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2019/07/07 19:27:48
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
My suggestion would be to put your Gitz in a vehicle. I prefer a Trukk, so when it inevitably gets popped, you're not losing as much. When it pops, use Loot It to have some 3+ Gitz, find some good Cover for them near the center of the board, and now you got some surprisingly durable heavy shooters that your opponent needs to drop AP-5 on to deny a Save. Always good to have other priority targets for your opponent to focus on, if you don't swing first go (like Dakkajets, Mek Gunz, Lootaz, etc).
2019/07/07 20:48:05
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Thing about walking, dismounting or da jumping gitz is that they’re back to bs 5 and invariably puts them in range of 95% of the enemy gunz. The lootas can be protected more easily and don’t need to move half as much thanks to the 48” range.
I was running the gitz in trukks (2 squads of 5 with two squads of 5 kommandos split evenly between two trukks, kommandos acting as ablative wounds upon explosion). As the trukks were one of the only multi wound models in my army and would have to be deployed relatively forward to make use of the gitz gunz it meant they gave my opponent somewhere to put all his multi damage weapons.
I’d like to see what’s in his Death Star. A 10 man gitz mob with two grots, badrukk, min 30 grots with a dakka bikeboss could work.
2019/07/07 21:16:45
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
That's the thing, you either go full infantry, either heavy mech. We suffer durability, so target saturation Is a must. The dynamics of the first two rounds are essential to win a game. The good thing about the freebooterz is that you can use the gunz or the shoota boyz to pop up the +1 again in case the gitz move.
I dunno, I thi n there is a lot of potential but getting the Dynamics is gonna take time.
2019/07/07 21:38:56
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Yeah. When I run Trukk Gitz, I bring a bunch of other mechanized stuff. Less models for moving is nice, and watching people's S4 shots basically bounce off of everything is also nice.
2019/07/07 22:10:34
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Vineheart01 wrote: i always laugh when i run my 8+ vehicles and my opponent only has the answers to deal with 2 reliably.
Yeah, depending on the points value of the games you usually play, even trukks can be annoying to pop when there's like 4 of them driving about while you also have mek gunz in the back and a dakkajet behind their lines gunning after their characters. For Orks, you go all in or go home. Combined arms are for sissies! That's why we only need one!
2019/07/08 02:11:07
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
My area isnt tournament level, so i tend to get away with stuff i shouldnt.
People bring lists to deal with 1-2 T7-8 vehicles, often expecting a knight but rarely something with said knight in the T7+ range. The numbers game is a lot more common around here than anything with multiwounds.
Then i show up with 3 wagons, a mork, and multiple buggies/fliers lol.
This message was edited 1 time. Last update was at 2019/07/08 02:11:44
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/07/08 07:55:14
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Got a naut for my birthday, does anyone know a good tutorial for magnetizing it?
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.
2019/07/08 10:11:37
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Not to talk down your wins, but if someone can't beat a stompa and a few boyz, I doubt that they could win any game at all.
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.
2019/07/08 13:09:31
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Jidmah wrote: Got a naut for my birthday, does anyone know a good tutorial for magnetizing it?
Magnetizing rokkits, shootas and KFF is pretty simple, nothing to comment here. You can also magnetize faces, it's possible to swap them.
Also you can spend a few magnets on belly doors.
You build the rest of naut how you like it, except one hand. Put a disc of green stuff into this hand instead of piece that represents deffstorm shoota/base for plasma, push a big magnet into this disc. Paint this black, magnetize guns bits, done.
I can make some more photos if needed.
PS. After getting transport trays I believe I should have magnetized hands.
PPS. Meh, ddd doesn't show linked image. Have a look at my gallery, there is only one pic.
This message was edited 1 time. Last update was at 2019/07/08 13:12:19
2019/07/08 13:19:00
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I love the suggestion of storing the additional bits inside the crew compartment. I had to dig through my basement twice to find all the magnetized bits for my burna bommers.
How about the twin rokkit/twin shoota? It seems that they swap places between the two models, does it matter at all where I put them?
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.
2019/07/08 14:03:30
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I love the suggestion of storing the additional bits inside the crew compartment. I had to dig through my basement twice to find all the magnetized bits for my burna bommers.
How about the twin rokkit/twin shoota? It seems that they swap places between the two models, does it matter at all where I put them?
There you go Jid
This message was edited 1 time. Last update was at 2019/07/08 14:03:59
2019/07/08 15:07:02
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Hearing a lot of praise for Flashgitz in the last few pages, has anyone run them in the Forgeworld transports? Thinking of using a Squiggoth (I know I keep harping on about them, I want dinosaurs in my army dammit!) with them, as it can get stuck into CC and they can still shoot. only downside I can see is the lack of "loot it" to get better armour when it inevitably dies.
Otherwise I like the Big Trakk for it's 14" Move and decent-ish durability. Not sure how the warkopta transport would synergise with them, though I gather the "long uncontrolled bursts" will transfer into the passengers, so if a warkopta doesn't move you get flashgits hitting fliers on +2BS.
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
other problem with a squiggoth is they also will ALWAYS be moving because the beastie wants to charge, while proper vehicles would probably park it midfield if they survive that long.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/07/08 15:20:59
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
I believe Squiggoths have a larger profile than the other vehicles too, making them easier targets. I haven't tried Gitz in the FW vehicles, though I assume the Chinork would work fine.
2019/07/09 06:13:06
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
friareriner wrote: Or you can use a base. I think a 25mm with a little bit trimmed around the edge fits in the gun arm there too.
.
I tried this. After half an hour trying I switched to greenstuff. Base is thicker, so I had to make it thinner to put it into slot.
Jidmah wrote: How about the twin rokkit/twin shoota? It seems that they swap places between the two models, does it matter at all where I put them?
It's a pure cosmetics. You can magnetize a hand and a pole and switch rokkits and shootas how you like. Just follow the same way of putting magnets for whole army (or model at least) and you'll be able to mount surprise sluggas on your gnaut.
2019/07/09 07:50:52
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Jidmah wrote: How about the twin rokkit/twin shoota? It seems that they swap places between the two models, does it matter at all where I put them?
It's a pure cosmetics. You can magnetize a hand and a pole and switch rokkits and shootas how you like. Just follow the same way of putting magnets for whole army (or model at least) and you'll be able to mount surprise sluggas on your gnaut.
Heh, I can attach my Helbrute and PBC weapons to my kanz and deff dreads - sadly, it doesn't look as awesome as it sounds - dakkajets with two killsaw arms on their wings are silly awesome though.
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.
2019/07/09 13:16:27
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
With the Arrival of Chaos Knights, im wondering what people are doing these days to tackle Knights.
My friends just asked if i would play a game vs an entire knight list, and while i know a few ways to take em down, i thought we could discuss it.
For example im unfamiliar with how people are kitting the war-bosses for stompin knights.
I know it was tackled earlier in the thread but it seems like an appropriate time to talk about it again.
2019/07/09 13:27:33
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
mek guns and the super SAG do well against knights. Also warboss on a bike with da killa klaw can make a knight disappear. rememebr to keep cp aside for orks is never beaten. If you use snakebites you can also use monster huner on a knight to have the warboss and a nob w/pk wound it on 2's and have the boyz wounding on 5's instead of 6's. it is 3 cp but lasts a whole phase against a target.
wazboom blasta jet is also pretty good at peeling wounds from a knights. with moving up to 80 inches each turn you can try and stay in range of only one knight so it stays pretty safe unless your opponent moves everything towards it.
10000 points 7000 6000 5000 5000 2000
2019/07/09 14:19:42
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Dojo wrote: With the Arrival of Chaos Knights, im wondering what people are doing these days to tackle Knights.
My friends just asked if i would play a game vs an entire knight list, and while i know a few ways to take em down, i thought we could discuss it.
For example im unfamiliar with how people are kitting the war-bosses for stompin knights.
I know it was tackled earlier in the thread but it seems like an appropriate time to talk about it again.
A warboss on knight-killing duty pretty much is just a Klaw boss who charges, fights twice, dies and then fights another time. The knight should die at some point.
Besides that, they are T8 vehicles like any other, shoot them until they die. Tri-pointing knights can work with non-infantry models, but against chaos knights, I wouldn't expect them to survive.
In general, you are better off blocking knight movement with infantry by just standing in front of them than charging them, as they can only fall back over infantry, but not ignore them for regular moves. Take care to not allow character knights free heroic interventions.
Also make sure to play a proper mission and not just kill each other - this will level the playing field against huge stompy robots a bit.
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.
2019/07/09 16:56:51
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
This week, we have yet another Ork winning a GT, this time with the GDP of a small country spent on mek guns (total of 17 smashas) and a bunch of boyz.
Another warboss went third with a Goff Green Tide supported by Bad Moons tankbustas, even bringing Thrakka along for the ride. At this point pretty much anything in the top three categories of the first post has found its way into a list of a top placing ork army.
This message was edited 1 time. Last update was at 2019/07/10 13:34:01
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.
2019/07/10 13:53:56
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
This week, we have yet another Ork winning a GT, this time with the GDP of a small country spent on mek guns (total of 17 smashas) and a bunch of boyz.
Another warboss went third with a Goff Green Tide supported by Bad Moons tankbustas, even bringing Thrakka along for the ride. At this point pretty much anything in the top three categories of the first post has found its way into a list of a top placing ork army.
Thanks for sharing this Jidmah! Good to see Orks are still showing pretty strong competitively speaking, time will tell what things will change when we get to this year's CA changes. I'm mainly predicting price rises for Smasha Gunz and possibly Shokk Attack Gun meks, due to the popularity of the SSAG relic, and price drops for a few units, ideally warbikers and the new buggies as well as burna boyz, but I'd be up for them also touching up other units that are rarely seen, like Runtherds and Painboyz. Obv. we will also be getting the discount that other factions got before we did regarding Power Fists (9 point power klaw), but I'd like to see either the big shoota or rokkit launcha get a revision as well.
2019/07/10 14:16:25
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
As I mentioned in another thread, I think the Runtherd would be fairly priced as-is, IF it sat in an Elite slot. I feel like GW unslotted the guy just to kill any cheap Brigade options we might wanna field.
2019/07/10 14:43:50
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
A mek is six points less than a runtherd, so there really isn't a reason all.
IMO the main reason why they see no play is because there is no reason to play mobs of 30 gretchin due to how grot shield works and because 3x 10 gretchin generate 5 CP, while 1x30 do not.
One is the guy with the all the smashas, the other is dakka-orks... who actually brought a runtherd!
This message was edited 1 time. Last update was at 2019/07/10 14:49:39
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.
2019/07/10 14:59:21
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Dojo wrote: With the Arrival of Chaos Knights, im wondering what people are doing these days to tackle Knights.
My friends just asked if i would play a game vs an entire knight list, and while i know a few ways to take em down, i thought we could discuss it.
For example im unfamiliar with how people are kitting the war-bosses for stompin knights.
I know it was tackled earlier in the thread but it seems like an appropriate time to talk about it again.
An evil suns warboss on foot with killaklaw. Cast fist of gork (plus 2 s and a) and then da jump him. Voila your very own ork smash kaptain that only needs an 8” charge and wounds a knight on 2+... unless they take the ability that means the knight is only wounded in a 4+. Still you can Reroll it. Soften up the knight with a SSAG beforehand and use the fight after death strat.
2019/07/10 19:26:22
Subject: No more muckin' about - Proppa Ork Tactics Thread (8th edition codex post FAQ)
Honestly, I'd pay 6 more points to have a cheap source of Breakin' Heads for my 10 model Grot units. Especially in a Brigade where you got 6 of those bad boys. Right now, all you really got to do is take out half of the Grot squad, and the rest will run at Morale 42% of the time. A Runtherd would force your opponent to dedicate more shots towards your Grots, meaning less pressure on your better units.