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2019/06/05 16:11:32
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I haven't given it a test run yet, but I'm a bit worries about my infantry presence. My plan is to Da Jump Grots onto Objectives, but even in Cover they are extremely fragile. I'm hoping that with all the AT (Mek Gunz, SSAG, and Dread) and all the Anti-Infantry (Gork, Gitz, and Dakkajets), I'll be able to cripple the enemy before I have to worry about that. The biggest issue I see is that (like always) Flyers and Super Heavies are gonna be hard to take out. Even with focused attention from the Gunz, SSAG, and Dread, a properly defended Castellan is gonna be a tough nut to crack. The Flyers are maybe less of an issue, since I have a lot of BS4 units on my list, but they could also be annoying.
2019/06/05 16:21:56
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
flandarz wrote: The biggest issue with your list, that I see, is that 10 CP is probably too little. Codex Orkz are very CP hungry. Even Freebootaz. You're also pretty vulnerable to AT, as once your opponent pops your Nauts, you've lost half your points. Like you said, most lists have a way to deal with Super Heavies in a Turn or 2, and with 3 Heavies, I think you'll find they may not last past Turn 3, unless you throw them in a Tellyporta. With only 10 CP, though, you won't have enough to run your Kustom Ammo on the SSAG if you do.
Thanks Jidmah. I'll watch out for that and try to stay in the 24" range as long as possible. Fortunately, most of my list operates just fine at long range.
Hmmm, good points on CP. I am being somewhat inefficient with my detachment. Perhaps something more like this?
Spoiler:
Orks, 2000pts
Battalion Detachment, Dread Waaagh!, Freebootas
+HQ+
SSAG, warlord, big killa boss
Weirdboy
+Troops+
25 shoota boyz
10 grots
10 grots
+Heavy Support+
Morkanaut
Gorkanaut
Gorkanaut
Battalion Detachment, Freebootas
+HQ+
Kaptin Badrukk
Big Mek with KFF
+Troops+
10 grots
10 grots
10 grots
+Heavy Support+
5 Flash Gitz
5 Flash Gitz with ammo runt
5 Flash Gitz with ammo runt
In terms of anti tank issues, I think that is something that I will just have to deal with. I'm pretty married to the whole "triple orkanauts stuffed with flash gitz" thing, and I'm not aiming to crush top tables at tournaments with this list (although it bears a lot of resemblence to the Freebootas list that placed at a tourney on the first post, just trade the planes for not-as-good flash gitz), I just want to try and build the strongest list I can while sticking to that original concept.
The new list has 13 CP (minus 1 for dread Waaagh detachment) so that means I could theoretically use kustom ammo 6 turns in a row, or do kustom ammo paired with more dakka for the first 3 turns, or just the first 2 and save the rest for critical re rolls or ramming speed or the like.
Also, while this list runs a foot mek with KFF to provide more flexible forcefield protection and the ability to repair damaged nauts, I could also drop a boy and run a second non-relic SAG for more backfield anti-tank. Which sounds better, more defensive flexibility, or more (somewhat unreliable) offensive output? I'd appreciate any and all feedback!
This message was edited 1 time. Last update was at 2019/06/05 16:29:24
2019/06/05 17:02:30
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
flandarz wrote: You might wanna consider the SAG, yeah. You got plenty of Anti-Infantry in your list, but your AT boils down to the SSAG and the Mork.
I will probably try out both and see which I like more in practice. Though Badrukk himself can also threaten tanks with da rippa, I can see tanks being a problem. But while the flash gits arent amazing for killing vehicles, they arent terrible at it either. Wounding on a 5+ sucks, but volume of fire can really carry them through. All 3 squads with the Kaptin's bonus shooting at their normal BS (so if they stayed still without Freebootas bonus or if they moved with freebootas bonus) will put 14-15 wounds on your standard T7/8 3+ save vehicle, and if they stay still AND get the Freebootas bonus that goes up to 19 or 20. That's why I like them; there is very little that LIKES being shot at by a snazzgun. They even occupy that sweet spot where weedy stuff like guardsmen get wounded on 2s and no save, and the D2 in this case makes any 6+++ saves on chaff irrelevant.
2019/06/05 19:23:13
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Yeah, I like Gitz too. I got a squad of 9 in my list, backed by Badrukk. Give the SAG a try, if you want. You're only dropping 1 Boy and the KFF Mek for him, and if you space correctly around the Mork, you won't need him. Assuming you put the KFF on the Mork.
2019/06/05 21:31:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I put mine in a Trukk. It's got enough movement to get them to a good position in one go, is surprisingly tough to take out for its point cost, and can be Looted for 3+ Gitz without you feeling like you just flushed points down the toilet like you would for a Gork. Plus: they can fire from it AND because Modifiers transfer to the occupants (Open-Topped), if someone procs the +1 to hit, the Trukk could Move and they'll still hit on 4s.
2019/06/06 00:40:59
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Like my 1500 points Evil Sunz list, figured I'd ask about what big changes one would make to make it a little better. Without exacts it's essentially
Deffkilla Wartrike
Warboss
Weird Boy
19 Boys (to go in Battlewagon with Warboss)
As many extra boys I can fit into another squad
10 Grots
1 of every buggie
6 Wartrikes
Battlewagon
___
As mentioned, I'll either throw around the spare points into more boyz or a few Battlewagon guns. Really wanted to add 10 stormboyz but I never seem to have the spare points to do so.
I get the buggies outside 1-2 are not great (specially the stupid squiglauncher...) but heck, own 'em all. Got to go Mad Max.
2019/06/06 01:19:42
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Emicrania wrote: I really wanna love the gitz but I have hard time seeing how to use them. Do you dj? DS? Hide em in Nauts and pop em up T2?
I will see how bringing them up in the nauts and jumping out t2 works. The way I see it, I want to run lots of small squads to get a better chance for gun crazy showoffs and to get more kaptins for increased accuracy. I also want them on foot so they can benefit from Badrukks aura. I also want them to sit in the midfield so they can mitigate their range issues without having to move. I also like nauts, so it makes good sense to protect them in the nauts until I can dump them in the midfield and hopefully they dont have to move the whole game and can just gun things down, maybe the Mork hangs back to give them an invul. I feel they both synergize well, but I also feel that tellyporting a big squad of gitz in somewhere where they will have good firing lanes and you can pop moar dakka on a big squad would also work nicely.
2019/06/06 09:49:09
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Keramory wrote: Like my 1500 points Evil Sunz list, figured I'd ask about what big changes one would make to make it a little better. Without exacts it's essentially
Deffkilla Wartrike
Warboss
Weird Boy
19 Boys (to go in Battlewagon with Warboss)
As many extra boys I can fit into another squad
10 Grots
1 of every buggie
6 Wartrikes
Battlewagon
___
As mentioned, I'll either throw around the spare points into more boyz or a few Battlewagon guns. Really wanted to add 10 stormboyz but I never seem to have the spare points to do so.
I get the buggies outside 1-2 are not great (specially the stupid squiglauncher...) but heck, own 'em all. Got to go Mad Max.
Buggies are severely overcosted, battlewagon eats too much into the points, it is generally better to deepstrike one of the squad and dajump another one.
BUT if you are eager to try buggies no matter what, stick to the more efficient ones: shockjump dragsta (it is by far closest to being semi-viable than any other buggie, if only it had been made sniper I would even include one in my army), scrapjet and boosta-blasta.
Rukkatruck and Boomdakka are complete joke.
On the other hand flyer-heavy lists show signs of good results. Top1 ork list in local team tournament (128 players, 16 teams) had 4 flyers. And couple pages away there was listed a chineese roster with srapjets and flyers.
Many armies are not prepared to deal with both flyers and boyz pressure simultaneously.
Also buggies benefit greatly from deathskullz kultur - both because of zog off rule and re-rolls (especially useful on shockjump).
This message was edited 2 times. Last update was at 2019/06/06 09:54:53
2019/06/06 10:40:57
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Keramory wrote: Like my 1500 points Evil Sunz list, figured I'd ask about what big changes one would make to make it a little better. Without exacts it's essentially
Deffkilla Wartrike
Warboss
Weird Boy
19 Boys (to go in Battlewagon with Warboss)
As many extra boys I can fit into another squad
10 Grots
1 of every buggie
6 Wartrikes
Battlewagon
___
As mentioned, I'll either throw around the spare points into more boyz or a few Battlewagon guns. Really wanted to add 10 stormboyz but I never seem to have the spare points to do so.
I get the buggies outside 1-2 are not great (specially the stupid squiglauncher...) but heck, own 'em all. Got to go Mad Max.
Buggies are severely overcosted, battlewagon eats too much into the points, it is generally better to deepstrike one of the squad and dajump another one.
BUT if you are eager to try buggies no matter what, stick to the more efficient ones: shockjump dragsta (it is by far closest to being semi-viable than any other buggie, if only it had been made sniper I would even include one in my army), scrapjet and boosta-blasta.
Rukkatruck and Boomdakka are complete joke.
On the other hand flyer-heavy lists show signs of good results. Top1 ork list in local team tournament (128 players, 16 teams) had 4 flyers. And couple pages away there was listed a chineese roster with srapjets and flyers.
Many armies are not prepared to deal with both flyers and boyz pressure simultaneously.
Also buggies benefit greatly from deathskullz kultur - both because of zog off rule and re-rolls (especially useful on shockjump).
Just a slight nitpick, deathskullz are definitely useful on the buggies, but zog off AFAIK only works on infantry units, not vehicles, so they wouldn't have obsec.
2019/06/06 11:08:12
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Yeah-yeah, my mistake.
Never used them myself, but now that I reread the codex i see it.
Nevertheless it is much more useful than Evil Sunz for shooty vehicles.
So it might worth moving buggies and weirdboy into the separate outrider detachment.
This message was edited 2 times. Last update was at 2019/06/06 11:08:44
2019/06/06 17:58:52
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Keramory wrote: Like my 1500 points Evil Sunz list, figured I'd ask about what big changes one would make to make it a little better. Without exacts it's essentially
Deffkilla Wartrike
Warboss
Weird Boy
19 Boys (to go in Battlewagon with Warboss)
As many extra boys I can fit into another squad
10 Grots
1 of every buggie
6 Wartrikes
Battlewagon
___
As mentioned, I'll either throw around the spare points into more boyz or a few Battlewagon guns. Really wanted to add 10 stormboyz but I never seem to have the spare points to do so.
I get the buggies outside 1-2 are not great (specially the stupid squiglauncher...) but heck, own 'em all. Got to go Mad Max.
Buggies are severely overcosted, battlewagon eats too much into the points, it is generally better to deepstrike one of the squad and dajump another one.
BUT if you are eager to try buggies no matter what, stick to the more efficient ones: shockjump dragsta (it is by far closest to being semi-viable than any other buggie, if only it had been made sniper I would even include one in my army), scrapjet and boosta-blasta.
Rukkatruck and Boomdakka are complete joke.
On the other hand flyer-heavy lists show signs of good results. Top1 ork list in local team tournament (128 players, 16 teams) had 4 flyers. And couple pages away there was listed a chineese roster with srapjets and flyers.
Many armies are not prepared to deal with both flyers and boyz pressure simultaneously.
Also buggies benefit greatly from deathskullz kultur - both because of zog off rule and re-rolls (especially useful on shockjump).
Just a slight nitpick, deathskullz are definitely useful on the buggies, but zog off AFAIK only works on infantry units, not vehicles, so they wouldn't have obsec.
The 6++ is also useful.
2019/06/07 11:15:33
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Played a game on Tuesday evening, combo of Maelstrom and Eternal War with 1 secondary from ITC (I picked Big game hunter he picked reaper (I run 191 models))in prep for a tournament this weekend. Dawn of war set upMy list was
Boyz [11 PL, 196pts]: 2x Tankbusta Bombs
. Boss Nob [7pts]: Choppa, Choppa
. 27x Ork Boy W/ Shoota [189pts]
++ Total: [104 PL, 2,000pts, -2CP] ++
I played against an all Bad Moon army containing (from memory) 2 battlewagons covered in gunz and a gun wagon, 4 trukks (with boyz in each) 3 bikes, 2x2 deffkoptas, 4 Nob bikers, 2x weirdboyz Foot slogging warboss, deffkilla wartrike, tank bustas and burna boyz.
His entire army was mounted so he had significantly less drops than me. I knew he was going to get the +1 to roll off so I put my 3 koptas in reserve and dropped my grots first so I was able to put my heavy hitting units (SSAG and lootas) in advantageous positions.
I don't know if anyone else does it but I've a preset formation for my slugga and shoota boyz so that all 4 squads (77 boyz in total) fit within the KFF 9" along with two weirdboyz who are therefor within 10" of 30 orks. The "formation" comes in at 11" x 18" including all the movement trays. I find it really cuts down on my deployment time which is necessity in tournaments.
I deployed the rest of my army as far back as possible assuming second turn but then got first turn. I do love it when I go first.
T1
I knew he was going to come towards me so my movement phase was limited to the battlewagon containing the MANZ and kommandos moving up the left flank. I mobbed up a 29 boy squad and a 10 boy squad
In the Phychic phase I cast warpath and then da jump on the 38 boy squad pushing them on the right flank.
The lootas and SSAG's range meant that they had plenty of targets. The SSAG totalled a battlewagon and the lootas blew up a trukk which in turn wiped out his squad of 3 bikes.
I charged the 39 boyz into 2 of the remaining trukks blowing them up. I didn't do it but do people know for certain that you can't use the fight again strat to target the now dismounted occupants of the exploded trukks.
His T1
He split his force left and right to deal with the large mob of boyz and battlewagon respectively
He shot all his tankbustas, burnas and 2 battlewagons into my battle wagon but left it with 1 W. He whittled down the 39 boyz to a more manageable number.
He assaulted the battlewagon with his last trukk and the battlewagon containing his warboss, tankbustas and burnas and barely succeeded in destroying it. He charged 3 trukk boy squads, a deffkilla wartrike and 3 nob bikers into the remains of the large boy squad. I was a bit hasty in agreeing to remove them by assuming they were all dead as in hindsight I should have interrupted with them and could have done some damage but you live and learn.
T2
I moved my lootas up to get close to his Nob bikers and deffkilla wartrike. I pushed my warboss on bike up the right flank in the hope of targeting his deffkilla wartrike. The nob with Waaagh banner also had the blunderbus relic so I moved him into range of the Nob bikers too. I also mobbed up the 10 boyz with the other 28 shoota boy squad. I also brought on my 3 x 1 deffkoptas
Psychic phase consisted of warpath and da jump on the 38 boyz. I dropped them close to the Nobz and deffkilla wartrike but also one of the 2x deffkoptas
Shooting phase saw the 38 shoota boyz kill 1 deffkopta and the SSAG whiff completely twice but the blunderbus relic nob and lootas killed the 3 nob bikers. This meant that the deffkilla wartrike was now the closest model to the the lootas who lit him up. This meant my warboss on bike no longer had any hard targets but he managed to make a 11" charge into some trukk boyz killing 2. This meant my right flank was pretty secure but the now dismounted MANZ blew up his last trukk but failed to take care of his battlewagon meaning they were in trouble.
His T2
He dismounted his battlewagon and moved some boyz to hold an objective on his left.
He unloaded everything into the MANZ and then charged them resulting in them being destroyed.
T3
My lootas wiped out two squads of trukk boyz by firing twice and I pulled back from my left flank. SSAG destroyed his battelwagon
His T3
He dominated my left flank but it contained only one objective markers was worth VP.
At this stage all his transports were destroyed and he wasn't going to be able to make it towards the centre of the board or my right flank which contained 3 scoring objectives worth 3 VP.
We both got first strike, I got slay the warlord and we both would have gotten linebreaker. We were pretty even on tactical objectives by the end but with 3 scoring objectives to his 1 he wasn't going to be able to claw it back.
It was a good game but I made some big mistakes. I should have deployed my SSAG better and ignored the 3 trukks and focused on the gunwagon and the battlewagon containing his warboss. Also I missed the opportunity to da jump the shoota boyz and then surround his battlewagon with boss. With fight twice I definitely would have been able to surround it and destroy it killing everyone inside. The shoota boyz did kill a deffkopta in turn allowing me to shoot at the wartrike but I had the warboss on bike ready to take him.
I know people aren't big fans of the battlewagons but this is the list I'm bringing to a tournament this weekend that has an unbeaten tau gunline list. I've lost 40 boyz to overwatch from this gunline so The plan is teleport the wagon and the boost it in the tau lines. The increased toughness, wounds and armour will hopefully allow it to make contact, eating the overwatch for my boyz. I'll let ya'll know how I fair.
2019/06/07 12:08:59
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Great BR, remember the KFF range is 9", not 10".
I would try to focus on blow up transport and charge the occupant after that, whenever is it possible.
Vs Tau the best way is always to outgun them, but maybe the BW is good enough, I don't know.
Remeber to blow up all the drone asap with shoota boyz
✌️
2019/06/07 17:16:59
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Cheers dude. The 10” refers to the weird boyz being near 30 boyz to give them the +3 to casts. They were still within the 9” off bubble.
Ya blowing up the battle wagon and charging the occupants was the original plan. I had hoped the SSAG would repeat its successful first turn but it rolled woefully. It’s classic ork reliability. Next time I’ll use the boyz as backup.
I have to 15 lootas, 1 mekgun,3 mega blaster deffkoptas and SSAG as counter firepower and I plan to use the shootas to clear chaff like you said but I don’t think that’s enough to outshoot the tau. For the greater good means I can’t charge the tau block with boyz. The battle wagon is there purely to act as a can opener.
2019/06/08 21:05:24
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
CaptainO wrote: Cheers dude. The 10” refers to the weird boyz being near 30 boyz to give them the +3 to casts. They were still within the 9” off bubble.
Ya blowing up the battle wagon and charging the occupants was the original plan. I had hoped the SSAG would repeat its successful first turn but it rolled woefully. It’s classic ork reliability. Next time I’ll use the boyz as backup.
I have to 15 lootas, 1 mekgun,3 mega blaster deffkoptas and SSAG as counter firepower and I plan to use the shootas to clear chaff like you said but I don’t think that’s enough to outshoot the tau. For the greater good means I can’t charge the tau block with boyz. The battle wagon is there purely to act as a can opener.
Thanks for the BR !
May I ask why the meganobz were bad moon and not evil sunz ? You plan to da jump them right ? You want a few more shoota hits at the expense of a +1 to charge ?
Also you should have your weird boy as bad moon, and the Kff big mek as evil sunz so he can move faster to ensure boyz get propa coverage from kff, no ?
Don’t get why you hav 4 squads of boyz and not just 3 either. I am curious as you seem to know your stuff
This message was edited 3 times. Last update was at 2019/06/08 21:28:25
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2019/06/09 11:02:38
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
CaptainO wrote: Cheers dude. The 10” refers to the weird boyz being near 30 boyz to give them the +3 to casts. They were still within the 9” off bubble.
Ya blowing up the battle wagon and charging the occupants was the original plan. I had hoped the SSAG would repeat its successful first turn but it rolled woefully. It’s classic ork reliability. Next time I’ll use the boyz as backup.
I have to 15 lootas, 1 mekgun,3 mega blaster deffkoptas and SSAG as counter firepower and I plan to use the shootas to clear chaff like you said but I don’t think that’s enough to outshoot the tau. For the greater good means I can’t charge the tau block with boyz. The battle wagon is there purely to act as a can opener.
Thanks for the BR !
May I ask why the meganobz were bad moon and not evil sunz ? You plan to da jump them right ? You want a few more shoota hits at the expense of a +1 to charge ?
Also you should have your weird boy as bad moon, and the Kff big mek as evil sunz so he can move faster to ensure boyz get propa coverage from kff, no ?
Don’t get why you hav 4 squads of boyz and not just 3 either. I am curious as you seem to know your stuff
All good points, I don't get why the weirdboy should be bad moons. I ask because I often miss some nuance, like I discovered yesterday, after 6 months of playing only orks that warphead let you cast 2 spells...
2019/06/09 23:09:46
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
All good points, I don't get why the weirdboy should be bad moons. I ask because I often miss some nuance, like I discovered yesterday, after 6 months of playing only orks that warphead let you cast 2 spells...
I think he is more referring to making the kff mek evil sunz, and just swapping which detachment each of the hqs is in. The weirdboy gets no benefit at all from being badmoon as far as I can tell
2019/06/10 12:14:17
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Played against orks with a scrapjet, shockjump dragsta and a rotor cannon buggy. There were also like 8 mek gunz, ssag mek and others.
I wasrunning mellee crons and didn't have ranged at worth talking about. And scrapjet felt almost worth it's point tag. If i get it right, it has 2d3+1 rokkit and 18 bigshoota shots. Also it can finish off a model or two in mellee.
Also, funnilly enough, shockjump dragsta dealt 10 wounds to a plane turn 1 instantly paying off. While a ssag mek managed to deal just 2 wounds across the game eating up 4 cp in the process.
It'd be interesting to see if scrapjet holds up vs armies with decent ranged at.
2019/06/10 15:47:56
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
CaptainO wrote: Cheers dude. The 10” refers to the weird boyz being near 30 boyz to give them the +3 to casts. They were still within the 9” off bubble.
Ya blowing up the battle wagon and charging the occupants was the original plan. I had hoped the SSAG would repeat its successful first turn but it rolled woefully. It’s classic ork reliability. Next time I’ll use the boyz as backup.
I have to 15 lootas, 1 mekgun,3 mega blaster deffkoptas and SSAG as counter firepower and I plan to use the shootas to clear chaff like you said but I don’t think that’s enough to outshoot the tau. For the greater good means I can’t charge the tau block with boyz. The battle wagon is there purely to act as a can opener.
Thanks for the BR !
May I ask why the meganobz were bad moon and not evil sunz ? You plan to da jump them right ? You want a few more shoota hits at the expense of a +1 to charge ?
Also you should have your weird boy as bad moon, and the Kff big mek as evil sunz so he can move faster to ensure boyz get propa coverage from kff, no ?
Don’t get why you hav 4 squads of boyz and not just 3 either. I am curious as you seem to know your stuff
There is method to the madness but that in no way means the method is perfect. I played the same list in a 3 game tournament this weekend where I came second so I'll try and throw up some rough battle reports during the week.
I made the MANZ bad moonz mostly in order to fill out the brigade requirements. I had the option of da jumping them and relying on a 9" rather than a 8" charge was a gamble. I start games with 20 CP and had burnt them all by t3 in each game this weekend so the brigade was a must. Making the MANZ bad moonz also allowed them to be loaded into the battlewagon (which itself filled out a heavy choice). After this weekend I don't know if I'd take MANZ to be honest. Reroll 1s on the kustom shootas wasn't too bad.
The KFF was used to provide a 5++ if/when I went second. Making the KFF Bad Moonz gave me the option of putting him in the battlewagon if the table set up allowed me to put my boyz blob out of line of sight. An Evil sunz KFF would have been able to run faster to keep up with the boyz (that hadn't been da jumped) however If the boyz are sprinting forward T1, its in order to make a charge. If they're about to do that they'll have spread out so activating the 18" KFF strat would be the only way to ensure all the boyz are still under. This removes the need for the extra 2" from moving and shooting. Honestly the weirdboy could be changed for the KFF and it wouldn't be too detrimental.
The four squads of boyz allowed me to mob up in two turns. Mob Up+ Warpath+ da jump+ declare literally everything within 12" + Fight again strat is really powerful. A second 10 man squad is also useful if I can just run my mobbed up squad at the enemy normally and I don't want to commit my second large blob of boyz. Against nurglings who are holding an objective 30 boyz is overkill. 10 slugga boyz will steal any objective from them. cause a reasonable amount of wounds but not kill them completely, allowing me to wrap and not get shot in the next turn.
2019/06/10 22:15:18
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Solid reasons man, congrats on getting second place !
I hear you on manz, have like 15 Manz (11 new models and 4 old lead ones) and the more I play them the more I think they really are not that great. I am going to a tourney soon with a mob of 8 and am quite sad that the time to change the lists has run out (it ended a few hours ago).
Much too many points for what they do. If gorkanaut and morkanauuts went down in points the yes manz would be perfect for providing infantery along the fat boys which is relatively safe from ap 0weapons
This message was edited 1 time. Last update was at 2019/06/10 22:19:51
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2019/06/10 22:18:48
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
To me, MANz are the ultimate Objective holders. Especially if it's in cover. But if you wanna lay some hurt on people, you're probably better off looking elsewhere.
2019/06/11 02:56:35
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Had a good game of 40K this weekend. Ran a dual battalion with freebootaz kultre and the Dread mob detachment.
2 Gorkanaughts and a Morkanaught made up the bulk of the list, backed up with a pair of scrapjets, a dragsta and a full unit of mek gunz, throw in a couple KFF meks and a Shokka Mek then grots to fill out troops.
My opponent took a list heavy on Obliterators and Havocs with some marine squads and characters to support and choke up lanes. and a pair of Heliverns. He was using the Devastation Battery and with Slannesh for extra firepower.
My plan was to use the mek guns and or buggies to trigger the Freebootaz trait then unload with whichever Naught was in a better position using Kustom Ammo and More Dakka to try and take out decent chunks of the enemy. Sadly he got first turn and pasted the Mek guns and one of the scrapjets in quick order. Damn Obliterators are scary if they roll those stats well (cough SupaShokka cough) Then he accidentally used the counterfire straegem wrong, killing another one of my buggies after I moved (He can only use it if I go first.) Afterwards things started to swing my way, the Deffstorm Megashoota's are no joke when hitting on 4s and generating shots on 5s too.
It was a pretty crowded table terrain wise, maybe 8 or so buildings and we were using the ITC rules. All in all I was pretty happy with the list, and have more respect for Obliterators.
I was hoping for the Mek guns and scrapjets to live a little longer but by the end of the game both the Gorkanaughts were alive and well, wandering around and killing anything they drew line of sight to. The only potential issue was one or two turns where I managed to fluff killing small units to trigger the Kulture for the Naughts, which makes me wonder if Bad Moons would be more effective, allowing me to get those weaker but still useful re-rolls of 1 regardless of if the enemy has smaller units to start the carnage with.
2019/06/11 04:03:53
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
cody.d. wrote: Had a good game of 40K this weekend. Ran a dual battalion with freebootaz kultre and the Dread mob detachment.
2 Gorkanaughts and a Morkanaught made up the bulk of the list, backed up with a pair of scrapjets, a dragsta and a full unit of mek gunz, throw in a couple KFF meks and a Shokka Mek then grots to fill out troops.
My opponent took a list heavy on Obliterators and Havocs with some marine squads and characters to support and choke up lanes. and a pair of Heliverns. He was using the Devastation Battery and with Slannesh for extra firepower.
My plan was to use the mek guns and or buggies to trigger the Freebootaz trait then unload with whichever Naught was in a better position using Kustom Ammo and More Dakka to try and take out decent chunks of the enemy. Sadly he got first turn and pasted the Mek guns and one of the scrapjets in quick order. Damn Obliterators are scary if they roll those stats well (cough SupaShokka cough) Then he accidentally used the counterfire straegem wrong, killing another one of my buggies after I moved (He can only use it if I go first.) Afterwards things started to swing my way, the Deffstorm Megashoota's are no joke when hitting on 4s and generating shots on 5s too.
It was a pretty crowded table terrain wise, maybe 8 or so buildings and we were using the ITC rules. All in all I was pretty happy with the list, and have more respect for Obliterators.
I was hoping for the Mek guns and scrapjets to live a little longer but by the end of the game both the Gorkanaughts were alive and well, wandering around and killing anything they drew line of sight to. The only potential issue was one or two turns where I managed to fluff killing small units to trigger the Kulture for the Naughts, which makes me wonder if Bad Moons would be more effective, allowing me to get those weaker but still useful re-rolls of 1 regardless of if the enemy has smaller units to start the carnage with.
Does dakka dakka dakka trigger on 5s with freeboota trait? I understand it adds one to hit rolls but does DDD just need a 6 or a natural 6?
Otherwise nice report, very useful considering I plan to run a triple naut list like this myself. How do you think you would have done if your opponent had targetted the nauts instead of the mek guns and scrapjets?
2019/06/11 05:07:14
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Sadly Dakka Dakka is unmodified 6. Unless you use More Dakka to make it a 5 instead. Damn if it triggered on a 4 that would be insane!
As for what would have happened if he wiped out my naughts? A I'd be very sad, B I suppose I still would have had a decent amount of firepower, but probably not the board presence to push up the field and cause havoc. I probably would have funneled the CP into the SupaShokka mek and hoped RNJesus was on my side, he has the big killa trait but never got to fire at vehicles, just nuke a few infantry to trigger the Kulture. Plus, even at 1 wound the Naughts get to keep their main strength, their shooting, and the meks Hovering around can help keep them alive a turn or two longer.
2019/06/11 06:10:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
koooaei wrote: Played against orks with a scrapjet, shockjump dragsta and a rotor cannon buggy. There were also like 8 mek gunz, ssag mek and others.
I wasrunning mellee crons and didn't have ranged at worth talking about. And scrapjet felt almost worth it's point tag. If i get it right, it has 2d3+1 rokkit and 18 bigshoota shots. Also it can finish off a model or two in mellee.
Also, funnilly enough, shockjump dragsta dealt 10 wounds to a plane turn 1 instantly paying off. While a ssag mek managed to deal just 2 wounds across the game eating up 4 cp in the process.
It'd be interesting to see if scrapjet holds up vs armies with decent ranged at.
I have fielded the Scrapjets just once but quite liked it. Next weekend I' play a tourney and take two of them.
addnid wrote: Solid reasons man, congrats on getting second place !
I hear you on manz, have like 15 Manz (11 new models and 4 old lead ones) and the more I play them the more I think they really are not that great. I am going to a tourney soon with a mob of 8 and am quite sad that the time to change the lists has run out (it ended a few hours ago).
Much too many points for what they do. If gorkanaut and morkanauuts went down in points the yes manz would be perfect for providing infantery along the fat boys which is relatively safe from ap 0weapons
Learning from my mistakes I'd try and get them into the centre of the board ASAP and just accept that they're going to die. The only thing worse than watching them die is seeing them survive the entire game due to being avoided. If your opponent knows his stuff he'll make targeting your weirdboy priority no.1 and your transport is going to be one of the first things that are taken out.
Automatically Appended Next Post:
flandarz wrote: To me, MANz are the ultimate Objective holders. Especially if it's in cover. But if you wanna lay some hurt on people, you're probably better off looking elsewhere.
100%, They benefit from ITC cover rules. They're so costly that if thats ALL they do they're not making their points back.
If I was to put MANZ on a central objective I'd try and have a large blob of boyz near them too so they can benefit from their leadership.
This message was edited 1 time. Last update was at 2019/06/11 10:14:34
2019/06/11 11:21:57
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Yep it’s what I did yesterday against ad mech. They managed to charge 2*3 chickens with Spears that my opponent used to screen off my boys in case I da jumped 30 of them. They kill 2 and a half, then got shot down but they did draw fire which would have otherwise finished off my lootas (ad mech cruches grots with so much ease that a grot shield is not much if a shield at all ). So not bad but not great either.
Problem is that I don’t think most armoured stuff in ork codex is any good. I see people here are using gork /morkanauts but in my meta, these or battlewagons or scrapjets will just die and not do much. So much heavy hitting infantry can just go up in buildings and not care about these things assaulting them.
So my Manz are just about the only thing with an armour in nearly all my lists...
Now if only scrapjets (I have 4) went down in points... I tried the four scrapjets I have Saturday against nids, they failed until on one shouted a flyrant léviathan fleet with god mode rolls (5 Kanon hits and wounds, then flyrant failed all 5 invuls and died on the spot lol).
Honestly 110 points for these things is way too much IMHO.
I guess Manz may attract lascanon shots which would otherwise go on mek gunz (no comp ork list should go without minimum 6 mek gunz I think we can all agree), have any of you guys saved mek gunz this way ? Putting Manz in enemy’s face to draw fire on them and save the mek gunz ?
This message was edited 2 times. Last update was at 2019/06/11 11:26:33
Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh
2019/06/11 11:51:24
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
The thing with Gorks and Morks is that you wanna put them in a Tellyporta, to avoid those "they died and did nothing" scenarios. Better to wait til T2 to use them than for them to be wiped in T1. Focus on taking out your opponent's AT, then bring them in when they stand a better chance of surviving.