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2019/12/18 12:24:14
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jidmah wrote: Yes, I agree - it's just that blood axes are worthless for pretty much every other unit because few other ork units are ever in a situation where falling back is a serious option.
Fortunately the kill tanks transport capability is so limited as to be readily disregarded - meaning you can just run them in their own bloodaxe detachment and use another culture for the rest, provided you don't want to embark.
Hopefully the future will see a Battlefortress for us orks, so we can roll into battle all guns blazing. I miss my skullhamma and kustom battle fortress. :(
This message was edited 1 time. Last update was at 2019/12/18 12:26:26
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
Emicrania wrote: I don't think anything we have will work untill they fix IH and adjust points on the last supplements/primaris
I found some advise which at least sounds like it makes sense:
First, all your melee has to go into the teleporter. You're not going to get anywhere on foot versus that list and the weapon profile is to deadly to start on the board at all. Next, look at your shooting; you should have some combination of SAG, lootas and mek gunz. Its so, so tempting to blow away high profile targets like dreads, repulsors, , aggressors, centurions, etc. Knowing full and well that they're going to blast you on the opposing shooting phase, you have to kill the screens instead. If you get screened out by scouts or marines, you'll never get to the thunderfires and they'll pick you apart and deny you the ability to do anything in melee, while remaining out of LoS to pick off your shooting units.
Honestly though, its a horrible matchup and almost every faction is struggling with the same problem.
So maybe blowing away the screens T1 and then trying to lock as much of the OPBS with deepstriking boyz one way to go.
This message was edited 1 time. Last update was at 2019/12/18 13:00:08
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2019/12/18 15:16:25
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
If we had any kind of artillery (change KMK rules?), Scout units (Kommandoz should do that) or snipers (anything really) that could be a viable solution.
2019/12/18 15:25:16
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2019/12/18 15:33:52
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
If the strategy against such an opponent (flood them with DSers) is optimal, maybe Kommandos are worth it to save on CP. A squad of 15 w/ Klaw is 133 each, and saves 6 CP if you take 3.
Stormboys can do similar too. More expensive, but you can fill out the squad to 20-30,and they also do well not deep striking if you are building this as a TAC.
You could pretty much land ever "boy" unit you have on turn 2 after hopefully blowing out infiltrators and scouts. One might eat an auspex scan, but the rest will survive. They could still zone out your charge on their softer units with proper placement, though.
Maybe tellyporting something like a Wazbom (or suicidally charging it forward if you get first turn) might work, too. You can kit one for as little as 145 points and it should probably be able to blow out at least 1 hidden TFC (2d3 Plasma Cannon hitting on 5s, 1d3 Smasha that hits on 4's.) But if they spam 3, I don't think that'll be enough.
If you hide 3 units of scout out of LoS midfield in a ruin or magic box, how are you gonna remove those screens?
Because that is exactly how I get my ass whooped Everytime . You can't jump anywhere worth to jump without getting aupex scanned to hell and back. You can't shoot them, you can't smite them. You have to charge them. Now how do you charge them if one unit get tremor shelled and the rest cannot come from da before T2
2019/12/18 18:24:54
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I just don't play with folks who do the "magic box" thing. A ruin should, at best, block LOS from two directions. If it's basically a fully intact building, how is it a ruin?
2019/12/18 18:37:10
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Even just a ruin with 2 side open, you need still to get there. So maybe a jump and a ES boyz charge, still a 70% chance ?
And yet just to kill a scout unit...
2019/12/18 18:58:25
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
What about dakkajets and wazbom blastajets? You could deploy in the corners T1, then use them to hunt down hidden thunderfire cannons and possibly eliminators. This would also stretch how much board coverage the marine player needs if he tries to zone you out and could open up other opportunities.
Regarding the SSAG debate, the DS SSAG is superior, however, I have lists with a badmoon SSAG, this is so that I can fire my Morkanaut twice, and the SsAG, twice. But unless you have a list dependent reason you want the Deathakullz SSAG.
This message was edited 2 times. Last update was at 2019/12/18 19:02:22
2019/12/18 19:42:39
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Emicrania wrote: 148 points of BM DJ does a whopping 2W vs a 81 points TFC
Is hopeless. Is like having a bicycle and trying to compete vs a Ferrari
Wazbom though (145 without KFF), let's assume Deathskull.
Averages 4 Plasma Cannon Shots hitting on 5s, 2 Smasha gun shots hitting on 4s.
Ignoring explosions, that's 1.33 hits from the Plasma cannon, 1.25 hits from the Smasha gun so 2.63 hits total.
Wounding on 3's, with a re-roll, pushes you to 2.xx wounds.
Smasha gun reduces armour to 6+, Plasma cannon to a 5+, and you re-roll damage.
I think it could smoke one easily, but if they are spamming 3? I dunno. You could split the Wazboms Mega Kannons onto 1 target and the Smasha gun onto a second and gamble, but I doubt that'll go well.
This message was edited 2 times. Last update was at 2019/12/18 20:03:15
2019/12/18 21:08:06
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Deffskullz wazbom with dakka dakka dakka make about 8 dmg average to cannons
Gamble for two is to riski here. But one normally is save dead.
A dakka jet will do about ( bad moonz) will do about 2.
I permanently play a deffskull wazbom and I just can say it's awesome VS every army that has elite infantry or Vehikel or something, just bad vs mass cheap units
Vote 4 bubble chuckas with indirect fire
This message was edited 2 times. Last update was at 2019/12/18 21:52:28
2019/12/18 22:30:28
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
theres also the issue of can you not only get los but get it and not fly off the board next round.
Ive had to abandon my plans with planes several times because looking at their position where i could hit the target i wanted....i couldnt go anywhere after that. The 90 degree turn isnt as punishing now that we dont have firing arcs but its still pretty annoying.
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys
2019/12/18 23:49:34
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Vineheart01 wrote: theres also the issue of can you not only get los but get it and not fly off the board next round.
Ive had to abandon my plans with planes several times because looking at their position where i could hit the target i wanted....i couldnt go anywhere after that. The 90 degree turn isnt as punishing now that we dont have firing arcs but its still pretty annoying.
Honestly, if TFCs are so devastating they own our army on their own, sacrificing the Wazbom is a small price to pay if it clears a couple off.
Ideally you set it up so it stays alive, or maybe it *looks* like it'll go off but it doesn't and they don't bother shooting it. But I can't imagine it'll stay alive more than 1 round anyway if they want it off the board.
Really, this is just brainstorming to see if there's any tech we can come up with to help with the matchup. More entertaining than just saying 'we're fethed'.
2019/12/19 05:20:33
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Well the best thing would be a sqaut deep strike bustas, they could wrack three thunder fire easy. The problem will you bring then down in range.
If yes they are you get the tfcs
2019/12/19 07:24:43
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Just saw that TFC are veichle....
FFS....
Than tankabusta COULD be the answer.
The problem is if that fething thing is in a successor chapter so is "stealthy" (feth you GW, really) . 1+ save outside 12", so 3+ vs TB. Those guys really could use a bump in AP
2019/12/19 09:17:20
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Jep you need to come under 12 would be the best ( of its raven guard)
24 range is a good point to play tank bustas vs tfcs.
You may can find a good space in Los.
Than more dakka double shot the hell out of the army
2019/12/19 10:30:46
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Emicrania wrote: Just saw that TFC are veichle....
FFS....
Than tankabusta COULD be the answer.
The problem is if that fething thing is in a successor chapter so is "stealthy" (feth you GW, really) . 1+ save outside 12", so 3+ vs TB. Those guys really could use a bump in AP
Without Stealthy, Bad Moonz w/ More Dakka with an average roll could kill all 3. I think it's around 8 failed saves total.
With stealthy, its ~5 failed wounds total, and you need 2 each. Just short.
Bomb squigs could make the difference if you could get within 18".
But tbh, even Nick Navanti's list only had 2 TFCs in it, so maybe popping 2 is enough. Or just add something like a Wazbom in combination or a second, small unit of TBs.
This message was edited 1 time. Last update was at 2019/12/19 10:32:02
2019/12/19 11:25:20
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
I imagine that vs whirlwinds and TFC's, MSU could be the answer - they can't split their shots, can they?
I'm not sure on their stats but I imagine you could cause a lot of concern by tellyporting 3 deff dreads in their vicinity. a unit of 3 dreads kitted with KMB's and 3 lone koptas with KMB's, deffskulls, can appear on turn 2. single koptas can usually get a little gap by a board edge and firing a rerollable KMB can do some decent damage. The extra AP will go a long way to help too.
Relying on their bad reputation, a unit of 5 burnas in a trukk, but 3 of them are KMB spannas, could do some damage. you could even have 3 units of them and jump them in, if you don't need the elite slots.
KMB meks jumped in with character protection? I've jumped KMB meks in to try and tackle hard targets before.
With jumping a KMB-burna squad, outflanking 3 koptas and a unit of 3 deff dread jumping in, you've got 12 kustom-mega-blastas appearing suddenly, with rerolls for 7 hits/wounds/damage rolls. That should take out some TFC's. Whirlwinds (IIRC) are mainly anti-infantry, and thunderfires rely on slowing you down as a side effect, which isn't too bad on a 24" range gun. Plus, this would put 7 units in his face for him to deal with, and not for all that many points, really.
I may try and factor in the unit of dreads in future lists, just for such occasions. I usually have a deffkopta or 2 in there as well, which is nice.
12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!
Agree, in addition, get some bomb squigs for those tank bustas.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2019/12/19 13:04:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Yea! that was a mistake, I put a legend big mek and not the KFF one.
I did not get some squiggs cuz they use to fail and I lose 20 points, do you think it's worth? I can look for a space for them
I ave a serious doubt here, because in the CA 2019 it says big mek KFF = 55 points, so I must understand this HQ cost 55 points, and putting a KFF in another miniature would cost +20, but this +20 doesn't apply here? I'm wrong?
This message was edited 1 time. Last update was at 2019/12/19 13:12:05
Orks 5000p
2019/12/19 13:09:27
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
Kebabcito wrote: Yea! that was a mistake, I put a legend big mek and not the KFF one.
I did not get some squiggs cuz they use to fail and I lose 20 points, do you think it's worth? I can look for a space for them
How can you fail with bomb squigs? It's a 2+ roll with a reroll. If you fail both of them, buy some lotterytickets because you'd be completely out of bad luck.
I ave a serious doubt here, because in the CA 2019 it says big mek KFF = 55 points, so I must understand this HQ cost 55 points, and putting a KFF in another miniature would cost +20, but this +20 doesn't apply here? I'm wrong?
A bm kff is 55 pts without wargear. So add a kff to it is 20 points. For 75pts total
This message was edited 1 time. Last update was at 2019/12/19 13:14:03