Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2017/06/19 10:01:37
Subject: 8th edition, smoke screen Orks.
|
 |
Battlefortress Driver with Krusha Wheel
|
I've been thinking about 8th edition for orks and I've built a new list I think might work for orks (being unable to test it out yet). I want to call it the smoke screen effect or confusion effect. Basically everything in your army is there to die apart from your giant 30 or 60 or blobs.
Tactics:
Set up
In front there will be a 3 to 6 killa kan squad. Now they have 5 wounds, 3+ save and 6" movement they are the perfect shields (like grots whould be)
Behind them we have the big mek with forcefield (mek is there for extra sheild and to repair kans)
Behind him the blob
Behind them we have the warboss, painboy and maybe a waaaagh banner.
To each side we have 1 dakka jet and 1 blitz (or 2 dakkas)
And in reserve we have 3+ kopptas
The game:
The whole point of the army is to get the green tide to where they need to go with as little casualties as possible while taking as many people out as we can.
Turn1
The dakka and bomb are going to move up, fire their weapons at a priority target. With their wounds each they can take the hits (plus -1 to hit)
The kopptas are going to come on in behind or to the side and harass a squad of units
Kans are going to advance with mek
Blob advance with hqs and elites.
Turn2
Hopefully the huge dakka jets and kopptas have grabbed your opponents attention and they have shot at them or the kans (absorbing all wounds) if they focus on the blob then either way you're about to do some damage or your saves worked).
Dakka jet turns 90 and flies in front of your army while firing at a unit (shoukd distract them)
Bommer keeps going on and flies over a unit dropping their bombs and doing about 3 or 5 mortal wounds (can do up to 10) then shoots to finish off
Kopptas move over a unit, drops bombs and fires.
Kans advance, if in range they fire.
Mek moves up and repairs if needed
Blob moves up
Koppta charges to remove one unit from the shooting phase (hopefully the unit you were firings at)
Turn 3
By this point they have taken a few loses maybe even lost a unit and my vehicles have absorbed most the damage. If one dies at this point then they surved thejr purpose.
Dakka jet turns and continues forwards killing
Bomb drops it's last bomb knowing it won't last long
Koppta pull out (their fly allows them to do this)
Kans advance and shoot (should now be in range)
Orks advance and shoot, ect...
Kopptas shoot and then charge again for 1 last sucide attempt
Turn 4
By this point if your ork army hasn't reached (charge earlier if you can) them and if they stayed put then it's time to move them up and charge it
Your kopptas shoukd be dead, if not pull back
Bommer shoukd be down or wounded so pull back fire
Dakka wounded shoukd be firing and getting close
Kans should either be find or wounded then fire and get ready to charge
Orks should all be fine due to the chaos on the table before the tide even got there
Fire all shots and Waaaaagh!
60 orks at the start so about 40 to 50 now should be a good 150 attacks or so hitting on 2+ thanks to banner
Opponent cries
Win
Everything I have is in theory and only really works against a shooting army all around one area of the map
Also might require a lot of luck but should be fun
What do you guys think?
Also add weirdboy for ultimate confusion
Sprinkle some grots in for objective captures and to make sure you have 3 units.
|
This message was edited 4 times. Last update was at 2017/06/19 10:21:19
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 10:22:15
Subject: 8th edition, smoke screen Orks.
|
 |
Terrifying Doombull
|
I'm not clear what's stopping the opponent from firing AT weapons at the kans and anti infantry weapons at the big mob?
Split fire does a lot to avoid any 'confusion' - enemy army is big and in front of us, shoot appropriate guns at appropriate targets.
|
This message was edited 1 time. Last update was at 2017/06/19 10:23:54
Efficiency is the highest virtue. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 10:32:35
Subject: 8th edition, smoke screen Orks.
|
 |
Hardened Veteran Guardsman
|
I think this will work best against armies that use "multi-role" weapons like missile launchers, so they have to decide between using their guns in AT mode or anti-personnel mode.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 18:01:05
Subject: 8th edition, smoke screen Orks.
|
 |
Battlefortress Driver with Krusha Wheel
|
Voss wrote:I'm not clear what's stopping the opponent from firing AT weapons at the kans and anti infantry weapons at the big mob?
Split fire does a lot to avoid any 'confusion' - enemy army is big and in front of us, shoot appropriate guns at appropriate targets.
The games I've watched in person people feel too dumb or powerful to do that. They're literally using all their bolts to fire at the flyer in front of them because they think they can take it down... Even if they only do this for 1 turn it's still an advantage. Either way, they're using their missile launchers against targets i want to die and not against infantry (who have the 5+ invulve and +6 painboy). Plus the Kopptas and flyers should draw more AV weapons. (they have 12 wounds each) so unless your opponent is super lucky (which there is never a plan for anyway) you're already at an advantage. Automatically Appended Next Post: SuspiciousSucculent wrote:I think this will work best against armies that use "multi-role" weapons like missile launchers, so they have to decide between using their guns in AT mode or anti-personnel mode.
And because everything is useful it doesn't matter who they take down... I'm trying to force them to split their fire (then everything should be able to shoot before my full blob gets in) or I'm trying to get them to focus (then while one thing dies the rest of my units wash over them).
|
This message was edited 1 time. Last update was at 2017/06/19 18:02:32
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 18:56:33
Subject: 8th edition, smoke screen Orks.
|
 |
Potent Possessed Daemonvessel
|
I think threat overload is important for orks, and many people might get distracted by the big shiny models. (My opponent this weekend seized moved up and shot everything into my Deff Dread and Kans, killing the dread, ignored my 30 boyz which charged turn 1 and ended up killing half his army.
I think you are likely better with say commandos over the flyers because they will eat the same shots going toward the boyz. I also like "Da Jump" on a weird boy, if you have 2 large squads he can deliver one turn 1, giving your opponent a large boyz squad, and some commandos to deal with while everything else follows up.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 19:10:18
Subject: 8th edition, smoke screen Orks.
|
 |
Dakka Veteran
|
This strategy might work once or twice - but once opponents start playing better, you'll have to do better as well.
In short; target saturation is important for sure, but hoping your opponent wastes shots and targets poorly - that's just poor play on both sides, and not to be counted on.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 19:12:58
Subject: 8th edition, smoke screen Orks.
|
 |
Potent Possessed Daemonvessel
|
fe40k wrote:This strategy might work once or twice - but once opponents start playing better, you'll have to do better as well.
In short; target saturation is important for sure, but hoping your opponent wastes shots and targets poorly - that's just poor play on both sides, and not to be counted on.
Yeah it is more about creating a situation with no good options. Which is why I like Boyz + Da Jump + commandos, followed up by other hard hitting units. As it Creates a situation where no matter what gets shot your opponent is in a bad way. It likely works better if you don't have mixed types of units. So having vehicles and infantry can hurt because it gives your opponent obvious targets for all his guns.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/06/19 21:46:07
Subject: 8th edition, smoke screen Orks.
|
 |
Battlefortress Driver with Krusha Wheel
|
Breng77 wrote:fe40k wrote:This strategy might work once or twice - but once opponents start playing better, you'll have to do better as well.
In short; target saturation is important for sure, but hoping your opponent wastes shots and targets poorly - that's just poor play on both sides, and not to be counted on.
Yeah it is more about creating a situation with no good options. Which is why I like Boyz + Da Jump + commandos, followed up by other hard hitting units. As it Creates a situation where no matter what gets shot your opponent is in a bad way. It likely works better if you don't have mixed types of units. So having vehicles and infantry can hurt because it gives your opponent obvious targets for all his guns.
Put I got mah cool Kopptas with Mortal wound bombs!!!!
|
|
 |
 |
|