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Made in us
Krazed Killa Kan






"Nobody was playing orks anyway" is not a good supporting piece for your argument.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in it
Waaagh! Ork Warboss




Italy

You can scratch built meganobz using plasticard, green stuff and spared bitz form the nobz kit but also other boxes.

With approx 100 euro I've made 3 BWs, 2 trukks, 7 mek gunz, 9 killa kanz, a deff dread, a gork/morkanaut and 5 meganobz, all with original dimensions and I've got enough plasticard to made other projects (I have in mind a plane and another naut, but I need bitz for 10ish more euro). I could have saved more money but I wanted several original bitz to make those units exactly WYSIWYG like official KMKs barrels.

The deathguard could be a very cheap army, like primaris. Without the starting box its cost would be quite higher.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Not a valid argument. I don't want to scratch-build models, no other army has to scratch-build models in order to play. All my models are legit GW models and all of them safe for some metal characters and trukks were build from their sprue by me.

And as I said, you can start an entire army made of legit GW models for the cost of just that formation.

Waaagh! Ghazghkull was nothing but a cash grab to force ork players to buy more models than anyone had, no matter how large their collection already was. There is absolutely no excuse for that.


Automatically Appended Next Post:
 Blackie wrote:
The deathguard could be a very cheap army, like primaris. Without the starting box its cost would be quite higher.

Dark Imperium is 125€, a start collection box for any other army is 65€. Outside of that you're paying regular GW prices.

This message was edited 1 time. Last update was at 2018/05/06 08:34:32


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!!






That's some odd logic you're using. Not many people had tons of razorbacks before battle co hit. Noone had heaps of scatbikes before they became a thing. Noone had brimstone horrors. Like at all.
If you get something good, it's just wrong to say: "it's bad because i don't have the models and don't want to obtain them". If something, we're actually in a good spot with scratchbuilding. The fact that YOU don't want to do it, doesn't mean it's a bad option. It's your problem.

This message was edited 1 time. Last update was at 2018/05/06 09:14:57


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The slight difference is that the battle company allowed razorbacks, rhinos and drop pods from your collection be used, plus you could simply chose to not use the free transport options and still gain formation benefits.

Bully boyz was buy 3 units 5+ (not three like regular unit size) or feth off. Even if you had 10 metal MANz from previous editions, you were not able to field that formation by just using your collection. The only goal of this formation, just like any other formation in that book, was to force players to buy more models and in this case they accidentally made it good enough to work.


Automatically Appended Next Post:
 koooaei wrote:
The fact that YOU don't want to do it, doesn't mean it's a bad option. It's your problem.


In my are, it was common practice at GW stores to ban any model not made from more than 50% GW bits, getting half your army banned from public events is a good reason not to scratch-build.

But if you have no problem with getting ripped off by the previous GW management, I'm not going to tell you to feel miserable.

This message was edited 1 time. Last update was at 2018/05/06 10:26:28


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 ru
!!Goffik Rocker!!






Yeah, we don't usually face such problems cause there are no GW franchise stores in here. Just people who trade their stuff alongside other games.


Automatically Appended Next Post:
 TedNugent wrote:
"Nobody was playing orks anyway" is not a good supporting piece for your argument.

well, orks weren't a point and click army. You got to not only create a counter-meta list but also use tactics to win and even so, you were not guaranteed to win. And that's why orks have lost their popularity since 5-th ed. Hence why, a lot of good deals for those who want them.

This message was edited 1 time. Last update was at 2018/05/06 10:54:29


 
   
Made in it
Waaagh! Ork Warboss




Italy

 Jidmah wrote:
Not a valid argument. I don't want to scratch-build models, no other army has to scratch-build models in order to play. All my models are legit GW models and all of them safe for some metal characters and trukks were build from their sprue by me.


I respect your point of view but the argument is quite valid for a lot of players. Collecting orks have never been something like other factions, conversions and customization are the among the main reasons why a lot o people start collecting the green skins. I'm not even interested in armies that can't be highly customized, I want them to be unique and 100% mine, not identical to other players' ones. Sometimes conversions are nice also because you may not like the original models: I hate the weirdboy and stormboyz for example and I've made my own ones converting a couple of nobz and adding scratch built rockets to regular boyz.

We don't have to scratch build models, but scratch building models allows you to save money and to have a unique army. You can do that with other armies: for example I've made tons of coven stuff for my drukhari collection since I couldn't stand monopose talos or grotesques, I wanted them to be all different to each other.

Outside GW stores I've never seen or heard about shops or clubs that don't allow conversions or scratch built models at their tables. Of course they should be as close as possible to the original models in terms of dimensions and loadout, but I'd rather play or play against an army with tons of conversions than armies with 100% plastic GW but lots of proxies and/or "count as".


Automatically Appended Next Post:
 Jidmah wrote:

Dark Imperium is 125€, a start collection box for any other army is 65€. Outside of that you're paying regular GW prices.


Only half is death guard. And the 62.5 death guard half is quite bigger than a start collecting while being cheaper.

This message was edited 1 time. Last update was at 2018/05/06 11:56:26


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Not really. You pretty get much the same as from the ork box. Instead of the LoC you get a pain boy, instead of the blightbringer you get lootas/ burnas, plague marines instead of nobz, pox walkers instead of boyz and the drone instead of a deff dread. If you consider that start collecting boxes contain real sets and not mono-pose models without options, DI is not much cheaper than those boxes.
The only thing that really makes DI DG a great deal is that the content actually makes a great coherent army, which cannot be said for most start collecting boxes.

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
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Since when did lootas/ Burnas come in the SC box? The Dark Imperium death guard portion is a hell of a better deal that a SC box. 3 characters, 7 plague marines, blight drone, like 20 pox walkers. The ork SC box is 1 painboy 5 nobz 10 boys and a deff dread. Sure the deff dread makes up for a lot of the box contents but you still need a hell of a lot more Orks to get to the same points level as the DG and the SC box is 80$ here while I can eBay the DG portion of dark imperium new on sprue for 60$
Edit:

They are mono pose which sorta blows, but it is a better starting point than Orks unfortunately. Also Gratz to the hero’s who can plasticard everything.... I cannot. I’ll stick to kitbash

This message was edited 1 time. Last update was at 2018/05/06 16:10:33


I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in fi
Locked in the Tower of Amareo





 Jidmah wrote:
The slight difference is that the battle company allowed razorbacks, rhinos and drop pods from your collection be used, plus you could simply chose to not use the free transport options and still gain formation benefits.

Bully boyz was buy 3 units 5+ (not three like regular unit size) or feth off. Even if you had 10 metal MANz from previous editions, you were not able to field that formation by just using your collection. The only goal of this formation, just like any other formation in that book, was to force players to buy more models and in this case they accidentally made it good enough to work.


And nobodyt had dozen+ razorback before. They had to buy models as well. Bohoo.

And again you can buy cheaper meganobz as well even if you don't want to scratch build. Big whopedoo.

And hey everything GW does is cash grab. No surprise there. There's nothing they don't do as cash grab. 8th ed codexes are cash grabs. Whole 8th ed was cash grab actually. First let's hike point costs up making point levels go up. Then release codex with free bonus rules and huge point costs forcing players to buy new models to maintain new 2k standard. Oh and shuffle up balance around making old armies obsolete(my IG army had to be pretty much rebuilt from scratch with the coming of 8th ed just for example...And 8th ed ork codex is going to require heavy purchases as well)

If you insist on buying GW models you get ripped off by GW. New or old irrelevant. GW is out there to rip you off from your money. You either accept it or get models elsewhere.

This message was edited 1 time. Last update was at 2018/05/06 19:46:45


2024 painted/bought: 109/109 
   
Made in fi
Locked in the Tower of Amareo





So. We had 1500 pts tournament here. I think I posted my list before but basically 3x30 boyz, 25 stormboyz, 2x10 boyz, 12 gretchin, 3xKMK, 2 warboss, 2 weirboy, dakkajet.

I played 3 shooty armies. First ultramarines with 3 twin-autocannon venerables and 4 assasins(1 of each) basically.

I pretty much forgot ultramarines can fall back and shoot which is why I tried to get into combat with the dreads which wasn't good idea so I basically lost 30 shoota boyz and stormboyz without archieving much of anything with them. Whoops. Basically game went I try to hold on to objectives(missions were eternal war+maelstrom combos. Here holding objectives at each turn + increasing amount of maelstrom cards per turn). We ended up on turn 3 due to time and it was 20-16 for him. All I killed was 3 tacticals and 2 of the assasins who tried combo charge to warboss who survived with 2 wounds. Too bad his attempt to kill eversor before it attacked failed but still I fell back and shot them apart. I might have been able to eek few vp's but forgot to mob up 10 strong squad to bigger squad losing objective.

Game 2 I played against necrons with 20+10 warriors, 5 immortals, 6 destroyer, 3 heavy destroyer, scarabs. Reducing number of maelstrom cards + objective at home dz worth 3 points. I used da jump to push forward and even got the furthest objective(not the 3 pts one. That was deep strike locked too well). I actually only managed to kill scarab squad fully :( Damn necrons kept coming back at almost rate I could hit them. Due to narrow fronts I couldn't really concentrate fully, first da jumped squad failed charge against 10 which resulted A) getting shot b) scarabs in front reducing charge impact. Eventually wraiths came to help. Stormboyz vs big warrior squad ended up in orks being grinded down. I kept killing but then he like RBB's 9 out of 13 and when warlord joined in fray I simply melted. I think game ended on turn 3(again time) with 12-12 draw but it would have been downhill from there. Those 6 destroyers are plain brutal! If you don't like kill all 18 wounds of T5 3+ goodiness they can come back and taking down even one is hard. Especially when there's also that 6 wraith squad coming up that makes mincemeat of ork boyz on charge as well.

Game 3. Dark eldars with 3 flyers, several raiders, 2 or 3 venoms. Needless to say I wasn't going to be killing much of anything. Indeed all I killed was one archon when I da jumped my 30 shoota bad moons behind him(surprising him. Seems he wasn't aware of da jump potential). First charge failed, he blew 25 of them(18 splinter shots, all hit, 12 wounds, I save none for example...), I held them by CP and charged and killed them. Scenario was 3 maelstrom card each turn that gets discarded plus relic. So basically I just tried to hold on to relic and fullfill all I could. We got to turn 5 during in his turn judge called 15 minute mark no more battle rounds(so I can finish my turn). It was tight one thanks to his turn 3 I think where it was impossible(literally) to realistically score anything he got(like priority order hold objective on other side of board with his warlord...Or take objective with 30 orks sitting top of it!). I had relic but he had tons of vp's from here and there. I got relic to 2 grots I had(or could have got it to weirdboy). With about 5 minutes left he felt we should have played next battle round. Judge decided no. I can see his point as we could have played that turn as basically he would have to kill some grots and weirdboy(though I could have used weirdboy to jump them bit further. Not that far as relic can't move more than 9" in any phase but if game would have gone I would have taken relic with weirdboy, use grots to form bit of a screen hampering infantry disembar and charge and indeed force him to not shoot weirboy or not get relic at least) and then survive my ork boy squad shooting that would have shot at the disembarked squad.

Anyway 12-12 in the end due to relic. Last turn he got like 5 due to very favourable maelstrom card pull.

Overall bit frrustrating to play against 3 codex gunlines with orks. I had trouble getting even combat so basically games were just trying to survive and hope game doesn't last that many turns. The less turns the better it was for me. That sucks. It's also rather ironic that mixed squads of shoota/choppa boyz are good for orks in TWO ways. For one it gives bit of shooting ability to clear chafff etc. For second checking how many of each eats time and orks prefer less turns...

Not that I deliberately slowplayed(actually I played as fast as I really could not even moving models 100% accurately and always to my disadvantage just to speed things up) but damn the orks just take time :( I could speed up a bit by mono squads but apart from in game effect loss it would also fasten up game which ironically is what orks don't want to do!

Hoping codex gives some other tools than just boy spam.

Something I noticed was that the warpath wasn't that useful. For one I rarely even got chance to charge as enemies would be lurking and I was better off taking objectives. Only time I did it was warpath+da jump+charge but that was a) not that meaningful(4 boyz and 2 nobz only got into combat with immortalls and wasn't really crucial I kill them. Just get to the objective) b) not reliable.

Think second da jump would be more useful. For starters eases up position issue(the squad I want to da jump is too far after first da jump) and for second if one dies due to perils(annoyingly common) I don't lose da jump. Or if opponent manages to kill one. Take warpath if I take 3 weirdboys.

2024 painted/bought: 109/109 
   
Made in us
Krazed Killa Kan






 koooaei wrote:
Yeah, we don't usually face such problems cause there are no GW franchise stores in here. Just people who trade their stuff alongside other games.


Automatically Appended Next Post:
 TedNugent wrote:
"Nobody was playing orks anyway" is not a good supporting piece for your argument.

well, orks weren't a point and click army. You got to not only create a counter-meta list but also use tactics to win and even so, you were not guaranteed to win. And that's why orks have lost their popularity since 5-th ed. Hence why, a lot of good deals for those who want them.


The exact reason I skipped on Orks in 7th was because of the way only 3 builds seemed viable - all of which cost an arm and a leg and were very likely to become invalid in 8th. See Bully Boys, BW formation, bikes. Then Green Tide, which was in a questionable legal spot.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in it
Waaagh! Ork Warboss




Italy

tneva82 wrote:


I had trouble getting even combat so basically games were just trying to survive and hope game doesn't last that many turns.


This is the only reason why orks are placing at tournaments. Because even against gunlines it's not that easy to kill 150 orks in three turns.

Thanks for the report, detailed and interesting to read

 
   
Made in fi
Locked in the Tower of Amareo





 Blackie wrote:
tneva82 wrote:


I had trouble getting even combat so basically games were just trying to survive and hope game doesn't last that many turns.


This is the only reason why orks are placing at tournaments. Because even against gunlines it's not that easy to kill 150 orks in three turns.

Thanks for the report, detailed and interesting to read


Well surviving was matter of does game go past t3. Games 1 and 2 it ended on turn 3. Both games my army would have collapsed next. Last gamn all i had left was 29 boyz who had jumped to corner to score tp, 12 grots, 2 mek gun crew and weirdboy. Had we had 15 more minutes it could have been wipeoup and minimum 18-6 vp for him

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






Yeah, tneva results reflect what's going on. Horde is good for the first 3 turns - than it ends.
   
Made in fi
Locked in the Tower of Amareo





Will be facing slaanesh in casual game, 1000 pts. Daemons are one army I have never really played against except for tzeentch screamer star+invisible unit so have little idea what to expect.

What kind of an army slaanesh daemons are? I presume they aren't super shooty so that's refreshing change after facing 3 gunlines. Orks will at least get to a scrap! I'll still be facing codex army so far from easy match but at least shouldn't have to worry about opponent just running around blowing me apart.

Slaanesh daemons basically struct first regardless of who charges? So I presume they hit me first with plenty of attacks that hit well, wound on 4+ so letting them charge me en masse would be bad idea...

Just looking for general points on what to expect. Anything weird and unusual they might try to pull off I should be aware of? Wouldn't want anything "oh they can do THAT?" type of moments

2024 painted/bought: 109/109 
   
Made in ca
Ork Boy Hangin' off a Trukk





Make sure you can get as many CPs as possible so you can use the 2pt combat interrupt strategem frequently by the sound of it.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
Will be facing slaanesh in casual game, 1000 pts. Daemons are one army I have never really played against except for tzeentch screamer star+invisible unit so have little idea what to expect.

What kind of an army slaanesh daemons are? I presume they aren't super shooty so that's refreshing change after facing 3 gunlines. Orks will at least get to a scrap! I'll still be facing codex army so far from easy match but at least shouldn't have to worry about opponent just running around blowing me apart.

Slaanesh daemons basically struct first regardless of who charges? So I presume they hit me first with plenty of attacks that hit well, wound on 4+ so letting them charge me en masse would be bad idea...

Just looking for general points on what to expect. Anything weird and unusual they might try to pull off I should be aware of? Wouldn't want anything "oh they can do THAT?" type of moments


Make sure you read the trait correctly. They don't get to strike before your charging units, but take turns with them. If you charge with only one unit, their trait does nothing.

Also don't take daemonettes lightly, a unit of 20+ backed by a herold will easily pulverize a unit of boyz when they get to strike first - which is really likely since they move 7", advance d6+1 and can charge with 2d6"+1 afterwards (locus). The are basically a lot faster and slightly more durable boyz.

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





Yeh well in 1k wasn#t expecting to charge vs slaanesh much. In any case opponenp didn't show up. Weird as last week she was reminding me of game. Instead played vs newbie's starting box tyranids. Took bit less orks(350 pts vs his 420 or so) and played just for laughs so not much to note. I won despite point advantage and me doing suicide stuff like charging warlord vs trygon alone just for fun(and hoped kmk would help making it closer) but well...that box isn't all that effective army on it's own. I shot and swamped him with grots and 1 boy unit. think my grots were too cruel as it was hard for 8 stealers to avoid getting shot by 30 boyz with plenty shootas. He tried to tag them with broodlord but big choppa nob took care of that bug

Still he had fun and we discussed about his future additions.

Vs slaanesh had been planning to use 50 shoota's and kmk's to soften up and then fight. Maybe lure her to charge battlewagon and trukk when he can't surround it and disembark, mob, shoot and charge. With 30 boyz with 2 nobz, warboss and painboy hoped it might do something

This message was edited 3 times. Last update was at 2018/05/08 18:55:00


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





United States

I brought out my mechanized orkz for a game vs. some Deathwing Termies Sunday. My list consisted of 3 Battlewagonz with 'Ard case and Deff Rollaz, two trukkz with ten tankbustas each, and a lone Dakkajet. Inside one battlewagon I had Ghaz, a KFF mek, and 15 Boyz with Klawnob. Battlewagon two was transporting the Mad Dok and 15 Boyz with Klawnob. Battlewagon three had a squad of five Nobz, three with Klaws and two with Big Choppas, and 9 Shoota Boyz with Klaw Nob armed with Shoota. I fought some kind of Deathwing list featuring Azrael, Belial, a land raider crusader, a large squad of Knights, some Plasma toting Primaris marines, a quad-laz Pred, and two Termy squads.

We rolled for game and got the mission where you guard an objective all game and tie on Hammer and Anvil. So we each placed our one objective and deployment began. My opponent spent his first 'deployment turn' telling me something about combat squading some termies that are going to arrive from deep strike reserve, leaving me nothing to really look at. So I deployed my Dakkajet in a conservative corner. At this time my opponent spent his second deployment turn telling me the other squad of termies would also be arriving from deep strike reserve. So I figured I'd do what every ork should do in this mission, which is deploy without any regard for your own objective and play to swap. I put my tankbusta trukk right at the edge of deployment, then he deployed maybe his Primaris marines in slightly forward ruin overlooking his nearby objective, just outside the effective range of my first tankbusta trukk. I thought it was strange they had no transport, so I deployed my second tankbusta trukk to strike that squad first turn, on the edge of the table. He then placed his Quad-Laz Pred well out of range of my tankbusta trukkz ("Boo, hiss, Hammer and Anvil"). At this point my strategy was probably already obvious, so I placed my Wagon with Ghaz, KFF Mek, and boyz inside between the trukkz. My opponent responded by placing his Land Raider in front of his Quad Laz Pred and just in front of, yet next to, his Primaris Marines and I believe he told me at this time he was out of drops. So I placed my next two Wagonz right next to the first one, while still between my Rokkit Trukkz.

As dangerous as it was to deploy like this, the range of the Quad Laz pred made me feel like deploying conservatively would just be one more vehicle destroyed before I got the boyz where they wanted to go. I figured if I lost the turn one roll I'd take my losses and try to screen and run for 5+ turns ideally still playing for the tie. I however got first turn, and my opponent failed to seize. As much as this made me happy I was very unsure of what would happen when I had to fight those Knights in the forward Land Raider. So I considered using my first turn to immediately turn around and go camp my objective. Then I felt something in my head vanish and saw what I think was an image of Gork in my head, he seemed ashamed, I promised him I wouldn't think anymore.

Turn One, everything forward. I rained very successful dakka from one tankbusta trukk and the dakkajet on the Primaris Marines and caused I think 6 Hull points of damage on the Land Raider. My opponents turn one seemed unlucky, he maintained formation for rerolls, he did some damage to both trukkz, I also think he did two hullpoints of damage to one of my battlewagonz.

Turn Two, imagine this, I hadn't lost any vehicles yet (New Meta woot? nah nvm I know he didn't have much shooting). I didn't want to unload my choppy boyz until his termies arrived, so I opted for just attempting to get my battlewagonz into CC with the land raider. So I spend the turn firing at the primaris marines and the land raider again, but I remember not hurting the Land Raider and the Dakkajet completly wiffing on the Primaris marines. The one good point to this turn was driving two of my three battlewagonz into assault with the Land Raider.

So on his turn two, his Termies come down behind me, with intent to destroy my tankbusta trukkz. His Land Raider unloads it's squad of Knights led Belial and falls back. With some use of CP rerolls and a lucky ramshackle roll on a four damage laz cannon shot, I force one squad of his termies to spend their 'special' second round of shooting on a one hull point trukk. But for the most part, both of my trukkz are destroyed and take some losses in one of my tankbusta squads. He also destroyed the battlewagon with Ghaz in it, then multi assaulted everything, destroying another wagon and kicking off the epic melee that I think him and I both knew we wanted.

Top of turn three I disembarked the Shoota Boyz and Nobz from the still intact wagon and moved everything in to assault. The shoota boyz inflicted a casualty on the Primaris marines, each tankbusta squad fired at their respective squad of nearby termies, inflicting casualties. The Dakkajet, managed to wiff on it's roll, just winging one termie and now earning the name 'Maverick' from an observer. Anyways, the melee ensued, the shoota boyz killed the remaining two primaris marines (this might have taken two turns). And the epic bloodbath midfield was churning out dead orkz, knights, flying tirefires everything.

I don't remember the bottom of turn three so well, I remember him shooting my tankbustas but split firing his missile launcher at something downfield, doing some damage to some of the boyz that were not in combat. This turn was about rolling the assault phase, and I think at the end of it my boyz, nobz, and ghaz had almost cleaned it up. I think this might have been the turn he also assaulted with the Land Raider, because it was looking like he needed the help in melee. I used my pile in + any consolidate moves to creep up on the quad laz pred and sent the nobz to the wagon.

My turn four, my Nobz get in the Battlewagon, and go kareening backward toward the termies harassing the tankbustas. I started to smell a victory by this point, and thought that if I can get back and stop the mess behind me I might prevent the tie. My shoota boyz secured his objective, I fired a few remaining rokkitz at termies, Maverick shot poorly again, maybe winging another termy. I think after assault this turn, Belial had died, the Knights were dead, the Land Raider was dead. My KFF mek was dead, most of my boyz were dead. All that really remained in my opponents deployment were like 6 boyz, the Mad Dok, and Ghaz. I think I had one tankbusta there to by this point.

His turn four, he tried to clear a few remaining boyz with Azrael so that he could shoot Ghaz with the quad laz pred. As it turned out, the one tankbusta was just close enough that he couldn't do it. On the other side of the field, one squad of termies (I think he had two left) assaulted and finished off my Battlewagon, my Nobz spilled out, angry for a fight. And the other squad of termies started advancing toward my objective, the tie was still not out of the question. On his side of the field, with no real options he assaulted Ghaz with Azrael, and came up just short of the kill.

Turn five, I put Maverick right in front of the termies advancing to my objective, hoping to block them. I moved my supporting cast in to help Ghaz with his fight. Maverick managed to kill another termy, the Nobz mopped the remaining two termies that destroyed their transport and consolidated toward our objective. Azrael managed to live though combat this turn, which that might be good news except it probably prevented the Quad Laz Pred from having a target really.

His turn five, his termies roll a sweet advance move and my opponent kinda just moved them 'through' the base of my dakkajet, fair enough in my mind I guess. If he rolls a bit poorer that works out for me usually. I can't remember what the quad laz pred did this turn, or that it wasn't already destroyed somehow anways. But I remember what was important was Azrael fell without killing Ghaz somehow, which really deflated the epic nature of this whole melee which we had soo much anticipation for on turn two.

Anyways, my opponent needed at least a turn six to tie at this point, and he got it.

Turn six, Maverick finally comes up big, killing two termies this turn. I think I might have bothered to take maybe Ghaz and kick over the Quad Laz Pred, but that side of the board was pretty locked down (It was close enough to Azrael to reroll misses). What was really important this turn was that my nobz moved up and made a ten inch assault to at least tie up the termies. However, with three klaw nobz and maybe one big choppa nob they easily mopped up the last two (or maybe three?) termies. And for the first time in a long time, I tabled somebody.

EDIT; Overall it's hard to blame any real success here on anything I did. Tankbustas scored hard on Primaris Marines and Termies. The Dakkajet might have actually shot it's points back too. It's not too difficult to get it when the targets are 40+ points each. The one surprise was the Nobz, I really feel like they helped clean up the terrible melee with Ghaz and the Mad Dok nicely. Getting them back in the wagon and to a fight they could finish seemed clutch too, a lot of stopping power when used like this. I don't remember the battlewagonz being impressive for anything other then getting to the fight, which is sad, I really feel the deff rolla needs a d3 damage instead of 1.

This message was edited 2 times. Last update was at 2018/05/10 13:05:30


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 ma
Roarin' Runtherd






Thanks for the report! I remember reading mechanized orks and my heart falling, thinking I was going to read through another curb stomp until I read deathwing termies and realized you had a chance! Always nice to read about a win.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

I'm just starting to haul my old grot list.

Most of the Grots are 2nd Ed, and I'm good with that. The nit Grots are kitbashed from a box of Boyz.

Here's what I've got:

Warboss (choppy)
6x runtherders
6x 30 Grots (179 old, 1 new)
4x big guns, 1 zzap, 2 kannon, 1 lobba, only 2 new Grots per gun

Still trying I get to hunt down the index so I can see how many points I have.

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in fi
Locked in the Tower of Amareo





876 or so depending on upgrades. Keep in mind after faq you will strugle to field more than 3 runtherds

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




Italy

 Rismonite wrote:


I don't remember the battlewagonz being impressive for anything other then getting to the fight, which is sad, I really feel the deff rolla needs a d3 damage instead of 1.


Very nice report, your list is very similar to my favorite one since we have the three BWs and two trukks full of bustas in common. About rollas I think they're overcosted, a 161 BW is already very expensive and I never equip them with rollas or any other weapon/upgrade, just the free 'ard case. The D3 damage minimum, I feel like it should even be a flat 3 damage for 19 points.

 
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

the deffrolla points is for the +3 to hit...so, 6/D6/D3 attacks at S8/S6/S4, hitting on 2+, instead of 5+

...the trick is keeping it above 7 wounds, so it stays at 6 attacks at S8...if you can get it into combat still at that profile, the deffrolla should pay for itself

...it's good to be green!  
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

I got a Dakkajet to assemble but im torn between Skorcha bomber or Blitz Bomber, does anyone have any suggestions or have they ran these recently? I could hold out till the new codex but the damn thing just sits there on sprues and smiles at me pleading for assembly and painting.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

probably the best way to go would be to build it as a dakkajet, and magnetise the assorted bombs to the underside of the wings

I can't really be of any help in choosing between a blitza bommer or burna bommer for game purposes though sorry...I've only ran a dakkajet so far...

...it's good to be green!  
   
Made in ru
!!Goffik Rocker!!






 Solosam47 wrote:
I got a Dakkajet to assemble but im torn between Skorcha bomber or Blitz Bomber, does anyone have any suggestions or have they ran these recently? I could hold out till the new codex but the damn thing just sits there on sprues and smiles at me pleading for assembly and painting.


Burna all the way. It's got a nice defensive bonus - it can explode on a 4+. The damage output is basically identical otherwise.
   
Made in us
Nasty Nob





United States

Blackie wrote:
 Rismonite wrote:


I don't remember the battlewagonz being impressive for anything other then getting to the fight, which is sad, I really feel the deff rolla needs a d3 damage instead of 1.


Very nice report, your list is very similar to my favorite one since we have the three BWs and two trukks full of bustas in common. About rollas I think they're overcosted, a 161 BW is already very expensive and I never equip them with rollas or any other weapon/upgrade, just the free 'ard case. The D3 damage minimum, I feel like it should even be a flat 3 damage for 19 points.


Thank you!

Also yes, about the rolla, with it being soo much more expensive then a powerklaw I really want it to do more. As pointed out, I am actually paying for the +3 WS which is unprecedented among vehicles but I do wish it was cheaper or better.

ZoBo wrote:the deffrolla points is for the +3 to hit...so, 6/D6/D3 attacks at S8/S6/S4, hitting on 2+, instead of 5+

...the trick is keeping it above 7 wounds, so it stays at 6 attacks at S8...if you can get it into combat still at that profile, the deffrolla should pay for itself


Only strange enough that I never seem to be assaulting an ideal target with the Rolla.

ManTube wrote:


Thanks for the report! I remember reading mechanized orks and my heart falling, thinking I was going to read through another curb stomp until I read deathwing termies and realized you had a chance! Always nice to read about a win.


Yes bless my friend who is still willing to play a nearly all terminator army.

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 us
Battlewagon Driver with Charged Engine





Hey Orkers,

I've mostly been ignoring the rules since the FAQ (not motivated to play index v codex) I didn't see this discussed in this thread....it probably was several pages ago, but I couldn't find it.

Because this
Q: If you use a Stratagem to remove a model from the battlefield and set it up again, does the model retain any persistent effects (for example, a bonus to one of its characteristics as a result of an ability)?
A: No.

does not apply to psychic powers, does Warpath stay active after a Da Jump? Or does this
Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.

de-activate the buff?


   
 
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