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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I'd also add that I've made best experiences with units of four. Enough models to actually kill something in combat or hold an objective, not enough to lose big when someone focuses them. I find it that I rarely lose two or even three kanz at once.

The do fall in the same category as trukks and BW though. Anything that is good at killing kanz is usually also good at killing transports. The big problem is that you can't actually field enough vehicles to make target saturation matter, but YMMV.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Bonkers Buggy Driver with Rockets






From what I remember, everyone in the thread who’s had success with Kans (mostly in casual games) has had something buffing or supporting them, usually a KFF Mek.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in gb
Nasty Nob on Warbike with Klaw





Liverpool

I've run them with KMB's acumpanied by a Mek (normal, not big) with Mega Slugga.

Keeps the group cheap, the Mek always seems to have something to repair with the Kan's overheating weapons.
   
Made in us
Longtime Dakkanaut




Kanz and basically all our Walkers are still utter trash. They suck.....and I say this with a lot of salt because I LOVE THEM! I own 12 kanz, 2 Dreadz and a Naut :( They are one of my favorite models and if I even want to be remotely competitive I have to leave them on the shelf :(

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ru
!!Goffik Rocker!!






The main ork theme is that we are primarily a mellee army without good survivability. And in many cases, without any good delivery methods - like in case of kans or basically anything else in 8-th because transport vehicles are really bad for points. So, your only real option is to make a counter-meta list by spamming one type of unit that will be problematic for your opponent to deal with.

If you want to field kans and be remotely successful with them, you need to take an army of walkers that all move at the same pace and have relatively identical durability parameters. This way your opponent's anti-infantry weapons loose their effectiveness and you can have part of your army reach combat and start doing stuff.

If you want your boyz to be effective, you got to take 100+ of them. This way your opponent's anti-tank will go to waste.

If you take a 'balanced' list, you're screwede because all the opponent's weapons now have targets and since ork's durability per point is not great, you will loose. And since the game doesn't provide enough tactical options, you can't play around it. You just got to make a certain list. And from all the lists that we can currently make, boyz spam is the best. Because even if you face an unfavorable matchup, you can still luck out and get 1-st turn or a charge after deepstrike. Still, there's nothing tactical you can do. You just need luck.

This message was edited 1 time. Last update was at 2018/02/22 07:11:16


 
   
Made in it
Waaagh! Ork Warboss




Italy

I had the best results with kans running units of two, 2x2 or 3x2, a big shoota and a rokkit in each squad. The banner nob helps but unless you have 60 boyz nearby it's too expensive to buffs the walkers only.

They don't do much in combat and they provide a little shooting. In a list with armored stuff like other walkers or transports they provide more target saturation. Their best quality is in fact to soak some firepower, in small units they're durable enough to consider them.

Big shootas, KMBs and rokkits are all ok. Since I always struggle with points I bring half big shootas, which is the cheapest loadout, and half rokkits. I've tried KMBs, they're not bad but for +3points you can give them rokkits that are more efficient.

A KFF and the mek's abiltiy to repair them improve their durability a lot.

 
   
Made in us
Nasty Nob





United States

 koooaei wrote:
The main ork theme is that we are primarily a mellee army without good survivability. And in many cases, without any good delivery methods - like in case of kans or basically anything else in 8-th because transport vehicles are really bad for points. So, your only real option is to make a counter-meta list by spamming one type of unit that will be problematic for your opponent to deal with.

If you want to field kans and be remotely successful with them, you need to take an army of walkers that all move at the same pace and have relatively identical durability parameters. This way your opponent's anti-infantry weapons loose their effectiveness and you can have part of your army reach combat and start doing stuff.

If you want your boyz to be effective, you got to take 100+ of them. This way your opponent's anti-tank will go to waste.

If you take a 'balanced' list, you're screwede because all the opponent's weapons now have targets and since ork's durability per point is not great, you will loose. And since the game doesn't provide enough tactical options, you can't play around it. You just got to make a certain list. And from all the lists that we can currently make, boyz spam is the best. Because even if you face an unfavorable matchup, you can still luck out and get 1-st turn or a charge after deepstrike. Still, there's nothing tactical you can do. You just need luck.


The more I play the more I find advice like kooaei's above to be very true. I also have a small army of walkers and have found that even mixing different walkers is a nono right now just because you can almost have 3 Kanz for the price of a Deffdread and six Kanz for the price of a Naught. Differing your toughness values dilutes the spam. Example, you want your enemy's Lascannonz firing at a Kan, Buggy, or Artillery, but not Gorkanaught because suddenly he's super effective vs. a model you paid six times the points for vs a kan. Example number 2, you want your enemy's high volume AP - stuff firing at your Kanz and not t4 orkz, likely because your kanz will be a touch harder to wound, will have a save unlike your boyz, and even absorb more then one wound, so don't bring any t4 models if you are brining kanz. If you wanted to have Kanz on the field with any success I think you build a mainstay of them buffed by a KFF mek and bring buggies/artillery for fire support.

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. 
   
Made in gb
Nasty Nob





UK

 koooaei wrote:
The main ork theme is that we are primarily a mellee army without good survivability.
Spoiler:
And in many cases, without any good delivery methods - like in case of kans or basically anything else in 8-th because transport vehicles are really bad for points. So, your only real option is to make a counter-meta list by spamming one type of unit that will be problematic for your opponent to deal with.

If you want to field kans and be remotely successful with them, you need to take an army of walkers that all move at the same pace and have relatively identical durability parameters. This way your opponent's anti-infantry weapons loose their effectiveness and you can have part of your army reach combat and start doing stuff.

If you want your boyz to be effective, you got to take 100+ of them. This way your opponent's anti-tank will go to waste.

If you take a 'balanced' list, you're screwede because all the opponent's weapons now have targets and since ork's durability per point is not great, you will loose. And since the game doesn't provide enough tactical options, you can't play around it. You just got to make a certain list. And from all the lists that we can currently make, boyz spam is the best. Because even if you face an unfavorable matchup, you can still luck out and get 1-st turn or a charge after deepstrike. Still, there's nothing tactical you can do. You just need luck.


Absolutely the best description of the ork army at this time. It's GW's vision for Orks, and I don't see it changing anytime soon.
However, we do have a ton of shooting available, it's just mostly too expensive. Trukks are also far too expensive. We are almost the archetypal spam army, which is a shame. I love bringing mixed lists, but they make for short games. If we lack durability, we need cheapness to increase our ablative wounds, or at least mechanisms to assist, like grot meat shields or ramshackle vehicles. All vehicles including walkers getting ramshackle on 6+ or even 5+ would be a huge help.

I've been having fun against other club lists, but if I bring anything with fun stuff or walkers, it just gets shot off the table in the first couple of turns without really doing anything, so I'm left with da jumping Boyz and stormboyz, which is starting to wear a bit thin if I'm honest.

Hopefully the codex will bring some strategems that encourage a wider range of army mix.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in au
Flashy Flashgitz






 koooaei wrote:
The main ork theme is that we are primarily a mellee army without good survivability. And in many cases, without any good delivery methods - like in case of kans or basically anything else in 8-th because transport vehicles are really bad for points. So, your only real option is to make a counter-meta list by spamming one type of unit that will be problematic for your opponent to deal with.

If you want to field kans and be remotely successful with them, you need to take an army of walkers that all move at the same pace and have relatively identical durability parameters. This way your opponent's anti-infantry weapons loose their effectiveness and you can have part of your army reach combat and start doing stuff.

If you want your boyz to be effective, you got to take 100+ of them. This way your opponent's anti-tank will go to waste.

If you take a 'balanced' list, you're screwede because all the opponent's weapons now have targets and since ork's durability per point is not great, you will loose. And since the game doesn't provide enough tactical options, you can't play around it. You just got to make a certain list. And from all the lists that we can currently make, boyz spam is the best. Because even if you face an unfavorable matchup, you can still luck out and get 1-st turn or a charge after deepstrike. Still, there's nothing tactical you can do. You just need luck.
This is demonstrably false. In the LVO only one list (the best performing list) had strictly bodies and no heavy support. Literally every other list with a 4/2 record had a mixture of heavy support and boys. Our mixup lists have the capacity to produce results in a tournament setting in a much more reliable way than pure green tide.
edit: bolded for emphasis. Also: both the GT lists were a mixture.

This message was edited 1 time. Last update was at 2018/02/22 09:20:17


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 r_squared wrote:
We are almost the archetypal spam army, which is a shame. I love bringing mixed lists, but they make for short games. If we lack durability, we need cheapness to increase our ablative wounds, or at least mechanisms to assist, like grot meat shields or ramshackle vehicles. All vehicles including walkers getting ramshackle on 6+ or even 5+ would be a huge help.


In a decently balanced lists you could bring multiple different units that do the same role.
In a perfect codex, you could mix lootaz, artillery and tank bustas for anti-tank, boyz, nobz, gretchin, storm boyz and kommandoz for your rank&file needs, planes, trukks, buggies, koptas, bikes and trakks for things that are durable but fast, and kanz, dreads, nauts and battlewagons for the heavy armor grinding advance.

That way you could flood the board with a proper Waaagh! without spamming the same units over and over.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 ru
!!Goffik Rocker!!






IIRC the 'best' performing ork list at lvo was grot spam that ended around 50 place and was designed to outscore the opponent in a 3 turn match cause the time runs out after the 3-d turn if you play this list.
   
Made in us
Longtime Dakkanaut




hollow one wrote:
 koooaei wrote:
The main ork theme is that we are primarily a mellee army without good survivability. And in many cases, without any good delivery methods - like in case of kans or basically anything else in 8-th because transport vehicles are really bad for points. So, your only real option is to make a counter-meta list by spamming one type of unit that will be problematic for your opponent to deal with.

If you want to field kans and be remotely successful with them, you need to take an army of walkers that all move at the same pace and have relatively identical durability parameters. This way your opponent's anti-infantry weapons loose their effectiveness and you can have part of your army reach combat and start doing stuff.

If you want your boyz to be effective, you got to take 100+ of them. This way your opponent's anti-tank will go to waste.

If you take a 'balanced' list, you're screwede because all the opponent's weapons now have targets and since ork's durability per point is not great, you will loose. And since the game doesn't provide enough tactical options, you can't play around it. You just got to make a certain list. And from all the lists that we can currently make, boyz spam is the best. Because even if you face an unfavorable matchup, you can still luck out and get 1-st turn or a charge after deepstrike. Still, there's nothing tactical you can do. You just need luck.
This is demonstrably false. In the LVO only one list (the best performing list) had strictly bodies and no heavy support. Literally every other list with a 4/2 record had a mixture of heavy support and boys. Our mixup lists have the capacity to produce results in a tournament setting in a much more reliable way than pure green tide.
edit: bolded for emphasis. Also: both the GT lists were a mixture.


The top list was Grot spam with Mek Gunz, nobody has said Mek gunz can't be taken but to say that you can take Walkers or almost any other heavy support option besides Mek Gunz/Big Gunz is false. The only aberration beyond those 2 units is Squiggoths and to this day I haven't figured out how a SM gunline didn't kill it turn 1.

But on the subject of Ork ranged options being too expensive...well thats true in a sense, but look at the Big Shoota as an example. S5 Assault 3 no AP range 36. 6pts. this thing does about the same amount of dmg as a Stormbolter but we have to pay 3 times as much. But even if it was a 1pt upgrade what use would it really be beyond a couple of pot shots a turn that slows the game down? 3 Big shootas hit 3 times and wound a marine player twice which inflicts .6 wounds. Don't get me wrong, not bad for 3pt cost, but all youve done is spend 2 minutes rolling dice with almost nothing to show for it I want Ork ranged weapons to stay the same price but BE WORTH TAKING. a Big shoota should be assault 6 or more.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

Or maybe they just need the AP-1 since they're basically heavy bolters. Assault and on BS4/5+ platforms instead of heavy and with BS3+.

 
   
Made in au
Flashy Flashgitz






SemperMortis wrote:
hollow one wrote:
 koooaei wrote:
The main ork theme is that we are primarily a mellee army without good survivability. And in many cases, without any good delivery methods - like in case of kans or basically anything else in 8-th because transport vehicles are really bad for points. So, your only real option is to make a counter-meta list by spamming one type of unit that will be problematic for your opponent to deal with.

If you want to field kans and be remotely successful with them, you need to take an army of walkers that all move at the same pace and have relatively identical durability parameters. This way your opponent's anti-infantry weapons loose their effectiveness and you can have part of your army reach combat and start doing stuff.

If you want your boyz to be effective, you got to take 100+ of them. This way your opponent's anti-tank will go to waste.

If you take a 'balanced' list, you're screwede because all the opponent's weapons now have targets and since ork's durability per point is not great, you will loose. And since the game doesn't provide enough tactical options, you can't play around it. You just got to make a certain list. And from all the lists that we can currently make, boyz spam is the best. Because even if you face an unfavorable matchup, you can still luck out and get 1-st turn or a charge after deepstrike. Still, there's nothing tactical you can do. You just need luck.
This is demonstrably false. In the LVO only one list (the best performing list) had strictly bodies and no heavy support. Literally every other list with a 4/2 record had a mixture of heavy support and boys. Our mixup lists have the capacity to produce results in a tournament setting in a much more reliable way than pure green tide.
edit: bolded for emphasis. Also: both the GT lists were a mixture.


The top list was Grot spam with Mek Gunz, nobody has said Mek gunz can't be taken but to say that you can take Walkers or almost any other heavy support option besides Mek Gunz/Big Gunz is false. The only aberration beyond those 2 units is Squiggoths and to this day I haven't figured out how a SM gunline didn't kill it turn 1.

But on the subject of Ork ranged options being too expensive...well thats true in a sense, but look at the Big Shoota as an example. S5 Assault 3 no AP range 36. 6pts. this thing does about the same amount of dmg as a Stormbolter but we have to pay 3 times as much. But even if it was a 1pt upgrade what use would it really be beyond a couple of pot shots a turn that slows the game down? 3 Big shootas hit 3 times and wound a marine player twice which inflicts .6 wounds. Don't get me wrong, not bad for 3pt cost, but all youve done is spend 2 minutes rolling dice with almost nothing to show for it I want Ork ranged weapons to stay the same price but BE WORTH TAKING. a Big shoota should be assault 6 or more.

I'm sorry the quote from koooaei looks to me like hes saying, bring all green tide or nothing at all, and that "balanced" doesn't work. I took that to mean, pure green-tide is the best, but it's not. And when considering the LVO performance koooaei is right, as I mentioned in my post, that the top list was pure green tide (53rd) it has no mek guns and brings 90 gretchin. But the remaining 6 or 7 ork lists that did reasonably well brought a mixture. It's pretty clear that a mixture of mek guns, jets, and trukks plus green tide is our current best performing list on average.


Automatically Appended Next Post:
 koooaei wrote:
IIRC the 'best' performing ork list at lvo was grot spam that ended around 50 place and was designed to outscore the opponent in a 3 turn match cause the time runs out after the 3-d turn if you play this list.
yeah it was. As I mentioned. But the remaining 6 or 7 lists were not, neither were the two top performing lists in the GT heat 3.

This message was edited 1 time. Last update was at 2018/02/22 13:16:45


 
   
Made in ru
!!Goffik Rocker!!






I think we need to clarify what really a 'balanced' list we're talking about is. Cause that might be the cornerstone of understanding why we look at the same things and see different results.

There are different understanding of what a balanced list should look like. Let's specify them and take a couple lists and judge how balanced they are for each of this approaches.

1. Dark eldar raiding party (lots of fast transports full of mostly shooty units).
2. Gman razorback gunline (lots of razorbacks Guilliman to buff them and baublewrap).
3. Greentide (lots of boyz, buff characters and something to score points).
4. A unit mishmash (boyz on foot, something in a trukk, something in a wagon, a couple walkers, bikers, planes...you name it).

One approach is to define balance in terms of what a list can achieve. Can it deal with troops? Can it deal with tough targets? Can it move around to score objectives? Can it survive long enough to hold objectives or withstand the opponent's offence?

- Dark eldar raiding party - Not balanced. Can move around quickly, can kill stuff but is not durable.
- Gman razorback gunline - Balanced. Can kill stuff, is very durable, yet can move across 1/3 of the board when needed due to razorback's significant speed.
- Greentide - Balanced. Can kill stuff, is relatively durable if the opponent doesn't bring too much anti-infantry and thanks to current meta, he's probably more frightened of a leman russ gunline or rippers. Can stick to objects and hold them till the game end at the top of turn 3.
- A unit mishmash - Not Balanced. It's not focused enough and allows the opponent to utilise a variety of weapons that he brings. A lazcannon always has a target, a bolter always has a target. And since durability per point is not amazing across the board, this leads to inability to get things done.

Another approach to balance. Is the unit composition wide enough? Does it cover different possible ways of tactically utilising your army? Would such force make sense in the setting? And in this case we get quite different results.
   
Made in au
Flashy Flashgitz






Alright, so I had conceptually thought of "balanced" as a list building concept (is the unit composition wide enough). For me, it asks "can you bring a variety of units?". Balance for me, is sort of the opposite of "spam" lists.

If we are to look at balance from this perspective, bringing a variety of units is preferable to pure bodies. At the minimum, it should be boyz with some sort of mek support. If you only bring pure green tide, you are just hoping your opponent can not kill you (that sometimes works), but if you bring a variety (especially KMKs) you can pressure the board and use tactics to win.

When considering what the list can achieve, I think the term "balance" is more difficult to parse when considering Ork lists. I would personally say pure green-tide with weirdboy spam is pretty versatile, but I would also say that a mixture of units adds versatility to the army and increase your options in what you can deal with.

I think under most circumstances, a mixture of boyz, stormboyz, kommandos, hq support staff, KMKs, trukks and dakkajets not only shows the most variety in unit options, but also has shown reliable results. Not just in the LVO (where yes, there was ONE player with pure green tide that did very well) but basically in any tournament where a gargantuan squiggoth didn't do well. When I was building my primer I had a REALLY hard time finding pure green-tide lists that were doing well, the one exception was 53rd at LVO.
   
Made in ca
Feral Wildboy with Simple Club




Montreal

For me, a balanced list is the opposite of a spam list. A bit of everything. It might not be very versatile, but you have a mix of everything.

   
Made in us
Regular Dakkanaut




Newfoundland

Tell me if you see any holes but ill tell you what i have been doing with my army. So far this edition i have won most of my games but i attribute a portion to people not understanding the power of boyz. or our army. Everyone seems surprised when i do things.

The Core
2 full as possible boyz squads
1-2 Weirdboyz as points allow
1-6 Mek Gunz KMK style.
Zhadsnark (in 1000pt+)
KFF Big Mek (1250+)
This has been the case in almost all of my games.

The Gravy
Third squad of boyz as many as possible, but when shaving points the squad size will not be 30 here. always 20+
Then depending on points / the way i feel i add in tankbustas/Lootas in a trukk or BW
gork or morkanaught (been successful so far but mostly in melee)
sometimes Nobs kitted out with all BC or mix of BC and PK
0-1 squads of gretchin for troop fillout or objectives

My core list im 100% happy with, and forms the base of any army i make, the rest so far has been experimental.
i find having somthing in a trukk doesnt make it too bad a target, normally enemies treat it as a priority similar to the mekk gunz and split fire between the 2 which i love.
That also depends on what did the most work against them, if my lootas had a good round of fire i expect them to get a little more focus. BW almost always takes more fire than the trukk
but has not been killed in 1 turn yet this edition, and pretty good in combat.

I have not kept a tally of wins/losses vs types of armies but im doing well even across repeat opponents who know my army. But im definitely not spamming boyz i couldn't stand it i don't think.
while i dont play in official tournies i playlocal ones and i do quite well, leading me to suspect at this point that unless you need to win and play against the most trimmed and prepared tournament level lists
that you dont need boyz spam to enjoy the army, need more than 7th ed but i think you can take on semi competitive lists fairly well.
This is a good thing i would say, most people playing the game will never see a GT or anything overly official, and i dont quite think the codex is gona make us any less boyz reliant, i hope but i doubt.
My view and experience is that Orks are fine in casual/semi competitive meta.

This message was edited 2 times. Last update was at 2018/02/23 11:21:42


 
   
Made in se
Regular Dakkanaut






When, i.e. at what point level, should you consider taking a brigade detachment for an Ork spam list in order to maximize CP’s?
I usually play at 1500 points and then it is not worth it, but now I intend to play a tournament on 1850 points. I posted my list below. It is not far from all the mandatory choices for a brigade, but I still think that it is a too big sacrifice to rebuild the list into a brigade, but I am not sure.
The stratagem MOB UP sounds it can help to have smaller units (in order to fulfill mandatory choices) that still can be good.

Spoiler:

GHAZGHKULL (twin big shoota, kustom klaw, stikkbombs)
WEIRDBOY (Weirdboy staff)
WEIRDBOY (Weirdboy staff)
Warboss (shoota, big choppa, stikkbombs, attack squig)
Nob with waaagh! banner (Waaagh! banner, kustom shoota, stikkbombs)
30 Boys (slugga, choppa and stikkbombs, nob with big choppa)
30 Boyz (slugga, choppa and stikkbombs, nob with big choppa)
30 Boyz (slugga, choppa and stikkbombs, nob with big choppa)
29 Boyz (slugga, choppa and stikkbombs, nob with big choppa)
10 Boyz (slugga, choppa and stikkbombs, nob with big choppa)
10 Boyz (slugga, choppa and stikkbombs, nob with big choppa)
30 Stormboyz (slugga, choppa and stikkbombs, nob with big choppa)
30 Stormboyz (slugga, choppa and stikkbombs, nob with big choppa)

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Nora wrote:
When, i.e. at what point level, should you consider taking a brigade detachment for an Ork spam list in order to maximize CP’s?
I usually play at 1500 points and then it is not worth it, but now I intend to play a tournament on 1850 points. I posted my list below. It is not far from all the mandatory choices for a brigade, but I still think that it is a too big sacrifice to rebuild the list into a brigade, but I am not sure.
The stratagem MOB UP sounds it can help to have smaller units (in order to fulfill mandatory choices) that still can be good.


I wouldn't bother with a brigade below 2500 points. Outside of mob up and CP re-rolls there is not a whole lot you can spend CP on, so it's not worth bringing any choices you normally wouldn't bring.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Regular Dakkanaut




Newfoundland

I have yet to play anything with a brigade, and i don't think i want too, i can get plenty of CP with other detachments and i have no strong drive to play that many models. you can get 7/8 by stacking spearhead/vanguard on top of battalion.
   
Made in us
Regular Dakkanaut






I feel like boyz spam is quickly becoming the ONLY real option for an Orks player in the current meta. There are so many units right now in other armies that have -1 (or more) to hit, that the only way you can have an Ork list that’s guaranteed to be able to cause some damage is boyz spam, preferably with a Waaagh banner. Ork shooting isn’t really an option at the moment. The only reason I have a unit of shootas is because it’s free, they look cool and on the off chance I face an army that lets me hit on even a 6+ during shooting or overwatch they might be worth having as backfield support against deepstriking
   
Made in au
Regular Dakkanaut





I've tried running lists with no shooting and some shooting and come out firmly on the side of some shooting. My current list uses 10 Tankbustas in a Trukk, 15 Lootas and 3 KMKs. Yesterday I stripped 24 wounds off a Baneblade turn 1 just with shooting. Admittedly I got lucky by rolling 8 6's on the Tankbustas whilst using the Dakka Dakka Dakka stratagem, resulting in 13 hits in total, but the fact is without those shooting units that Baneblade was going to be straight up deleting my stuff the next turn (even with 2 wounds left it actually still did that, but it was my fault for putting my Meganobs too far forward).

In other games against Eldar jetbikes where I didn't have shooting I've just lost because I could never chase them down, or assault them on top of ruins. With shooting units, I've been able to take them out.

Now I must stress that I've never gone up against an army with -1 to hit. We sort of have an agreement in my FLGS not to use it since it's just busted. Mind you our resident Tyranid player has taken to bringing 5 Venomthropes, so that's basically the same. But I've never fought him, and if he asked for a game, I'd decline. There is simply no way to balance -1 to hit, so outside of a tournament setting I'm just not going to play against it because it's not balanced.
   
Made in gb
Nasty Nob





UK

I come up against -1 to hit reasonably regularly in my local club, and tbh it's not made a huge difference to me. Because I don't rely on shooting virtually at all, any wounds I inflict before combat are considered a nice bonus.

With huge mobs of slugga choppa Boyz doing the heavy lifting in my lists, it's never really going to impact too much. A nice thing about my club is that the overwhelming majority of the other guys have not faced orks, or a melee focused horde army before so its a nice change for them. Indeed, I've had to go over the rules for combat a number of times with some guys, as they simply have never got into it since 8th dropped. They're learning fast though, and they have come to respect the army very quickly.

However, I do quite like the fact that my opponents feel safer with their -1 to hit in shooting, which has no effect whatsoever inside 12" or in combat, where Orks shine.

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in ru
!!Goffik Rocker!!






 Glane wrote:
I've tried running lists with no shooting and some shooting and come out firmly on the side of some shooting. My current list uses 10 Tankbustas in a Trukk, 15 Lootas and 3 KMKs. Yesterday I stripped 24 wounds off a Baneblade turn 1 just with shooting. Admittedly I got lucky by rolling 8 6's on the Tankbustas whilst using the Dakka Dakka Dakka stratagem, resulting in 13 hits in total, but the fact is without those shooting units that Baneblade was going to be straight up deleting my stuff the next turn (even with 2 wounds left it actually still did that, but it was my fault for putting my Meganobs too far forward).

In other games against Eldar jetbikes where I didn't have shooting I've just lost because I could never chase them down, or assault them on top of ruins. With shooting units, I've been able to take them out.

Now I must stress that I've never gone up against an army with -1 to hit. We sort of have an agreement in my FLGS not to use it since it's just busted. Mind you our resident Tyranid player has taken to bringing 5 Venomthropes, so that's basically the same. But I've never fought him, and if he asked for a game, I'd decline. There is simply no way to balance -1 to hit, so outside of a tournament setting I'm just not going to play against it because it's not balanced.


Taking 24 wounds off a baneblade with this kind of shooting is around twice as high as average. But i agree that some shooting is needed to support mellee. Or at least to score backfield.
   
Made in au
Flashy Flashgitz






Anyone tried these? They are MDF laser cut buggies, perhaps reasonable alternatives for Skorchas?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I saw them at my local GW store some month ago, and the owner complained about them being a pain to paint, as you need to apply a bunch of layers in order to make the MDF structure go away.
Besides that, they looked ok. I have seen better scratchbuilds though, and they aren't that much cheaper tham the kromlech stuff, which looks better than most official models:
https://bitsofwar.com/home/265-halftrack-inferno-squadron.html

This message was edited 1 time. Last update was at 2018/02/25 13:02:55


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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 au
Flashy Flashgitz






Oh man those look good, nice find.
   
Made in us
Dakka Veteran




Colorado Springs

I have one of the Kromlech skorchas and it's a nice, solid resin piece. Certainly worth paying a little more if you can source them locally or Aussie shipping is too bad.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I'm taking dread mob to a tournament this weekend. I can't win since i'm a field judge. So I figured I would try them out. Here is my list

Spearhead
HQ BigMek in mega armor KFF

Heavy support
Deff dreads x3
Kans x1
kans x1
kans x1
Meka-dread with KFF
Gorkanaut

Vanguard
Big Mek with KFF

Elite
Kommandos x9 with pk nob, 2 burnas
Kommandos x9 with pk nob, 2 burnas
Kommandos x9 with pk nob, 2 burnas
Nob with Waagh Banner

Heavy support
Kans x1 (Grotzooka)

Flyer:
Dakka jet with 6 gunz

Thoughts?

This message was edited 1 time. Last update was at 2018/03/01 19:01:40


Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
 
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