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2019/01/03 04:55:12
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Stompas are still useless post-codex, right? It seems like without Klan Tactics they still aren't worth the cost, and it's not worth spamming three HQs just to get clan tactics.
2019/01/03 05:08:49
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Waaaghpower wrote: Stompas are still useless post-codex, right? It seems like without Klan Tactics they still aren't worth the cost, and it's not worth spamming three HQs just to get clan tactics.
Yes, Stompas are still worse than useless.
2019/01/03 05:13:19
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
BTW with grot screens and fliers be careful. Here unit of 30 can be very good as you can cover every direction with one unit. With 10 strong units say you have unit at front and back...well back unit won't protect from front and vice versa. He can move drakes to rear and shoot with some other unit the rear. If you have 30 you can surround 360 degree and remove casualties at more conveniently. 2x30 and you can do double layer even.
If you are refering to the "grot shields" stratagem, it targets the unit you protect, not the grot unit, so you can use grots in the back, in the front, from any number of different units.
Lootas are pretty bad if they are not in a bad moon detachment. For other clans, mek gunz work very well in a freeboota detachment as it activates the +1 for other units. Big Mekz and Mekz with KMB are pretty awesome as Deathskullz. Otherwise a Killa Klaw Warboss will work pretty much anywhere. Weirdboyz can also help with smite.
2019/01/03 05:31:04
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Castozor wrote: So perhaps an easy question for you guys but I'm finding myself in a bind. What anti-armor units should I be getting? I had a good run but my main opponent beat me twice in a row now using helldrakes and lots of armour. The flaw of only having SAGs for anti-armor is keeping my list down but I'm not sure what to get.
Tankbustas seem nice but pretty expensive points wise, and I probably need to buy a trukk for them too, scrapjet seems a nice alternative but not sure how good they are.
There is a reason Mek Guns cost $50. Get them. Many of them.
2019/01/03 07:50:39
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Deffkilla Wartrike. How to use it effectively? It's mainly going to escort my Bonebreakas to let them advance + charge, but outside of the buff it seems really underwhelming. The dakka is lame (or rather BS5+ is lame) and the offensive output is severely lacking unless Brutal, but Kunnin'. Although I'm not sure if that trait makes a huge difference overall. Might get more mileage out of Speed Freek to avoid getting tarpitted by chaff or whatever.
Have you had any success and what's your recipe?
7000+
3500
2000
2019/01/03 07:58:18
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Once you have 30 Grotz, you may find that you still need like 60 Grotz to cover your Lootas, in the interim, while you wait to buy more models, perhaps consider a Painboy or KFF nearby to make them play larger. If you think you have opponents that might consider firing at the Lootas, the KFF becomes nice.
KFF or painboy aren't much help to grots though. They die mostly to the grot screen here which slays. No KFF or painboy roll allowed
BTW with grot screens and fliers be careful. Here unit of 30 can be very good as you can cover every direction with one unit. With 10 strong units say you have unit at front and back...well back unit won't protect from front and vice versa. He can move drakes to rear and shoot with some other unit the rear. If you have 30 you can surround 360 degree and remove casualties at more conveniently. 2x30 and you can do double layer even.
If you are refering to the "grot shields" stratagem, it targets the unit you protect, not the grot unit, so you can use grots in the back, in the front, from any number of different units.
Lootas are pretty bad if they are not in a bad moon detachment. For other clans, mek gunz work very well in a freeboota detachment as it activates the +1 for other units. Big Mekz and Mekz with KMB are pretty awesome as Deathskullz. Otherwise a Killa Klaw Warboss will work pretty much anywhere. Weirdboyz can also help with smite.
Grot unit need to be CLOSER to enemy than the orks though.
E
L
G
E=enemy, L=lootas, G=grots. You won't get grot screen from this. If you have G between E and L then enemy can fly drake behind L. If you try to be clever and put G both where it is above and between E and L he can fly drake behind G and use E to shoot the rear grots away and again no G between drake and lootas.
Automatically Appended Next Post:
Weazel wrote: Deffkilla Wartrike. How to use it effectively? It's mainly going to escort my Bonebreakas to let them advance + charge, but outside of the buff it seems really underwhelming. The dakka is lame (or rather BS5+ is lame) and the offensive output is severely lacking unless Brutal, but Kunnin'. Although I'm not sure if that trait makes a huge difference overall. Might get more mileage out of Speed Freek to avoid getting tarpitted by chaff or whatever.
Have you had any success and what's your recipe?
For me damage output has never been issue. Survival is. But for me he's chaff clearer and pressure giver. Enemy needs to pay attention where he keeps his support characters as his 30" threat range means he can attack from quite a few places
Automatically Appended Next Post:
Waaaghpower wrote: Stompas are still useless post-codex, right? It seems like without Klan Tactics they still aren't worth the cost, and it's not worth spamming three HQs just to get clan tactics.
Give him kulture and he is STILL horrible pile of junk. Might be playable at 600 pts but even that's dubious(and suffers still from lack of kulture. It's not even price of 3 HQ as orks often take 6 HQ anyway but 1 CP vs 5)
This message was edited 3 times. Last update was at 2019/01/03 08:03:29
2024 painted/bought: 109/109
2019/01/03 10:25:42
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Weazel wrote: Deffkilla Wartrike. How to use it effectively? It's mainly going to escort my Bonebreakas to let them advance + charge, but outside of the buff it seems really underwhelming. The dakka is lame (or rather BS5+ is lame) and the offensive output is severely lacking unless Brutal, but Kunnin'. Although I'm not sure if that trait makes a huge difference overall. Might get more mileage out of Speed Freek to avoid getting tarpitted by chaff or whatever.
Have you had any success and what's your recipe?
IMHO it only worths its points in a 3x deff rolla vehicles list that desperately wants to assault in turn 1. Outside that it's completely useless, the biker boss is cheaper and outperforms it by a lot.
Even in full mechanized lists it doesn't seem that mandatory, just chose the evil sunz kultur instead. In fact I never use the wartrike anymore, only tried in a few games, and after that I never missed it.
Give him kulture and he is STILL horrible pile of junk. Might be playable at 600 pts but even that's dubious(and suffers still from lack of kulture. It's not even price of 3 HQ as orks often take 6 HQ anyway but 1 CP vs 5)
Isn't 600ish points the cost of the most overpowered imperial knight? Unfortunately the stompa would be overpriced even at 600 pts without a built-in invuln. Crappy BS and the main weapon that can be out of ammo very soon makes our big walker way inferior to proper superheavies' shooting.
This message was edited 2 times. Last update was at 2019/01/03 10:33:20
2019/01/03 10:54:20
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Weazel wrote: Deffkilla Wartrike. How to use it effectively? It's mainly going to escort my Bonebreakas to let them advance + charge, but outside of the buff it seems really underwhelming. The dakka is lame (or rather BS5+ is lame) and the offensive output is severely lacking unless Brutal, but Kunnin'. Although I'm not sure if that trait makes a huge difference overall. Might get more mileage out of Speed Freek to avoid getting tarpitted by chaff or whatever.
Have you had any success and what's your recipe?
IMHO it only worths its points in a 3x deff rolla vehicles list that desperately wants to assault in turn 1. Outside that it's completely useless, the biker boss is cheaper and outperforms it by a lot.
Even in full mechanized lists it doesn't seem that mandatory, just chose the evil sunz kultur instead. In fact I never use the wartrike anymore, only tried in a few games, and after that I never missed it.
Okay, that's a bummer. I don't have a Biker boss nor do I really want to invest in Index only units at this point.. I'll have to think about it. The thing is I really like the wartrike model and I've painted it nicely so I kinda want to make it work. I do have two Bonebreakers and I do want to charge turn 1 so there's that. I'll just keep him for the buff and the huge threat radius. Might be able to catch a character off-guard sometimes if my opponent isn't careful.
7000+
3500
2000
2019/01/03 11:01:12
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I think people are being a bit harsh on the deffkilla to be fair. Is it as good as a bikerboss? No, but that guy can be buffed up all the way to stupid good. I'm basically playing without index units (sometimes I sneak in burnas on kommandos or whatever) but if you're trying to shy away from Index I feel like he's a great investment.
Semi-reliable T1 charges for batllewagons and bikes (and deffkoptas) is a nifty little ability. He's stupid quick T1 and his shooting is pretty good at clearing chaff. He's a great character, he's just outshone by an index option. Buff him up with fists of gork and brutal but kunning and he's legit scary in CC. Using the speed freeks trait makes MSU bike units really annoying since you can just slingshot them from enemy chaff to their tanks against unaware opponents. The problem with the wartrike is, as tneva stated, durability. Hard hitting stuff will delete him without too much trouble so the tricks he's bringing might just be in play for a turn or two
2019/01/03 11:47:15
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Weazel wrote: Deffkilla Wartrike. How to use it effectively? It's mainly going to escort my Bonebreakas to let them advance + charge, but outside of the buff it seems really underwhelming. The dakka is lame (or rather BS5+ is lame) and the offensive output is severely lacking unless Brutal, but Kunnin'. Although I'm not sure if that trait makes a huge difference overall. Might get more mileage out of Speed Freek to avoid getting tarpitted by chaff or whatever.
Have you had any success and what's your recipe?
IMHO it only worths its points in a 3x deff rolla vehicles list that desperately wants to assault in turn 1. Outside that it's completely useless, the biker boss is cheaper and outperforms it by a lot.
Even in full mechanized lists it doesn't seem that mandatory, just chose the evil sunz kultur instead. In fact I never use the wartrike anymore, only tried in a few games, and after that I never missed it.
Okay, that's a bummer. I don't have a Biker boss nor do I really want to invest in Index only units at this point.. I'll have to think about it. The thing is I really like the wartrike model and I've painted it nicely so I kinda want to make it work. I do have two Bonebreakers and I do want to charge turn 1 so there's that. I'll just keep him for the buff and the huge threat radius. Might be able to catch a character off-guard sometimes if my opponent isn't careful.
Well the wartrike isn't useless in the appropriate setting, its stats aren't terrible, but just ouperformed by another HQ that shares a similar profile. If you play the bonebreakas the wartrike is definitely a good choice even if there's another HQ available that is (way) more effective.
I agree the model is awesome and I don't think there will be any problem to play it as a biker boss with power klaw if you like to do that, it's basically an ork with a klaw on a vehicle that has machine guns.
The problem with the wartrike is, as tneva stated, durability. Hard hitting stuff will delete him without too much trouble so the tricks he's bringing might just be in play for a turn or two
Warbosses have the same problem though, they're not more durable than wartrikes. The point with them is to hit hard in one turn against a valuable target, and if they die spend those 2CPs to let him strike again. They're going to die anyway, my warboss always dies if the game is a close one, but at least I let him die a hero and get serveral points of enemy units with him in hell. A 99 points warboss can 1-shot a knight in melee, I'm not sure about the wartrike but with the proper buffs it can do some heavy work too.
This message was edited 1 time. Last update was at 2019/01/03 11:51:59
2019/01/03 12:18:54
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Only 1 warboss can do that though. 6 HQ. 3 weirdboy, warboss on bike(if allowed). 4. Leaves 2 more. Plenty room for wartrike anyway. 3 warboss!=3xpower. Only one can have the killa klaw after all
2024 painted/bought: 109/109
2019/01/03 17:23:28
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I've actually thought about spamming warbosses in a game. Just casting fist of gork on them one at a time and have them charge into something worth way more than their points to see how much damage they can do. Would be funny just to try out, I feel like it could be a half-way decent strat though.
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2019/01/03 17:34:34
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Give him kulture and he is STILL horrible pile of junk. Might be playable at 600 pts but even that's dubious(and suffers still from lack of kulture. It's not even price of 3 HQ as orks often take 6 HQ anyway but 1 CP vs 5)
Isn't 600ish points the cost of the most overpowered imperial knight? Unfortunately the stompa would be overpriced even at 600 pts without a built-in invuln. Crappy BS and the main weapon that can be out of ammo very soon makes our big walker way inferior to proper superheavies' shooting.
I think the Stompa would be viable at 600 points even without a built-in invuln, but you can't play him like an Imperial Knight. With rerolls on 1s from Bad Moons his shooting is decent, but he's no Castellan, you can't run him as a dakka battery, you have to charge him forward and use his choppiness as well as his shootiness.
tneva82 wrote: Here index is banned so no biker boss for me anyway.
Well, that's kind of ridiculous and frustrating. Do they give any logic for it? Index units are almost universally overcosted because they don't get price updates.
2019/01/03 19:22:08
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Forge isn't as often out as index but after ork codex came out index got into ban list almost universally.
(not 100% was it related to ork codex. Might have just noticed it then as only then it affected me)
Automatically Appended Next Post: Went through some rulepacks and yeah even in summer index largely banned in south finland tournaments. Fw is more of "depends on tournament". Not even same organizer has always on/off. Most consistently one organizer allows in casual but competive found both allowed and banned fw units
This message was edited 1 time. Last update was at 2019/01/03 19:33:36
2024 painted/bought: 109/109
2019/01/03 21:39:10
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Ilgoth wrote: Is unit of 10 Tankbustas big enough to have meaningful impact?
Absolutely. A unit of 10 tankbustas is going to destroy most things with either More Dakka or Showin' Off (Bad Moons). Even more so if you use both.
The problem I've run into is that it only works once against each new opponent. They tend to get targeted fast if the opponent has seen them across the table before.
I've ended up doubling down on two trukks full of 10 tankbustas each for the redundancy at 2k, because losing your sole unit of tankbustas really hurts.
Disclaimer: This is all from casual-competitive experience, not necessarily at large tournaments.
2019/01/04 02:12:55
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
At 600 points a stompa would be fairly broken.
3 stompas and 2-3 bigmeks w kff And badmoons or death-skull clan traits
Would be brutally hard to take down and overpower even with the cheesiest castllan list.
I do think the stompa would be viable with clan traits at 675 because it would limit a 2k list to 2 stompas 2 big Mek kff and 500 pts of chaff.
2019/01/04 04:12:37
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Ilgoth wrote: Is unit of 10 Tankbustas big enough to have meaningful impact?
Absolutely. A unit of 10 tankbustas is going to destroy most things with either More Dakka or Showin' Off (Bad Moons). Even more so if you use both.
The problem I've run into is that it only works once against each new opponent. They tend to get targeted fast if the opponent has seen them across the table before.
I've ended up doubling down on two trukks full of 10 tankbustas each for the redundancy at 2k, because losing your sole unit of tankbustas really hurts.
Disclaimer: This is all from casual-competitive experience, not necessarily at large tournaments.
I currently have 2 units...I will be making the third soon.
3 units of TBs in Trukks is a big chunk of the army, but often survive T1 to wreck face.
2019/01/04 04:20:36
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Been tossing around a list with a few wagons and tankbustas using the new special detachment. Have yet to play it but it facilitates some interesting play getting boyz and bustas where you need them using hang on lads
Castozor wrote: So perhaps an easy question for you guys but I'm finding myself in a bind. What anti-armor units should I be getting? I had a good run but my main opponent beat me twice in a row now using helldrakes and lots of armour. The flaw of only having SAGs for anti-armor is keeping my list down but I'm not sure what to get.
Tankbustas seem nice but pretty expensive points wise, and I probably need to buy a trukk for them too, scrapjet seems a nice alternative but not sure how good they are.
There is a reason Mek Guns cost $50. Get them. Many of them.
gungo wrote: At 600 points a stompa would be fairly broken.
3 stompas and 2-3 bigmeks w kff And badmoons or death-skull clan traits
Would be brutally hard to take down and overpower even with the cheesiest castllan list.
I do think the stompa would be viable with clan traits at 675 because it would limit a 2k list to 2 stompas 2 big Mek kff and 500 pts of chaff.
Oh really? I have played stompa 4 times. 3 times it was 1 shotted. 1 time it survived first turn with 4 wounds. Yey. Real hard to take down.
People are gearing up to take T8 W28 3++ in one go. Stompa ain't nothing compared to that.
This message was edited 1 time. Last update was at 2019/01/04 07:09:56
2024 painted/bought: 109/109
2019/01/04 07:57:15
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
gungo wrote: At 600 points a stompa would be fairly broken.
3 stompas and 2-3 bigmeks w kff And badmoons or death-skull clan traits
Would be brutally hard to take down and overpower even with the cheesiest castllan list.
I do think the stompa would be viable with clan traits at 675 because it would limit a 2k list to 2 stompas 2 big Mek kff and 500 pts of chaff.
I think I'd only start considering using 1, and just 1, at 450-500 points maybe.
With the current competitive meta, where every list is designed to 1-shot a knight per turn, bringing a list with 2 big meks, 2 stompas and 500 pts of chaff would be autolose. Maybe overpowered in some casual meta because of the rock-paper-scissor concept of the list, but absolutely nothing game breaking. 3x bonebreakas and 1500+ points of everything else are certainly more scary.
2019/01/04 12:24:18
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I made my first 2k Ork list. Looking for help, and input with it. First I had brigade + battallion, but I felt 60 gretchins were too much. Didn't see all that CP farm worth of the damage potential.
Isn't ready. I have been going back and forth with HQs and I feel more Weirdboys is needed. Drop the Big Mek in Mega Arm. for 2nd Weirdboy?
# Two shoota boyz go into battlewagon
# nobz with banner into bonebreaka
# needed infantry to use Clan Kultur to its maximum
# 30 boys footslog it, and use the stratagem to bring them back once dwindled enough.
Ilgoth wrote: I made my first 2k Ork list. Looking for help, and input with it. First I had brigade + battallion, but I felt 60 gretchins were too much. Didn't see all that CP farm worth of the damage potential.
Isn't ready. I have been going back and forth with HQs and I feel more Weirdboys is needed. Drop the Big Mek in Mega Arm. for 2nd Weirdboy?
# Two shoota boyz go into battlewagon
# nobz with banner into bonebreaka
# needed infantry to use Clan Kultur to its maximum
# 30 boys footslog it, and use the stratagem to bring them back once dwindled enough.
Overall I feel like it could be a solid list. You got a few things wrong that I can see though. The bonebreaka is 140 points base but you still need to pay for the deffrolla, which is 19. So it's 159 points minimum.
Ammo runts for the Nobz are 1 per 5 nobz meaning you can't get 2 runts with just 9 nobz. So take one runt off there. I'd also remove 2/3 big choppas and go with a few double choppas just so you get a few really cheap nobz that die first.
I'm personally not a fan of big gunz on the battlewagons since they often advance but that's a preference thing. If you're okay with using index stuff then throwing a rokkit launcha on each of the kommando squads could be an idea because of the rerolls. If index is a no-no you should consider it on your shoota boyz. I would also recommend deep-striking your boyz blob since they are the only low toughness thing on the board T1 and could easily just be shot off the board then. A KFF is really good to have but I have to admit it's very liberating not having to keep inside some bubble all the time, another weirdboy is a good HQ if you feel like switching him out.
2019/01/04 16:12:31
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
owni wrote: Hello all,
Thoughts on tank Busta load outs?
I'm running 4x5+squig deffskullz split in 2 trucks
Is it worth taking pistols or hammer?
I think what you have posted is ideal. I would not bother with hammer or pistols. You can always utilize the grenade stratagem if you need more bite.
Automatically Appended Next Post: EDIT, hey what is this about a Relic SAG? Did I miss something in Chapter Approved? I basically lived at work November and December, any other goodies I missed out on?
This message was edited 1 time. Last update was at 2019/01/04 18:45:55
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.