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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Glane wrote:
 Glitcha wrote:
 greggles wrote:
Figured, was trying to find you some easy points for more smasha guns


Thanks, too bad they dont get klan traits. Might need to find something else that does get klan traits.


Deffkoptas with Kustom Mega Blastas are 39 points a pop and synergise disgustingly well with Deffskulls if you field them as single units. 24" Str 8 Ap-3 D6 dmg on a flying platform that helps to fill out Brigades is ridiculously good when you can reroll to hit, to wound and the damage.


Because i'm running almost exclusively nobz, i don't really want to waste the points trying to get to a brigade. But i do like the idea of Deffkoptas in the list. I have a soft spot for deffkoptas. I own like 35 of them.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in it
Waaagh! Ork Warboss




Italy

KMKs and KMBs got buffed as well. Battlewagons got the possibility of generating +D6 hit with their rolla if they are Bonebreakas.

We also had 6 new units completely absent in the index.

 
   
Made in gb
Ork Boy Hangin' off a Trukk





Not to mention warbosses as of the codex being really scary for units like the castellan.
   
Made in gb
Norn Queen






I had a crazy idea to stick 2 warboss in a gorkanaut (the one with more attacks I forget if it'd the gork or not), one with the killa klaw and the brutal trait for 4 damage flat, the other with power klaw and da lukcy stikk to support. Gorkanaut tellyports and ramming speeds turn 2, then turn 3 the warbosses pop out and mop up, or if the gorkanaut dies then it acted as a fire magnet and did it's duty

This message was edited 1 time. Last update was at 2018/12/07 15:47:48


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

The only issue I see is that it'll be hard to fit "expendable" models in the Gork, for if it gets destroyed before you can disembark. A single unlucky 6 and your tactic goes up in flame.
   
Made in fr
Fresh-Faced New User




Characters won't be targetable, i don't see the point of waiting 3 turns for them to be able to do anything, and take the risk to be surrounded and killed.
   
Made in si
Foxy Wildborne







So Chapter Approved is out. No changes for Forgeworld Orks. None, nada. Big Trakk still more expensive than a BW, etc.

Imperial Guard mooks didn't go up in cost either, after all the assurances from the GW apologists, so we remain the only faction whose core troops went up.

This message was edited 1 time. Last update was at 2018/12/07 18:35:51


Posters on ignore list: 36

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in us
Battlewagon Driver with Charged Engine




 lord_blackfang wrote:
So Chapter Approved is out. No changes for Forgeworld Orks. None, nada. Big Trakk still more expensive than a BW, etc.

Imperial Guard mooks didn't go up in cost either, after all the assurances from the GW apologists, so we remain the only faction whose core troops went up.

I mean, cultists went up. They are the de facto core troop of any chaos list. But in general, flamers went down making our burnas even less attractive. Powerfist down to 9 so our klaws seem a bit too pricey now. SM/CSM bikers now cost 21 points to our 23 for warbikers..

Overall I see no great worry as of right now, looking at the leaks but those are some of the things that stood out to me
   
Made in gb
Norn Queen






Orks will get point changes in the 6 month CA errata most likely.


Automatically Appended Next Post:
 flandarz wrote:
The only issue I see is that it'll be hard to fit "expendable" models in the Gork, for if it gets destroyed before you can disembark. A single unlucky 6 and your tactic goes up in flame.
Fair enough. I'd either have to take a single warboss and 5 kommandos or stuff some mini-meks in there in case it gets destroyed.

This message was edited 1 time. Last update was at 2018/12/07 19:08:00


 
   
Made in se
Rogue Grot Kannon Gunna






Got Snowed

This message was edited 1 time. Last update was at 2018/12/07 19:14:17


 
   
Made in es
Krazy Grot Kutta Driva




Embarked miniatures in tellyporta is useless imho.

Orks 5000p 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Kebabcito wrote:
Embarked miniatures in tellyporta is useless imho.


If it's just one unit embarked, then yes. I agree. But if you wanna Tellyport multiple units, putting them into a Transport saves CP.
   
Made in us
Widowmaker






Chicago

Is it worth tellyporting shooty units in a BW? Some Flash Gitz or maybe 20 Shoota Boyz?

DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++

Elvis needs boats. 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I'd say no. In a BW, they got more than enough movement to get into range, and without it you could just Da Jump them where you want them.
   
Made in ca
Gargantuan Gargant






Little bit miffed we're paying 13 points for a power klaw when fists went down to 9 recently, though the P.K. isn't exactly the workhorse of the Ork army anymore thankfully (relics not included) and given our higher base attacks and strength, I still think we pull ahead of the SM competition.

Disappointed they didn't touch any of the Ork FW units, some of them could be touched up. Other than that, I'm very surprised to see that normal guardsmen weren't touched at all while cultists were, and that AFAIK Drukhari were completely omitted in CA.
   
Made in gb
Norn Queen






It's another example of GW's bizarre thinking that weapons need to cost more on better bodies, despite the whole point is that better bodies cost more.
   
Made in us
Lead-Footed Trukkboy Driver






MT

But we also complain that ork play too much for ranged weapons when our BS is so bad......

So maybe orks just overpay for everything...

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in es
Krazy Grot Kutta Driva




 oomiestompa wrote:
Is it worth tellyporting shooty units in a BW? Some Flash Gitz or maybe 20 Shoota Boyz?

Why would you lose a turn 1 shooting phase with your flash gitz/tankbustas/anything when they will be inside a BW and they WON'T die?

The reason for embarking units into a tank is to shoot as much as posible without being destroyed,

Tellyporta is a stratagem made for slow units that need to charge and fight, in normal circumstances they wouldn't be able to reach the enemy due to their lack of speed and they would be destroyed early, but this stratagem make that units safe from turn 1 shooting phase and gives them the chance to charge and fight.

I understand if someone put some meganobz inside a Gorkanaut, charges and pay for a stratagem to give meganobz a strike in turn 2, in turn 3 they will disembark in front of the enemy, other than that...


Orks 5000p 
   
Made in se
Rogue Grot Kannon Gunna






How about tellyporta 6 Killa Kanz????
   
Made in gb
Norn Queen






 Emicrania wrote:
How about tellyporta 6 Killa Kanz????
Edit: Derp, you can't because GRETCHIN.

This message was edited 1 time. Last update was at 2018/12/07 23:18:49


 
   
Made in ca
Gargantuan Gargant






 Emicrania wrote:
How about tellyporta 6 Killa Kanz????


You can't sadly. They have the same limitations as grotz in being unaffected by stratagems unless explicitly stated otherwise
   
Made in gb
Norn Queen






 Grimskul wrote:
 Emicrania wrote:
How about tellyporta 6 Killa Kanz????


You can't sadly. They have the same limitations as grotz in being unaffected by stratagems unless explicitly stated otherwise
Yeah, I wish I could Tellyport me some Grots to screen other units. Have to make do with Da Jump.
   
Made in us
Dakka Veteran




I mean, I knew we weren’t going to be getting any changes in CA, since we were printed too close to its release date, but...

I held hope that there would be some parity in terms of Ork rules/balancing, and other faction balancing; but, nope.

Looks like Orks are the only faction that pay for tactics, traits, and everything else.

On the bright side, -1 to hit armies didn’t get nerfed as far as we can tell, which means the price we pay for DDD is still something useful (overpriced, but, still a benefit...).
   
Made in us
Battlewagon Driver with Charged Engine





Kebabcito wrote:
 oomiestompa wrote:
Is it worth tellyporting shooty units in a BW? Some Flash Gitz or maybe 20 Shoota Boyz?

Why would you lose a turn 1 shooting phase with your flash gitz/tankbustas/anything when they will be inside a BW and they WON'T die?

The reason for embarking units into a tank is to shoot as much as posible without being destroyed,

Tellyporta is a stratagem made for slow units that need to charge and fight, in normal circumstances they wouldn't be able to reach the enemy due to their lack of speed and they would be destroyed early, but this stratagem make that units safe from turn 1 shooting phase and gives them the chance to charge and fight.

I understand if someone put some meganobz inside a Gorkanaut, charges and pay for a stratagem to give meganobz a strike in turn 2, in turn 3 they will disembark in front of the enemy, other than that...

I still go second a lot, and I've had quite a few BWs get popped before I get a turn. Teleporting them at least guarantees one turn of shooting before they die.
   
Made in se
Rogue Grot Kannon Gunna






 BaconCatBug wrote:
 Emicrania wrote:
How about tellyporta 6 Killa Kanz????
Edit: Derp, you can't because GRETCHIN.


Another dream shattered.,...
   
Made in ca
Gargantuan Gargant






 Emicrania wrote:
 BaconCatBug wrote:
 Emicrania wrote:
How about tellyporta 6 Killa Kanz????
Edit: Derp, you can't because GRETCHIN.


Another dream shattered.,...


Our last hope for Kanz is the Dread WAAAGH! Otherwise they will be in the holding pens for a long time in 8th (or at least the next CA)

This message was edited 1 time. Last update was at 2018/12/08 00:01:13


 
   
Made in gb
Stabbin' Skarboy





crewe

It's quite easy to see that chapter approved wasn't done with the ork codex in mind and vice versa. Everyone's heavy flamers are 14pts, we pay 17pts. Their powerfists are 8pts, ours are 13pts. Chainfists are 11pts ours are 15pts Storm shields are 2pts and cybork body is 5pts (for a 6+++)

Now i wasn't expecting anything for orkz pts wise in chapter approved but seeing this really annoys me. Quite suddenly it's killed my mood abit for orkz. It just shows that they didn't plan the ork codex in advance to match the changes in chapter approved.

Just comparing the basic troop to a boy and it's quite horrific. Ranger 7pts 4+ 6++ save BS 3 WS 4 6" move and an ok gun. Vanguard 8pts same as above but a -1 to wound aura in CC. Both have good options that aren't expensive anymore.

Kabalites 6pts BS 3 WS 3 5+ 6+++ 7" move and a gun that wounds everything except vehicles on 4s. Gets better as the game progresses and great options.

Cultists now 5pts for BS and WS 4 + a 6" move. Weapons are crap but 2pts cheaper than a boy.

Guardsmen... yeah let's no go there, how did they stay 4pts.

And this reflected with most options now compared to orkz. You can get an armoured sentinel with a missile launcher for 45pts or 44pts with a heavy Flamer, compare that to a killakan with our equivalent options...... for god sake

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in gb
Norn Queen






It almost like different armies are good at different things. /s

We'll see in 6 months how orks are fairing and GW will adjust points then.

I agree Guardsmen staying at 4PPM is all sorts of bovine doody,

This message was edited 1 time. Last update was at 2018/12/08 01:13:35


 
   
Made in gb
Mekboy on Kustom Deth Kopta






Yea CA has truly killed my hobby excitement.

Between that, the debacle of 'Orktober' and my current workload I can easily see myself taking a break from hobbying for a bit.

We literally get our codex and new shiny rules a month and a half before every other army in the game gets point reductions . I'm certain it's not an intended bias but the continuous thoughtless actions are becoming ridiculous.
   
Made in gb
Stabbin' Skarboy





crewe

 BaconCatBug wrote:
It almost like different armies are good at different things. /s

We'll see in 6 months how orks are fairing and GW will adjust points then.

I agree Guardsmen staying at 4PPM is all sorts of bovine doody,


You say that but what are Orkz good with? There shooting is out done by everyone (except maybe necrons). There close combat is out done by tyranids. Mobility is on par with Tyranids (kraken genestealers) leadership once again beaten by Tyranids. There horde potential is flattened by guardsmen blobs, cultists waves, fire warrior spam, red tides, phalanxes of warriors, masses of kabalites. Our psychic phase is a gimmick compared to eldar, thousand sons and grey knights. Our mechanised lists are beaten by guard, marines and ad mech. Our super heavy is trash tier, even the wraith knight got cheaper.

Orkz have been made into a jack of all trades style army, which is where we suffer as we aren't good at anything in particular and we no longer cost cheaper than our counter parts. We uses to outnumber marines 3 to 1 back in 4th and now we are 2 to 1 and in some cases (like my list) we are outnumber. We don't have any resilience anymore... hell my admech list just got cheaper by 133pts. My orkz from index to codex, went up in cost by about 40pts.

I've had alot of success with my speed freak buggy list but I don't see that anymore, we shouldn't have to wait another 6 months to match everyone else. Orkz should of been done with chapter approved in mind. It seems like orkz are always waiting (orktober dragged, possible 6 month wait for a semi update, etc etc)

I don't see orkz being good at anything, not for a long time. They seem to he a shock attack army if someone doesn't know there gimmicks well.

I'm sorry if this all sounds defeatist but it's literally killing my mojo, I've got a tournament in February and I was going to take my kult of speed list (with vigilus specialist detachments) but I can't see me taking orkz now.


Automatically Appended Next Post:
If it was me I would of costed things as followed:

Gretchen 2pts (a conscript has 1 better save, strength, tougness, better leadership, double the range and twice the shots at 12" and benefits from more characters in the codex and gets doctrines all for 1pt more)

Ork boy 6pts

Warboss 50pts (he's basically a upgraded ogryn with no way of getting an invun except being a badmoon warlord)

Big mek 40pts

Weirdboy 55pts

Tankbustas 14pts

Lootas 15pts

Burnas 9pts

Warbikes 20pts

Nob bikers 30pts

Trukk 50pts

Deffkopta 20pts

Killa kan 30pts

Battlewagon 100pts

Bone krusha 115pts

Gun wagon 115pts

Kustom mega kannon mek guns 40pts in total for each one as a whole

Dakkajet with all 6 shootas 120pts

Stompa 500/600pts with all its Wargear on

Ghazghkull 200 (Belisarius Cawl is 190pts like really... come on)

Gorkanaut with all it's Wargear about 250pts

Morkanaut with all it's Wargear about 250pts again

Deffdreads are fine I think

Kustom boosta blasta 80pts

Boomdakka snazzwagon 75pts

Megatrakk scrapjet 90pts

Shokkjump dragsta 95pts

Rukkatrukk squigbuggy 80pts (it's trash)

Deffkilla war trike 110pts

That's where I see orkz currently, around 15 - 20% cheaper as a whole

This message was edited 2 times. Last update was at 2018/12/08 02:00:51


How many kans can a killa kan kill if a killa kan can kill kans?  
   
 
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