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Made in au
Flashy Flashgitz






 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.
NOVA didn't have kill points in their missions I believe,. That's why the Mek gunz did so well. So efficient without the ITC punishment of giving up kill more every turn.
   
Made in de
Regular Dakkanaut





addnid wrote:
 Slaktur wrote:
addnid wrote:
Dakkajets can’t even get cover from the generic 2 CP strat correct ? Flyers are excluded right ? I won against an ad mech guy not long ago and when we debriefed we both thought “hey that dakkajet probably should not have received cover”. But we were not sure... is the strat in the last CA book ?
@Slaktur: you should get the SSAG a life saving grot Oiler, and that patrol can change to a spearhead if you go 3*3 smashas


You Sir is a got damn genius. Or maybe i'm just stupid. I didn't see the Spearhead hiding in my patrol. I use the death skull gretchins for grotshield to the big mek but an extra wound with a grot oiler never hurts. Thanks for your input.


You are very welcome ! I like your list a lot, but I a am not sure the Mega armour nobz fit that well in it (though it is a rather good unit overall). I would go for something with more impact, sacrificing staying power if need be.


Automatically Appended Next Post:
Orkimedez_Atalaya wrote:
The problem I have with the Wazboom is not so much the wazboom itself. It's the fact that I usually play Death skulls and I find all KFF redundant.


Automatically Appended Next Post:
The thing is, how can we deal with a 3xinvictus with flamers?


If it is not salamanders, then I d say Lootas wreck it no? Smashas wreck it too. That sweet toughness 6 hah hah. Problem is it can hide well I guess


Automatically Appended Next Post:
What you do with mad doc, if ever he is not within 3 of a weird boy, is you take away casualties among your boyz within 3 at the end of enemy shooting.
But in reality when I play mad doc (9 games out of 10) he is absolutely always within 3 of a weird boy, until like turn 5 when my weirdboys are usually dead. So the scalpel short of a medpack rule never kicks in sadly.


Yeah well... no tan fácil.

It's 39wounds in total, saving 3+ (2+ in cover). If the other player strats is 6d6 flamer hits with -2ap. Plus another 3*(9+d6) shots.

Each invictus is 131 pts. It's so funny to compare this thing with our buggies.




Automatically Appended Next Post:
 Jidmah wrote:
 Tomsug wrote:
I'm disappointed by the wazboom. Kff works little bit, but honestly - wazboom has a serious problem to hit anything. Not so many shots, bs5+. Do I had a bad luck in last 4 games, or is it a fact?

I see a Mad Dok Grotsnik in top list quite a lot. Any experience? For the price of 3 smashaguns or 10 boyz seems to be not so effective...


I have been running him a lot (he is the main reason I switched from bloodaxes to deff skulls), and he is just a package of awesome stuff. During your first turns, he is a pain boy that reduced casualties by a little (effect multiplies with KFF, so take that, too) that is an undesirable target for snipers due to his 4+ armor FNP roll. He also buffs units from other clans, so you can put him next to your bad moons lootas and gretchin to make them harder to kill.
Once he gets close he becomes a warboss with his 2+ to hit (-1) and extra attack from the syringe, meaning he does decent damage to most characters, infantry units and other things.
Last, but not least, One Scalpel Short of a Medpack makes him really annoying for units that dive into your army like harlequins or smash captains. If there are no orks within 3" of him he gets to charge them during their turn - which means, if you successfully charge them, no charge move for them and you get to fight before them. During your turn, you can exploit it to assassinate stuff, since he can advance/fall back and still charge with it.

He is not a killa klaw boss, but you get tons of stuff for your 86 points.


Automatically Appended Next Post:
Edit: You guys really need to decide whether DJ is Da Jump or DakkaJet.


I think that MadDok will be FAQed soon enough. Charging in the enemies turn breaks so many game mechanics that I am unsure than that can be done even as currently written.

This message was edited 1 time. Last update was at 2019/09/05 11:44:02


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Custodes have a stratagem that does exactly that, and nothing else.

While it might not have been intended, it's definitely not breaking anything.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 es
Mekboy Hammerin' Somethin'






I am 80% certain the Invictus suit will be bumped towards 150 points soon. And indeed our buggies are a joke atm when compared to it.
If we focus the Invictus suit we may well lose to the rest of the sm army (aggressors on boyz: watch, remove, cry) i totally Agree.
Btw who Here has been able to beat new sm with 3*indomitus + agressors + marneus calgar ? I am not saying the sky is falling, but those three elements put together are scary as hell to my army lists.

Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Orkimedez_Atalaya wrote:
It's 39wounds in total, saving 3+ (2+ in cover). If the other player strats is 6d6 flamer hits with -2ap. Plus another 3*(9+d6) shots.

Each invictus is 131 pts. It's so funny to compare this thing with our buggies.

Mathhammer says it kills an average of 8 boyz per turn, so I'm not that worried. Other armies have pretty similar units (splitter PBCs for example). If you can tag it without taking overwatch, or just sacrifice a unit of gretchin, it's dead, if you don't just kill it during shooting. Shootas wound in on 5s, and it should be in range of a tankbusta bomb or two.

I'll withhold my final judgement until I see it on the battlefield though. Units like this are difficult to evaluate due to the high utility value of dropping flamers 9" in front of an army.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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

Unless your Flamers only have an 8" range. :(
   
Made in de
Regular Dakkanaut





 flandarz wrote:
Unless your Flamers only have an 8" range. :(


Except these are 12"




Automatically Appended Next Post:
 Jidmah wrote:
Orkimedez_Atalaya wrote:
It's 39wounds in total, saving 3+ (2+ in cover). If the other player strats is 6d6 flamer hits with -2ap. Plus another 3*(9+d6) shots.

Each invictus is 131 pts. It's so funny to compare this thing with our buggies.

Mathhammer says it kills an average of 8 boyz per turn, so I'm not that worried. Other armies have pretty similar units (splitter PBCs for example). If you can tag it without taking overwatch, or just sacrifice a unit of gretchin, it's dead, if you don't just kill it during shooting. Shootas wound in on 5s, and it should be in range of a tankbusta bomb or two.

I'll withhold my final judgement until I see it on the battlefield though. Units like this are difficult to evaluate due to the high utility value of dropping flamers 9" in front of an army.


Average 9-10 boys, not a bad return rate for 131 pts. I am not saying the sky is falling, but they hit hard.

Alas, it's worst for elite armies where the -2ap can be tasty and screens are less prolific.

This message was edited 1 time. Last update was at 2019/09/05 14:29:10


 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

I know. That's why I gave the sad face of "sure wish Orkz could have good flamers. Might make Burnas worth fielding". Literally, add an inch to the range of Burnas and suddenly Burnas go from trash tier to mid tier.
   
Made in nl
Regular Dakkanaut




 flandarz wrote:
I know. That's why I gave the sad face of "sure wish Orkz could have good flamers. Might make Burnas worth fielding". Literally, add an inch to the range of Burnas and suddenly Burnas go from trash tier to mid tier.


You'd need 2 inches to make m good since you need to be more than 9inches away when DSing. But yes I agree. If burna's could do that, count me in.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Gruxz wrote:
 flandarz wrote:
I know. That's why I gave the sad face of "sure wish Orkz could have good flamers. Might make Burnas worth fielding". Literally, add an inch to the range of Burnas and suddenly Burnas go from trash tier to mid tier.


You'd need 2 inches to make m good since you need to be more than 9inches away when DSing. But yes I agree. If burna's could do that, count me in.


Unless they Faq'd it, you can land 1/10th of an inch outside of 9". 10" range flamers would be enough.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

That's what he means. Ork Flamers are 8". Which was my initial mistake.

This message was edited 1 time. Last update was at 2019/09/05 18:58:33


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 flandarz wrote:
That's what he means. Ork Flamers are 8". Which was my initial mistake.


Oh right, my mistake there. I had the crazy idea that flamers were 9".

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Mekboy on Kustom Deth Kopta






 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


It'll probably take between 3 and 6 months before the post-Marine meta actually settles. The Marine players need to do their testing and experimenting before they'll know what the most hyper efficient list(s) is/are.

The scariest thing about the new Marines is that they seem to have answers to literally everything, the question will be whether they overspecialise and are unable to TAC effectively enough. Balancing the list will be key as a Marine player but they have been given a playground of a codex + supplements to choose from.

Oh and allegedly the strongest supplement isn't even released yet - word from FLG is that IH are insane.
   
Made in es
Mekboy Hammerin' Somethin'







Average 9-10 boys, not a bad return rate for 131 pts. I am not saying the sky is falling, but they hit hard.
Alas, it's worst for elite armies where the -2ap can be tasty and screens are less prolific.


Though kff and mad doc will reduce this to perhaps 6 dead boyz (don’t think they will be charging after shooting but who knows...)


Ere we go ere we go ere we go
Corona Givin’ Umies Da good ol Krulpin they deserve huh huh 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

 Singleton Mosby wrote:
 Vineheart01 wrote:
Off topic...Aeronautica apparently is getting a new 'Eavy Bomma and all i can think of is "please give that to regular 40k" lol - absolutely massive ork jet.


We had one in 7th. Which was kinda awesome and I fielded my scratch-built version quite often. But yeah, was thinking the same when I read that announcement.


That would be the "Fighta bomma" which is shown along side the new 'Eavy Bomma.
Not really sure why FW stopped selling that model eiher. I wanted one, and it kinda makes me nervous that the Gargsquig might go away soonish too since its an ancient sculpt, just printed to order so it isnt a worn out mold yet.

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






 An Actual Englishman wrote:
 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


It'll probably take between 3 and 6 months before the post-Marine meta actually settles. The Marine players need to do their testing and experimenting before they'll know what the most hyper efficient list(s) is/are.

The scariest thing about the new Marines is that they seem to have answers to literally everything, the question will be whether they overspecialise and are unable to TAC effectively enough. Balancing the list will be key as a Marine player but they have been given a playground of a codex + supplements to choose from.

Oh and allegedly the strongest supplement isn't even released yet - word from FLG is that IH are insane.


Agree, but there are two kind of codices - those which hit like a brick and start topping tournaments immediately until everyone adapts and they start to drop (GSC), and those where people need time to figure out what works and what doesn't until they establish themselves with working lists (like orks).
I'm curious which one marines will be and whether drop pods will be played or not.

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 do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
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 nl
Dakka Veteran





Netherlands

 Vineheart01 wrote:
 Singleton Mosby wrote:
 Vineheart01 wrote:
Off topic...Aeronautica apparently is getting a new 'Eavy Bomma and all i can think of is "please give that to regular 40k" lol - absolutely massive ork jet.


We had one in 7th. Which was kinda awesome and I fielded my scratch-built version quite often. But yeah, was thinking the same when I read that announcement.


That would be the "Fighta bomma" which is shown along side the new 'Eavy Bomma.
Not really sure why FW stopped selling that model eiher. I wanted one, and it kinda makes me nervous that the Gargsquig might go away soonish too since its an ancient sculpt, just printed to order so it isnt a worn out mold yet.


Actually it was the Bommer and Blasta bommer from IA :Raid on Kastel Novem. That's the one on which the new Eavy bommer is modelled. The Blasta bommer had a Deth Arsenal and 10 big shootas for an awesome ammount of Dakka!

   
Made in us
Lead-Footed Trukkboy Driver





Boston

 Jidmah wrote:
 An Actual Englishman wrote:
 Jidmah wrote:
https://www.reddit.com/r/WarhammerCompetitive/comments/cz5f0d/pandas_weekend_rundown_830901/

No other orks at top tables besides the one at nova. Most notably, this is the last tournament weekend before new marines, next week we'll see how much the poster boyz really got buffed.


It'll probably take between 3 and 6 months before the post-Marine meta actually settles. The Marine players need to do their testing and experimenting before they'll know what the most hyper efficient list(s) is/are.

The scariest thing about the new Marines is that they seem to have answers to literally everything, the question will be whether they overspecialise and are unable to TAC effectively enough. Balancing the list will be key as a Marine player but they have been given a playground of a codex + supplements to choose from.

Oh and allegedly the strongest supplement isn't even released yet - word from FLG is that IH are insane.


Agree, but there are two kind of codices - those which hit like a brick and start topping tournaments immediately until everyone adapts and they start to drop (GSC), and those where people need time to figure out what works and what doesn't until they establish themselves with working lists (like orks).
I'm curious which one marines will be and whether drop pods will be played or not.


I heard some ork player won a major almost immediately.

Those post codex pre-codex faq times with immediate double fight and 25 lootas in a unit were awesome.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

yeah somehow that doublefight strat was OP for orks but nobody else as its the only one to be faq'd to happen at the end im aware of.
I thought it was universally faq'd but theres nothing in the big faq about it.

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Remember when, for like 2 glorious weeks, we could have 1+ MANz? Ah... good times.
   
Made in us
Lead-Footed Trukkboy Driver





Boston

 Vineheart01 wrote:
yeah somehow that doublefight strat was OP for orks but nobody else as its the only one to be faq'd to happen at the end im aware of.
I thought it was universally faq'd but theres nothing in the big faq about it.


Everyone's work at end of phase except for knight's strat. So it's mainly a "they're bad at writing" thing and made the same mistake twice but errated to fix it one of those times.
   
Made in gb
Been Around the Block




Hi all
I'm thinking of starting a competitve ork army I've had a look at a lot of the lists on blood of kittens and best coast parings
Most if not all seem to have the same core which I don't mind but I was wondering if the flyers and gorkanaught are any good and can you build a list round them?
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Dakkajets and Wazboms are decent. Gork is pretty good too, but he relies on the Tellyporta Stratagem to keep him safe until he's in the opponent's face.

I have a 1k list which is just 30 Grots, a SSAG, a Weirdboy, 2 Dakkajets, a Wazbom, and a Gork it it performs well at that level. I think it'd probably fall apart at the 1,850 to 2k level, though, when opponents can field a lot more anti-armor.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?

7000+
3500
2000 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

Go with Deathskullz or Freebooterz (DS is probably a little better, to be honest). You should be looking at S7 and 7 shots, on average. With 5+, you should land 3 hits (after Deathskulls reroll and Dakkax3). Against T7, you'll see 2 (and some percentage, due to Big Killa and Deathskullz) Wounds, and after a 4++ Save, 1 will pass through to the damage phase. Around 4 damage on average, after Deathskullz reroll.

Important to remember that you also have Command Rerolls for shots or Strength, if you roll awful. And you can your Moar Dakka for exploding and auto-hitting 5s and 6s (especially helpful if you have to move). Character protection and Grot Shields also improves his reliability, as he can be a pain to take off the board.

My opinion is that the SSAG is pretty dang good. Is it gonna wipe a Knight every turn? Probably not. But it's enough of a threat that your opponent has to take it into account when moving their Heavies around.
   
Made in nl
Regular Dakkanaut




Wow looked at a list on Blood of Kittens. Bryan Hancock actually placed second in a tournament with a stompa...
What kind of sorcery is this?

Basically a bm with kff, weirdboy, 40ish boyz, grots painboy badrukk and 3 mekguns..
   
Made in us
Ork Boy Hangin' off a Trukk





 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


I think the main catch is that it's 80-84 points, a warlord trait and 1-2 CP, for a model that can potentially wipe out disproportionately more expensive targets. If it doesn't roll high enough strength to target a large monster or vehicle, you can point it at something weaker and most likely get your points back. In ITC and other formats you don't have to have your warlord trait locked in, so if you play Deathskulls you can choose between Big Killa Boss and Opportunist depending on your opponents composition.

vercingatorix wrote:

It means I can screen with a single unit that I can da jump out of danger rather than getting two units of grots trapped. Also, I'm just finding that 30 grots lets me hold space better and I have like 300 of the little guys painted so mine as well go nuts.


Thanks for explaining, I'll try that out for myself next game.

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 us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

someone placed second with a stompa? that must have been a small tourny...thats unpossible

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 Quackzo wrote:
 Weazel wrote:
Okay so the Super-SAG. People sing its praises here but is it that good? Got the model and did some trial runs on dice and mostly I ended up at 0-6 damage inflicted and one out of four trials was 20 damage (on a T7 vehicle). Was simulating with the Big Killa Boss trait. Anyway, what am I missing? Is it just a massive whiffing machine that absolutely wrecks stuff once in a blue moon? What are the top tricks to make it more reliable?


If it doesn't roll high enough strength to target a large monster or vehicle, you can point it at something weaker and most likely get your points back.


Hmm, has this been FAQ'd? It says "before firing this weapon roll 2D6 to determine the strength yaddayadda". To me "before firing" means after picking your target but before rolling any dice, but I might be mistaken? Can you roll the STR and pick your target after that or no?

But yeah, for 80pts it's really not bad at all. I run Evil Sunz however, because the rest of my list depends on the extra movement so Deffskullz is not something I can just easily switch to.

7000+
3500
2000 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

It DID get FAQ'd.

The SSAG is real easy to fit into a CP Battery. 30 Grots, a SSAG, and a Weird Boy is only gonna run ya like 230 pts. Since you already got the SSAG, you only need to to find 150ish pts for the other stuff and you're set.
   
 
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