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Made in ie
Norn Queen






Dublin, Ireland

Smasha guns are 16 points no?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Battlewagon Driver with Charged Engine




Well, the platform is 15 points as well. So 31 points per base
   
Made in ie
Norn Queen






Dublin, Ireland

Ah my bad yeah.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Lead-Footed Trukkboy Driver






MT

On the boyz discussion. In my opinion they are expensive and easy to kill, they are also pretty effective in general. You have to use command points to get as much out of them as possible.

Also don't forget 7th edition boyz were strength 3 base.

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 us
Humming Great Unclean One of Nurgle





In My Lab

 koooaei wrote:
7 ppm boyz are passable but they look odd compared to 9 ppm sisters that can easilly get up to 6 s4 attacks while maintaining 3+ armor and often 4++. They also have great shooting to boot.


That is theoretically possible, but in practice, Sisters ain't gonna be able to do that more than once per game, if that.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






PiñaColada wrote:
Is you big mek a SAG big mek? If so, check out the relic from the dread waaagh detachment in Vigilus defiant. It's 2d6 shots instead of 1d6. That guy is going to wreck face if he gets to hit on 4's.


About that... I have used that relic three times so far and it did next to nothing. As soon as -1 to hit or invul saves are involved the 2d6 shots hitting on 5+ simply don't cut it. Two hits which might be wounding on fives have not been doing much for me, and I'm not wasting the shooting phase re-roll on the strength roll. The dead shiny shoota I have been running just for the heck of it has killed more than the relic SAG and costs less CP.

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 us
Battlewagon Driver with Charged Engine




 Jidmah wrote:
PiñaColada wrote:
Is you big mek a SAG big mek? If so, check out the relic from the dread waaagh detachment in Vigilus defiant. It's 2d6 shots instead of 1d6. That guy is going to wreck face if he gets to hit on 4's.


About that... I have used that relic three times so far and it did next to nothing. As soon as -1 to hit or invul saves are involved the 2d6 shots hitting on 5+ simply don't cut it. Two hits which might be wounding on fives have not been doing much for me, and I'm not wasting the shooting phase re-roll on the strength roll. The dead shiny shoota I have been running just for the heck of it has killed more than the relic SAG and costs less CP.

I mean, it's hilariously random but I've had some good luck with him just as an Evil Sunz player (meaning zero buffs). I've one-shotted a land raider, a tank commander & a crimson hunter in just a few games. I also killed a shield captain on jetbike in overwatch. Is he always going to produce results? Heck no, but the potential is always there and basically no unit (other than a horde or character) is ever going to be comfortable when targeted by him. There's only really been one game where the relic SAG mek didn't really make his points back.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i've shelved my SAG.
Shot it against a Baneblade, rolled boxcars for damage, rolled 6 for the D6 hits, i got bad moonz reroll so i should hit some right?

Missed every single shot. Man was i pissed.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlewagon Driver with Charged Engine




 Vineheart01 wrote:
i've shelved my SAG.
Shot it against a Baneblade, rolled boxcars for damage, rolled 6 for the D6 hits, i got bad moonz reroll so i should hit some right?

Missed every single shot. Man was i pissed.

Well, I'll never take the non-relic SAG again. But with 2d6 shots you can expect a few hits. He can't be fired at since he's a character, if someone snipes him you can use "Orkz is never beaten" to shoot anyways. You can shoot again with Kustom Ammo. He fills an HQ slot and can repair a nearby vehicle/mek gun. I'm just saying that there's a decent amount of flexibility for 80 (or 84) points. Just park him on a home objective and hope he makes the points back, otherwise he holds an objective and can't be shot at.

Edit: And the weapon itself is just so fantastically orky

This message was edited 1 time. Last update was at 2019/01/31 19:40:17


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

i dont even have the rules for the Vigilius stuff and im not buying a 50USD freakin' book for literally 1 thing i'd want.
Isnt the supersag limited in some way? Or is it an extra gubbinz like normal?

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Norn Queen






You could always memorise the rules from a friends copy.
   
Made in us
Smokin' Skorcha Driver






 Vineheart01 wrote:
i dont even have the rules for the Vigilius stuff and im not buying a 50USD freakin' book for literally 1 thing i'd want.
Isnt the supersag limited in some way? Or is it an extra gubbinz like normal?
I was able to find the whole book online pretty easily back when it first came out, I don't know if links have been taken down since then though.


Automatically Appended Next Post:
totally legally of course...

This message was edited 1 time. Last update was at 2019/01/31 20:38:46


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in gb
Mekboy on Kustom Deth Kopta






Has everyone caught that the Kult of Speed warlord trait only makes speed freeks units within 12" immune to morale the turn they advance so it is utterly, completely useless?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

so...it works on bikers. Thats it. Because the other speedfreeks are single model units
(least i dont remember if deffkoptas are speedfreeks)

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fi
Locked in the Tower of Amareo





PiñaColada wrote:
Mek gunz are really good right now, might change in the March FAQ but a smasha gun for 31 points is insane value. Since grots never get the kultur benefit but they can help other get the freeboota benefit they are a good fit, fire 'em first and hope for a kill. They are expensive models though, so I fully understand if you don't want to use them.
.


One issue with mek guns though is that if your army is mostly infantry heavy(like the traditional loota bombs) then mek guns will end up basically dead on opponent's 1st turn. IF you don't have plenty vehicles every AT gun from opponent's army WILL aim at them.

So something like 5-6 mek guns and rest infantry is basically one shot wonder. IF you go first they get to shoot once. Either way then they will shoot as they are only things worth shooting with with anti tank guns.


Automatically Appended Next Post:
PiñaColada wrote:
 Jidmah wrote:
PiñaColada wrote:
Is you big mek a SAG big mek? If so, check out the relic from the dread waaagh detachment in Vigilus defiant. It's 2d6 shots instead of 1d6. That guy is going to wreck face if he gets to hit on 4's.


About that... I have used that relic three times so far and it did next to nothing. As soon as -1 to hit or invul saves are involved the 2d6 shots hitting on 5+ simply don't cut it. Two hits which might be wounding on fives have not been doing much for me, and I'm not wasting the shooting phase re-roll on the strength roll. The dead shiny shoota I have been running just for the heck of it has killed more than the relic SAG and costs less CP.

I mean, it's hilariously random but I've had some good luck with him just as an Evil Sunz player (meaning zero buffs). I've one-shotted a land raider, a tank commander & a crimson hunter in just a few games. I also killed a shield captain on jetbike in overwatch. Is he always going to produce results? Heck no, but the potential is always there and basically no unit (other than a horde or character) is ever going to be comfortable when targeted by him. There's only really been one game where the relic SAG mek didn't really make his points back.


It's weird gun. Keeps failing for me but then again there's rarely even been good TARGET for it to shoot. Best shot I did would have vaporized baneblade if there had been one. Too bad target was lousy rhino. But that would have been 29 wounds to T8 3+ target.

Relic could be nice. And rolling that 11+ even once. I think I have shot like 20 times without that. But as it is I spend my times shooting with it rhino's or standard infantry.

This message was edited 1 time. Last update was at 2019/01/31 21:51:54


2024 painted/bought: 109/109 
   
Made in gb
Mekboy on Kustom Deth Kopta






 Vineheart01 wrote:
so...it works on bikers. Thats it. Because the other speedfreeks are single model units
(least i dont remember if deffkoptas are speedfreeks)

It doesn't work on anyhing really because its unlikely your bikes take a ton of damage in your own turn.
   
Made in gb
Norn Queen






 An Actual Englishman wrote:
 Vineheart01 wrote:
so...it works on bikers. Thats it. Because the other speedfreeks are single model units
(least i dont remember if deffkoptas are speedfreeks)

It doesn't work on anyhing really because its unlikely your bikes take a ton of damage in your own turn.
It's obviously "intended" to prevent morale losses to self destructing Squig Buggies. /s

GW not being able to write is not new.
   
Made in gb
Mekboy on Kustom Deth Kopta






 BaconCatBug wrote:
It's obviously "intended" to prevent morale losses to self destructing Squig Buggies. /s

GW not being able to write is not new.

True, I'm just gutted our speed frek list is even worse than I first thought.
   
Made in ca
Gargantuan Gargant






 An Actual Englishman wrote:
 BaconCatBug wrote:
It's obviously "intended" to prevent morale losses to self destructing Squig Buggies. /s

GW not being able to write is not new.

True, I'm just gutted our speed frek list is even worse than I first thought.


I guess turn is presumed to be just player turn? Because otherwise yeah, its pretty bad. The most I can see you using it is having warbikers advance and charge in the same turn, but warbikers aren't an assault oriented unit to begin with and if you're assuming they're going to be taking heavy casualties then you're doing it wrong.

Dammit Gdubs, one job.
   
Made in gb
Norn Queen






 Grimskul wrote:
I guess turn is presumed to be just player turn? Because otherwise yeah, its pretty bad. The most I can see you using it is having warbikers advance and charge in the same turn, but warbikers aren't an assault oriented unit to begin with and if you're assuming they're going to be taking heavy casualties then you're doing it wrong.

Dammit Gdubs, one job.
Nothing "presumed" about it. "Turn" has a very specific meaning and definition in 40k. Even if the rule said "Battle Round" it wouldn't be worded correctly, because if the Speed Freek player is going 2nd it would never work also. The rule needs to say "in its prior Movement phase" like Grim Resolve does.
   
Made in gb
Mekboy on Kustom Deth Kopta






 Grimskul wrote:
 An Actual Englishman wrote:
 BaconCatBug wrote:
It's obviously "intended" to prevent morale losses to self destructing Squig Buggies. /s

GW not being able to write is not new.

True, I'm just gutted our speed frek list is even worse than I first thought.


I guess turn is presumed to be just player turn? Because otherwise yeah, its pretty bad. The most I can see you using it is having warbikers advance and charge in the same turn, but warbikers aren't an assault oriented unit to begin with and if you're assuming they're going to be taking heavy casualties then you're doing it wrong.

Dammit Gdubs, one job.

It needs to say round really rather than turn (E - or what BCP said). That would take it from ‘a complete waste of CP’ to ‘probably a complete waste of CP’.

This message was edited 1 time. Last update was at 2019/01/31 23:07:19


 
   
Made in gb
Regular Dakkanaut





@pinacolada, thanks! I'll have a closer look at mek guns then, will post a list up shortly in the other forum.

The mek is just standard with a big choppa unfortunately, I was going to give him a kff though, to give the kill tank a bit more protection on the way in

What's your thoughts on badrukk, you think he's worth it in a freebooter list, or would a custom warboss be better? I'm leaning towards just using the model as a warboss tbh
   
Made in ca
Gargantuan Gargant






 BaconCatBug wrote:
 Grimskul wrote:
I guess turn is presumed to be just player turn? Because otherwise yeah, its pretty bad. The most I can see you using it is having warbikers advance and charge in the same turn, but warbikers aren't an assault oriented unit to begin with and if you're assuming they're going to be taking heavy casualties then you're doing it wrong.

Dammit Gdubs, one job.
Nothing "presumed" about it. "Turn" has a very specific meaning and definition in 40k. Even if the rule said "Battle Round" it wouldn't be worded correctly, because if the Speed Freek player is going 2nd it would never work also. The rule needs to say "in its prior Movement phase" like Grim Resolve does.


Right, I still have some of the 7th ed terminology in my head when it comes to battle rounds and game turns. Either way, hopefully GW address it in a FAQ at some point, because its an embarrassment of a WL trait.


Automatically Appended Next Post:
 Trashpanda wrote:
@pinacolada, thanks! I'll have a closer look at mek guns then, will post a list up shortly in the other forum.

The mek is just standard with a big choppa unfortunately, I was going to give him a kff though, to give the kill tank a bit more protection on the way in

What's your thoughts on badrukk, you think he's worth it in a freebooter list, or would a custom warboss be better? I'm leaning towards just using the model as a warboss tbh


If you're aiming to make him your warlord, the warboss would be better. He has more flexibility and actually benefits from the Freeboota WL trait if you deem to take it, given that Badrukk is a ranged character and therefore has no business in being in CC. Badrukk is better as a support character and effectively acts as a mobile plasma cannon with a reroll aura for Flash Gitz, which is kind of hard to take advantage of given that Flash Gitz work best in transports.

This message was edited 1 time. Last update was at 2019/01/31 23:58:29


 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Badrukk is the best. He is good in any list, freebooter or not. Even good without flash gitz. Last time I used him he wiped out a 3 man battle suit team in one round of shooting. He is a reliable way to put out ranged damage, more so than the pathetic shokk attack gun.

This message was edited 1 time. Last update was at 2019/02/01 01:14:06


 
   
Made in us
Regular Dakkanaut




 Grimskul wrote:
Heafstaag wrote:
I'm not liking 7 point ork boyz either. They aren't awful or anything, but they are more expensive than ever and die faster than ever now.

Meh.

And they have fewer attacks to boot.

Kicked in the nuts 3 times. More expensive, less attacks, and die easier than ever.

I think boyz need to either go back to 6 points or they need to get 4 attacks base on the charge.



I think you have to factor how quickly most things die in 8th ed, outside of a few outlier units. Furthermore, I think with klan kulturs being on the higher end of the spectrum when it comes to faction traits (compared to guys like Eldar or SM) it justifies them being 1 point more expensive than they were before. I'm not sure what you mean by them having less attacks since they haven't changed in that regard unless you're talking about in 7th ed., which is pretty disingenuous given that almost all CC (and non-CC) units lost that with the edition change to charges. Plus boyz were pretty awful in 7th ed. outside of the Green Tide formation, so even with that comparison I don't get where you're getting that from.

Basically with boyz, you need to go all in on several things, either:

tellyport/da jump them
put them in battlewagons
Run 120+ footslogging on the board

You can't expect them to just do all the legwork, now that the rest of the codex is relatively up to par.


Everything does tend to die quicker, that is true. I think that raising the price of boyz for the first time in years...when their survivability is at an all time low and their number of attacks is at an all time low is a bit odd and irksome. Boyz are still awesome, I find, but they have to get their to do work, and if your mob is under 20 you lose a lot of steam going in. I think boyz should 2 base attacks, 1 for the choppa, and 1 on the charge, like it was for many years (on the charge). They can keep or get rid of the the extra attack above 20, or move it up to 30 or more models since units can be combined now.

I've always had lots of boyz in my lists, usually around 1000, and it feels like you can fit less things in a list....maybe?

Overall I really like the Ork Codex, don't get me wrong. Its fun, and I feel like I can hang in there against anybody with it. I'm not much a tournament player, but in a casual/semi competitive environment I am loving them!

Its really a small complaint that boyz went up a point, I suppose, but when you have a 100+ it does add up!


Automatically Appended Next Post:
 Geemoney wrote:
On the boyz discussion. In my opinion they are expensive and easy to kill, they are also pretty effective in general. You have to use command points to get as much out of them as possible.

Also don't forget 7th edition boyz were strength 3 base.


Very true, though I don't think they are super expensive...just a point! I had forgotten they used to be strength 3.

I really like the snakebite monster hunter strategem on a big unit boyz. And of course fight twice and endless green tide or whatever its called. All expensive strategems!

This message was edited 1 time. Last update was at 2019/02/01 01:30:32


 
   
Made in au
Battlewagon Driver with Charged Engine





Hell in 7th you had to pay a point just for the honor of giving boyz a shoota in place of their slugga/choppa.

Not much has changed except being able to tear apart vehicles with a lads bare hands. If anything boys are tougher than ever before due to getting armour saves for stuff like bolters and the like.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

7th was also arguably the worst the orks have ever been.
6th was old dex, and a lot of the core rules utterly screwed orks over (challenge being the #1 rule that pissed me off). They were in a bad spot, but we still had loota spam and bikernobz atleast so they could still play.

7th dex literally took what few things we had away. Shootas went up in price, lootas went to heavy so they werent eating useless elite slots and also went up in points, our relics were weaker than other dex's normal gear, we had 0 invuls in melee except ghaz waagh, etc etc.

The amount of difference between 7th orks and 8th orks is so drastic that the 7ppm ork boyz isnt crippling. It sucks, and does make them oddly weak, but they still do work while in 7th they did literally nothing.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Longtime Dakkanaut





 An Actual Englishman wrote:
 BaconCatBug wrote:
It's obviously "intended" to prevent morale losses to self destructing Squig Buggies. /s

GW not being able to write is not new.

True, I'm just gutted our speed frek list is even worse than I first thought.



Its actually useful.


The same specialist detachment has the 2d6" consolidate stratagem, using that stratagem you can spread out and potentially tie up a lot of other units. If you did not declare a charge against them, or even if you did but you threw all your attacks at your primary target, those other units can all hit you back.


If you are using a deffkilla wartrike for the advance+charge for the bikers, the deffkilla guy has no morale modification. This will allow you to weather some casualties from the return hits but then ignore morale issues.

Not amazing, but useful.

This message was edited 1 time. Last update was at 2019/02/01 03:55:39


 
   
Made in gb
Mekboy on Kustom Deth Kopta






blaktoof wrote:
 An Actual Englishman wrote:
 BaconCatBug wrote:
It's obviously "intended" to prevent morale losses to self destructing Squig Buggies. /s

GW not being able to write is not new.

True, I'm just gutted our speed frek list is even worse than I first thought.



Its actually useful.


The same specialist detachment has the 2d6" consolidate stratagem, using that stratagem you can spread out and potentially tie up a lot of other units. If you did not declare a charge against them, or even if you did but you threw all your attacks at your primary target, those other units can all hit you back.


If you are using a deffkilla wartrike for the advance+charge for the bikers, the deffkilla guy has no morale modification. This will allow you to weather some casualties from the return hits but then ignore morale issues.

Not amazing, but useful.

It's dire and now I've thought about it functionally useless.

Why are you using the 2CP consolidate stratagem to get your bikes into more trouble? Why are you putting your bikes in jeopardy at all? With their speed you should be able to pick the fights that suit them best. The return hits should do very little to you. You should be using the consolidation stratagem to tie up units that don't want to be in combat (so shouldn't do much return hitting either).

To mitigate morale losses (in both yours and your opponents turn) we actually already have a number of options. Warboss on bike (or not) breaking heads. An unit of 30-40 boys jumped up field within 6".

You reckon it's worth spending a CP to take this additional WL trait when we have so many other things to spend the CP on? I can't see it.

This message was edited 1 time. Last update was at 2019/02/01 08:54:06


 
   
Made in us
Battlewagon Driver with Charged Engine




 An Actual Englishman wrote:
It's dire and now I've thought about it functionally useless.

Why are you using the 2CP consolidate stratagem to get your bikes into more trouble? Why are you putting your bikes in jeopardy at all? With their speed you should be able to pick the fights that suit them best. The return hits should do very little to you. You should be using the consolidation stratagem to tie up units that don't want to be in combat (so shouldn't do much return hitting either).

To mitigate morale losses (in both yours and your opponents turn) we actually already have a number of options. Warboss on bike (or not) breaking heads. An unit of 30-40 boys jumped up field within 6".

You reckon it's worth spending a CP to take this additional WL trait when we have so many other things to spend the CP on? I can't see it.

Ugh, that's so much worse than I though it was. (I realize I'm just quoting the latest post and not the one explaining it all). The speed freeks detachment isn't worth it at all if you play evil sunz then. I can see the use of it if you play bad moons maybe, being able to move 28" and still fire on 5's, rerolling 1's. Especially if you don't have a warboss/deffkilla nearby, but these are niche cases. I've been using the dread waaagh detachment but solely for the use of the relic SAG. I really, really like the killa kan models but I hate that they can't have stratagems used on them/get kulturs. I really think grots should get diminished versions of the existing kulturs that they belong to. Something like:

Evil Sunz: Get +1" move
Bad Moons: Reroll 1's on their dakkadakkadakka sots (this one is tough, since Mek Gunz don't need a buff)
Snakesbites: Get a 6+ FnP if the shot fired is less than double the toughness of the unit and damage 1
Deffskullz: Get a 6++ invuln if the shot is lss than double the toughness of the unit and damage 1
Blood Axes: Get the cover bonus thing
Freebootas: They already sort of get the bonus by being able to trigger it
Goffs: Maybe the entire bonus since it's only good on killa kanz?

Just giving them something to actually make them feel like a part of the army. The little gribblies look up to the Orks so they should've picked up on some of their tricks. Also, killa kanz should be targetable by strats.



Automatically Appended Next Post:
 Trashpanda wrote:
@pinacolada, thanks! I'll have a closer look at mek guns then, will post a list up shortly in the other forum.

The mek is just standard with a big choppa unfortunately, I was going to give him a kff though, to give the kill tank a bit more protection on the way in

What's your thoughts on badrukk, you think he's worth it in a freebooter list, or would a custom warboss be better? I'm leaning towards just using the model as a warboss tbh

I haven't used either Badrukk or a killtank in 8th, I still have the old charming badrukk model though A KFF on such an expensive tank might be a good idea though. He doesn't have to start in the tank, deploy him outside of it so he also covers your transports if you don't get T1. Amount of drops is far less significant in the CA 2018 missions.

Well, you'd need multiple HQ's anyways so you can easily take both. But as for making your warlord I'd take a kustom warboss. Some of the relics *cough* Killa Klaw *cough* are really hard to pass up on. Combine that with Brutal but kunnin' WL and he's a monster. Also, as stated in an earlier post, then he also hits on 2's, meaning you can use him to try and trigger the freeboota kultur in CC since he wouldn't benefit from it anyways.

This message was edited 1 time. Last update was at 2019/02/01 09:22:25


 
   
 
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