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2018/04/01 20:52:39
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
SemperMortis wrote: I have come to the conclusion that Ghaz is great but over priced and unfortunately too important. Now stay with me here.
Ghaz is basically a super warboss, he is WICKED important for buffing squads and helping with morale, but because of this you tend to have him in between several squads to maximize his buff bubble. This usually means that he isn't able to charge into CC as easily since doing so would mean losing his buff on one or more squads. I really feel like a CC Buff unit like Ghaz should follow the same trajectory as CC weapons. As powerful in CC as ranged weapons are at Ranged combat but significantly cheaper. Why? because for starters it takes at least 1-2 turns longer to get into range to do some damage and when he finally gets into CC it is incredibly easy and usually not that damaging to leave CC.
When I get ghaz into CC, usually after my boyz have slogged into their targets he does work, ive had him take out a Land raider, girlyman and a number of other incredibly tough units, but again, he is fairly expensive for his buffs. Girlyman is better in CC then ghaz believe it or not AND he has significantly more amazing buffs. He has a 3++ to Ghaz's 4++, has a resurrection rule, he has 1 more attack base, he is faster, has way better ballistic skill and a better ranged weapon, more wounds, and then for his Bubble buffs, Gives you 3 Extra Command Points, lets your units advance and charge FASTER (+1 inch) Lets EVERYONE reroll 1s to hit and morale tests AND allows his Ultra Smurfs to reroll hits and wounds in Ranged AND in CC. total cost? 385pts, Ghaz on the other hand gives +1 attack on the charge and only if the unit ends its charge within 6' of ghaz. He also kills D3 boyz to restore order in a unit that failed morale. Cost? 215pts
Girlyman is 170pts more and is better across the board in every way possible, Ranged, CC, Buffing and movement. Don't get me wrong, I don't want Ghaz to be Primarch level, honestly I don't, because we don't need 1 character that is able to be targeted with every lascannon on the table. But he should be cheaper for what he does OR he should provide more incredible buffs.
Firstly, this conversation belongs in proposed rules IMO. Secondly, you're comparing to a unit that was the most dominant character in the game a few months back. I personally think Ghaz is marginally over-costed when considering external balance, but well priced internally.
2018/04/01 20:56:44
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Well, with all the new love and flavor that DE have gotten, I think it's time to get da jump start on my Orkz!
Now, I made the decision to paint each unit a different Clan color during 7th which is gonna a be a headache, but I might go ahead and go Goff, since we know Ghaz is gonna be king.
Let's hope GW stays as creative when it's time for the Green Menace!
2018/04/01 20:56:54
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Hey guys I'm an aspiring Ork player and I'm curious about one thing, I'm planning on building a list around the Chinork Warkopta and I'm curious based on your experiences what you have found that works well, tactics builds ect?
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2018/04/01 20:57:58
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
SemperMortis wrote: I have come to the conclusion that Ghaz is great but over priced and unfortunately too important. Now stay with me here.
Ghaz is basically a super warboss, he is WICKED important for buffing squads and helping with morale, but because of this you tend to have him in between several squads to maximize his buff bubble. This usually means that he isn't able to charge into CC as easily since doing so would mean losing his buff on one or more squads. I really feel like a CC Buff unit like Ghaz should follow the same trajectory as CC weapons. As powerful in CC as ranged weapons are at Ranged combat but significantly cheaper. Why? because for starters it takes at least 1-2 turns longer to get into range to do some damage and when he finally gets into CC it is incredibly easy and usually not that damaging to leave CC.
When I get ghaz into CC, usually after my boyz have slogged into their targets he does work, ive had him take out a Land raider, girlyman and a number of other incredibly tough units, but again, he is fairly expensive for his buffs. Girlyman is better in CC then ghaz believe it or not AND he has significantly more amazing buffs. He has a 3++ to Ghaz's 4++, has a resurrection rule, he has 1 more attack base, he is faster, has way better ballistic skill and a better ranged weapon, more wounds, and then for his Bubble buffs, Gives you 3 Extra Command Points, lets your units advance and charge FASTER (+1 inch) Lets EVERYONE reroll 1s to hit and morale tests AND allows his Ultra Smurfs to reroll hits and wounds in Ranged AND in CC. total cost? 385pts, Ghaz on the other hand gives +1 attack on the charge and only if the unit ends its charge within 6' of ghaz. He also kills D3 boyz to restore order in a unit that failed morale. Cost? 215pts
Girlyman is 170pts more and is better across the board in every way possible, Ranged, CC, Buffing and movement. Don't get me wrong, I don't want Ghaz to be Primarch level, honestly I don't, because we don't need 1 character that is able to be targeted with every lascannon on the table. But he should be cheaper for what he does OR he should provide more incredible buffs.
Firstly, this conversation belongs in proposed rules IMO. Secondly, you're comparing to a unit that was the most dominant character in the game a few months back. I personally think Ghaz is marginally over-costed when considering external balance, but well priced internally.
dude, dont bother man. I've never seen anything constructive come out of that person. If you block/ignore him you're experience here will be much better.
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.
2018/04/01 21:32:27
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
davou wrote: dude, dont bother man. I've never seen anything constructive come out of that person. If you block/ignore him you're experience here will be much better.
I had no idea you could ignore people! edit: thanks.
Automatically Appended Next Post:
gmaleron wrote: Hey guys I'm an aspiring Ork player and I'm curious about one thing, I'm planning on building a list around the Chinork Warkopta and I'm curious based on your experiences what you have found that works well, tactics builds ect?
It's basically a deepstrike Trukk, don't spend any points on it's weapons where possible. I think realistically no one has used enough Chinorks to know how good they really are. If I had 5 Chinorks, I would build a mechanised list of 5 Nobz 5 ammo runts in 5 Chinorks (maybe squeeze in Ghaz instead of 1 ammo runt). I would supplement that with kannons and at least like 60 stormboyz. That list would have immense forward pressure, would deny alpha strike effectiveness, and deliver seriously high damage output. You need the kannons/stormboyz to clear out screens and find a good forward spot for your deepstrikes in case you go second.
Turns out you can't afford the kannons. But this is where I would start:
Nobz [11 PL, 140pts] . Boss Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
Nobz [11 PL, 140pts] . Boss Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
Nobz [11 PL, 140pts] . Boss Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
Nobz [11 PL, 140pts] . Boss Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
Nobz [11 PL, 140pts] . Boss Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
. Nob: Ammo Runt, Big Choppa, Slugga
+ Fast Attack +
Stormboyz [13 PL, 247pts] . Boss Nob: Big Choppa
. 29x Stormboy
Stormboyz [13 PL, 247pts] . Boss Nob: Big Choppa
. 29x Stormboy
+ Troops +
Gretchin [2 PL, 30pts]: 10x Gretchin
Gretchin [2 PL, 30pts]: 10x Gretchin
Gretchin [2 PL, 30pts]: 10x Gretchin
++ Total: [144 PL, 2000pts] ++
This message was edited 3 times. Last update was at 2018/04/01 22:00:05
2018/04/01 22:07:40
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
hollow one wrote: It's basically a deepstrike Trukk, don't spend any points on it's weapons where possible. I think realistically no one has used enough Chinorks to know how good they really are. If I had 5 Chinorks, I would build a mechanised list of 5 Nobz 5 ammo runts in 5 Chinorks (maybe squeeze in Ghaz instead of 1 ammo runt). I would supplement that with kannons and at least like 60 stormboyz. That list would have immense forward pressure, would deny alpha strike effectiveness, and deliver seriously high damage output. You need the kannons/stormboyz to clear out screens and find a good forward spot for your deepstrikes in case you go second.
I was planning on 5 Chinorks with Boyz and 1 with Burna Boyz supported by Deff Koptas and some Wazboom Blastjets. Would an Elite force with Nobz be worth it in the Koptas?
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2018/04/01 22:09:48
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
hollow one wrote: It's basically a deepstrike Trukk, don't spend any points on it's weapons where possible. I think realistically no one has used enough Chinorks to know how good they really are. If I had 5 Chinorks, I would build a mechanised list of 5 Nobz 5 ammo runts in 5 Chinorks (maybe squeeze in Ghaz instead of 1 ammo runt). I would supplement that with kannons and at least like 60 stormboyz. That list would have immense forward pressure, would deny alpha strike effectiveness, and deliver seriously high damage output. You need the kannons/stormboyz to clear out screens and find a good forward spot for your deepstrikes in case you go second.
I was planning on 5 Chinorks with Boyz and 1 with Burna Boyz supported by Deff Koptas and some Wazboom Blastjets. Would an Elite force with Nobz be worth it in the Koptas?
it sounds awesome and I'd love to see and play against it. Hard to say what will and wont be worth it at the moment; but you can be very sure that if we end up in a good spot when our codex drops... It will be very easy to pick out who has been at it longterm and who jumped ship easy enough.
I say make your orky airforce, and laugh at any grey tides you encounter at the end of the summer.
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.
2018/04/01 22:17:44
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
I appreciate the advice man! I actually like the idea of looking into a force of Nobz as I never considered it before. Would Burnas with a few Spanners with Skorchas, be a worthy investment?
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2018/04/01 22:45:36
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
gmaleron wrote: I appreciate the advice man! I actually like the idea of looking into a force of Nobz as I never considered it before. Would Burnas with a few Spanners with Skorchas, be a worthy investment?
I don't mind your approach except burnas are in a bit of a bad place right now. I am not considering the chinorks as mobile dakka like you are, I just want them to deliver hard hitters. But neither of us are correct, it's untested. Play what you will find fun.
edit: i'll say bringing boyz in the chinorks is likely to be disappointing; you can't get 20+ mobs for the +1 attack, and all the morale issues are concerning. I like Nobz because you can use the limited seats in the chinork a little more efficiently. Burnas on the other hand, I'm not sure, 1 chinork with burnas will be cool if no one shoots it, but if it's only 1 chinork with burnas then I expect your opponent will shoot it first, and then all your fun is over. Remember you will not be in range the turn you drop your chinorks.
This message was edited 1 time. Last update was at 2018/04/01 22:50:22
2018/04/01 23:32:35
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Very good point in regards to only having 1 being an issue in regards to target priority. I'm actually looking at my Chinorks to be equipped with Skorchas to help with their Shooting issue, and I'm liking the idea of Nobz I'm just thinking of Boyz at first so I have a solid base for when the Codex drops
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
2018/04/02 00:57:25
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
SemperMortis wrote: I have come to the conclusion that Ghaz is great but over priced and unfortunately too important. Now stay with me here.
Ghaz is basically a super warboss, he is WICKED important for buffing squads and helping with morale, but because of this you tend to have him in between several squads to maximize his buff bubble. This usually means that he isn't able to charge into CC as easily since doing so would mean losing his buff on one or more squads. I really feel like a CC Buff unit like Ghaz should follow the same trajectory as CC weapons. As powerful in CC as ranged weapons are at Ranged combat but significantly cheaper. Why? because for starters it takes at least 1-2 turns longer to get into range to do some damage and when he finally gets into CC it is incredibly easy and usually not that damaging to leave CC.
When I get ghaz into CC, usually after my boyz have slogged into their targets he does work, ive had him take out a Land raider, girlyman and a number of other incredibly tough units, but again, he is fairly expensive for his buffs. Girlyman is better in CC then ghaz believe it or not AND he has significantly more amazing buffs. He has a 3++ to Ghaz's 4++, has a resurrection rule, he has 1 more attack base, he is faster, has way better ballistic skill and a better ranged weapon, more wounds, and then for his Bubble buffs, Gives you 3 Extra Command Points, lets your units advance and charge FASTER (+1 inch) Lets EVERYONE reroll 1s to hit and morale tests AND allows his Ultra Smurfs to reroll hits and wounds in Ranged AND in CC. total cost? 385pts, Ghaz on the other hand gives +1 attack on the charge and only if the unit ends its charge within 6' of ghaz. He also kills D3 boyz to restore order in a unit that failed morale. Cost? 215pts
Girlyman is 170pts more and is better across the board in every way possible, Ranged, CC, Buffing and movement. Don't get me wrong, I don't want Ghaz to be Primarch level, honestly I don't, because we don't need 1 character that is able to be targeted with every lascannon on the table. But he should be cheaper for what he does OR he should provide more incredible buffs.
Firstly, this conversation belongs in proposed rules IMO. Secondly, you're comparing to a unit that was the most dominant character in the game a few months back. I personally think Ghaz is marginally over-costed when considering external balance, but well priced internally.
No it belongs here because I am saying that he isn't really worth taking since his CC abilities are usually wasted for a full turn longer. you can get more mileage out of a regular warboss with the relic BC and a couple of Weirdboyz. Ghaz is great, but he does not synergize at all with the list because he has to stay so close to units in order to give his buff that he isn't able to get into CC until at least 1 turn after the boyz unless you are using him to escort 1-2 Mobz, and then you are under utilizing his buff bubble. I do love using him though since he is a beast and just wallops everything he faces in CC...except for some hardcore units like Primarchs.
Automatically Appended Next Post:
ballzonya wrote: Spikey bits posted saying there is a rumor about a prime ork gaz model? Anybody hear or see it. Also lots of new kits
I have heard that rumor for a bit, I actually mentioned that in my post on the last page that I don't want Ghaz to get Primork status unless our entire codex gets a much needed boost. I don't know about your META but in mine, if he lost his special character rule that says he can't be targeted then he would probably die turn 1 or 2 at the most due to the lists I face which feature A LOT of anti-vehicle/MC weapons. So if we got some good buffs which made our other big models worth taking (Battlewagonz, Trukkz, Nauts, Stompa, Kanz, Dreadz) then it might work, otherwise its just going to cause him to die early from being a bullet magnet.
This message was edited 1 time. Last update was at 2018/04/02 01:13:05
Honestly if ghaz gets beefed up to prime status he will likely get tougher to kill (higher toughness, more wounds, better save, built in fnp) I would love for him to get 10+ wounds and be a huge bullet magnet for the rest of our army. Best thing he can can be is a giant morty.
I doubt it’s goig to happen though... orks are not far off and we haven’t heard anything about a large ork monster model...ffs sisters are in early design stage which means orks models for the summer/fall are likely in preproduction.
2018/04/02 07:45:44
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Nightlord1987 wrote: Well, with all the new love and flavor that DE have gotten, I think it's time to get da jump start on my Orkz!
Now, I made the decision to paint each unit a different Clan color during 7th which is gonna a be a headache, but I might go ahead and go Goff, since we know Ghaz is gonna be king.
Let's hope GW stays as creative when it's time for the Green Menace!
Hah i'm in same boat. 4 clans worth of boyz. Need like 200 more to have enough to field 2-3 different clan battalions, maybe more even. Blood axes and snakebites i decided to post pone.
Too bad no ork fan in design team which is a worry
2024 painted/bought: 109/109
2018/04/02 14:37:21
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
I meant to ask the other day, does any one run several Biker bosses in a list now days? I mean something like 4 or 5 Warbosses on Bikes screened by trukks or something like that?
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
2018/04/02 16:58:16
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Too bad no ork fan in design team which is a worry
How hard would it be to walk "down the halls" of GW and look for a veteran ork player who isnt a dolt to consult with on ork rules design?? As a pillar faction in warhammer since it's incarnation.. you mean to tell me (and I dont mean YOU, I just mean in general) there are NO GW vets who are also ORK vets in "shouting" distance? Or is the design team that confident/ballsy to just do it themselves?
This message was edited 1 time. Last update was at 2018/04/02 16:58:38
2018/04/02 17:00:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Too bad no ork fan in design team which is a worry
How hard would it be to walk "down the halls" of GW and look for a veteran ork player who isnt a dolt to consult with on ork rules design?? As a pillar faction in warhammer since it's incarnation.. you mean to tell me (and I dont mean YOU, I just mean in general) there are NO GW vets who are also ORK vets in "shouting" distance? Or is the design team that confident/ballsy to just do it themselves?
Rather, the people posting here are prone to hyperbole and assumptions.
No one here has a hand in game design, and if they did they wouldn't be saying anything, let alone anything so positively negative at all times.
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.
2018/04/02 17:38:59
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
warhead01 wrote: I meant to ask the other day, does any one run several Biker bosses in a list now days? I mean something like 4 or 5 Warbosses on Bikes screened by trukks or something like that?
The issue is that a warboss isn't actually good at killing stuff that matters. You get Zardsnark and one with the relic Choppa, but all others are stuck with PK+Attack Squig for combat, which is neither good at killing hordes nor at killing vehicles.
The other problem is that they simply don't have an invulnerable save. Plasma, lascannons and the odd krak grenade here and there will spell doom for them, as will any character or walker with a multi-damage close combat weapon.
Too bad no ork fan in design team which is a worry
How hard would it be to walk "down the halls" of GW and look for a veteran ork player who isnt a dolt to consult with on ork rules design?? As a pillar faction in warhammer since it's incarnation.. you mean to tell me (and I dont mean YOU, I just mean in general) there are NO GW vets who are also ORK vets in "shouting" distance? Or is the design team that confident/ballsy to just do it themselves?
I think we agreed a couple of pages ago that this thread should focus on how to play the current ork index army. There are plenty of threads about GW's design process (or the lack thereof) on dakkadakka already.
This message was edited 1 time. Last update was at 2018/04/02 17:42:31
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.
2018/04/02 17:43:45
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
I just cant wait for this codex to come out so either one of two things can happen. Either It is good (not even OP just not 7th edition codex bad) and I can finally play 40k again.. or it is bad and I can just paint/convert orks and focus my limited game time playing on Age of Sigmar. Which is really saying something if you look at the army balance of AoS......
This message was edited 1 time. Last update was at 2018/04/02 17:44:17
2018/04/02 19:09:41
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Too bad no ork fan in design team which is a worry
How hard would it be to walk "down the halls" of GW and look for a veteran ork player who isnt a dolt to consult with on ork rules design?? As a pillar faction in warhammer since it's incarnation.. you mean to tell me (and I dont mean YOU, I just mean in general) there are NO GW vets who are also ORK vets in "shouting" distance? Or is the design team that confident/ballsy to just do it themselves?
Rather, the people posting here are prone to hyperbole and assumptions.
No one here has a hand in game design, and if they did they wouldn't be saying anything, let alone anything so positively negative at all times.
Stick your head in sand if you wish but if you actually would bother to check after only ork player in studio design team left for greener waagghs orks have not got single good codex...Coincidence? Meanwhile eldar and IG who have avid fans in studio keep getting steadily good codexes...Coincidence?
Unsurprisingly if you have passion for the project you do better job at it.
2024 painted/bought: 109/109
2018/04/02 21:51:15
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Stick your head in sand if you wish but if you actually would bother to check after only ork player in studio design team left for greener waagghs orks have not got single good codex...Coincidence? Meanwhile eldar and IG who have avid fans in studio keep getting steadily good codexes...Coincidence?
Unsurprisingly if you have passion for the project you do better job at it.
Yep, I'm being daft obviously. The only logical thing here is a conspiracy on the part of the design team (none of which are ever mentioned by name) having heinous and nefarious motives along with an un-named hero having been the only saving grace until his depature.
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.
2018/04/03 05:49:10
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Welp, Deldar look like THE anti-ork army. Just watched the video from tabletop tactics. That 2000pt army they fielded looks extremely difficult for Orks to deal with. A crap ton of maneuverable firepower that doesn't really have to worry about their weakness (low durability esp. vs shooting) because of the low base BS of Orks.
Bring a bunch of boyz (not what I use but the best way to run Orks at them moment): they just dance around your army and whittle them down.
Bring some bigger stuff (like I do): dark lances will tear them to shreds.
I was trying to figure out if there was any way for Orks to deal with them while watching the video.
Also I hope it doesn't sound like I'm being whinny; I was just thinking Deldar definitely have the paper for the Orks' rock (or rokk rather).
This message was edited 2 times. Last update was at 2018/04/03 05:51:06
2018/04/03 06:20:19
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
GreatGranpapy wrote: Welp, Deldar look like THE anti-ork army. Just watched the video from tabletop tactics. That 2000pt army they fielded looks extremely difficult for Orks to deal with. A crap ton of maneuverable firepower that doesn't really have to worry about their weakness (low durability esp. vs shooting) because of the low base BS of Orks.
Bring a bunch of boyz (not what I use but the best way to run Orks at them moment): they just dance around your army and whittle them down.
Bring some bigger stuff (like I do): dark lances will tear them to shreds.
I was trying to figure out if there was any way for Orks to deal with them while watching the video.
Also I hope it doesn't sound like I'm being whinny; I was just thinking Deldar definitely have the paper for the Orks' rock (or rokk rather).
Believe it or not, this was the case before their codex dropped. If you had played a competitive DE army earlier than last week you would have hated their splinter cannons and maneuverability. They were kept under wraps due to being so fragile, any shooty army just decimated them turn 1. I think they are still very fragile and will still fall over to alpha strike shooty armies, so hopefully those armies will keep DE in check for us. If you're not bringing stormboyz, you will have very little chance against DE.
Automatically Appended Next Post:
Sal4m4nd3r wrote: I just cant wait for this codex to come out so either one of two things can happen. Either It is good (not even OP just not 7th edition codex bad) and I can finally play 40k again.. or it is bad and I can just paint/convert orks and focus my limited game time playing on Age of Sigmar. Which is really saying something if you look at the army balance of AoS......
Play flavour of the month all you want. You missed the Ork hay-days when there were no codexes. We were doing well, certainly above average. Now we are clearly lagging behind. Do you mind keeping these sort of complaints to the "proposed rules" section of the forums? Thanks.
This message was edited 1 time. Last update was at 2018/04/03 06:22:37
2018/04/03 06:30:07
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
Huh, honestly didnt really know the state of deldar before their 'dex. Makes sense they would be strong against orks from the beggining though. Their theme as an army seams to be the antithesis of what an Ork can deal with. Honestly I think that's kind of fine. With so many factions it makes sense some would hard counter others. It's just a shame it's more of a case of what faction is strongest than how to deal with a given army.
2018/04/03 06:33:54
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
GreatGranpapy wrote: Huh, honestly didnt really know the state of deldar before their 'dex. Makes sense they would be strong against orks from the beggining though. Their theme as an army seams to be the antithesis of what an Ork can deal with. Honestly I think that's kind of fine. With so many factions it makes sense some would hard counter others. It's just a shame it's more of a case of what faction is strongest than how to deal with a given army.
Yep, perfect balance is impossible. I would build a TAC list that leans into trukks and stormboyz if you're planning on beating DE, but honestly I wouldn't expect it. If they bring all/most dark lances though, you have a good chance with green tide to just survive. They can not fight you without keeping their distance and shooting IMO.
2018/04/03 06:42:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
I play both armies and I can tell you guys that even the strongest index drukhari list didn't have the slightest chance against a greentide. Drukhari needed more tools to deal with.
Note that poisoned shots hits on 3s and wound on 4s with no AP. SM can kill 60 orks per turn by shooting, drukhari can't. Even with the new codex.
Now the leaks are appealing and it's confirmed that drukhari got massive points reductions, and after all they received basically nothing with chapter approved, but I don't see drukhari as an overpowered army yet, and orks (I mean green tides only) would still be an hard counter for them. So I have hope for a good orks codex in the future
Bring a bunch of boyz (not what I use but the best way to run Orks at them moment): they just dance around your army and whittle them down.
Bring some bigger stuff (like I do): dark lances will tear them to shreds.
I was trying to figure out if there was any way for Orks to deal with them while watching the video.
Use Da Jump, stormboyz and kommandos. Their vehicles are not like AM or SM tanks, we can melt them with our S4 hits with basically no effort. Their HQs are still the worst in the entire game. Still no psykers unless they bring allies. Their flyers are extremely cheap now and very effective but they basically are anti tank oriented, not a big deal for a green tide.
This message was edited 1 time. Last update was at 2018/04/03 06:45:40
2018/04/03 06:58:51
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
You can still catch them running sheer numbers. A regular de list is mostly focused on killing tanks and uses speed to avoid infantry. However, Greentide has SO much infantry that ater a couple turns, there is no way to run. They can't zip around 48" a turn like they used to in previous editions. And DE anti-horde firepower is not that amazing, really.
Now, if you're bringing mixed or mech list you will likely find them to be close to unbeatable but that's mostly attributed to the fact that mixed lists don't work on the whole and ork mech is too weak vs even remotely effective anti-tank. And DE have never had problems with tanks.
2018/04/03 12:27:03
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
gmaleron wrote: Hey guys I'm an aspiring Ork player and I'm curious about one thing, I'm planning on building a list around the Chinork Warkopta and I'm curious based on your experiences what you have found that works well, tactics builds ect?
An alternative use for the big copta is as a substitute for a trukk. I have tried to have a signle copta that contains all characters, in order to reduce the numbers of drops and hence get the +1 on the roll off. Here I run it with the skorcha and deff guns.
2018/04/03 19:11:22
Subject: Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
GreatGranpapy wrote: Welp, Deldar look like THE anti-ork army. Just watched the video from tabletop tactics. That 2000pt army they fielded looks extremely difficult for Orks to deal with. A crap ton of maneuverable firepower that doesn't really have to worry about their weakness (low durability esp. vs shooting) because of the low base BS of Orks.
Bring a bunch of boyz (not what I use but the best way to run Orks at them moment): they just dance around your army and whittle them down.
Bring some bigger stuff (like I do): dark lances will tear them to shreds.
I was trying to figure out if there was any way for Orks to deal with them while watching the video.
Also I hope it doesn't sound like I'm being whinny; I was just thinking Deldar definitely have the paper for the Orks' rock (or rokk rather).
Believe it or not, this was the case before their codex dropped. If you had played a competitive DE army earlier than last week you would have hated their splinter cannons and maneuverability. They were kept under wraps due to being so fragile, any shooty army just decimated them turn 1. I think they are still very fragile and will still fall over to alpha strike shooty armies, so hopefully those armies will keep DE in check for us. If you're not bringing stormboyz, you will have very little chance against DE.
Automatically Appended Next Post:
Sal4m4nd3r wrote: I just cant wait for this codex to come out so either one of two things can happen. Either It is good (not even OP just not 7th edition codex bad) and I can finally play 40k again.. or it is bad and I can just paint/convert orks and focus my limited game time playing on Age of Sigmar. Which is really saying something if you look at the army balance of AoS......
Play flavour of the month all you want. You missed the Ork hay-days when there were no codexes. We were doing well, certainly above average. Now we are clearly lagging behind. Do you mind keeping these sort of complaints to the "proposed rules" section of the forums? Thanks.
Hahah ok fun police. Chill the eff out. I have been an ork player for going on two decades, so take your "I'm to cool for school" attitude and stuff it. 40k is not a good game right now. The only thing keeping me interested is my roughly 8000 points of orks. So flavor of the month? Hardly. AoS is simply a much better game right now.
Automatically Appended Next Post:
GreatGranpapy wrote: Welp, Deldar look like THE anti-ork army. Just watched the video from tabletop tactics. That 2000pt army they fielded looks extremely difficult for Orks to deal with. A crap ton of maneuverable firepower that doesn't really have to worry about their weakness (low durability esp. vs shooting) because of the low base BS of Orks.
Bring a bunch of boyz (not what I use but the best way to run Orks at them moment): they just dance around your army and whittle them down.
Bring some bigger stuff (like I do): dark lances will tear them to shreds.
I was trying to figure out if there was any way for Orks to deal with them while watching the video.
Also I hope it doesn't sound like I'm being whinny; I was just thinking Deldar definitely have the paper for the Orks' rock (or rokk rather).
Dark eldar are a tough go for orks because they can out maneuver hordes (which is the only viable strategy right now) with the exception of da jump. I thought of maybe using several kommandos as a way to force units to into moving outside of their preferred movement paths and hopefully close the gap with a few good charges. Also a couple tank bustas squads should WRECK their transports.
This message was edited 2 times. Last update was at 2018/04/03 19:16:06
2018/04/03 21:57:18
Subject: Re:Making Orks Competitive in 8th - Waaaagh! (Ork tactics)
gmaleron wrote: Hey guys I'm an aspiring Ork player and I'm curious about one thing, I'm planning on building a list around the Chinork Warkopta and I'm curious based on your experiences what you have found that works well, tactics builds ect?
Chinork Warkoptas are trukks that aren't open-topped, units can't disembark from the turn they come down, and can barely shoot (5+ going to 6+ if they move).
In short, they're not worth it imo.
If they were open-topped, I'd see a use for them as a deepstriking gunboat, to get Flash Gitz to where you need them; but without that... it'll deep-strike, do no shooting damage (even with it's rattla kannon), and give the units inside a 1/6 chance to lose a model when it explodes - after which, the squad inside will get shot up as well.
Disembarking before moving is dumb; at least, it punishes armies that use transports for assault.
This message was edited 1 time. Last update was at 2018/04/03 21:57:33