling that it would be simpler and more effective to keep each mob dedicated to one style of combat or the other.
Mobs of 30 may be able to make this idea work better, and I love the idea of having 3 rokkits buried in a mob of 30 Boyz, but my current campaign means I'm stuck with 20. They're still brutal in combat, and the rokkits throw out the occasional nice surprise, but the shootas just don't seem worth taking apart from to soak up the wounds as they rarely seem to produce a reliable wound output with the fewer models in the mob.

I may persevere as I've had some nice results in the past, I'm just a bit thoughtful after today's match. I don't think a composition change would have helped, but it may have streamlined the game and made it simpler. I am tempted to either go full choppa, or full shoota.

Any thoughts?

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in us
Yellin' Yoof




United States

 r_squared wrote:
What sort of results are you having with mixed mobs of Boyz?
For my current campaign, I've been experimenting with 2 mobs of 20, broken down into 1 Nob, 7 shootas, 2 rokkits and 10 choppas. The idea being that each mob is flexible, can offer some dakka punch, but use those shootas as the casualties until the mob gets stuck in. It seems to work reasonably well most of the time.
But tbh after a pretty brutal match against ravenwing, I'm feeling that it would be simpler and more effective to keep each mob dedicated to one style of combat or the other.
Mobs of 30 may be able to make this idea work better, and I love the idea of having 3 rokkits buried in a mob of 30 Boyz, but my current campaign means I'm stuck with 20. They're still brutal in combat, and the rokkits throw out the occasional nice surprise, but the shootas just don't seem worth taking apart from to soak up the wounds as they rarely seem to produce a reliable wound output with the fewer models in the mob.

I may persevere as I've had some nice results in the past, I'm just a bit thoughtful after today's match. I don't think a composition change would have helped, but it may have streamlined the game and made it simpler. I am tempted to either go full choppa, or full shoota.

Any thoughts?


I've been having some luck splitting my mobs of 30 50/50, but I've left out special weapons this edition. They just cost too much for what they've done for me. I have had some fun with small units of kommandos with 2 rokkits each. They can be difficult to move from cover being t4 4+, and pop up wherever you need the firepower. I couple this with a few small units of koptas which just got a little cheaper with CA and can do pretty much the same but also have the threat of bombs. Since everyone can split fire now, I never really feel like taking shootas with my choppas has been a setback, but having some extra shots at up to 18" has been handy to harass exposed units or knock the last couple wounds off of low grade characters.

Orkz is never beaten in battle. If we win, we win. If we did, we did fighting so it don't count. If we legz it, we just come back for annuver go, see? 
   
Made in us
Fresh-Faced New User




This sunday I had a game against Death Guard.

Tbh I made some rookie mistakes but Overall fighting against an army with Codex is just plain unfair.

A Daemon prince crushed my Morkanaut in 1 turn... It is just to easy for them to get a Turn 1 Charge... as Orks we rely on luck (Da jump + 9 Inch Charge and only one squad).

Bloat drones seem overpowerd...

The Stratagem that gets 1 pox walker for each infantry model that dies is just broken, it just doesn´t make sense to Charge against Cultists...

Hitting on 5+ sucks (ok, we are orks, but at least we should have lots more of Dakka).


On the bright side.

Da Boyz managed to surroung a Rhino with some plague marines in... all dead.



As we were playing for objectives the lack of mobility was an issue and as ork you just can´t have a unit wasting time going for objectives (except for gretchins), you Need all those orks running to the enemy.

   
 
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