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.
2019/06/11 12:04:55
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I’m considering changing my bad moon brigade to a freebootas one. Has anyone ever used the freeboota relic. Its the one that auto passes morale for all freebootas for a turn. It would require I spend the 3cp rather than 1cp to take 3 relics (killa kale and SSAG are auto takes at this stage in my lists). I run 6 x10 grots who evaporate incredibly quickly either as a result of being shot or used as grot shields. In itc kill one and kills more are huge. For the same cost as a normal morale auto pass strat you can take and use the relic to pass all freeboota units instead of one. This means that for my opponent to kill a unit he’s going to have to put a lot more fire power into a squad of grots as he can’t rely on their crappy leadership.
Currently this is theory hammer but I’m keen to give it a shot.
This message was edited 1 time. Last update was at 2019/06/11 12:56:15
2019/06/11 12:20:02
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
You’re not wrong. Orks are in a very good place for morale it’s the MSU of grots, kommandos and flashgits that are the concern. As I said the relic effectively costs the same as the auto pass strat so if you find yourself using the auto pass stratit in multiple games and you’re taking freebootas it’s no harm taking the relic (I don’t think any of the other relics are worth 2CP) The auto pass strat could be used on a different clan detachment in conjunction with the relic. I think itc tournaments is where it will do best where you could use it to deny kill more (or even kill 1 if you’re really lucky). Forcing your opponent to increase their firepower into grots means less shooting aimed at other units.
This message was edited 3 times. Last update was at 2019/06/11 13:10:26
2019/06/11 13:10:46
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
If you have on sitting around a regular old warboss can do the duty. Sure you take a couple of mortal wounds for it but especially with grots it will keep that one or two models around to irritate the enemy and siphon off their firepower.
2019/06/12 13:57:01
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I am about to become a new Ork Warboss once I am done painting my Slaanesh Daemons and I was just looking for some things to keep in mind as I build my army!
I have a very specific theme in mind, which is a Mad Max (vehicles/bikes) style army. I love all the new buggies, the war bikes, trike, etc, and definitely plan on only playing Evil Sunz. So no green tide for me, I am not sure the big mek stuff like gorkanaughts and killer kanz fit thematically into an Evil Sunz army?
My main thought is a lot of the new buggies and warbikes, shoota boyz in trukks and Grotz in the back as my "war pups" to just hold backline objectives.
So even though I am a filthy casual and plan on making a themed list... I would appreciate any wisdom/tips&hints/additional war crys/etc.
Additionally, I apologize if this has been covered extensively already. I did not have the time to scroll through 106 pages of content/discussion. Hopefully I can be forgiven for that.
This message was edited 1 time. Last update was at 2019/06/12 13:57:18
2019/06/12 14:52:35
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Considering the Gorkanaut is usually shown as Evil Sunz in official pictures i'd be hard pressed to say it isnt thematic. Theyre still pretty fast models, just not Shokkjump Dragsta fast.
A lot of those models you listed are subpar, gorks nonwithstanding, but if you are a casual player theyre still fine. I still use my bikers and most of the buggies quite a lot, but i dont play tournaments.
Just avoid the Snazzwagon/Squigbuggy....those two are beyond horrible even as a casual.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/12 15:15:11
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Vineheart01 wrote: Considering the Gorkanaut is usually shown as Evil Sunz in official pictures i'd be hard pressed to say it isnt thematic. Theyre still pretty fast models, just not Shokkjump Dragsta fast.
A lot of those models you listed are subpar, gorks nonwithstanding, but if you are a casual player theyre still fine. I still use my bikers and most of the buggies quite a lot, but i dont play tournaments.
Just avoid the Snazzwagon/Squigbuggy....those two are beyond horrible even as a casual.
I play Mono Slaanesh so I am used to subpar lol (Though our new stuff is pretty rad). I have already picked up two of the Snazzwagons.... couldn't help it with the little grot strapped to the front. I am planning on this being a more casual army so I am not too concerned. Sad to hear the Squigbuggy is also not good.
I did not know the Gorkanaut is usually shown as Evil Sunz! That's awesome, I'll feel free to put that on my list then.
Are the flyers good? Would Flyers or stuff like the Bonecrushas be more Evil Sunz? Are there any good combos for all of this?
This message was edited 1 time. Last update was at 2019/06/12 15:43:49
2019/06/12 16:36:08
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
My suggestion would be to skip the Buggies and bring Bonebreakers and Battlewagons. Still plenty fast and you can put some solid units into them for more Dakka and to pop out after they get popped. Also, be aware that Gretchin are pretty much required if you want enough CP to use your Stratagems.
2019/06/12 17:21:03
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Other problem with buggies is they actually dont gain much from evil sunz, theyre already pretty fast and are more shooty than assaulty so they actually are better deathskullz/badmoonz But, Scrapjets atleast cause mortals on the charge.
Dakkajets are alright and wazboms are awesome. Other two kinda suck, i dont even wanna experiment with them they look so bad. But, again, shooty not assaulty so not really a wise pick for evilsunz. Actually i think evilsunz would hurt them with the +1 move technically making them move 21" min instead of 20 lol.
This message was edited 1 time. Last update was at 2019/06/12 17:21:48
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/12 18:49:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Vineheart01 wrote: Other problem with buggies is they actually dont gain much from evil sunz, theyre already pretty fast and are more shooty than assaulty so they actually are better deathskullz/badmoonz
But, Scrapjets atleast cause mortals on the charge.
Dakkajets are alright and wazboms are awesome. Other two kinda suck, i dont even wanna experiment with them they look so bad. But, again, shooty not assaulty so not really a wise pick for evilsunz. Actually i think evilsunz would hurt them with the +1 move technically making them move 21" min instead of 20 lol.
Burna bomber is great. It's just too hard to sqeeze into the army right now.
Excellent to push enemy from the corner position, good against elite infantry squads, awkward to deal with, blocks movement (a bit harder after FAQ, but still usable).
I tried it several times and it always did something useful, but it is not as gamechanging as other units.
Also +1" move doesn't affect your minimal distance required to travel, so it will be still 20", but you maximum movement is increased by 1" (I find it strange that aircrafts are not speed freaks, btw).
This message was edited 1 time. Last update was at 2019/06/12 18:50:59
2019/06/12 19:05:06
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Vineheart01 wrote: Other problem with buggies is they actually dont gain much from evil sunz, theyre already pretty fast and are more shooty than assaulty so they actually are better deathskullz/badmoonz
But, Scrapjets atleast cause mortals on the charge.
Dakkajets are alright and wazboms are awesome. Other two kinda suck, i dont even wanna experiment with them they look so bad. But, again, shooty not assaulty so not really a wise pick for evilsunz. Actually i think evilsunz would hurt them with the +1 move technically making them move 21" min instead of 20 lol.
Don't forget that evil sunz also removes the penalty for advancing/firing assault weapons. Pretty useless on the jets because you'll almost never advance but can be handy for the buggies.
2019/06/12 21:21:30
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I went to a local tournament last month, 1750pts, 3 rounds, CA18 missions. It was my first time playing competiviely so I went in with no expectations. I ran a double battalion Freebootas list. General tactics was to get use the planes to proc the +1 to hit, then shoot everything else!:
List:
I won't go into too much detail on each game, will focus more on the mistakes which cost me:
Game1 - Beachhead
Spoiler:
Genestealer cults with a AM auxilliary (mortars + baneblade). He got the first turn, whittled the boyz down to just the Nob and left the battlewagon with Gitz in with 1 wound. My turn i resurrected the boyz and jumped them into the middle obj, got the FB buff by killing a squad of 10 guardsman. Killed a couple of the light vehicles. Things looking good. Limbered up the SAG and rolled snake eyes for strength.... thanks to BKB managed to take 4 wounds off the baneblade. Decided to double shoot him and rolled...snake eyes again for str... great. (another 5 wounds off - it could have been so much more). Managed to rack up a lead in points for the middle middle obj, but from that point on my inexperience took over. My inital screening fell apart and i let the kelemorph DS close to my flashgitz, over a couple of turns he wiped them out with his D2 guns. Abberrants DS near my lootas and grots weren't pushed out enough so they could get in, SAG had proceed to roll a 3 on str next time it shot then got charged by a broodlord. Planes were ignored. Once he'd cleared the boyz in the middle, he had two turns where he scored all three obj (total of 12 pts over two turns)
End 9-17
Game 2 - Strategic Gamble
Spoiler:
Craftworld eldar, alaitoc / ulthwe mix. lots of guardians, avengers and wraithguard, couple of grav tanks.
Slowest game of the three, only managed 3 turns, low scoring as well. Tried to get assassinate on a warlock thinking just the one dakkajet would be enough, but he used a strat to give it -1 to hit, so it was left with 1 wound. Didnt managed to get the proc this turn. He didn't really move out his side of the table and didn't do particularly much dmg to me, but i wasn't agressive enough either. Long story short, i managed to get priority orders recieved + a card to kill stuff. SSAG again was rolling under avereage and took 3 turns to kill the fire prism, managed to kill a couple of untis turn 3 which netted my 5 VP as my warlord had killed something. Linebreaker tied me the game.
End 8-8
Game 3 - Vital Intelligence
Spoiler:
Imperial Soup. Dark Angels speeders/planes, Loyal 32, Gallant. I got choice of going first, was advantage to go second as points scored at end of battleround, so i did that. Didn't help me. His two planes flew over my lootas into a small gap backfield and MW bombed 11 of them, then hurricane boltered the boyz and the weirdboy nearby. Darkshroud and two character landspeeders sat on the middle obj, almost managed to dislodge them, His scouts and guards held the backfield and meant i couldnt jump the boyz anywhere. Pinned in my own half, I was slowly whittled down and like game 1, ended up with 2 turns of him capping all the objs, giving him 12 pts in the last two turns.
End 6-19
Final thoughts
-While my list could put out some hurt, it was simply not durable enough. Explains why Ben Jureks list is doing well as its about as tough as orks can get.
-A large portion simply did not pull their weight. The bikes were meant to cap obj, but didn't really do anything. Sadly though I love the Flash Gitz, they did not justify their price tag ((360pts with the BW) and died too easily
-Don't rely on the SSAG. Sadly he rolled under average for me, which didn't help things.
-Learn other armies and their tricks better, but this comes with time and experience
I'm going to another tournament start of september, its a mono codex 2K event, no index, FW or Vigillus. I'm planning to fall back to the boyz, triple bat, target saturate with bodies and really try and just swamp the obj. Can this list be any better with codex only options?
ArmchairArbiter wrote: So no green tide for me, I am not sure the big mek stuff like gorkanaughts and killer kanz fit thematically into an Evil Sunz army?
Hell even having a stompa as Evil Sunz would be fluffy, take them as the Evil Sun Rising ladz from the novel of the same name. A loveable little stompa crew
Don't forget that evil sunz also removes the penalty for advancing/firing assault weapons. Pretty useless on the jets because you'll almost never advance but can be handy for the buggies.
And if you have the defftrike boss you can assault after charging, slam several units of scrapjets into the enemy. Considering they are armed with a powerfist they could actually mop up units damaged by your shooting.
This message was edited 1 time. Last update was at 2019/06/12 23:13:04
2019/06/13 08:15:32
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
ArmchairArbiter wrote:So no green tide for me, I am not sure the big mek stuff like gorkanaughts and killer kanz fit thematically into an Evil Sunz army?
In general, most clans use all ork units, obviously excluding named characters - though Thrakka has lead multiple klans into comat, reflected by his aura not being limited to GOFF.
My main thought is a lot of the new buggies and warbikes, shoota boyz in trukks and Grotz in the back as my "war pups" to just hold backline objectives.
You might want to skip on the trukkboy part. Outside of deffskulls double-rokkit shenanigans they have no place in current ork lists. Lists like you are trying to build either use nothing but gretchin, or have one or two units of 30 boyz to jump or tellyport in where needed. In general every ork army should aim for at least 6 units of troops to get those dearly needed CP.
So even though I am a filthy casual and plan on making a themed list... I would appreciate any wisdom/tips&hints/additional war crys/etc.
Orks are a very unforgiving army - just by not bringing lootas and mek guns you are dropping yourself to casual level.
Additionally, I apologize if this has been covered extensively already. I did not have the time to scroll through 106 pages of content/discussion. Hopefully I can be forgiven for that.
While the first post of this thread is no longer up to date (might change that when bored), it sill gives you a good idea of what units are good and which are not.
ArmchairArbiter wrote:I play Mono Slaanesh so I am used to subpar lol (Though our new stuff is pretty rad). I have already picked up two of the Snazzwagons.... couldn't help it with the little grot strapped to the front. I am planning on this being a more casual army so I am not too concerned. Sad to hear the Squigbuggy is also not good.
The buggy army is already at casual level. Gimping yourself more will just result in games where you are being blown off the board. Ork are not an army that takes getting shot well, so the main strategies for orks are either riddling everything that's dangerous with bullets and then krump the rest or just bring too many wounds to the table for our opponents to handle. Buggies are in the first boat, so bringing snazzwagons or squig buggies will leave you with an army that does not have enough wounds to whether shooting and not enough firepower to take out dangerous targets.
I also have a snazzwagon because it looks awesome - just use it with the datasheet of the kustom boosta blasta, it's pretty much doing the same thing just better (burna bombs => burna exhausts, mek speshul => rivet gun)
Are the flyers good? Would Flyers or stuff like the Bonecrushas be more Evil Sunz? Are there any good combos for all of this?
All fliers besides the blitza bommer see plenty play. The kind of army you are looking to field would probably benefit heavily from a wazzbom blastajet, as it can provide your army with a KFF for the first two turns.
Bonekrushas work well as transports for nobz, but they are not as durable as you might think they are as they lose a lot of wounds to secondary weapons like heavy bolters, stubbers, autocannons and the like.
Automatically Appended Next Post: Oh, also news from the competitive front:
Amiable Bright Kelowna GT was won by an Ork player! No surprises in his list, but I will be adding his list to the first post anyways.
Automatically Appended Next Post: I guess I skipped one week - two weeks ago two more orks placed first in tournaments, with two more player placing fourth. One trend is dakkajets and wazzbomms replacing mek guns, as well as storm boyz being back in force.
Post-Castellan meta seems to be good for us despite losing the "ork castellan".
This message was edited 2 times. Last update was at 2019/06/13 10:28:03
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. 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.
2019/06/13 11:30:28
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
ArmchairArbiter wrote:So no green tide for me, I am not sure the big mek stuff like gorkanaughts and killer kanz fit thematically into an Evil Sunz army?
In general, most clans use all ork units, obviously excluding named characters - though Thrakka has lead multiple klans into comat, reflected by his aura not being limited to GOFF.
My main thought is a lot of the new buggies and warbikes, shoota boyz in trukks and Grotz in the back as my "war pups" to just hold backline objectives.
You might want to skip on the trukkboy part. Outside of deffskulls double-rokkit shenanigans they have no place in current ork lists. Lists like you are trying to build either use nothing but gretchin, or have one or two units of 30 boyz to jump or tellyport in where needed. In general every ork army should aim for at least 6 units of troops to get those dearly needed CP.
So even though I am a filthy casual and plan on making a themed list... I would appreciate any wisdom/tips&hints/additional war crys/etc.
Orks are a very unforgiving army - just by not bringing lootas and mek guns you are dropping yourself to casual level.
Additionally, I apologize if this has been covered extensively already. I did not have the time to scroll through 106 pages of content/discussion. Hopefully I can be forgiven for that.
While the first post of this thread is no longer up to date (might change that when bored), it sill gives you a good idea of what units are good and which are not.
ArmchairArbiter wrote:I play Mono Slaanesh so I am used to subpar lol (Though our new stuff is pretty rad). I have already picked up two of the Snazzwagons.... couldn't help it with the little grot strapped to the front. I am planning on this being a more casual army so I am not too concerned. Sad to hear the Squigbuggy is also not good.
The buggy army is already at casual level. Gimping yourself more will just result in games where you are being blown off the board. Ork are not an army that takes getting shot well, so the main strategies for orks are either riddling everything that's dangerous with bullets and then krump the rest or just bring too many wounds to the table for our opponents to handle. Buggies are in the first boat, so bringing snazzwagons or squig buggies will leave you with an army that does not have enough wounds to whether shooting and not enough firepower to take out dangerous targets.
I also have a snazzwagon because it looks awesome - just use it with the datasheet of the kustom boosta blasta, it's pretty much doing the same thing just better (burna bombs => burna exhausts, mek speshul => rivet gun)
Are the flyers good? Would Flyers or stuff like the Bonecrushas be more Evil Sunz? Are there any good combos for all of this?
All fliers besides the blitza bommer see plenty play. The kind of army you are looking to field would probably benefit heavily from a wazzbom blastajet, as it can provide your army with a KFF for the first two turns.
Bonekrushas work well as transports for nobz, but they are not as durable as you might think they are as they lose a lot of wounds to secondary weapons like heavy bolters, stubbers, autocannons and the like.
Automatically Appended Next Post: Oh, also news from the competitive front:
Amiable Bright Kelowna GT was won by an Ork player! No surprises in his list, but I will be adding his list to the first post anyways.
Automatically Appended Next Post: I guess I skipped one week - two weeks ago two more orks placed first in tournaments, with two more player placing fourth. One trend is dakkajets and wazzbomms replacing mek guns, as well as storm boyz being back in force.
Post-Castellan meta seems to be good for us despite losing the "ork castellan".
The first link was me coming 5th place@Lincon!!! My first major GT, Ben Jurek List. Great experience!
I will play a double battalion freebooterz in September , the goal is to come too 3.
SSAG warlord Big Killa Boss+grot
Mek KFF+ grot+ Banner relic (awesome findind thanks to this 3d!!!)
Weirboy x 2
30 shoota boyz
10 Choppa boyz
10 grots x 4
3 Smashaguns + 3 Traktor
Gorkanaut
Morkanaut KFF Dakkajet x 2
Wazbomb KFF
This list pump out 200+ dakka and have a full kff to start, I never lost a game if I went 1st but the first time I played it. Lost by very small margins when I went 2nd. An Ork player managed to shoot down 1 and half plane and a gorkanaut in a turn last week but still lost to 1 points after I let him finish, he was 45 minutes overtime...
One question though, I got a bit confused by the latest FAQS, jumping a SSAG out of combat does not count as moving, but just jumping it result as move?! Is that correct?
2019/06/13 13:14:36
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Emicrania wrote: The first link was me coming 5th place@Lincon!!! My first major GT, Ben Jurek List. Great experience!
Congratulations on that!
One question though, I got a bit confused by the latest FAQS, jumping a SSAG out of combat does not count as moving, but just jumping it result as move?! Is that correct?
It does not count as falling back. So you can shoot because you have not fallen back, but you still get -1 to hit because you moved.
Automatically Appended Next Post: I updated the first post's rainbow table to better reflect what people are using at tournaments and what gets discussed in this thread here. Also to start a fight because you gits are being too friendly for proppa orks!
This message was edited 3 times. Last update was at 2019/06/13 13:19:24
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. 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.
2019/06/13 13:22:29
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Emicrania wrote: The first link was me coming 5th place@Lincon!!! My first major GT, Ben Jurek List. Great experience!
Congratulations on that!
One question though, I got a bit confused by the latest FAQS, jumping a SSAG out of combat does not count as moving, but just jumping it result as move?! Is that correct?
It does not count as falling back. So you can shoot because you have not fallen back, but you still get -1 to hit because you moved.
Automatically Appended Next Post: I updated the first post's rainbow table to better reflect what people are using at tournaments and what gets discussed in this thread here. Also to start a fight because you gits are being too friendly for proppa orks!
Thanks Jid, you are pillar of this community
Automatically Appended Next Post: One question more: can a Gorkanaut (or any other BIG mf) attack units on second floor?
RAW you measure distance from the hull, if you have no base and in the charge section we find this wording:
The
first model you move must finish within 1" of an enemy
model from one of the target units
Nowhere it says the base must be within 1. I reckon would be the same on a hill, the fat dude can get in range, but the base is too big to make him fit and we would use wobbling model rule.
Is that correct or am I dreaming ?
This message was edited 1 time. Last update was at 2019/06/13 13:37:53
2019/06/13 14:20:54
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Measurements are done base-to-base unless you have no base, in which case you measure from the hull. As G/Morkanauts have a base they're unable to attack anything that is vertically farther than 1" from its base. It really sucks. Imperial Knights have a stratagem that lets them attack things a bit higher up,l bit as far as I know that's the only exception.
This message was edited 1 time. Last update was at 2019/06/13 14:21:53
2019/06/13 15:10:08
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Yup thats one of the in my opinion few major flops in 8th core rules.
Only infantry/swarm can go up levels in ruins and its all base-to-base so even if you are TOWERING over the 5" tall platform dudes are on, you cant swing at them because you cant be up there.
Really hurts nids and is rather annoying for most others.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/06/13 15:13:07
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Yeah, what Duke said. A gorkanaut can't attack a model on a ruin because it's not within 1" of the base, but you can run them over with a deffrolla because the battlewagon has no base and thus you measure to the roof/turret.
It's right up there with heavy flamers blowing planes out of the sky.
This message was edited 1 time. Last update was at 2019/06/13 15:13:25
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 actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. 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.
2019/06/13 15:58:48
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Levski wrote: I went to a local tournament last month, 1750pts, 3 rounds, CA18 missions. It was my first time playing competiviely so I went in with no expectations. I ran a double battalion Freebootas list. General tactics was to get use the planes to proc the +1 to hit, then shoot everything else!:
List:
I won't go into too much detail on each game, will focus more on the mistakes which cost me:
Game1 - Beachhead
Spoiler:
Genestealer cults with a AM auxilliary (mortars + baneblade). He got the first turn, whittled the boyz down to just the Nob and left the battlewagon with Gitz in with 1 wound. My turn i resurrected the boyz and jumped them into the middle obj, got the FB buff by killing a squad of 10 guardsman. Killed a couple of the light vehicles. Things looking good. Limbered up the SAG and rolled snake eyes for strength.... thanks to BKB managed to take 4 wounds off the baneblade. Decided to double shoot him and rolled...snake eyes again for str... great. (another 5 wounds off - it could have been so much more). Managed to rack up a lead in points for the middle middle obj, but from that point on my inexperience took over. My inital screening fell apart and i let the kelemorph DS close to my flashgitz, over a couple of turns he wiped them out with his D2 guns. Abberrants DS near my lootas and grots weren't pushed out enough so they could get in, SAG had proceed to roll a 3 on str next time it shot then got charged by a broodlord. Planes were ignored. Once he'd cleared the boyz in the middle, he had two turns where he scored all three obj (total of 12 pts over two turns)
End 9-17
Game 2 - Strategic Gamble
Spoiler:
Craftworld eldar, alaitoc / ulthwe mix. lots of guardians, avengers and wraithguard, couple of grav tanks.
Slowest game of the three, only managed 3 turns, low scoring as well. Tried to get assassinate on a warlock thinking just the one dakkajet would be enough, but he used a strat to give it -1 to hit, so it was left with 1 wound. Didnt managed to get the proc this turn. He didn't really move out his side of the table and didn't do particularly much dmg to me, but i wasn't agressive enough either. Long story short, i managed to get priority orders recieved + a card to kill stuff. SSAG again was rolling under avereage and took 3 turns to kill the fire prism, managed to kill a couple of untis turn 3 which netted my 5 VP as my warlord had killed something. Linebreaker tied me the game.
End 8-8
Game 3 - Vital Intelligence
Spoiler:
Imperial Soup. Dark Angels speeders/planes, Loyal 32, Gallant. I got choice of going first, was advantage to go second as points scored at end of battleround, so i did that. Didn't help me. His two planes flew over my lootas into a small gap backfield and MW bombed 11 of them, then hurricane boltered the boyz and the weirdboy nearby. Darkshroud and two character landspeeders sat on the middle obj, almost managed to dislodge them, His scouts and guards held the backfield and meant i couldnt jump the boyz anywhere. Pinned in my own half, I was slowly whittled down and like game 1, ended up with 2 turns of him capping all the objs, giving him 12 pts in the last two turns.
End 6-19
Final thoughts
-While my list could put out some hurt, it was simply not durable enough. Explains why Ben Jureks list is doing well as its about as tough as orks can get.
-A large portion simply did not pull their weight. The bikes were meant to cap obj, but didn't really do anything. Sadly though I love the Flash Gitz, they did not justify their price tag ((360pts with the BW) and died too easily
-Don't rely on the SSAG. Sadly he rolled under average for me, which didn't help things.
-Learn other armies and their tricks better, but this comes with time and experience
I'm going to another tournament start of september, its a mono codex 2K event, no index, FW or Vigillus. I'm planning to fall back to the boyz, triple bat, target saturate with bodies and really try and just swamp the obj. Can this list be any better with codex only options?
Vineheart01 wrote: Yup thats one of the in my opinion few major flops in 8th core rules.
Only infantry/swarm can go up levels in ruins and its all base-to-base so even if you are TOWERING over the 5" tall platform dudes are on, you cant swing at them because you cant be up there.
Really hurts nids and is rather annoying for most others.
If you asked me whether I'd find the game more balanced if both shooting and melee were totally abstracted and only the base mattered (i.e., you'd have walkers hiding behind low walls because their base was totally obscured and also models not being able to attack units up in ruins because they can't get their base close enough)
or if I'd find the game more balanced if both shooting and melee were totally "True LOS/True As Modeled" - a model is engaged if any part of the model within 1", a model can be seen if any part of the model can be seen...
I think the first scenario would result in a more balanced wargame, honestly. "I'm losin' mah immersion!!!" is the worst argument to be made from a balance sense. True LOS causes so many problems abstracted LOS would solve.
you could give models a "Height stat" that determines how high they can reach up from their base to melee something, and also how high a terrain feature must be for them to be out of LOS behind it.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2019/06/13 20:09:15
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I'm entering a tournament towards the end of the year, limited to 500 points and 1 detachment and I'm playing about with some ork lists and I noticed that battlescribe allowed me to take a Big Mek on warbike with KFF and a SSAG.
The KFF replaces the slugga, and the SSAG is a relic. I don't have a copy of the Vigilus book to hand, so is this legal?
I was thinking of running it with 4 buggies of various types as deathskulls and giving him opportunist for re-rolling wounds of 1 against vehicles, but also targeting characters.
I'm not so much interested in talking about the list, but more interested in the warbike big Mek configuration. A suitably modelled bike is chucking out a big 9" bubble, has extra dakka, toughness and wounds and all comes in at 101pts.
This configuration saves having to bring an extra big Mek with KFF, for basically an extra 20 points. That would be quite useful indeed for an ork castle.
EDIT...
OK I found my own answer with an online version, as it replaces a sag, then this configuration can never happen. That's a shame, I would have liked to build that model.
This message was edited 1 time. Last update was at 2019/06/13 22:31:41
"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984
2019/06/13 23:18:44
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Jidmah wrote: Yeah, what Duke said. A gorkanaut can't attack a model on a ruin because it's not within 1" of the base, but you can run them over with a deffrolla because the battlewagon has no base and thus you measure to the roof/turret.
It's right up there with heavy flamers blowing planes out of the sky.
Wait? Really? Cause that's bloody hilarious! Gotta measure if a battlewagon can get within 1/2 inch of a infantry unit who are sitting on the second floor of the new GW buildings. or how many turrets I have to stack to make this hilarity a possibility. Being able to sit underneath a unit and attack them in melee through a floor.
2019/06/14 02:02:33
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
For our epic relic shokk attack gun do you guys run them as Death Skulls for the cool shoot at a character within 18" or Bad Moons so you can spend 4CP and shoot that relic three times?
One day I'll put something funny here.
2019/06/14 02:28:19
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
You can only shoot a Bad Moonz SSAG twice, since both Stratagems specifically say either "shoot a second time" or "shoot twice". So you have to choose one or the other. Also, I wouldn't use the "shoot at a character within 18 inches" Stratagem. Or rather, I would try to go for it. Your SSAG will be too vulnerable that close to the enemy. He's got a 72" range. You're effectively cutting that to a quarter of his maximum range.
I run mine as Freebooterz, and I keep him back with the Smashaz. If they can proc the +1, he'll be hitting those shots on a 4+. Take Big Killa Boss, for even easier Wounding on the targets you want the SSAG to take down.