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![[Post New]](/s/i/i.gif) 2019/08/14 21:47:28
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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Generally, that is auto include. But assuming 1 Extra Gubbinz and Dread Waaagh, you only got 11CP to play with. Dunno how you could possibly go triple battalion if youre going vehicles. The HQs that dont need transport to be of use arent exactly cheap. Going green tide, stupid easy. Problem with that is green tide is boring lol 11CP goes up reaaaaally fast.
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This message was edited 1 time. Last update was at 2019/08/14 21:48:28
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/14 21:53:45
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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Yeah, triple Batts with vehicles is difficult, unless you're playing 2k. And even then, you're probably taking options you don't need. At the very least, those 90 Grots are gonna eat a lot of points.
You could probably do it with 3 WBs and 3 SAGs. That's something like 520 pts or so, so I can see how that might be a large investment.
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![[Post New]](/s/i/i.gif) 2019/08/14 21:57:20
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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I stand corrected. Never attempt quick math after a 13 hours shift...
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![[Post New]](/s/i/i.gif) 2019/08/14 21:58:38
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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I play 2k almost exclusively since i dont play in tournaments.
Unless i axe several vehicles, i cant do tripbat. And if i axe those vehicles, it doesnt take much to delete the others that are left.
I've tried bringing multiple generic warbosses to fill the HQ slots and...no that was a bad idea lol. They just dont do squat without a relic.
I imagine if i had a third weirdboy and more than 1 SAG i'd be better at doing a third battalion.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/14 23:39:48
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Out of curiousity, what do you roll with for Mecha Orkz?
I've been heavily drawn to Deff Dreads / MANz (love the models, they aren't *terrible*), but I also feel like it's tight to fit in some of what I need if I field a good chunk of both.
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![[Post New]](/s/i/i.gif) 2019/08/15 00:06:47
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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Keeping in mind that i dont play tournament scenes thus i can usually get away with more than usual. I dont have a single list i run, i tend to mess with it a bit trying to change things up. The backbone ive been using lately is 2 regular wagons with rollas, a wazbom, and the wartrike. The rest of the list i have been changing alot trying to fine a better combo to go with it. My latest version of this i devised i haven actually played yet involves 2x10 Shoota boyz in those wagons, nob has a kombi rokkit so theres 4 rokkits in there and 2 possible tankbusta throws. The point is basically inducing panic. Rollawagons are deadly if allowed to live, and theyre very reliably getting T1 assaults off. They are going to get focused first, and im counting on that while whatever else i got does their job (dajumping boyz, morkanaut, bikers, buggies, etc). Most games i do this and i have a Morkanaut on the field, it isnt even shot at because OH GOD TWO WAGONS AND A WAZBOMB IN MY FACE...and it just annihilates things. I love that vehicle. I used to run a lot of MANz missiles in past editions, i still tend to think that way even though its a lot harder in 8th to do that (mentality being suicide units deadly enough to draw fire, not expensive enough to hurt if they go up in flames) This mentality is of course going to have to change with the new marines getting back their "i arrive Turn1" bullcrap, so trying to zip across the table as fast as possible is a really, really bad idea.
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This message was edited 5 times. Last update was at 2019/08/15 02:20:16
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/15 08:31:41
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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russellmoo wrote:Unfortunately stormboyz just can't really justify their 9ppm cost. 7 ppm would make them good. Right now they are only useful as a cheap brigade slot filler that can be useful in grabbing objectives.
I am really hoping that the next chapter approved will fix our entire fast attack section.
They very much fill a role in green tide armies, as they form the first wave along with a jumped unit of boyz, putting 60-120 orks in your opponent's face turn one. We have multiple top placing ork lists with up to 90 storm boyz in them.
The thing is even boyz have little use in non-tide armies besides being a distraction carnifex or a tactical asset, therefore running stormboyz in such a context is a waste of points.
In general, it boils down to boyz (and thus storm boyz) having too little punch for the 210 points you pay. But create a thread discussing that and everyone will lose their minds telling you how they can have 180 attacks and how assault marines cannot.
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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. |
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![[Post New]](/s/i/i.gif) 2019/08/15 08:35:33
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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The Dread Evil Lord Varlak
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Jidmah wrote:russellmoo wrote:Unfortunately stormboyz just can't really justify their 9ppm cost. 7 ppm would make them good. Right now they are only useful as a cheap brigade slot filler that can be useful in grabbing objectives.
I am really hoping that the next chapter approved will fix our entire fast attack section.
They very much fill a role in green tide armies, as they form the first wave along with a jumped unit of boyz, putting 60-120 orks in your opponent's face turn one. We have multiple top placing ork lists with up to 90 storm boyz in them.
The thing is even boyz have little use in non-tide armies besides being a distraction carnifex or a tactical asset, therefore running stormboyz in such a context is a waste of points.
In general, it boils down to boyz (and thus storm boyz) having too little punch for the 210 points you pay. But create a thread discussing that and everyone will lose their minds telling you how they can have 180 attacks and how assault marines cannot.
I mean most jumpack infantry really suffers from the stock syndrom + premium price. It's nice though that atlest one army list can honestly use them.
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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![[Post New]](/s/i/i.gif) 2019/08/15 08:39:25
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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tulun wrote:Some units just excel under certain Kulturs, and are otherwise pretty trash (I wouldn't take Lootas as non-Bad Moonz, for instance).
I strongly disagree. I've been running deff skulls lootas a lot, and they have been my most valuable unit every game. With just Moar Dakka and CP re-roll for the number of shots they kill fliers, primaris, jet bikes and other valuable targets very reliably, plus I can drop the Wreckers stratagem on them if I need a vehicle gone now.
I also rarely have a problem with their gretchin being directly targeted, as I prioritize anything that can threaten them with planes, SSAG and lootas, often having 8-10 lootas still alive when the game ends. Automatically Appended Next Post: Vineheart01 wrote:Keeping in mind that i dont play tournament scenes thus i can usually get away with more than usual. I dont have a single list i run, i tend to mess with it a bit trying to change things up.
The backbone ive been using lately is 2 regular wagons with rollas, a wazbom, and the wartrike.
The rest of the list i have been changing alot trying to fine a better combo to go with it. My latest version of this i devised i haven actually played yet involves 2x10 Shoota boyz in those wagons, nob has a kombi rokkit so theres 4 rokkits in there and 2 possible tankbusta throws.
The point is basically inducing panic. Rollawagons are deadly if allowed to live, and theyre very reliably getting T1 assaults off. They are going to get focused first, and im counting on that while whatever else i got does their job (dajumping boyz, morkanaut, bikers, buggies, etc).
Most games i do this and i have a Morkanaut on the field, it isnt even shot at because OH GOD TWO WAGONS AND A WAZBOMB IN MY FACE...and it just annihilates things. I love that vehicle.
I used to run a lot of MANz missiles in past editions, i still tend to think that way even though its a lot harder in 8th to do that (mentality being suicide units deadly enough to draw fire, not expensive enough to hurt if they go up in flames)
This mentality is of course going to have to change with the new marines getting back their "i arrive Turn1" bullcrap, so trying to zip across the table as fast as possible is a really, really bad idea.
Thanks for that post, I'm still trying to make mech orks work, but my biggest obstacle right now is getting all those models build and painted...
Do you have any experience with warbikers in that list?
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This message was edited 1 time. Last update was at 2019/08/15 08:44:42
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. |
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![[Post New]](/s/i/i.gif) 2019/08/15 09:15:52
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Locked in the Tower of Amareo
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Jidmah wrote:
I strongly disagree. I've been running deff skulls lootas a lot, and they have been my most valuable unit every game. With just Moar Dakka and CP re-roll for the number of shots they kill fliers, primaris, jet bikes and other valuable targets very reliably, plus I can drop the Wreckers stratagem on them if I need a vehicle gone now.
Deathskull can work at a pinch but it's easy to prove how bad moons are better. Wreckers is fine yes. Double shoot is even better vs vehicles than wrecker though. If wrecker gave full rerolls to hit AND to wound it would be better vs some targets(specifically the vehicles you hit on 5+ and wound on 5+. Or worse) but with just reroll to wounds shoot twice beats them hands down so only reason not to take bad moons is not able to fit even bare minimum bad moon detachment.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2019/08/15 09:24:02
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I agree from competitive view-point, but in my case it's just not having my orks painted yellow. It's hard to justify cherry-picking the best cultures when all the other guys are sticking to the chapter/regiment/craftworld/legion that matches the colors they picked one or two decades ago. I was just trying to expresss that lootas are not trash just because you are not running bad moons.
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This message was edited 2 times. Last update was at 2019/08/15 09:25:39
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. |
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![[Post New]](/s/i/i.gif) 2019/08/15 10:52:52
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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I honestly don't think lootas are trash but you definitely loose a lot of value not having them bad moons. They are a big investment in both CP and points and it feels it is a waste not having them so. However I made a point this edition to not use them and this year Im trying to rank itc with a pure freebooterz army, so I can't really argue with what other people are picking.
On a side note with grot shield,
Does that means that we have to kill a whole unit of grots before picking another one for wounds, or that we can cherry pick the grots In differe in different units?
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![[Post New]](/s/i/i.gif) 2019/08/15 13:32:29
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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Jidmah wrote: Thanks for that post, I'm still trying to make mech orks work, but my biggest obstacle right now is getting all those models build and painted... Do you have any experience with warbikers in that list? Tried warbikers several times, they never seem to do much. Theyre fun and for some reason everyone in my area is paranoid of them, but theyre just meh. Warbiker dakka with bad moonz is just silly strong that much i will say. They routinely delete units about their own price. Problem is thats all they do thanks to the range and 2W problem a LOT of units have. I have never, ever had them kill more than their worth and sometimes dont get a chance to kill anything They drive up, explode something, then die. Every time. Even with the -1 to hit strat they just die because theyre close enough to get charged, and often i cant charge after i shot thanks again to that short range. Also their melee is just laughably bad for the price. Unlike the wagons, they never soak enough return fire to justify their suicide run, and i feel like they simply cannot do anything BUT a suicide run thanks to that range and lousy melee. I tried once to have them drive up the flank, intentionally avoiding conflict for a turn so they could hit the side. Didnt matter, whatever autocannon level weapons they had always targets them even if theres 2 wagons in their face and they just...die so freakishly fast... I feel like if they had that -1 to hit by default they'd be a lot better, with the option for -2 via strat. Like i said, if they get to shoot something they tend to kill it. 72 S5 shots rerolling 1s with exploding 6s hurts lol.
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This message was edited 3 times. Last update was at 2019/08/15 13:39:23
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/15 19:20:57
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Growlin' Guntrukk Driver with Killacannon
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Kombi skorcha - I've found all flamers almost useless. 8 inch range.... shoot hardly once per game. Can' t shoot from DS. For 18points or how much? ... I like just simple burnas in Kommandos 5man squad, there' s a chance to do something for low price.
Warbikers - any experience with warbiker nobz? I have a great idea how to bastle great monowheel-deffkopta models. But how to use them? Like a fast bunch of Big Choppa / PK delivery machine?
Deffkoptas - any experience with combination of Bigbomm + Drive by Krumpin + Vigilus Kult of speed strategems? Seems like a 32 inch mortal wounds delivery machine, than shoot the screens and move again. Btw Drive by Krumpin + Turbo-Boostas = 32 + 32 or 32 + 16 inch move?
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![[Post New]](/s/i/i.gif) 2019/08/15 19:31:56
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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BigBomm is only going to do at most 5 mortal wounds, and its unlikely to do that much.
Its good, but hardly good enough to justify Kult of Speed.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/16 00:36:06
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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CthuluIsSpy wrote:I disagree. Whilst Lootas are optimal in Bad Moons lists, they still have their uses in other factions. They do have 48" range at 2 damage per shot, making them good at camping objectives and as fire support units for putting some damage on key targets.
From my own experience, you don't always have to kill an enemy unit to make it no longer a threat. If you can kill enough of them in a squad you can lower their damage output such that they are effectively harmless. That's what lootas are for. Of course, this tactic doesn't work at all against Necrons.
Lootas in anything but a blob of 10-15, protected by grots and being buffed up by at least 1 strat, preferably 2, are useless. If you buy 3 squads of 5 and place them in cover they are either effectively ignored, or if the enemy has nothing better to shoot at, they are effectively killed by 9 bolters. 9 Marines standing still put out 18 shots, 12 hits and 6 wounds, against a 5+ cover save that is 4 dead Lootas.
5 Lootas in return against a T7 vehicle put out on average 10 shots with 1.4 rerolls (Not badmoons) for .45ish more hits so just shy 4 hits, 2 wounds and against a basic 3+ save 2dmg. Now, I don't know who you are playing against, but a min squad of 5 lootas which put out on average 2 damage a turn to a T7 vehicle without cover or -1 to hit modifiers isn't exactly a priority target.
Conversely, if you spend the points to upgrade each squad of lootas to 10, to put out twice as much firepower, you are now creating a priority target with no defense worth mentioning which means you have effectively given your opponent a first blood kill easily, and for a decent return.
Lootas are an all or nothing unit, you either bring a max squad and buff it to hell with shoot twice and dakka on 5s or you leave them at home collecting dust. a 6+ save on a T4 model that has an autocannon just isn't worth 17pts. Automatically Appended Next Post: Tomsug wrote:Kombi skorcha - I've found all flamers almost useless. 8 inch range.... shoot hardly once per game. Can' t shoot from DS. For 18points or how much? ... I like just simple burnas in Kommandos 5man squad, there' s a chance to do something for low price.
Warbikers - any experience with warbiker nobz? I have a great idea how to bastle great monowheel-deffkopta models. But how to use them? Like a fast bunch of Big Choppa / PK delivery machine?
Deffkoptas - any experience with combination of Bigbomm + Drive by Krumpin + Vigilus Kult of speed strategems? Seems like a 32 inch mortal wounds delivery machine, than shoot the screens and move again. Btw Drive by Krumpin + Turbo-Boostas = 32 + 32 or 32 + 16 inch move?
Warbikes suck this edition. The most they are good for is to kill infantry...and we have a plethora of better ways to kill infantry. The 6 shots isn't bad but the price tag and lack of durability on a fairly expensive model is what does them in....especially with the absolute ton of 2dmg AP-2 weapons floating about in the game.
Nob bikers are just like warbikers...but worse.
DeffKoptas, I LOVE DEFF KOPTAS, i seriously have like 12 of them, and I have played true speed freak games where I brought out 36 warbikes, and all 12 of my Deff Koptas. They are utter trash though. The only unit in the FA category that is useful...ish, is the Stormboy and even that is situational at best.
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This message was edited 1 time. Last update was at 2019/08/16 00:43:24
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![[Post New]](/s/i/i.gif) 2019/08/16 02:04:30
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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Eh. The only thing in our Army I consider actual trash is the Workshop. Even Burnas can be useful. In terms of competitive viability, obviously some units are gonna outperform others, and that'll make a lot of units "trash" in comparison. But I feel like our Codex was actually really well built and that every unit (aside from that atrocious Workshop) can adequately do SOMETHING in your army.
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![[Post New]](/s/i/i.gif) 2019/08/16 02:19:23
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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SemperMortis wrote:I disagree. Whilst Lootas are optimal in Bad Moons lists, they still have their uses in other factions. They do have 48" range at 2 damage per shot, making them good at camping objectives and as fire support units for putting some damage on key targets.
From my own experience, you don't always have to kill an enemy unit to make it no longer a threat. If you can kill enough of them in a squad you can lower their damage output such that they are effectively harmless. That's what lootas are for. Of course, this tactic doesn't work at all against Necrons.
Lootas in anything but a blob of 10-15, protected by grots and being buffed up by at least 1 strat, preferably 2, are useless. If you buy 3 squads of 5 and place them in cover they are either effectively ignored, or if the enemy has nothing better to shoot at, they are effectively killed by 9 bolters. 9 Marines standing still put out 18 shots, 12 hits and 6 wounds, against a 5+ cover save that is 4 dead Lootas.
5 Lootas in return against a T7 vehicle put out on average 10 shots with 1.4 rerolls (Not badmoons) for .45ish more hits so just shy 4 hits, 2 wounds and against a basic 3+ save 2dmg. Now, I don't know who you are playing against, but a min squad of 5 lootas which put out on average 2 damage a turn to a T7 vehicle without cover or -1 to hit modifiers isn't exactly a priority target.
Conversely, if you spend the points to upgrade each squad of lootas to 10, to put out twice as much firepower, you are now creating a priority target with no defense worth mentioning which means you have effectively given your opponent a first blood kill easily, and for a decent return.
Lootas are an all or nothing unit, you either bring a max squad and buff it to hell with shoot twice and dakka on 5s or you leave them at home collecting dust. a 6+ save on a T4 model that has an autocannon just isn't worth 17pts.
I think I disagree about more Dakka. I think it's a *very* good stratagem, but mostly when you need to get around the annoying hit modifiers out there (effectively doubling your number of hits).
On 30 shots, this only translates to 1.67 more hits (let's ignore Bad Moonz bonus just for a sec, which slightly boosts this), because you also will explode on 6's naturally. I might argue that saving the CP for other actions is better (say, instead of spending More Dakka, you use that CP on re-rolls of shots, or an extra turn of shooting twice with your SSAG with their special stratagem).
At the margins, this might make a difference, but Orks seem to want as much available CP as possible. Gobble, gobble.
Overall, I do 100% agree; Bad Moonz or nothin'. I might backtrack and say Lootas are possibly *useable* without the shoot twice, but if I'm already spending north of 400 points on the unit + grot shields, why the hell wouldn't I want to very cheaply double my firing output? Shooting twice effectively doubles the amount of Lootas on the board. Bad Moonz pushes them from decent to good-solid, again for taking a Kultur which is not terrible to take for a decent number of good units (Shoota Boyz, Wazbom, Dakkajet, Morkanaut, SAG/SSAG Mek).
I agree with the sentiment that you don't have to min/max, but I think it's a hard sell to say that being able to shoot twice isn't just too efficient to ignore.
Have you tried Deffkoptas w/ KMB / Deathskullz? I personally think they might not be terrible.
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This message was edited 3 times. Last update was at 2019/08/16 02:34:13
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![[Post New]](/s/i/i.gif) 2019/08/16 02:47:00
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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That is the only time i ever use it is if i am dealing with a negative mod, either because i advanced or have a -1 to hit in general.
Its obviously an increase in offense, but for 2cp it doesnt do much...unless its negating a neg modifier. Then its golden.
Pissed off an eldar player because he had the flier with -2 to hit and i shot it out of the sky in 1 attack because i popped more dakka.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/16 06:14:44
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Regular Dakkanaut
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Grotz - yes, you can take them as casualties from multiple units as ablative wounds.
Warbikes - I use minimum sized Bike Nobz units. 3 x Wounds and 4+ Save make a big difference. Use them in conjunction with Koptas to add firepower and melee potential. Index Warboss + Kombi Skorcha is useful if they get Charged,
‘Good’ units - bear in mind that there are other points levels than 2k, and other scenes than Competition? While information on the most ‘points efficient’ units _ is_ useful, rather than dismiss units out of hand, give ideas on how to make use of them? Taktikally? Cheers.
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This message was edited 1 time. Last update was at 2019/08/16 06:15:29
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![[Post New]](/s/i/i.gif) 2019/08/16 09:04:38
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Tomsug wrote:Kombi skorcha - I've found all flamers almost useless. 8 inch range.... shoot hardly once per game. Can' t shoot from DS. For 18points or how much? ... I like just simple burnas in Kommandos 5man squad, there' s a chance to do something for low price.
I put it on my warboss if I have points to spare, as he tends to get more than one use out of it, plus it really scares low wound characters like warlocks or sergeants out of charging him, who might otherwise deal quite some damage to him. Outside of that... yeah, not worth it.
Warbikers - any experience with warbiker nobz? I have a great idea how to bastle great monowheel-deffkopta models. But how to use them? Like a fast bunch of Big Choppa / PK delivery machine?
Yes, lots. I still have my unit of nob bikers from when they were great in 5th, and of course I tried running them multiple times in 8th.
The thing is, the "delivery machine" is basically delivering wet towels. Even a unit with all PKs won't make enough of a dent in anything to justify the price of the bikers, in almost every game they did the most damage when shooting - but that same shooting can be had from either warbikers or koptas with big shootas, for less points.
Deffkoptas - any experience with combination of Bigbomm + Drive by Krumpin + Vigilus Kult of speed strategems? Seems like a 32 inch mortal wounds delivery machine, than shoot the screens and move again. Btw Drive by Krumpin + Turbo-Boostas = 32 + 32 or 32 + 16 inch move?
Assuming you get a 10 strong unit of valuable infantry (say, helblasters), you drop 10/3= 3 mortal wounds on them with the first bomb, 9/3=3 with the second, 7/3 = 2 with the third, 6/3 = 2 with the fourth and 5/2 = 2 with the last one, killing 5 or 6 primaris marines.
No too shabby, actually, however once your opponent's are aware of this stragey, they will not leave enough space in their army to put 5 koptas there. I have started replacing my burna bommers with dakkajets for this very reason - I don't get to bomb valuable targets any more.
So, maybe give it a try if you have the models anyways? I wouldn't expect wonders from it though.
As for the distance moved, turbo boostas only works for the movement phase, so you can advance 2x14"during movement and 14"+6" (from kopta rules) when drive-by krumpin. You can also not drop bombs when moving with drive-by krumpin', as bombs must be dropped in the movement phase. Automatically Appended Next Post: flandarz wrote:Eh. The only thing in our Army I consider actual trash is the Workshop. Even Burnas can be useful. In terms of competitive viability, obviously some units are gonna outperform others, and that'll make a lot of units "trash" in comparison. But I feel like our Codex was actually really well built and that every unit (aside from that atrocious Workshop) can adequately do SOMETHING in your army.
I don't think so. The first post properly reflects which units I think are trash - anything in the red tier is a unit that fails to perform it intended function, even under perfect conditions. Or worse, a specialist unit that is worse at their primary job than a generalist unit from our codex.
Especially with regard to burnas, I think that they in fact are trash - they fail hard at fighting hordes, elites and don't even make for decent battlewagon passengers because their damage output is so low. Shoota boyz outperform them despite being cheaper, which definitely makes burnas trash tier.
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This message was edited 1 time. Last update was at 2019/08/16 09:04:45
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. |
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![[Post New]](/s/i/i.gif) 2019/08/16 09:11:37
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Trazyn's Museum Curator
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Yeah, Burnas are a disappointment.
They need D6 shots each (Thousand Sons get that, why not Burnas?) and pyromaniak should allow them to shoot or move again (allowing charges), not a crappy ignore moral ability, which is useless on a fragile unit with a max size of 15.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2019/08/16 09:17:42
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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tulun wrote:Overall, I do 100% agree; Bad Moonz or nothin'. I might backtrack and say Lootas are possibly *useable* without the shoot twice, but if I'm already spending north of 400 points on the unit + grot shields, why the hell wouldn't I want to very cheaply double my firing output? Shooting twice effectively doubles the amount of Lootas on the board. Bad Moonz pushes them from decent to good-solid, again for taking a Kultur which is not terrible to take for a decent number of good units (Shoota Boyz, Wazbom, Dakkajet, Morkanaut, SAG/SSAG Mek).
Before the codex dropped, we mathed out that index lootas would have to be 8 points for them to be just as good as index KMK (which got nerfed in the codex). With just grot shields keeping them alive for one turn, moar dakka (roughly 33% increase in damage) and additional boosts from Freebootas, Deff Skulls or Snakebites this already pushes them into index KMK territory. Obviously adding Bad Moons kulture and shooting twice make them far better than any of the other options, pretty much giving you twice as much firepower as the index KMKs did.
Disclaimer: Napkin math.
I agree with the sentiment that you don't have to min/max, but I think it's a hard sell to say that being able to shoot twice isn't just too efficient to ignore.
The most common reason for not maxing cultures is sticking with the klan you have painted - I don't think anyone is advertising that there is a competitive reason for putting your lootas into anything but a bad moons detachment. Automatically Appended Next Post: CthuluIsSpy wrote:Yeah, Burnas are a disappointment.
They need D6 shots each (Thousand Sons get that, why not Burnas?) and pyromaniak should allow them to shoot or move again (allowing charges), not a crappy ignore moral ability, which is useless on a fragile unit with a max size of 15.
Agree. Even if the burna wagon would get revived, that's what? 4 dead primaris from 15 burnas?
1D3 damage on the cutting profile would also be awesome.
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This message was edited 1 time. Last update was at 2019/08/16 09:31:15
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. |
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![[Post New]](/s/i/i.gif) 2019/08/16 11:59:32
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Rogue Grot Kannon Gunna
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Can we do something to influence next CA ?
We are basically the last codex before can 2018 and we could use a point drop to some units in order to get different unit viable.
Stompa, burnas, warbike, buggies and so on are way too overpriced.
Also, has anybody checked the etc lists?
There where 2 lists with 230 grots, mad dok, banner, flashgitz badrukk and ghaz.
Dafuq was that?!?
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This message was edited 1 time. Last update was at 2019/08/16 11:59:55
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![[Post New]](/s/i/i.gif) 2019/08/16 12:18:51
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Please *always* provide links to external sources you are referencing.
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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. |
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![[Post New]](/s/i/i.gif) 2019/08/16 13:30:51
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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Oh i would probably use burnas in a heartbeat if they had their melee profile in shooting.
That would actually justify the D3 shots. Strength isnt the greatest, but just melts armor.
I really dont get why theyre D3. We didnt even use them when they were regular flamers like everyone else's.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/16 13:55:12
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Battlefortress Driver with Krusha Wheel
Douglasville, GA
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Jidmah wrote:
I don't think so. The first post properly reflects which units I think are trash - anything in the red tier is a unit that fails to perform it intended function, even under perfect conditions. Or worse, a specialist unit that is worse at their primary job than a generalist unit from our codex.
Especially with regard to burnas, I think that they in fact are trash - they fail hard at fighting hordes, elites and don't even make for decent battlewagon passengers because their damage output is so low. Shoota boyz outperform them despite being cheaper, which definitely makes burnas trash tier.
I think we just have differing opinions on what is "trash", and that's fine. For the most part, I agree with the OP rankings, mainly in the competitive scene. Like, I feel like even a Stompa could put in some work in the right situations.
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![[Post New]](/s/i/i.gif) 2019/08/16 13:57:54
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Big Mek in Kustom Dragster with Soopa-Gun
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only if your opponent was foolish enough to not bring a single anti vehicle.
And even then...meh...i just really dont like that its main gun is clearly priced expecting you to fire it multiple times but it can totally get stuck turn 1 and youre out of a ton of dakka.
I wanna see that changed to on a 2+ you can fire a second time and thats it. No jam, no more than 2 attacks.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2019/08/17 00:12:13
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Longtime Dakkanaut
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Keep in mind with Lootas, when you Moar Dakka you also get that when you shoot twice. So you are technically getting TWICE as many exploding results twice over, so you are in effect paying 1CP per shooting attack in that loota unit.
And back in the day the Loota bomb was legit. I played against a Tau player who routinely killed me with his onion of death strategy, (layering his forces to provide MASSIVE overwatch, if you didn't assault with a vehicle to eat that 1st overwatch you were effectively losing a 30 mob of boyz each charge phase). I won the roll off and went first, I da jumped into his face with boyz and then used Moar Dakka and showing off on my Lootas to pump 25 lootas into his Tau onion of death. I rolled 3 shots each and dumped 75 shots, exploding 5s and 6s AND rerolling 1s into his onion and wiped out all 4 squads of his firewarriors in 1 go, my 2nd shooting attack iced one of his broadsides, my SSAG Big Mek who used the shoot twice detachment strat killed another broadside and killed his exposed HQ. My boyz then charged and tied up the remaining squad of firewarriors, scouts and a broadside. The game ended basically turn 2 when I shot again and wiped them out, keep in mind I rolled EXCESSIVELY GREAT!
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![[Post New]](/s/i/i.gif) 2019/08/17 05:27:01
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Ork Boy Hangin' off a Trukk
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Emicrania wrote:
Also, has anybody checked the etc lists?
There where 2 lists with 230 grots, mad dok, banner, flashgitz badrukk and ghaz.
Dafuq was that?!?
Et voilà... Grot tide baby. Gonna convert my old nightgoblins to round bases and play this list.
Sluggaloo wrote:
List I'm theorycrafting for tomorrows meta (involving spacemarines ignoring -1 ap of our lootas with the salamanders trait, hitting us with 5+ overwatch, wounding ork boyz on 2+ with bolters etc).
Grots are now your friend. 210 fearless freeboota grots which hit in melee with 4+ thanks to bannernob, get an extra attach on the charge with Gazzy aura, can get an extra attack with warpath, hit with 3+ BS...
Moving alongside them are Badrukk and 10 flashgits which benefit from 1+ to hit for each unit the grot horde kills.
Multiple sources of leadership solving HQs means if 1 gets sniped a turn by eliminators you're still fine.
Compulsory movement trays should make the army playable.
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