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Made in se
Rogue Grot Kannon Gunna






but he has to activate it twice, right?
   
Made in ca
Gargantuan Gargant






xlDuke wrote:
The Warboss on Warbike with Killa Klaw is better really, Zhadsnark is good if you want two Warboss on Warbikes in a list.


Yup, he's cheaper and he's been updated to be able to advance and charge, unlike Zhadsnark for some bizarre reason.
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Agree, there is no reson for Zhadsnark not to have the same special rule as the biker boss.

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in gb
Regular Dakkanaut




 Jidmah wrote:
They were aiming at the "declare everything within 12" part. If the daemon prince wouldn't have been within 12" you can't attack it, no matter how often you fight.


Ya moral of the story put your character at least 3" away from the front of your screen if your opponent has a fight twice strat and you don't want to get him in combat.


Automatically Appended Next Post:
 Emicrania wrote:
but he has to activate it twice, right?


I'd have to watch the video again (in work at the moment) but ya I think so. The charge, pile in consolidate fight again shenanigans is definitely some higher level stuff but its so good with the orks that if you want to be competitive as an ork player you need to know it.

This message was edited 1 time. Last update was at 2019/08/01 09:50:39


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Emicrania wrote:
but he has to activate it twice, right?


Yes, he is using a fight again stratagem.

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. 
   
Made in gb
Regular Dakkanaut




I don't know how we could do this or if there is any interest but hear me out;

There are two main "build types" of competitive ork builds. Either super shooty (containing lootas/gorkanauts/morkanauts/flashgitz/dakkajets/mek guns etc) or ork hordes (lots and lots of boyz with buffing characters). Obviously there are outliers as well as lists that try and do a bit of both.

What I would find super helpful is if we went through opposing armies and people were able to give tips and tricks for how each "build type" could deal with each army. Maybe include a target priority list of things that must be taken out to allow the orks to do their work. Also maybe good ITC secondaries for orks to take against that specific army.

I know the stuff a few pages back reference dealing with Ad Mech is very interesting to me, especially since my local meta doesn't contain any Ad Mech and I could easily come up against them in a tournament. I played them at the start of 8th but the Meta changes so fast I don't think I'll face a similar list.

It would be especially helpful for tournament play where the suggestion of "just take more of X unit" can't really work as the list is set.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






When you just look at the top 4 placing armies of july, there are myriads of builds currently doing well. Going through them all would be quite a chore.

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. 
   
Made in gb
Regular Dakkanaut




 Jidmah wrote:
When you just look at the top 4 placing armies of july, there are myriads of builds currently doing well. Going through them all would be quite a chore.


No doubt. That's why I suggest breaking the ork lists into the incredibly generalized category's of Shoota lists and Horde lists. If someone suggests, for example, that in order to best beat a Tau gunline you should just outshoot them but you're running a Horde list, its not much good to you. Ditto in the case where someone suggests charging a wall of plaguebearers with 40 plus boyz but you're running a shooty list.

If you're referring the myriad of enemy lists of course there are too many to be specific but 90% of list will have some common units that everyone takes as well as common weaknesses. With the rate of change in the Meta it would need to be a living document. Custodes were super focused on jetbikes previoulsy but now focus heavily on the grav tanks. Tactics to deal with the jetbikes are still relevant though and as they could easily pop up in a tournament.

I'm not asking for one person to do everything. If someone has experience against a specific army and has figured out their weaknesses as they pertain to a certain ork "build type" (once again super general) it would be really helpful to others. As I said the stuff relating to Ad Mech a few pages ago was helpful to me.

I'll bang out an example in a while regarding Tau after lunch (Its my last week in work so I've got plenty of time )
   
Made in se
Squishy Squighound





I’m preparing for a bigger tournament and have started to try out my list. There’s no index and no FW allowed. I had my first test game yesterday with the following list:

Spoiler:

Battalion
Freebootaz

2x Wierdboy
30x Boyz, 26x shoota, 3x Rokkits, Nob with Custom rokkit
11x gretchins
10x gretchings
8x MANZ, 5 with saws, 3 with powerklaw
1x Deffkopta (Nevermind this guy, took him for taking objectives but forgot to put him on the table before turn 4)

Spearhead
Freebootaz

Big Mek with da souped-up shokka
5x smasha gunz
3x masha gunz, 2x traktor kannon
Gorkanaut

Airwing
Freebootaz

2x dakkajet
1x Wazbomba




I wrote my first ever battle report below. I have most certainly forgot a lot of stuff, but on the bright side that makes for a shorter read.
Spoiler:


My opponent had a chaos list with:
1 big knight, 2 small knights, think they are called warhounds, all of them with dual miniguns in different sizes. He also had 2 daemon princes, Ahriman, 30 pink horrors, a fluxmaster, 3 nurglings, 30 plaguebearers and two slimy dudes that was buffing the plaguebearers.

I put the gorkanaut, the MANZ and the boy squad in deep strike for 6 CP as I felt they wouldn’t be able to do much first turn and to take them out of harm’s way. He put the pink horrors in deep strike We were playing beachhead mission so one objective in the middle and one in each of our deployments.

I got first turn and my plan was to kill the nurglings with a dakkajet so the rest of the army would get +1 to hit as all was inside 24”as they were the only thing i had a chance to one shot. Failed horribly of course and only did 2 wounds. So, started to shoot all the mekgunz and the wazboomba on the big knight and did 11 wounds as he used the ion shield. I rolled a 7 I strength with the SAG and forgot that I had big killa boss, so I targeted one of the small knights. Did a weak 3 wounds. The second dakkajet killed a handful of plaugebearers. So, no first strike. At least he didn’t get back any plaugebearers in the morale phase.

On his turn 1 he moved forward to the objective in the middle with the plaguebearers. And destroyed a dakkajet and the wazboomba and got the other dakkajet down to 5 wounds with a mix of magic and bullets.

On my turn 2 I took in the gorkanaut, MANZ and the boyz. I was able to kill the big knight with a weirdboy that I da jumped in to smite, the shooting from all my rockets the mek gunz and a charge from the MANZ. The boys, the messed up dakkajet and the gorkanaut killed the plaguebearers that was bubble wrapping the rest of his army, with shooting and charge. I used a CP for reroll somewhere in this mess. I shoot the unharmed small knight with the SAG and got him down to 4 wounds. Filled with bloodlust I used 2 CP to shoot again and the bastard survived with one wound.

On his turn 2 the pink horrors came in and spited or whatever they do 75 times on the boyz. That led to 14 wounds and in the end to 10 dead boyz as they got some pretty good t-shirts and his pink horrors obviously can’t shoot. He even used some shenanigans to give them +1 to wound. He killed 4 MANZ with the evil mix of shooting and magic.

Turn 3. I scored a total 3 point for the objective in the middle and the objective in my deployment. He had sneaked away with the mini knights from line of site from most of the mek gunz so they had to shoot pink horrors for little effect. 3 of the mek gunz saw the mini knight with 4 wounds and got him down to 1. The gorkanaut shoot on the pink horrors and then charged in the end killing only 8 or so with the help of the shoota boyz. He did a heroic intervention with one of the daemon princes and ripped the dakkajet from the sky. The MANZ charged and killed the little knight with 11 wounds and consolidated into the little knight with 1 wound.

On his turn 3 he killed the gorkanaut with pink horrors and a daemon prince. Most of the boyz with some magic and all but one MANZ with a daemon prince.

On turn 4 I started to think that the game was lost but all the built-up bloodlust from the Big Mek made him roll 11 for strength. The only thing a could shoot was the pink horrors. When he was done with them, they were pink spots on the ground and the rest fled back into the warp. The lonely MANZ finally killed the 1 wound mini knight before it was clawed to death by the daemon prince.

On his turn one daemon prince used some teleporting relic and landed 9” from one of my weird boyz and failed the charge and the other one killed the last of the boyz.

On my turn 5 I da jumped a squad of gretchins near the objective in his deployment. Inspired by the big mek they shoot and killed the slimy plague character standing on the objective robbing me of 3 points as I couldn’t charge anymore. By now the big mek had been possessed by Mork himself and rolled another 11 in strength turning the daemon prince threatening my weirdboy inside out. The mek gunz killed the last slimy plague character.

On his turn 5 Arhiman melted his brain and inflicted 3 wounds to himself and only killed 4 gretchins with some fancy spells.

Turn 6 the gretchins that was still alive in his deployment zone took aim at Ahrimans left knee and hit him in the eye killing him. The now red hot and heavily smoking shokk attack gun killed the last damon prince for my first tabling since 8th edition came out. I still had left all mek gunz, most of the 2 gretchin squads, the 2 weird boyz and The big mek.


I really liked the list, maybe the tabling helped with that, but I was a bit short on CP. But I will probably not put this many units in deep strike in most games. Im thinking of squeezing in 2 battalions removing the gorkanaut or the MANZ. I wanted to try out an all Freebooterz list, but do you guys think it´s better to take maybe 2-3 squads of 30 boyz and make them evil sunz instead?
I got most the important models and are not afraid to buy what I’m missing if someone of you got some good ideas.

This message was edited 1 time. Last update was at 2019/08/01 12:04:05


 
   
Made in gb
Regular Dakkanaut




Cool report man. Tabling what looks like a pretty competitive chaos list is no small thing. Have you considered replacing the MANZ with flashgitz and maybe more grots for grot shield (did you use that strat at all?)

If you were keeping the MANZ I’d suggest brining a evil suns detachment for them as that +1 to charge speeds them up.
   
Made in ie
Norn Queen






Dublin, Ireland

Does anyone use the "new" Ork kits in a competitive manner / even semi competitively? dragsta, wartrike snazzwagon etc
I have looked at their stats and abilities several times and just cannot justify a reason to build a list around them.

Dman137 wrote:
goobs is all you guys will ever be

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

"Feelin' goods, good enough". 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

The Wartrike ain't really all that bad. It just falls short of the Biker Boss. If your area doesn't allow Index options, it's a fine replacement for him.
   
Made in se
Squishy Squighound





CaptainO wrote:
Cool report man. Tabling what looks like a pretty competitive chaos list is no small thing. Have you considered replacing the MANZ with flashgitz and maybe more grots for grot shield (did you use that strat at all?)

If you were keeping the MANZ I’d suggest brining a evil suns detachment for them as that +1 to charge speeds them up.


I have always wanted to fit in flashgitz in a list but have no good idea about how. Feels like I need to put them in a battlewagon for them to survive. But maybe just bubble wrap them with gretchings can work now days. I was hoping to get +1 to hit in melee with the MANZ as I have had bad luck hitting with them all 8th edition. Therefor I made them freebootaz. But the +1 to hit never came into play anyway and a more reliable charge probably is worth more.

I used one of the gretchin squads around the big mek for groot shield. But I had to put him with all the mek gunz anyway for line of sight as we played vanguard strike deployment and there was little room. So, there was no bigger risk that anything would get to him without eating barrages of smasha gun beams.

   
Made in gb
Regular Dakkanaut




 Slaktur wrote:
CaptainO wrote:
Cool report man. Tabling what looks like a pretty competitive chaos list is no small thing. Have you considered replacing the MANZ with flashgitz and maybe more grots for grot shield (did you use that strat at all?)

If you were keeping the MANZ I’d suggest brining a evil suns detachment for them as that +1 to charge speeds them up.


I have always wanted to fit in flashgitz in a list but have no good idea about how. Feels like I need to put them in a battlewagon for them to survive. But maybe just bubble wrap them with gretchings can work now days. I was hoping to get +1 to hit in melee with the MANZ as I have had bad luck hitting with them all 8th edition. Therefor I made them freebootaz. But the +1 to hit never came into play anyway and a more reliable charge probably is worth more.

I used one of the gretchin squads around the big mek for groot shield. But I had to put him with all the mek gunz anyway for line of sight as we played vanguard strike deployment and there was little room. So, there was no bigger risk that anything would get to him without eating barrages of smasha gun beams.



I've been running the flashgitz bomb surrounded with grots and find its the best option. I tried running them in trukks and battlewagons but this just isn't the edition for transports. Flashgitz slowly moving up the board surrounded by lots of grots is great. I've gone all out a have a KFF and Grotsnik near the grot shield and gitz. I also place a deffkopta beside them so when it blows up the gitz can loot it and get a 3+ 5++ 6+++ (after grot shield). They always move in the first few turns until I can get them onto the centre of the board. If you can proc +1 they still hit on 4s while moving and once they've set up camp in the middle it can result in hitting on 3s (2s with the Kaptain). If it looks like they're going to get charge give them warpath and you have a unit that can pump out 4 S5 attacks each.


Automatically Appended Next Post:
Ork Tactics versus: Tau Gunline

Priority Targets:

MV33 Grav-inhibitor Drone: These guys add d3 onto your charge messing with even da jumped evil sunz. They're not characters so can be targetted. Normally they'll be hidden behind cover so it might almost be worth while waiting till T2 and teleporting one unit so that it can get eyes on and then da jumping another to do the actual charging.
MV31 Pulse Accelerator Drone: These increase the range of pulse guns. If they are taken out the Tau threat range is severly reduced (including their rapid fire range). Again they can be targeted as they're not characters.
Sniper drones: These guys can and will target your linchpin models such as the da jump weirdboy, KFF mek and SSAG mek. The presence of a grot oiler as an ablative wound won't do much if he focuses fire (their guns are rapid fire 48" so a squad of 10 can cause a fair few mortal wounds so the KFF won't do anything) Hide your characters until these are off the board. They subract 1 from hits if outside 12" so use more dakka to take them on from afar.
XV88: These guys are the taus main source of indirect fire. Either focus fire on them (ideally taking out the surrounding drones first) or attempt to tag them in combat. Unlike alot of the Tau battle suits they don't have fly so unless they're near Darkstrider touching them in combat will stop them firing. If they are near Darkstrider then you'll need to tri-point them to stop them shooting.

Suggested ITC Secondaries:
1) Butchers Bill. The drones count as separate units from the troop choice that they came with so killing "2" units a turn especially at the start. Freebootas love the drones as they're an easy kill for that +1
2) Headhunter. Tau gunline is heavily reliant on buffing characters who, once you get stuck into their lines are going to be close by.
3) Recon. You'll have the Tau for mobility and once the XV88s are dead the grots hidden behind cover will be pretty safe.

Shooty Orks tips:

Hang back outside of the Tau threat range for as long as you can and shoot the out of them. Bear in mind that with one of the castes they get an additional 6" to their range plus another for the pulse accelerator drone. They can also advance and shoot once so the threat range of their pulse rifles is 30" + 6" + 6" + 6" d6" or half that for 3x the number of shots thanks to the cadre Fireblade. Placing units outside a 51.5" threat range isn't viable so just remember to stay out of the 27" range.
If you do have gorkanaut/morkanaut/vehicle it might be worth your while putting him in teleporting him in with a KFF mek inside and charge him into the lines t2 after taking out those damned grav drones. Try and target units outside of darksides 6" bubble so the same units won't be able to fall back and shoot. Da Crunch isn't too bad if your plan is to hang back and shoot if you keep your weirdboy out of Los.

Horde Orks tips:

Tau are problematic for you. After Da jumping try and focus those pistol shots into the grav drones. Whenever possible charge from behind cover as tau overwatch is punishing. Declare everything within 12" as you will be fighting twice. A good trick is to fight twice in your opponents turn so as to tag as many units as possible preventing another round of Tau overwatch. A mob up +warpath+da jump+fight twice strat will maximise the work done by a unit. Try and have another squad of 30 boyz/warboss close or 2CP to spare so as to prevent the boyz from failing morale after losing so many to overwatch (seriously I've lost 20 to 30 boyz to overwatch). Da jumping an evil sunz warboss will be easier that da jumping a squad of 30/40 boyz and may better allow you to charge from behind cover.

This message was edited 1 time. Last update was at 2019/08/01 14:27:40


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Ratius wrote:
Does anyone use the "new" Ork kits in a competitive manner / even semi competitively? dragsta, wartrike snazzwagon etc
I have looked at their stats and abilities several times and just cannot justify a reason to build a list around them.


I'm currently in the process of building a painting a pile of them. I'll do reports when I use them.

That said, one of the guys placing 3rd or 4th had three shokk-jump dragstas in his list and I remember seeing a wartrike once or twice. Otherwise the buggies are a no-show on top tables.

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





Nebraska, USA

Shokkjump Dragsta as Deathskulls is just silly.
Gives it an invul, which any 4+ vehicle desperately needs since they will almost never get an armor save.
Reroll 1 of its 2 Kustom Mega shots, wounds, and the D6 damage roll so it becomes unusually consistent.
Its not as great at doing it due to the 9" rule like a Flier could, but its Shokktunnel can let it snipe characters occationally and/or deal with backfield mortar units.

Any other kulture its...mediocre. Sometimes i get it to be pretty mean in Bad Moonz since unless it advanced i reroll half of its missed shots anyway, but i usually suffer in not having the wound reroll or almost always getting the D6 damage doing 1-2 damage.
Scrapjet and Wartrike are mediocre as well. Wartrike if hes your warlord can be a beatstick but hes not that hard to get rid of once he starts charging so he usually dies pretty quick.

Rest can go rot for all i care until they either get a statline overhaul or massive price cut. Snazzwagon should have twice its RoF at its pricetag...

This message was edited 3 times. Last update was at 2019/08/01 17:30:03


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Squishy Squighound





CaptainO wrote:
 Slaktur wrote:
CaptainO wrote:
Cool report man. Tabling what looks like a pretty competitive chaos list is no small thing. Have you considered replacing the MANZ with flashgitz and maybe more grots for grot shield (did you use that strat at all?)

If you were keeping the MANZ I’d suggest brining a evil suns detachment for them as that +1 to charge speeds them up.


I have always wanted to fit in flashgitz in a list but have no good idea about how. Feels like I need to put them in a battlewagon for them to survive. But maybe just bubble wrap them with gretchings can work now days. I was hoping to get +1 to hit in melee with the MANZ as I have had bad luck hitting with them all 8th edition. Therefor I made them freebootaz. But the +1 to hit never came into play anyway and a more reliable charge probably is worth more.

I used one of the gretchin squads around the big mek for groot shield. But I had to put him with all the mek gunz anyway for line of sight as we played vanguard strike deployment and there was little room. So, there was no bigger risk that anything would get to him without eating barrages of smasha gun beams.



I've been running the flashgitz bomb surrounded with grots and find its the best option. I tried running them in trukks and battlewagons but this just isn't the edition for transports. Flashgitz slowly moving up the board surrounded by lots of grots is great. I've gone all out a have a KFF and Grotsnik near the grot shield and gitz. I also place a deffkopta beside them so when it blows up the gitz can loot it and get a 3+ 5++ 6+++ (after grot shield). They always move in the first few turns until I can get them onto the centre of the board. If you can proc +1 they still hit on 4s while moving and once they've set up camp in the middle it can result in hitting on 3s (2s with the Kaptain). If it looks like they're going to get charge give them warpath and you have a unit that can pump out 4 S5 attacks each.


I will try the flashgitz out for sure after your advice. As i can't use index options in the tournament i training for, my best bet for an invul save is either the wazboomba or having a mega armoured Big Mek running along the gitz.. Planing to get atleast 10 games in before the tournament so i will have time to test some options.
And thanks for the Tau guide. I have only faced them once and that was painful experience as i had no clue. Next time the damn dirty fish people better watch out.
   
Made in ru
Virulent Space Marine dedicated to Nurgle





Local player tested an army around 9 Boomdakka Snazzwagons.

Due to -1 to hit they are quite resilient.
I think he used them as Bloodaxes to allow shooting after fallback.

Against certain opponents the list is hellishly effective.

And snazzwagons only use 900 pts of the roster, so you can put in a lot of boyz or different shooting as well.

I would personally try that for team tournaments, but buying 7 more snazzwagons is tough decision to make.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Fan67 wrote:
Local player tested an army around 9 Boomdakka Snazzwagons.

Due to -1 to hit they are quite resilient.
I think he used them as Bloodaxes to allow shooting after fallback.

Against certain opponents the list is hellishly effective.

And snazzwagons only use 900 pts of the roster, so you can put in a lot of boyz or different shooting as well.

I would personally try that for team tournaments, but buying 7 more snazzwagons is tough decision to make.

Actually, decision is easy. Want an awesome model with reference to Mad Max? Buy it. Want to win a game? Don't.

When they came out, I did the math showing that a kustom boosta blasta is almost twice as efficient even against perfect targets (T3 models in cover) than the snazzwagon. It also has no close combat weapon, so what are you doing in combat?
It's basically slower, more fragile dakkajet that does less damage and has less range, but it can attack four times with a bad WS and no AP.
[Thumb - boomdakka.jpg]
I know how I answered that question.

This message was edited 1 time. Last update was at 2019/08/01 20:32:56


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





Nebraska, USA

Yeah, Snazzwagon is probably even worse than the Squigbuggy off hand
The only thing the Snazzwagon has going for it is it has a higher chance to explode. Why the heck would you want something that's main purpose is to die in a blaze of glory, when it can easily do that on YOUR units?

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The explosion has d6" range, so you can't even rely on it to make a crater like with the burna bommer.

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. 
   
Made in gb
Ork Boy Hangin' off a Trukk





From someone who has absolutely no idea what Tau do, thanks @CaptainO for that thoroughly useful post.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

 Sluggaloo wrote:
From someone who has absolutely no idea what Tau do, thanks @CaptainO for that thoroughly useful post.


+1 on that. Very educational.
   
Made in us
Ork Boy Hangin' off a Trukk





To add to buggy discussion.
From my experience:
Deffkilla wartrike is great in vehicle heavy lists for the utility. On its own it is 120 points and warboss on warbike with power klaw and kombi skorcha is 116 points. I think it's a valid swap and trade off is utility and defense vs raw damage.
I usually run it as deathskulls to take advantage of re-rolling the melta engine and hitting on 2+ in melee means I typically only have 1 failure to re-roll. I don't think I've had a negative experience running this thing either.

Shokkjump dragsta is great as deathskulls and running it as evil sunz is valid for triggering the teleport. I'm planning to try running 3 as deathskulls in my next game to see how that goes in place of KMB dreads. The melee weapon is a bit awkward compared to its shooting profile, I wish it had something S8 like the scrapjet so it had a clear purpose.

I've tried the kustom boosta blasta but I don't like it. It feels like there's 0 synergy with all of its weapons. I get that it can clear chaff but it has to get awfully close to do that efficiently.

Not from my experience:
My mate recently sold me his huge as feth army for stupid cheap so I can experiment with the other buggies now. I will say on paper I'm not too excited about any of the others except the megatrakk scrapjet. I'm planning to proxy the others as scrapjets in a future game so I can try running 3. I have seen the scrapjet pop up in some odd competitive lists and it's one of the few buggies that makes sense to me and is priced okay. It also feels very pushed on paper, having good melee, good charge, good dakka against armour and chaff.

This message was edited 1 time. Last update was at 2019/08/02 08:05:37


Lots of pts of Orks
3000 pts of AdMech and punchy-choppy Knights
Ork Shooting Probability feat. Dakka Dakka Dakka, re-rolls, and More Dakka 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Mellon wrote:
 Sluggaloo wrote:
From someone who has absolutely no idea what Tau do, thanks @CaptainO for that thoroughly useful post.


+1 on that. Very educational.


Agree, thanks a lot. After reading, I'm quite happy that there are no real tau players here

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. 
   
Made in gb
Regular Dakkanaut




 Jidmah wrote:
Mellon wrote:
 Sluggaloo wrote:
From someone who has absolutely no idea what Tau do, thanks @CaptainO for that thoroughly useful post.


+1 on that. Very educational.


Agree, thanks a lot. After reading, I'm quite happy that there are no real tau players here


No problem. Those lessons were learned the hard way so I figured they might do others some good. If someone has similar insights into another army I'd love to see them. Time permitting I'll do a similar breakdown for a Jim Vessel style plaguebearer pink horror list. If anyone has played against and imperium/Custodes grav tank list or eldar flyer list I'd be intrigued to see what did and didn't work.

I will caveat the recommendation to take Headhunter against them in ITC with the fact that the majority of their characters will be hanging back and bubblewrapped by troops and drones until you've cleared the chaff so if you don't think you'll reach later rounds due to time constraints (say for example you're running 171 models and there's a chess clock ) it might be worth taking a different secondary to better suit your style. Marked for death is a possibility.
   
Made in se
Fresh-Faced New User




So I am getting started my Orks and have a couple of questions.
Will not be playing in tournaments so mostly casual.

Will probably be playing Evil sunz. They are crazy fast right?
An evil sunz Wartrike can move 16", advance d6+1" and then charge 2d6+1"?

I have the Vigilus book with all the specialist detachments. If i choose one of my detachments to be a Kult of speed. Do the units in that detachments still retain their original clan?
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Kryddbov wrote:
So I am getting started my Orks and have a couple of questions.
Will not be playing in tournaments so mostly casual.

Will probably be playing Evil sunz. They are crazy fast right?

Yes, being crazy fast is Evil Sunz' thing. Note that their best units currently aren't the units that were already fast before, but slow melee units like MANz, Gorkanauts or boyz - that extra movement basically eliminates one of their main weaknesses and allows very reliable charges after tellyporting/jumping.

An evil sunz Wartrike can move 16", advance d6+1" and then charge 2d6+1"?

Yes. Keep in mind that once per game, you can just advance 7", so charging first turn is no problem for it.

I have the Vigilus book with all the specialist detachments. If i choose one of my detachments to be a Kult of speed. Do the units in that detachments still retain their original clan?

Also yes. Specialist detachments are in addition to any culture you have. You basically unlock a keyword, stratagems, a relic and a warlord trait for 1 CP.
Note that every detachment can only have one specialist detachment upgrade, so you can't have a SSAG in a Kult of Speed detachment.

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. 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Yes. Specialist detachments just add keywords and new Stratagems and such. They don't remove anything.
   
Made in us
Roarin' Runtherd




 Vineheart01 wrote:
Yeah, Snazzwagon is probably even worse than the Squigbuggy off hand
The only thing the Snazzwagon has going for it is it has a higher chance to explode. Why the heck would you want something that's main purpose is to die in a blaze of glory, when it can easily do that on YOUR units?


I am going to have to disagree here. After using a squigbuggy where it inflicted a total of 4 wounds to the enemy the entire game, and yes it lasted all game because it is slow, and was never deemed enough of a threat to even be shot at.

The squigbuggy is worse than the snazzwagon.
   
 
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