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Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

Jidmah wrote:Flash gits are probably better passengers than nobz, as their gun is better than a kustom shoota and costs the same.

and being heavy weapons, they'd kinda tie in with the chinork's guns a little better too eh?

Jidmah wrote:I need to convert a nob that is using a base on a stick as big choppa. Nothing says I can't have more than one base.

that would be hilariously stupid, and brilliant!

...it's good to be green!  
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 ZoBo wrote:
Jidmah wrote:Flash gits are probably better passengers than nobz, as their gun is better than a kustom shoota and costs the same.

and being heavy weapons, they'd kinda tie in with the chinork's guns a little better too eh?

Heavy weapons with BS4+ are very much the same as assault weapons with BS5+.
People need to get the "don't move heavy weapons" out of their head. Flash gits basically get +1 to BS when standing still, just like last edition.

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 fi
Locked in the Tower of Amareo





 Jidmah wrote:
Maybe try cutting of the motor part with the rotor and attach what's left to the front of the speeder?

And yes, bombs are auto-take. They aren't that game-breaking anyways.

Flash gits are probably better passengers than nobz, as their gun is better than a kustom shoota and costs the same.


Well are they game breaking or not isn't point. It's just plain stupid game design to have stuff like "may take up to two bombs" and then have no reason to NOT take. either remove the may or give some reason to not auto take. I hate bad game design.

But good point about flash gits. I was thinking more of swoosh-in unit of nobz with h2h stuff somewhere for T2 assault but flash gits could indeed work as 3rd gunboat. I have 8 of them and would love to field them. Too bad about deep strike limitation. Can't often deep strike in range on T1 generally and that expensive unit doing nothing onT1 sucks. But T1 non-deep strike it can be shot out :(

2024 painted/bought: 109/109 
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

 Jidmah wrote:
 ZoBo wrote:
Jidmah wrote:Flash gits are probably better passengers than nobz, as their gun is better than a kustom shoota and costs the same.

and being heavy weapons, they'd kinda tie in with the chinork's guns a little better too eh?

Heavy weapons with BS4+ are very much the same as assault weapons with BS5+.
People need to get the "don't move heavy weapons" out of their head. Flash gits basically get +1 to BS when standing still, just like last edition.

oh I know that...I was just saying because the chinork's weapons are heavy, so if you want to shoot them, you'll probably not want to move...which would then benefit the flash gitz on board as they would still get their 4+ to hit

...it's good to be green!  
   
Made in fi
Locked in the Tower of Amareo





Which means the rattler version would be best one to carry flash gits. Dakka dakka dakka dakka. Quite a gunboat. 8 flash git(all I own) plus chinork with rattlers. Dakka dakka dakka dakka!

edit: One idea for potential list for these:

warboss(killchoppa, tenacious survivor)
warboss(power klaw)
weirdboy(either warpath or da jump depending on can da jump be used on T1)

4x30 boyz. klaws and big choppas(at least 2 big choppa)

10xburna
8xtank busta+2 bomb squiq
8xflash git
2xKMK

dakkajet(6 supa shoota)

chinork(skorcha)
chinork(big shoota)
chinork(rattler guns, big shoota)

Ork flying circus so to speak(too bad chinorks don't have the -1 to hit )

Chinork with skorcha gets burnas, burn stuff, maybe assasinate character if enemy is careless, drop bombs. Naked chinork gets tank bustas. Either deep strike next to vehicle or just start on board depending on enemy army. Flashgits on rattler guns.

This message was edited 2 times. Last update was at 2018/04/19 11:35:18


2024 painted/bought: 109/109 
   
Made in gb
Smokin' Skorcha Driver




London UK

now that Da jump has been effectively stomped on for 1st turn jumping and we're now limited to 3 weirdboyz in an army is it ever worth building a list with multiple weirdboyz now? My lists have all suffered from this and I have come to the conclusion that Dajump plus warpath is an expensive use of weirdboyz.

What are your thoughts?
   
Made in lt
Mysterious Techpriest






Weirdboyz can do semi-consistent D6 MW smites now with the changes to beta rules

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 gb
Smokin' Skorcha Driver




London UK

so you reckon running them within 30 strong squads for the +3 to cast?

Is it now not even worth selecting dajump as the power? Its surely not worth considering using Eadbanger now?
   
Made in fi
Locked in the Tower of Amareo





Depending on how your group plays Da Jump(seeing it's not clear either way) pretty marginal. Better than 'eadbanger now though. Can be used to grab objectives, clear room to charge maybe sometimes by pulling up unit from combat(this doesn't even count fall backing!) etc. If not just smite.

And yeah 30 boyz mobz and maybe between 2 such.

2024 painted/bought: 109/109 
   
Made in gb
Regular Dakkanaut




I find weirdboyz with foot sloggers are great for softening up targets so putting wounds on high toughness. I have a painboy handy to keep one on full health for the d6 smites.

Not sure what is replace them with, and warpath on a big squad of nobz is going to really help out.

I think I'll still run 3 but maybe go 2 warpath.
   
Made in us
Longtime Dakkanaut




I honestly think shunt style abilities such as gate of infinity and da jump will get faq back since they are already limited to one unit a turn. I think the real issue was multiple reserve turn 1 alpha strikes.

I do think weirdboys will get nerfed when the codex comes out with a cap on thier ability to +2 or 3.

However da jump is currently still good for beta strikes or use on mega nobs. Eadbanger is useless on everything but Celestine which we won’t see as often. Warpath is nearly as good as before. And our smite is amazing right now. Reliable d6 mortal wounds is reason enough to bring multiple wierdboys. Most other factions would love to have this ability.
   
Made in us
Deadshot Weapon Moderati




MI

Praise Gork and Mork!

Da Jump is still a go on turn 1

See:

https://www.dakkadakka.com/dakkaforum/posts/list/755153.page#9937480
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

 ikeulhu wrote:
Praise Gork and Mork!

Da Jump is still a go on turn 1

See:

https://www.dakkadakka.com/dakkaforum/posts/list/755153.page#9937480


ah good! common sense prevails for once!...I'll just refer to my previous comments from page 170 and sit here looking smug then
Spoiler:
 ZoBo wrote:
 A Town Called Malus wrote:
 ZoBo wrote:
tneva82 wrote:
 ZoBo wrote:
"any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere)."

in order to use Da Jump on a unit, the unit "has been deployed wholly within the controlling player's deployment zone". Why is there an issue here?


Yes you were. Then you leave. Poof. You are no longer in battlefield. To be there again you need to enter it. You can't be in battlefield without entering it. But with da jump you leave it. if you don't enter it then guess you died then and unit is removed.

Except wait. Da Jump says you arrive there. Thus your first quote applies.

You aren't relocating within same battlefield. You are entering it. In first turn.


but the unit was first "deployed wholly within the controlling player's deployment zone"...


So? The quote doesn't specify that once a unit is deployed it can then be deployed anywhere. If you arrive on the first turn you must deploy in the deployment zone.

Unless you are arguing that units undergoing Da Jump don't deploy, in which case how do you place them on the table?


"The quote doesn't specify that once a unit is deployed it can then be deployed anywhere."

no, it does not specify that. it does however, specify that the unit must be deployed wholly within the controlling player's deployment zone...which it was. and then you use da jump on it to set it up elsewhere on the table...this is what differentiates it from things like deepstrike and such.

...it's good to be green!  
   
Made in gb
Regular Dakkanaut




Great news. My 30 shoota boyz are happy.
   
Made in gb
Smokin' Skorcha Driver




London UK

This is great news but someone needs to tell FLG because they seem to think GW told them otherwise.

Unfortunately the wording on the facebook question doesn't actually change anything. The questioner just asked if it was usable as per the new rules and the answer was yes. Unfortunately it is usable but still restricted by the rule.

This message was edited 1 time. Last update was at 2018/04/19 14:45:07


 
   
Made in fi
Locked in the Tower of Amareo





Problem was gw sloppy writing. Had they deployed units put in reserve during deployment it would have been clear. Instead they wrote units arriving during turn 1 which da jump fullfilled clearly. Only thing suggesting it might not apply was that it was on tactical reserves part but then again actual rule wasn't related to it at all. Just arriving on turn 1 which da jump fit.

Hopefully they put it on somewhere outside fb as that's about as reliable place as "i heard". Anybody even have direct link? Screenshots are worthless as proof

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




Crescent City Fl..

 Nithaniel wrote:
This is great news but someone needs to tell FLG because they seem to think GW told them otherwise.

Unfortunately the wording on the facebook question doesn't actually change anything. The questioner just asked if it was usable as per the new rules and the answer was yes. Unfortunately it is usable but still restricted by the rule.


Yes, that question sucked.
I asked again much more clearly. What ever answer it is as long as it's clear, if they answer at all.

This message was edited 1 time. Last update was at 2018/04/19 14:52:25


The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
Made in us
Longtime Dakkanaut




So kommandos were the only unit nerfed by this faq? Which I think is fine since we still benefit more from other armies being unable to mass reserve manipulation and I found kommandos better as turn 2 or 3 deepstrikers
   
Made in fi
Locked in the Tower of Amareo





0-3 also hurt and ruin immunity to h2h is army wide nerf to orks.

2024 painted/bought: 109/109 
   
Made in us
Deadshot Weapon Moderati




MI

 Nithaniel wrote:
This is great news but someone needs to tell FLG because they seem to think GW told them otherwise.
Unfortunately the wording on the facebook question doesn't actually change anything. The questioner just asked if it was usable as per the new rules and the answer was yes. Unfortunately it is usable but still restricted by the rule.

Yeah, I mentioned that later in the original thread. The poor wording of both the question and the response leaves it still up in the air until we get a real official ruling that is worded properly, unfortunately.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
 Jidmah wrote:
Maybe try cutting of the motor part with the rotor and attach what's left to the front of the speeder?

And yes, bombs are auto-take. They aren't that game-breaking anyways.

Flash gits are probably better passengers than nobz, as their gun is better than a kustom shoota and costs the same.


Well are they game breaking or not isn't point. It's just plain stupid game design to have stuff like "may take up to two bombs" and then have no reason to NOT take. either remove the may or give some reason to not auto take. I hate bad game design.

But good point about flash gits. I was thinking more of swoosh-in unit of nobz with h2h stuff somewhere for T2 assault but flash gits could indeed work as 3rd gunboat. I have 8 of them and would love to field them. Too bad about deep strike limitation. Can't often deep strike in range on T1 generally and that expensive unit doing nothing onT1 sucks. But T1 non-deep strike it can be shot out :(


Make sure to add two gretchin as ammo runts for re-rolls and tanking transport deaths.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
0-3 also hurt and ruin immunity to h2h is army wide nerf to orks.

Like I’ve said I’ve never played it or seen it played that way. I’ve always seen it played if you can’t get it in range you can’t assault it.
I’ve even seen it discussed on you make da call and it was raw that you can’t. I think it is a problem but it’s how it was raw since 8th release.
Like what were you guys doing if a vindicare assassin was on top of ruins and your unit of 30 orks charged him but only 1 model could fit but the rest were on the ground floor well out of range and unit coherency? Did you allow this? It’s mind boggling because I’ve never seen anyone play it that way.

0-3 is a small nerf to select builds That MSU a lot but orks are bad at MSU anyway. Our unit sizes tend to be massive number of models.

This message was edited 1 time. Last update was at 2018/04/19 15:23:44


 
   
Made in fi
Locked in the Tower of Amareo





I haven't seen anybody to play you couldn't as immunity to assault is bad game design nor does it make sense so hurts suspension of disbelief. And 0-3 hurts with mkm's at least. You can't take more than 3 without putting close to each other and can't take brigade plus spearhead or 2 spearhead sensibly any more. And spearhead was our best detachment after battallion. Bat plus 2 spearhead was pretty good

2024 painted/bought: 109/109 
   
Made in ru
!!Goffik Rocker!!






tneva82 wrote:
0-3 also hurt and ruin immunity to h2h is army wide nerf to orks.


Choppa boyz are very easy to hook onto ruins with their axes to claim wobbly model and get within an inch of an enemy, so it's not as big of a deal.

This message was edited 1 time. Last update was at 2018/04/19 15:26:45


 
   
Made in us
Longtime Dakkanaut




tneva82 wrote:
I haven't seen anybody to play you couldn't as immunity to assault is bad game design nor does it make sense so hurts suspension of disbelief. And 0-3 hurts with mkm's at least. You can't take more than 3 without putting close to each other and can't take brigade plus spearhead or 2 spearhead sensibly any more. And spearhead was our best detachment after battallion. Bat plus 2 spearhead was pretty good

Please show me a single tournament since 8th release were a vindicare assassin or anything was on top of ruins and your unit of 30 orks charged him but only 1 model could fit but the rest were on the ground floor well out of range and unit coherency? Did you allow this? It’s mind boggling because I’ve never seen anyone play it that way. You always need to be in range and unit coherency. That’s basic 40k 101.

One of the main tournament winning list was renegade and heretic list or imperial guard all bunched onto a sky shield landing pad making it immune to assault because you couldn’t fit any other models on top..

This message was edited 1 time. Last update was at 2018/04/19 15:29:40


 
   
Made in gb
Been Around the Block





gungo wrote:
tneva82 wrote:
I haven't seen anybody to play you couldn't as immunity to assault is bad game design nor does it make sense so hurts suspension of disbelief. And 0-3 hurts with mkm's at least. You can't take more than 3 without putting close to each other and can't take brigade plus spearhead or 2 spearhead sensibly any more. And spearhead was our best detachment after battallion. Bat plus 2 spearhead was pretty good

Please show me a single tournament since 8th release were a vindicare assassin or anything was on top of ruins and your unit of 30 orks charged him but only 1 model could fit but the rest were on the ground floor well out of range and unit coherency? Did you allow this? It’s mind boggling because I’ve never seen anyone play it that way. You always need to be in range and unit coherency. That’s basic 40k rules 101.


The problem is, your'e definitely gonna see that behavior a lot more now in this dystopian post faq 8th edition v1.2 world
   
Made in fi
Locked in the Tower of Amareo





Again haven't anybody seen it played otherwise. You think i have pics of every game every event?

Immunity to h2h is bad game design both balance and sense. It makes no sense(oo there's enemy there we can reach but let's stay here) while hoses many armies

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




Crescent City Fl..

tneva82 wrote:
I haven't seen anybody to play you couldn't as immunity to assault is bad game design nor does it make sense so hurts suspension of disbelief. And 0-3 hurts with mkm's at least. You can't take more than 3 without putting close to each other and can't take brigade plus spearhead or 2 spearhead sensibly any more. And spearhead was our best detachment after battallion. Bat plus 2 spearhead was pretty good


What's an MKM?
If you mean KMK, then I can't agree. 1 data sheet is between 1 and 6 Mek guns + krew. So 3 could be up to 18 of them + Krews. Not very flexible sure. But does it really matter?


I need to read the rules for ruins. Something seems off to me.

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





Yes 18. You deploy 6 close to each other. You are also prevented from taking 2 spearheads so basically stuck with battalions plus maybe spearhead. Not gigantic nerf plus still nerf.

Bat plus 2 spearhead wasn't bad combo if you had 3-4 boyz mobs for example. No more

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




Crescent City Fl..

tneva82 wrote:
Yes 18. You deploy 6 close to each other. You are also prevented from taking 2 spearheads so basically stuck with battalions plus maybe spearhead. Not gigantic nerf plus still nerf.

Bat plus 2 spearhead wasn't bad combo if you had 3-4 boyz mobs for example. No more


I see. I have been thinking a little about this. All I have come up with is, if I were going to take that many KMK's I'd just take a few solo Kannons and Lobbas for their low points costs to fill out what ever need I had left. So 12 KMK's and a Lobba in one and 6 and 2 lobbas in the other. Meh too many points on KMK's lol.

The rewards of tolerance are treachery and betrayal.

Remember kids, Games Workshop needs you more than you need them.  
   
 
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