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Made in lt
Mysterious Techpriest






So you were NOT charging yet you used rules as if DID charge? Sorry but that's really bad. Never assume things work for you when they might not

Mathammer(primarily Chaos Daemons, Adeptus Mechanicus, Necrons and Orks) https://drive.google.com/open?id=1mhwa-d77ztppXP9ZUQxur9HewqDTFZ6k
12k pts Daemons
5k pts Orks
5k pts AdMech
3k pts Necrons  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Congratulations on your win

To figure out if a model is charging or not is really simple in 8th: If you rolled 2d6 for them and moved them during your charge phase, they are charging. If you didn't roll dice or they failed their charge move, they are not. No exceptions to this rule, as far as I am aware, there is nothing in the game that lets you "count as charging".


Automatically Appended Next Post:
 rvd1ofakind wrote:
So you were NOT charging yet you used rules as if DID charge? Sorry but that's really bad. Never assume things work for you when they might not

Eh, they also did disembarking wrong. Unlike in previous editions you remove the dead transport after you have disembarked the models inside. So the passengers of those surrounded rhinos would have been dead anyways.

The only difference would have been that the rhinos would have gotten to attack before some of the boyz.

This message was edited 2 times. Last update was at 2018/04/08 08:46:36


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 ru
!!Goffik Rocker!!








Keep in mind that if you pile into units that you haven't chanrged initially, you can't strike them, but units can strike you in return. So, if you, for example, managed to wreck a rhino and than pile in to zerkers that fell out of this rhino, you can't strike the zerkers but take return hits.

So, the best bet is to destroy a transport while leaving no room for berzerkers to get out of the vehicle. He has to disembark first and only than remove a rhino. So, if it's completely surrounded and gets wrecked, everything inside dies.

This message was edited 2 times. Last update was at 2018/04/08 09:30:33


 
   
Made in fi
Locked in the Tower of Amareo





Thinking of getting 2 more battlewagons. Already have tons of infantry with my ~6k+ orks but only one battlewagon. Not most competive options but hey I don't need to play super competive games all the time and one can hope codex upgrades them a bit. Anyway I currently have one with just two big shootas. I don't want to spam same configuration n+ times so would like all vehicles generally be different.

So I think first one is easy enough. Deth rolla and closed top for tough transport for in your face. 180 pts. Would wrecking ball be any good addition? Only 3 pts and would give some ability to try to clear hordes. It's slightly better against 6+ and maybe 5+ guys as it gets more hits in than deth roll.

For second one I figured I would actually use some heavy guns. Kill kannon + lobba was current idea. I suspect shooting battlewagons are the worst kind but how badly I'm handicapping myself? And for this should I just settle for those 2 or would adding 4 big shootas be dealable? Rokkits are too expensive for sure.

For 2nd open topped and use it as shooting base or 'ard case for that T8?

2024 painted/bought: 109/109 
   
Made in it
Waaagh! Ork Warboss




Italy

Yeah guns on BW are a no-go. Utterly expensive and capable of small damage. I don't even bring the rolla for all my transports, just 1-2 when I field 3 wagons. Keep the wagons as cheap as possible, they're already very expensive with no upgrades.

I always go for the free 'ard case upgrade. If I want 20 shooters like bustas I'd bring two trukks.

 
   
Made in us
Regular Dakkanaut




 Jidmah wrote:
Congratulations on your win

To figure out if a model is charging or not is really simple in 8th: If you rolled 2d6 for them and moved them during your charge phase, they are charging. If you didn't roll dice or they failed their charge move, they are not. No exceptions to this rule, as far as I am aware, there is nothing in the game that lets you "count as charging".


Automatically Appended Next Post:
 rvd1ofakind wrote:
So you were NOT charging yet you used rules as if DID charge? Sorry but that's really bad. Never assume things work for you when they might not

Eh, they also did disembarking wrong. Unlike in previous editions you remove the dead transport after you have disembarked the models inside. So the passengers of those surrounded rhinos would have been dead anyways.

The only difference would have been that the rhinos would have gotten to attack before some of the boyz.


Oh my. What a fiasco! We completely screwed that game up...it all ended up working how it would have in the end, since the rhino's were all completely surrounded... but wow. I can't believe how we butchered those rules...



 
   
Made in us
Longtime Dakkanaut





Hey guys based on your feedback I've changes up my idea for an initial Ork Chinork Warkopta list and would love some feedback!

HQ:

-Big Mek
*w/ Kombi-Rokkit, Kustom Force Field

-Big Mek
*w/ Kombi-Rokkit, Kustom Force Field

TROOPS:

-x3 Squads of 10 Boyz (Debating Shootas or Slugga Choppa)
*w/ Nob with Big Choppa, Rokkit

ELITES:

-x2 Squads of 7 Tankbustas (Big Meks Here)
*w/ x2 Bomb Squigs

-x2 Squads of x8 Tankbustas
*w/ x2 Bomb Squigs

FLYERS:

-x2 Wazboom Blast Jets
*w/ x2 Supa Shootas, Kustom Force Field

DEDICATED TRANSPORTS:

-x7 Chinork Warkoptas
*w/ Skorchas, Deff Gunz

TOTAL ARMY: 2000 POINTS

TACTICS: Push Chinorks up the table to get some Skorcha shenanigans off with the Blast Jets target prioritizing Armour/MC's

Also debating dropping 2 squads of Tankbustas and Chinorks for 2 squadrons of Deff Koptas, what are your thoughts on that?

This message was edited 1 time. Last update was at 2018/04/09 05:22:08


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in au
Flashy Flashgitz






 gmaleron wrote:
Hey guys based on your feedback I've changes up my idea for an initial Ork Chinork Warkopta list and would love some feedback!
Spoiler:

HQ:

-Big Mek
*w/ Kombi-Rokkit, Kustom Force Field

-Big Mek
*w/ Kombi-Rokkit, Kustom Force Field

TROOPS:

-x3 Squads of 10 Boyz (Debating Shootas or Slugga Choppa)
*w/ Nob with Big Choppa, Rokkit

ELITES:

-x2 Squads of 7 Tankbustas (Big Meks Here)
*w/ x2 Bomb Squigs

-x2 Squads of x8 Tankbustas
*w/ x2 Bomb Squigs

FLYERS:

-x2 Wazboom Blast Jets
*w/ x2 Supa Shootas, Kustom Force Field

DEDICATED TRANSPORTS:

-x7 Chinork Warkoptas
*w/ Skorchas, Deff Gunz

TOTAL ARMY: 2000 POINTS

TACTICS: Push Chinorks up the table to get some Skorcha shenanigans off with the Blast Jets target prioritizing Armour/MC's

Also debating dropping 2 squads of Tankbustas and Chinorks for 2 squadrons of Deff Koptas, what are your thoughts on that?
Ohhh so you've decided to load up the chinorks with tankbustas? I like it. You're not building an extremely competitive list, but damn it will be fun to play. Without changing the whole list, I would say just drop the rokkits on anything that isn't a tankbusta. And also remember that you need to place half your units on the table before the game starts. I suspect you plan to load up 30 boyz, 2 HQ, and 40 tankbustas into 7 chinorks, which means when the game starts you'll only have 2 jets on the board. That won't be a legal deployment :( I'm unsure if that is "matched play" rules or not, and really depends on how serious a game you are playing, but yeah in a serious setting that wont work.

This message was edited 1 time. Last update was at 2018/04/09 07:58:04


 
   
Made in us
Longtime Dakkanaut





 hollow one wrote:
Ohhh so you've decided to load up the chinorks with tankbustas? I like it. You're not building an extremely competitive list, but damn it will be fun to play. Without changing the whole list, I would say just drop the rokkits on anything that isn't a tankbusta. And also remember that you need to place half your units on the table before the game starts. I suspect you plan to load up 30 boyz, 2 HQ, and 40 tankbustas into 7 chinorks, which means when the game starts you'll only have 2 jets on the board. That won't be a legal deployment :( I'm unsure if that is "matched play" rules or not, and really depends on how serious a game you are playing, but yeah in a serious setting that wont work.


Was actually planning on starting the 2 jets and all the Chinorks on the board. With their increased built in Turbo Boost I can get them all within 9 inches turn one and unleash 7 D6 Skorcha hits and maybe a few Deffgun ones with the Wazboom Jets prioritizing Armour/MC with their Kannons and the Supa Shootas supporting the Chinorks. Granted I might put a few in reserve depending on my opponent but not enough to where it's illegal.

This message was edited 2 times. Last update was at 2018/04/09 09:15:46


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in au
Flashy Flashgitz






 gmaleron wrote:
Was actually planning on starting the 2 jets and all the Chinorks on the board. With their increased built in Turbo Boost I can get them all within 9 inches turn one and unleash 7 D6 Skorcha hits and maybe a few Deffgun ones with the Wazboom Jets prioritizing Armour/MC with their Kannons and the Supa Shootas supporting the Chinorks.
Well colour me surprised. 24" move is something I totally overlooked. I'm excited for your list, tell us how it goes. I would still take out the random rokkits/kombis, they just too much for what they do, maybe find points for a warboss/painboy.
   
Made in us
Longtime Dakkanaut





Might be able to get a Warboss i'll mess with it a bit more. You approve more of the Tankbustas in Chinorks over picking up some Deff Koptas?

This message was edited 1 time. Last update was at 2018/04/09 09:19:43


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in au
Flashy Flashgitz






Yeah deff koptas are trash. But you know, codex on the horizon yadda yadda yadda..
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
Thinking of getting 2 more battlewagons. Already have tons of infantry with my ~6k+ orks but only one battlewagon. Not most competive options but hey I don't need to play super competive games all the time and one can hope codex upgrades them a bit. Anyway I currently have one with just two big shootas. I don't want to spam same configuration n+ times so would like all vehicles generally be different.

The battlewagon is a very modular kit even when you don't magnetize it. Put something heavy or some spare foam from your army cases on the bottom of the grabbin klaw, lobba and shoota turrents and they will stay on during a game as well. Same for the 'ard case, just don't glue it, stick it onto the wagon whenever you want the option (or need space for more guns).
Not a single option needs to be glued to the battlewagon - unless you are adding stuff from other kits like wreckin' balls, of course.
The only choice you need to make when building a wagon is what gun to stick into the turret. It's not like a non-ork player can tell them apart though.

So I think first one is easy enough. Deth rolla and closed top for tough transport for in your face. 180 pts. Would wrecking ball be any good addition? Only 3 pts and would give some ability to try to clear hordes. It's slightly better against 6+ and maybe 5+ guys as it gets more hits in than deth roll.

You might want to re-read that wreckin' ball. It doesn't work like power-scourge on helbrutes, it just is limited on how often you can attack with it. If you want to kill stuff in melee, the rolla is the option to go, though some will never make it there.
If you have some wagons that will most likely be first or second to die(for example, the wagon Thrakka is riding), just put a wrecking ball instead of a rolla on them to save points.

For second one I figured I would actually use some heavy guns. Kill kannon + lobba was current idea. I suspect shooting battlewagons are the worst kind but how badly I'm handicapping myself? And for this should I just settle for those 2 or would adding 4 big shootas be dealable? Rokkits are too expensive for sure.

A lobba has the same damage output as a big shoota, meaning it's bad. Pick either kannon or zzap gun as your second option. Since you already have a battlewagon kit, you should have a spare turret for the killkannon. Battlewagons with two turrets look bad-ass anyways.
The dakka wagon isn't exactly stellar, it's just way to much points for what you are getting - one third of a LRBT for twice the points.

For 2nd open topped and use it as shooting base or 'ard case for that T8?

Unless you have flash gits, don't bother with shooty passengers in battlewagons. If you want a bunker, buy a bunker.
Put some nobz, characters or two units of boyz in there and give it an 'ard case.

This message was edited 1 time. Last update was at 2018/04/09 19:35:28


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 gb
Regular Dakkanaut




Hi Chaps,

So I played a 1500 point game which ended in a draw when we ran out of time at the end of turn 4.

He was ultramarines with:

Girlyman
techmarine on a bike
2 razorbacks with twin assualt cannons - 1 had chronos in it
a spartan tank (fw) with eight las cannons, twin heavy bolter and heavy bolter
a character psycher (forget the name)
1 scout squad
2 tactical units 1 with heavy bolter 1 with lascannon

I had (basically all the models I currently own)

Zhardsnark da rippa
3 x weirdboyz
1x painboy
1x big mek with kff
1x warboss with pk
2x 30 boyz with pks (1 squad shootas)
1x 10 nobs (1 killsaw, 5 pks, 2 power stabbas, 2 choppa, 10 runts)
5x stormboyz
4x deffcopters
1x kmk

I was expected to be tabled but the game actually was going my way and if I had made fewer mistakes I could have won.

I deployed in a ball with the KFF protecting me, but won the roll off.

Turn 1 - Orks

I jumped the shootas, who failed the charge (by 1 inch) but managed to finish off a scout squad to get me first blood, and overwhelming fire power for 2 vps.

Everything moved up, zhard advanced across the board as I had priority orders to defend an objective on his side (this was a mistake, I'm still new and thought it was secure and not defend)

I brought on 2 defcopters to harass his flank and attempt a charge (they failed).


Turn 1 - Marines

He kill all but one of my shoota boys, my deffcopters and my KMK. He put some wounds on the other boy squad but nothing major - he shuffled around a bit but didn't really do much else. He got a couple of VPs for shooting and killing a unit.

Turn 2 - Orks

I used 2 CP to keep the nob from my shootas alive as I needed to clear a tactical squad to get an objective with Zhard but I wasn't sure he would do it alone and thought I might need the PK hits.

I moved 2nd squad of boyz up who got a decent advance and ended up a 6in charge from his non chronos RB which had the tech marine on bike next to it. My nobz were lagging behind so I jumped them up to 9" away from the same tank.

I brought deffcopters on again to attemp the 9" to help Zhard.

I did a one smite on the razorback to soften it up.

I made the charge with the boyz, nobz, zard and lone nob.

Zhard was a beast and killed the whole tactical squad with 2 wounds to spare.

The boyz and Nobz (only a couple in base contact) killed the razorback and took the techmarine down to two wounds (he saved him using a command point reroll). The consolidated around him to save themselves from shooting.

Turn 2 Marines

He moved his chronos razorback and gilry man over to get close enough to Zhard to target him.

He killed Zhard through shooting (if I had paid more attention I would have kept him with my army) and the lone nob, he put a couple of wounds on one of the deffcopters. He also killed my other warboss who was exposed due to my conga line of ammo runts still being in combat thanks to that tech marine.

He crazily drove into CC with his spartan tank, and whiffed on my nobs, only one of which was in CC but put a few wounds back onto it.

Turn 3 Orks

I repositioned my weirdboyz to get smites on his spartan - one was denied but I got warpath off on the nobs and one d3 smite through. I consolidated all my PK nobs into the spartan. I flew my deffcopters into safety to hold them in case any other objectives popped up later.

The glorious carnage happened the nob squad with the killsaw and the pks, put 17 wounds onto the spartan (T8 2+) killing it. I was amazed and very happy to get that thing off the board - my mates face was priceless.

I consolidated towards what was left of one tactical squad and the llibraian.

Turn 3 - Marines

He backed up and left his last tacticals as a screen.

He first shot a lascannon into my nobz, got a wound and was horrified when I removed one runt, only to remember by painboy save and roll a 6. He then opened up with the Chronos twin assault cannon on my Nobs, 10 wounds came through. I still had 10 runts, but rather than use them I rolled the saves one at a time using the Nobs armour saves and the painboy 6++ when I had lost the 2 choppa nobs I switched to runts. I was able to tank the 10 wounds losing only 2 runts and 2 nobz - I thought this was amazing. He was confused and didn't know what to shoot so ended up wasting some shots on boyz - the 10 runts were worth thier weight in gold here.

Turn 4 - Orks

Knowing I couldn't close the distance on the razorback (he would keep falling back) I decided to form a blog protected by KFF and painboy and finish off his tacticals and Psycher I killed the tacticals off easily enough with shooting, and his Psycher was on 2 wounds, I decided not to charge him as I didn't want the boyz getting shot up and counter charged by girly.

It felt as if I would win at this stage as he only had 3 models left on the board and I had 8 nobz, 20+ boyz, big mek, 3 weridboyz, painboy, 2 deffcopters, and some grot gunners in the backfield.

Turn 4 Marines.

He focused on objectives knowing we were running out of time and wouldn't get another turn. He killed a weridboy and the deffcopters to clear mid field for an objective and that was how the game ended.

We called it a tie at 8 to 8 but as I've written this I've just realised I missed linebreaker so I actually won by 1 point!

My take aways were:

The Nob squad was as powerful in the game as it was on paper - my opponent was not expecting that kind of punishment, and when he realised the threat his shooting was already too weakened to quickly kill it off.

30 shootas are worth jumping as they can help deal with one of the screens and if they fail the charge they at least did something. Giving the enemy a 30 wound target I feel protects your other troops and nobz as they move up.

The painboy heals kept one weirdboy at full health throughout the game which was great for safe overhcharged smites.

The KFF saved a lot of boyz, having a 5+ instead of just removing models was nice. I think I will miss him if I don't move him up with the boyz.

Deffcopters didnt do anything for me - my main issue is lack of models at the moment and I happen to have 4. I think if certain objectives came up they could have been more useful.

Zhardsnark was a beast, I should have kept him with my army though, I'm not sure exactly how I should be using him, I got him specifically to have a very mobile warlord.

I'm wondering if I should go for a trukk full of tank bustas or 3 more kmks for the army.

If I drop the deffcopters what should I do to get to 2k points?








   
Made in us
Nasty Nob





United States

mrtomski wrote:

I had (basically all the models I currently own)

Zhardsnark da rippa
3 x weirdboyz
1x painboy
1x big mek with kff
1x warboss with pk
2x 30 boyz with pks (1 squad shootas)
1x 10 nobs (1 killsaw, 5 pks, 2 power stabbas, 2 choppa, 10 runts)
5x stormboyz
4x deffcopters
1x kmk

Zhardsnark was a beast, I should have kept him with my army though, I'm not sure exactly how I should be using him, I got him specifically to have a very mobile warlord.

I'm wondering if I should go for a trukk full of tank bustas or 3 more kmks for the army.

If I drop the deffcopters what should I do to get to 2k points?



Grats on your game just being that far ahead on models by turn four is encouraging. While growing to 2k points, if you want to drop those Koptas you could probably get some Kommandos (Go cheap and get some boyz and apply bitz until they look like some Kommando's) and another squad of boyz. If points allow, one or two more 5 man Stormboy squads for forward objectives, another KMK for backfield objectives. I think in a list featuring Da Jump and Kommando's you can bring Snikrot to help get some character support with those forward units.

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
Regular Dakkanaut




Thanks for the advice.

The main reason I haven't gone for komandos is I'm a bit sick of painting boyz. I think realistically I need another 30 boy squad and I'm kind of dreading building and painting it. Adding even more komandos on top may make sense but it's pushing my model count seriously high. I'm fairly new to the game so not very fast, and I worry about taking too long (any tips on speeding up the game would be great).

I don't suppose we have any other semi viable options?

I was thinking to go up to 20 stormboyz in a U it, do you think its better to run them in 5s for objective grabbing the ?
   
Made in us
Nasty Nob





United States

mrtomski wrote:
Thanks for the advice.

The main reason I haven't gone for komandos is I'm a bit sick of painting boyz. I think realistically I need another 30 boy squad and I'm kind of dreading building and painting it. Adding even more komandos on top may make sense but it's pushing my model count seriously high. I'm fairly new to the game so not very fast, and I worry about taking too long (any tips on speeding up the game would be great).

I don't suppose we have any other semi viable options?

I was thinking to go up to 20 stormboyz in a U it, do you think its better to run them in 5s for objective grabbing the ?


I certainly understand the tedium to painting soo many boyz, and even moving that many. If your typical game table is a flat smooth surface (a mat in a store.) You might consider five or ten man movement trays that you can slide your boyz around on it can really speed things up in open spaces. Also adding advance moves to your normal move is a pretty normal modification to the movement rules that most opponents allow to help make games move along quicker.

If the tedium of painting more boyz outways keeping a level of competitiveness then you might just consider a couple battlewagonz and go mechanized. Anybody here on the tactics forums will tell you that is a bad way to go right now, I won't pretend it's good I've done it quite often this edition and typically do get tabled when I do. However, with the next dex on the horizon we can all pretend anything terrible is worth investing on the off chance it suddenly gets good in (june? july?).

This next tip is a bit beardy, but it's a fact worth mentioning nonetheless. One of the things that helps a green tide out is that time typically becomes a limiting factor for games. It helps cover up our lack of durability in objective based missions where killing the enemy is less important then moving to objectives (and just getting shot off the board a bit at a time). Moving quickly is healthy for an honest competitive game, but cutting your model count in a green tide list can make your games short enough to make ork durability a big factor.

Stormboyz- I think their ideal unit size is defined by their armywide number. If you are bringing 90-150 Boyz, then stormboyz are 5 man squads who do nothing more then dart to objectives early and then maybe tie up something in CC for a turn that might otherwise shoot some boyz. If you have a large amount of Stormboyz, to the tune of 60-100, and/or maybe even that many kommandos, then I believe you want larger stormboy squads for a good Ld modifier and to drown the enemy in dice. The Trukkboy list of last edition has sort of been replaced by a Stormboy list this edition because the overcosted nature of the trukk makes any advantages it offers the boyz inside a premium you can't pay for when Stormboyz can be many more in number for the same points. IF next edition brings a large point cost reduction in the trukk then this balance could change (and also maybe mechanized become playable again). The main reason why I think the armywide number matters is that you need all your melee attacks to make it in assault at around the same turn so you want the bulk to move at the same speed. Now you might keep a full squad of stormboyz in a Ork Boy based green tide simply because their mobility can send them jumping over a boyz squad to an otherwise open flank where they can support an assault in large number. This is essentially paying to enhance your footprint, increasing the amount of CC dice you can put in the same space. It can be less effective vs armies who have large screens, but at the same time be beneficial when you can hop over a screen into something your enemy doesn't want to see in CC.

A good way to help make moving stormboyz quicker is basing them on 32mm bases, probably not really frowned upon either they fall over on terrain constantly.

I'm in the beer right now sorry if my thoughts are a bit all over the place.

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 fi
Locked in the Tower of Amareo





mrtomski wrote:
Thanks for the advice.

The main reason I haven't gone for komandos is I'm a bit sick of painting boyz. I think realistically I need another 30 boy squad and I'm kind of dreading building and painting it. Adding even more komandos on top may make sense but it's pushing my model count seriously high. I'm fairly new to the game so not very fast, and I worry about taking too long (any tips on speeding up the game would be great).


30? HAH! I have like 120 to paint and I know I need to buy and paint some 150 more :( (well albeit this is future proofing due to upcoming codex and it's clan traits)

Kommandos would be actually fun sideproject to convert and paint. Got to get some boyz bodies to start converting.

2024 painted/bought: 109/109 
   
Made in us
Nasty Nob




Crescent City Fl..

I played yesterday. I had 5 KMK's in my list and 1 Bubble Chukka. The bubble chukka out preformed all of the KMK's.
My dice were not good at all. D6 shots roll a 1, D6 shots roll a 2. This was every turn and out of 5 KMK's only managed to roll 3 and 4 shots with 2 of them as the highest number of shots for the first 2 turns. on turn 3 I managed to roll 5 shots for 2 of them but the over all rolls were not good. The Bubble Chukka on the other hand came crashing out of the gate with interesting rolls, I had taken 2 or 3 wounds off of a SoB transport, they have 12 wounds, I managed to get two hits on that transport, having had only a few shots, 3 or 4, but at AP-4 and 5 damage. Easily the best gun in my list yesterday.
One area I found extra lacking was longer ranged shooting.
I'm going to drop down to 2 or 3 KMK's and see if I can add lootas to my list to just stand in the back, in cover, and reach further out into the enemy lines. Or maybe add that SAG Big Mek instead. More range and character rules. Not sure if it can take an ammo runt but I would put Dakka Dakka on his shots to try to help him out. (Just a thought.)

I had to leave before the game was over but my opponent thinks I would have won by points in the next turn. So there's that. We played Mission 4 from chapter approved.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in fi
Locked in the Tower of Amareo





 Rismonite wrote:
Also adding advance moves to your normal move is a pretty normal modification to the movement rules that most opponents allow to help make games move along quicker.


Um that's core rules. 7th ed advance was done in shooting phase. One of the few improvements 8th ed actually had.

A good way to help make moving stormboyz quicker is basing them on 32mm bases, probably not really frowned upon either they fall over on terrain constantly.


Coins to bottom.

2024 painted/bought: 109/109 
   
Made in us
Been Around the Block






A good way to help make moving stormboyz quicker is basing them on 32mm bases, probably not really frowned upon either they fall over on terrain constantly.

Coins to bottom.


I use washers myself and all my stormboys are the old metal/plastic hybrid kits. Keep in mind that if you ever take the stormboys to a tournament, many won't allow a different size base than what the kits come with. Adepticon has even gone so far as to say that models have to be based on the current size. Enjoy rebasing ALL your marines on 32s
   
Made in us
Nasty Nob




Crescent City Fl..

Nuck Fewton wrote:


I use washers myself and all my stormboys are the old metal/plastic hybrid kits. Keep in mind that if you ever take the stormboys to a tournament, many won't allow a different size base than what the kits come with. Adepticon has even gone so far as to say that models have to be based on the current size. Enjoy rebasing ALL your marines on 32s

I put coins under some of mine, I need to finish that.
I haven't been to a tournament that had bases issues this edition, seems the rules avoid mentioning base specifics as far as I can tell. I'm never going to rebase my whole army to 32's it's not worth the time or trouble.
Also not planning to go to a major tournament, they sound absolutely horrid.


The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Rismonite wrote:
While growing to 2k points, if you want to drop those Koptas you could probably get some Kommandos (Go cheap and get some boyz and apply bitz until they look like some Kommando's) and another squad of boyz.


Though buy one box of kommandos as the Nob that comes with it is a really great model, loads of orky character.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
Regular Dakkanaut




What's a good fast objective grabbing unit for us? I was thinking of using my deffcopters for that but they just seem to be effortlessly blasted off the board.

I think on paper scorchas look good but buying some is a bit tricky.
   
Made in fi
Locked in the Tower of Amareo





Stormboyz are pretty popular for that

2024 painted/bought: 109/109 
   
Made in ca
Gargantuan Gargant






Kommandos are also good since they can appear anywhere more than 9" away from enemy models. Depending on your opponent, it could mean you just spawn right next to it or basically guarantee being next to it the following turn.
   
Made in us
Nasty Nob




Crescent City Fl..

Yesterday I used Wartrakks, a Weirdboy, Mek guns And a trukk.
To gain objectives all through out the game. Mostly if I use a character it's next to another unit to give me two scoring units at a time. I also put 30 shoota boys in combat to pile more boys nearer an objectives well as kill two units. For most of the game I manage to control 4 of the 6 objectives as well as destroy units for KP's. so I kept a fair lead on points all game. I got lucky that I was able to set up controlling 2 objectives from the start. It's nice to be lucky some times.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






mrtomski wrote:
What's a good fast objective grabbing unit for us? I was thinking of using my deffcopters for that but they just seem to be effortlessly blasted off the board.

I think on paper scorchas look good but buying some is a bit tricky.


Snikrot is also decent for this. On an objective in cover he is very difficult to kill through shooting, and few units actually want to charge a character with his profile.


Automatically Appended Next Post:
 warhead01 wrote:
Yesterday I used Wartrakks, a Weirdboy, Mek guns And a trukk.
To gain objectives all through out the game. Mostly if I use a character it's next to another unit to give me two scoring units at a time. I also put 30 shoota boys in combat to pile more boys nearer an objectives well as kill two units. For most of the game I manage to control 4 of the 6 objectives as well as destroy units for KP's. so I kept a fair lead on points all game. I got lucky that I was able to set up controlling 2 objectives from the start. It's nice to be lucky some times.


Scoring depends on model count, not unit count. A warboss doesn't count any more than an ammo runt for who controls an objective.

This message was edited 1 time. Last update was at 2018/04/11 16:56:43


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 it
Waaagh! Ork Warboss




Italy

Min squad of kommandos are good, 45 points for 6 wounds that can deepstrike. Alternatively lone buggies or skorchas if you bring mechanized lists.

Mek gunz for holding objective in the orks backfield. Eventually grots, but I'm not a fan of them. The weirdboy once he jumped everyone is a decent objective holder as long as is in rage to cast his powers, you don't want him into combat.

Snikrot and badrukk are also decent for that job, but not cheap.

 
   
Made in us
Been Around the Block





What do you think are "safe" bets of boxes to start picking up before codex drop? I've a feeling Orks are going to see a surge of popularity once the new kits/codex drops, and I'd like to find some deals while I can.

Or....perhaps I should wait it out until the codex releases, and just buy stuff based on rule of cool for now?
   
 
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