Switch Theme:

No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in gb
Been Around the Block




I can only imagine the contrasting look in your opponents and your own eyes when you roll 11 * strength 11 SAG shots
   
Made in fi
Stalwart Veteran Guard Sergeant




Finland

Are mechanized ork lists viable at the moment? Considering to start a collection, so new to orks.
   
Made in es
Ork Boy Hangin' off a Trukk





Yes sir, three deffrola battlewagons rushing up the board with nobz or Goff skarboyz with a mekgun backline or tankbusta in trukks is not a bad list. Whatever you do with Orks, you need to all in. So either take all vehicles, or take full infantry. Orks durability relies entirely on overwhelming saturation.
   
Made in us
Fresh-Faced New User




 flaming tadpole wrote:
True haha. do forgeworld models gain klan kulturs? I know the titans won't, but if the little squiggy's did that could make them decent.


Forgeworld models do get clan kultures. Titans/Lords of War do as well but you need to either put them into a Supreme Command detachment or one with two more Lords of War.
   
Made in fi
Stalwart Veteran Guard Sergeant




Finland

 Sluggaloo wrote:
Yes sir, three deffrola battlewagons rushing up the board with nobz or Goff skarboyz with a mekgun backline or tankbusta in trukks is not a bad list. Whatever you do with Orks, you need to all in. So either take all vehicles, or take full infantry. Orks durability relies entirely on overwhelming saturation.


Thanks for the help. Definately gonna roll some armor! Any pointers on FW stuff? Love halftrakk model...
   
Made in gb
Regular Dakkanaut




England

I think the Grot Mega tank is pretty good in 8th. I normally go all in with big shootas or rokkits. The mega dread can also be amazing. Most people seem to like running it with kff, however give it the mega charga and with evil sunz you are virtually guaranteed a first turn charge. You would probably want it with dual rippa klaws if you the first turn charge. You could also give it the Goff keyword and hope for exploding 6's in cc.

I also absolutely love the battle wagon with supa kannon but 195 points is pretty expensive compared to other wagon variants
   
Made in us
Fresh-Faced New User




Currently, aside from Zardsnark, FW stuff isn't THAT great for Orks. While the Gargantuan Squiggoth is a beast in melee, the only really viable way to get him to have clan kultures is through a Supreme Command detachment and even with that there is a good chance he will get taken out before he gets across the field (I still love them though). A problem that both the regular and gargantuan Squiggoths have is that there is no way to heal/repair them.

Aside from Zardsnark and the Squiggoths, every FW model is overpriced.
- The Kill Tanks were AMAZING before the first Chapter Approved but then had a massive price hike.
- While the Big Trakk is SO tempting with it's Supa-Skorcha, know that it will rarely survive long enough to do anything when your opponent hears that you have a 24" strength 6 flamethrower with 2 AP and 4d3 shots.
- Grot Tanks and Megatanks look AWESOME... but they are WAY too unpredictable, can't benefit from kultures/stratagems, and are overpriced.
- For Nob Warbikers you are better off just modifying Biker Boyz due to the FW prices.
- The Chinork CAN have some uses but it's toughness and wounds makes it a major gamble to count on as a transport.
- Currently there isn't a reason to use Ork Mek Boss Buzzgob because you can pretty much do the exact same thing on a Big Mek at a lower price and a Big Mek can take better weapons and relics. That said, should GW ever decide to get rid of our Index options, he is MUCH cheaper than a Big Mek in Mega Armor when it comes to KFFs.
- The Mega/Meka Dread were decent initially but now that Gorkanauts and Morkanauts have had their prices reduced and their wepons buffed their FW brethren aren't as appealing.
- I really am not sure about the Half Trakk. It is the only FW model that I haven't really done any play testing with.
- And for some reason even though both the Battlewagon and Stompa had their prices drop in our Codex, the Battlewagon w Supa Kannon, Battlewagon w Lifta Droppa, and Kustom Stompas did not benefit from the base cost reduction when this last Chapter Approved came out.

Hope this helps
   
Made in au
Ork Boy Hangin' off a Trukk





Most of the FW options were viable prior to the Codex but post Codex the FW units are relatively overpriced, with Gargantuan Squiggoth being the exception. Disappointed CA 2018 didn't address this as we'll have to wait another year for a chance of them being balanced.

Greenson Tide wrote:

- Currently there isn't a reason to use Ork Mek Boss Buzzgob because you can pretty much do the exact same thing on a Big Mek at a lower price and a Big Mek can take better weapons and relics. That said, should GW ever decide to get rid of our Index options, he is MUCH cheaper than a Big Mek in Mega Armor when it comes to KFFs.


Gonna be nit picky here but RAW Buzzgob does NOT have access to a KFF. He has the ability which requires him to be equipped with the KFF but does not have one equipped and cannot choose to equip a KFF. Check with your TO prior to running him. This has not been addressed in a FAQ either.

Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in fi
Stalwart Veteran Guard Sergeant




Finland

Thanks for all the help guys! Will get the books in mail soon enough, so can start to vision my collection.

Noticed there is no analysis on trukks (talking about OP post), thought they were basic transports of orks. Are they bad in this edition?

This message was edited 1 time. Last update was at 2018/12/27 10:21:35


 
   
Made in us
Battlewagon Driver with Charged Engine




Ilgoth wrote:
Thanks for all the help guys! Will get the books in mail soon enough, so can start to vision my collection.

Noticed there is no analysis on trukks (talking about OP post), thought they were basic transports of orks. Are they bad in this edition?

Trukks are pretty good for their points IMO, the problem might be what you want to put in them. Just 12 boyz can feel like a waste, even if I do it from time to time. Nobz are good (10+2 ammo runts) because even if they blow up the trukk you can pop the "Loot It" stratagem. Tankbustas are a good choice as well, even if you can't put strats on them then, they'll gain a lot of survivability.
Stuffing characters in them (plus small groups of other units, kommandos are a good cheap choice for 5 men) can work as well.

You need to think if the cheap cost suits you better than almost double the capacity (battlewagon) or same capacity, without shooting but also a monster in CC (bonebreaka)
   
Made in it
Waaagh! Ork Warboss




Italy

Flash gitz are also a good option for trukks, they can even benefit from their kultur whille embarked if they belong to a freeboota detachment.

I'd avoid trukk boyz unless it's maybe a unit of skarboyz or deathskulls boyz with rokkit, kombi rokkit and a mek with KMB embarked.

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Blackie wrote:
Flash gitz are also a good option for trukks, they can even benefit from their kultur whille embarked if they belong to a freeboota detachment.

I'd avoid trukk boyz unless it's maybe a unit of skarboyz or deathskulls boyz with rokkit, kombi rokkit and a mek with KMB embarked.


I personally always take trukk boyz squads. I usually use the trukks transport troops, eat overwatch or go grab objectives.

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 fi
Stalwart Veteran Guard Sergeant




Finland

Thanks again for good input.

Trukk capacity is indeed bit of a problem, personally lean towards 10 nobz & 2 runts. CC loadout on nobz? Shooty orks is my style, even though I know they suck at it. Just enjoy the ork dakka... Dont have to aim if you fire at everything just in case. ^^

Chinork is great model, tad expensive though. Those + half trakks would look so great together. Orks have such a great look overall!

Deathskulls seem my fave kultur. Any gaming tips for that?
   
Made in us
Fresh-Faced New User




The Deathskull kulture really benefits small or solo units best. Anytime I run them I usually go heavy on the HQ units like Big Meks with Shokk Attack Guns. It also works great with some of the new vehicles like the Megatrakk Scrapjet and Shokkjump Dragsta because of all the rerolls.

I find that the Deathskulls are not really the most beneficial clan to run solo and that it usually helps to pair them up with a clan that works better with larger size units like Bad Moons or Evil Sunz.
   
Made in us
Longtime Dakkanaut




 Blackie wrote:
Flash gitz are also a good option for trukks, they can even benefit from their kultur whille embarked if they belong to a freeboota detachment.

I'd avoid trukk boyz unless it's maybe a unit of skarboyz or deathskulls boyz with rokkit, kombi rokkit and a mek with KMB embarked.


GW: Nobody is buying our trukk boy kit, they say trukkz are too expensive and 12 boyz aren't strong enough on their own to justify the cost....what should we do?

Moron 1: remove options for the trukk!

Moron 2: Reduce the Points cost of the Trukk by about 12-15pts but than increase the cost of the boyz by 12pts to even it out.

Actual Player who knows what he is talking about: What if we Price the trukk around 40-50pts where it would be competitive and leave boyz at 6ppm so that players will be inclined to take them.

GW: Your fired!

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlewagon Driver with Charged Engine




SemperMortis wrote:
 Blackie wrote:
Flash gitz are also a good option for trukks, they can even benefit from their kultur whille embarked if they belong to a freeboota detachment.

I'd avoid trukk boyz unless it's maybe a unit of skarboyz or deathskulls boyz with rokkit, kombi rokkit and a mek with KMB embarked.


GW: Nobody is buying our trukk boy kit, they say trukkz are too expensive and 12 boyz aren't strong enough on their own to justify the cost....what should we do?

Moron 1: remove options for the trukk!

Moron 2: Reduce the Points cost of the Trukk by about 12-15pts but than increase the cost of the boyz by 12pts to even it out.

Actual Player who knows what he is talking about: What if we Price the trukk around 40-50pts where it would be competitive and leave boyz at 6ppm so that players will be inclined to take them.

GW: Your fired!

Well I personally would rather have buffs for trukkboyz than cost decreases. Make the boarding planks do something (embark after moving the vehicle/embark 6" away from vehicle and can do it over other units/etc) or let them fire overwatch when the trukk is charged & give them +1 BS for being embarked.

Sure, cutting 15 points on the trukk and another 12 on the boyz would certainly help, but making boyz useful in any capacity other than 30 is sorely needed.
   
Made in us
Longtime Dakkanaut




PiñaColada wrote:

Well I personally would rather have buffs for trukkboyz than cost decreases. Make the boarding planks do something (embark after moving the vehicle/embark 6" away from vehicle and can do it over other units/etc) or let them fire overwatch when the trukk is charged & give them +1 BS for being embarked.

Sure, cutting 15 points on the trukk and another 12 on the boyz would certainly help, but making boyz useful in any capacity other than 30 is sorely needed.


I agree, I would have paid 140-150pts for a unit of trukk boyz if they actually did something worth their points. As it stands your paying more for trukk boyz than a Tactical Space Marine squad, except you die twice as fast and you have zero ranged firepower worth mentioning.

But from a GW company perspective, it would have made more sense to make trukkz dirt cheap and give trukk boyz a bonus, like +1 attack on the turn in which they disembark, team that up with say a 40-45pt trukk and even 84pts for 12 boyz they would have a pretty damned good punch for their points cost and would serve an actual purpose over just regular boyz in 30 blobs deepstriking/jumping. 130pts, I could see myself taking as many as 6 of those boyz missiles and it not being overly cheesy/OP.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Battlewagon Driver with Charged Engine




Sure, points changes are more likely because of how rare it is with datasheet changes. Not that I believe GW will fix trukkboyz through points either. It's just sad considering how fun that unit combo could be

Also, I'm tired. In my last post I meant disembark, not embark
   
Made in us
Freaky Flayed One





Long Island, NY

Deathskull trukks are also a bit more durable.

The 6++ combined with Ramshackle give about a 31% chance (assuming my math is right) that a wound will either be ignored or reduced to 1 DMG.

DA KRIMSON KLAWZ
 
   
Made in ca
Gargantuan Gargant






 MannyMcCoconut wrote:
Deathskull trukks are also a bit more durable.

The 6++ combined with Ramshackle give about a 31% chance (assuming my math is right) that a wound will either be ignored or reduced to 1 DMG.


Also, assuming you're using index options, they can take a rokkit launcha which is a lot more effective when you have the deffskull re-rollz factored in. I used a list with 3 trukks with rokkit launchas, carrying a KMB Mek and 11 Shoota Boyz with a Rokkit, and they were basically all their own mini-tankbusta squad. The best part is having either the KMB Mek or the Trukk pop open a transport so you can have the shootas inside fire at the occupants.
   
Made in us
Nasty Nob





United States

 Grimskul wrote:
 MannyMcCoconut wrote:
Deathskull trukks are also a bit more durable.

The 6++ combined with Ramshackle give about a 31% chance (assuming my math is right) that a wound will either be ignored or reduced to 1 DMG.


Also, assuming you're using index options, they can take a rokkit launcha which is a lot more effective when you have the deffskull re-rollz factored in. I used a list with 3 trukks with rokkit launchas, carrying a KMB Mek and 11 Shoota Boyz with a Rokkit, and they were basically all their own mini-tankbusta squad. The best part is having either the KMB Mek or the Trukk pop open a transport so you can have the shootas inside fire at the occupants.


This. I have been using minimum squads of boyz for fodder because I don't have enough grotz, but in the Deffskullz squads I add a Rokkit Launcha git. Strangely enough turn one in the last game I played I managed to chip away 6 wounds on an expensive tank because of the rerolls. It feels like a purpose for a troop tax unit.

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
Freaky Flayed One





Long Island, NY

Agreed. The Deathskull re-rolls are pretty nice.

Below is a table of AVG failed armor saves for a single rokkit shot that includes a re-roll to hit and to wound and the chance for DDD.

This message was edited 1 time. Last update was at 2018/12/28 17:22:40


DA KRIMSON KLAWZ
 
   
Made in fi
Locked in the Tower of Amareo





PiñaColada wrote:

Well I personally would rather have buffs for trukkboyz than cost decreases. Make the boarding planks do something (embark after moving the vehicle/embark 6" away from vehicle and can do it over other units/etc) or let them fire overwatch when the trukk is charged & give them +1 BS for being embarked.

Sure, cutting 15 points on the trukk and another 12 on the boyz would certainly help, but making boyz useful in any capacity other than 30 is sorely needed.


Units already can deplyo over other units. Funny if enemy tries to surround vehicle, blows it in h2h and your guys disembark behind them

2024 painted/bought: 109/109 
   
Made in us
Battlewagon Driver with Charged Engine




tneva82 wrote:
PiñaColada wrote:

Well I personally would rather have buffs for trukkboyz than cost decreases. Make the boarding planks do something (embark after moving the vehicle/embark 6" away from vehicle and can do it over other units/etc) or let them fire overwatch when the trukk is charged & give them +1 BS for being embarked.

Sure, cutting 15 points on the trukk and another 12 on the boyz would certainly help, but making boyz useful in any capacity other than 30 is sorely needed.


Units already can deplyo over other units. Funny if enemy tries to surround vehicle, blows it in h2h and your guys disembark behind them

You're right, I realised that after I wrote the post. I just rarely get to use it since 3" isn't a lot of space so if the unit that tied you down isn't a really small squad chances are (in my experience) that there's not really enough space to do it. If boarding planks actually made that 3" into 6" then you'd see it all the time I reckon.
   
Made in fi
Locked in the Tower of Amareo





Yeah orks have it harder but more common with eldar and marines. Ninja jumping dreadnought out of transport is particularly funny!

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






PiñaColada wrote:
SemperMortis wrote:
 Blackie wrote:
Flash gitz are also a good option for trukks, they can even benefit from their kultur whille embarked if they belong to a freeboota detachment.

I'd avoid trukk boyz unless it's maybe a unit of skarboyz or deathskulls boyz with rokkit, kombi rokkit and a mek with KMB embarked.


GW: Nobody is buying our trukk boy kit, they say trukkz are too expensive and 12 boyz aren't strong enough on their own to justify the cost....what should we do?

Moron 1: remove options for the trukk!

Moron 2: Reduce the Points cost of the Trukk by about 12-15pts but than increase the cost of the boyz by 12pts to even it out.

Actual Player who knows what he is talking about: What if we Price the trukk around 40-50pts where it would be competitive and leave boyz at 6ppm so that players will be inclined to take them.

GW: Your fired!

Well I personally would rather have buffs for trukkboyz than cost decreases. Make the boarding planks do something (embark after moving the vehicle/embark 6" away from vehicle and can do it over other units/etc) or let them fire overwatch when the trukk is charged & give them +1 BS for being embarked.

Sure, cutting 15 points on the trukk and another 12 on the boyz would certainly help, but making boyz useful in any capacity other than 30 is sorely needed.


My suggested fix was to make trukk boyz their own datasheet and give them a new ability that replaces green tide - giving them +1 attack for the next fight phase after disembarking from a vehicle.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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
Been Around the Block




 Jidmah wrote:

My suggested fix was to make trukk boyz their own datasheet and give them a new ability that replaces green tide - giving them +1 attack for the next fight phase after disembarking from a vehicle.


That's a cool idea. I'd absolutely love disembark + charge after moving, but that'd probably be too strong especially if the Trukk was also in range to charge and eat over-watch. If in this situation the Trukk wasn't allowed to also charge, then it wouldn't be quite as bad but still probably too much in the current landscape of various Orky deepstrike shenanigans combinations.

This message was edited 1 time. Last update was at 2018/12/29 13:23:37


 
   
Made in it
Waaagh! Ork Warboss




Italy

In 3rd edition codex trukk boyz had their own datasheet as fast attacks IIRC. I'd make them troop though.

Could it work as a stratagem also? For 1 CP boyz in trukks only. The trukk is allowed to move, boyz disembark and charge. Maybe 2 CP if they also get that +1A in the same turn.

 
   
Made in us
Battlewagon Driver with Charged Engine




I mean, you sort of got it as a stratagem in the Blitz Brigade. The "hold on, boyz!" strat is pretty similar to that, even if it's 2CP and requires a battlewagon.

A new datasheet could've worked for trukkboyz but really it could've just been an ability on the trukk datasheet. It's all a bit of a moot point now though, since any change (save perhaps for a points drop) is extremely unlikely to happen IMO.

Edit: Apparently you cannot charge after using "Hold on, boyz!" so they're not really that similar. The only use I really see for that now is a cheeky way of pressing up tankbustas in tankbusta bomb range..

This message was edited 2 times. Last update was at 2018/12/29 14:43:22


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






crzylgs wrote:
 Jidmah wrote:

My suggested fix was to make trukk boyz their own datasheet and give them a new ability that replaces green tide - giving them +1 attack for the next fight phase after disembarking from a vehicle.


That's a cool idea. I'd absolutely love disembark + charge after moving, but that'd probably be too strong especially if the Trukk was also in range to charge and eat over-watch. If in this situation the Trukk wasn't allowed to also charge, then it wouldn't be quite as bad but still probably too much in the current landscape of various Orky deepstrike shenanigans combinations.



It would make them just as strong as regular boyz except you need to buy a trukk. That's nowhere near "too strong".

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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. 
   
 
Forum Index » 40K General Discussion
Go to: