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![[Post New]](/s/i/i.gif) 2020/03/19 15:48:28
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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r_squared wrote:
My initial thoughts on this, Bloodaxe weird boy in outrider det with 3 base deffkoptas. Use one to ramming speed targets, follow in with Evil Sunz mobs, choose kopta to fight last out of your chargees so that you don't get any interupts.
That's 152 points to turn off over watch on key units and cancel interrupts for upto 3 turns.
You could also do this with a Chinork.
It’s nice cause it can deep strike anywhere, it still has ere we go, and it can hold 10 models from any clan. It also can auto advance 8” if it starts on the board.
Could have potential but I dunno. Deff koptas are pretty vulnerable. You might need to have a trike so they can do a really big charge cause they’ll probably need to hide.
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![[Post New]](/s/i/i.gif) 2020/03/19 16:00:09
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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tulun wrote: r_squared wrote:
My initial thoughts on this, Bloodaxe weird boy in outrider det with 3 base deffkoptas. Use one to ramming speed targets, follow in with Evil Sunz mobs, choose kopta to fight last out of your chargees so that you don't get any interupts.
That's 152 points to turn off over watch on key units and cancel interrupts for upto 3 turns.
You could also do this with a Chinork.
It’s nice cause it can deep strike anywhere, it still has ere we go, and it can hold 10 models from any clan. It also can auto advance 8” if it starts on the board.
Could have potential but I dunno. Deff koptas are pretty vulnerable. You might need to have a trike so they can do a really big charge cause they’ll probably need to hide.
Except they can also "deepstrike". Koptas might be optimal since if they survive you could retreat, shoot and then charge something else for a second round of cheesiness (after casting again the power). It's also a fairly cheap trick
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![[Post New]](/s/i/i.gif) 2020/03/19 16:04:19
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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Orkimedez_Atalaya wrote:
Except they can also "deepstrike". Koptas might be optimal since if they survive you could retreat, shoot and then charge something else for a second round of cheesiness (after casting again the power). It's also a fairly cheap trick
Koptas edge thing is alright. You might find it quite limiting in where they can actually strike.
The same argument you made is exactly true of a Chinork lol. It's a flyer too.
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![[Post New]](/s/i/i.gif) 2020/03/19 16:05:25
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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!!Goffik Rocker!!
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Now we just need to hoarde a bunch of cp
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![[Post New]](/s/i/i.gif) 2020/03/19 16:05:58
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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Chinork (by itself) would be the cheaper option, but it's also less durable and less killy. So it's a give and take Automatically Appended Next Post: We're Orkz. We got one of the cheapest ways to build Battalions. CP is abundant. Problem is we got a lot of stuff we want to spend it on, so it disappears quickly too.
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This message was edited 1 time. Last update was at 2020/03/19 16:06:57
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![[Post New]](/s/i/i.gif) 2020/03/19 16:14:32
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 mean, having 1 of the 3 batts being bloodaxe is actually good.
3 weirdboyz (2 in another cheapo batt, 1 in bloodaxe with clever talk) and Snikrot as the 2nd hq. Hes barely more expensive than a weirdboy and pretty decent. I love using him but man i hated using bloodaxes. Now i have a reason to use bloodaxes.
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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) 2020/03/19 16:15:46
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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KFF Mekz are also cheap as chips. So are SAGs, for that matter...
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![[Post New]](/s/i/i.gif) 2020/03/19 16:23:52
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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flandarz wrote:Chinork (by itself) would be the cheaper option, but it's also less durable and less killy. So it's a give and take
Probably something that has to be played around with. It just seems like an interesting alternative, given some limitations of the Deff Koptas. I don't think we'll really care if either of these targets kills anything necessarily but keeps our other better stuff alive.
Being able to transport 10 melee units (nobs?) or 10 tankbustas / Flash Gitz while performing this sort of overwatch shenanigans might be pretty fun. Makes it serve a dual purpose. Automatically Appended Next Post: I mean frankly, if this tactic is *really* good, having redundancy is not a bad thing, so maybe you take both?
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This message was edited 1 time. Last update was at 2020/03/19 16:27:49
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![[Post New]](/s/i/i.gif) 2020/03/19 16:54:00
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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I dunno, it's a very powerful ability in the right circumstances, but the circumstances where it's powerful seem very limited, for both halves of the power. Orks don't generally care that much about overwatch, though it's obviously good in very specific circumstances. Same about getting interuppted against. How often are you going to be charging anything you care enough about avoiding the interuppt against that spending the points you have to spend to set this up really makes sense vs just having that many more close combat units to fight with instead? Same for overwatch.
I am sure there are circumstances, but like 75% of the time it seems like you'd be better off just having another unit of 30 boyz instead of paying the points to avoid overwatch/avoid interuppt against a single unit. Not to mention the CP costs if you'r suggesting taking less than a battalion and also using the 2CP for ramming speed...
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This message was edited 1 time. Last update was at 2020/03/19 16:55:03
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![[Post New]](/s/i/i.gif) 2020/03/19 17:25:15
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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with more blood axes might make morgugs finking cap valuable for Oi've got a plan lads to mitigate cp drain
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![[Post New]](/s/i/i.gif) 2020/03/19 17:30:20
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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It's definitely great if for some reason you are playing BA anyway. I'm just not convinced it's a great reason to take a specialized 1CP BA detachment just for the power.
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![[Post New]](/s/i/i.gif) 2020/03/19 17:40:33
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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yukishiro1 wrote:It's definitely great if for some reason you are playing BA anyway. I'm just not convinced it's a great reason to take a specialized 1CP BA detachment just for the power.
Reasonable take. I think this us just spit balling. It's a very interesting power that's unfortunately locked to Blood Axes.
Sadly, with all of these sick new pregame boosts, I am thinking triple bat will probably become even *more* enticing too, so this probably isn't even the smart play.
At minimum for my lists, I'll be spending 3 CP (Da Biggest Boss, Dread Waaagh, 2nd relic), which makes the bat, bat, outrider (or whatever) go down to 11 CP... before using tellyporta and stuff.
And I am certain there will be a good kustom job that I'll want on top of this.
Biggest problem with the finken cap: you're capped to 1 CP a turn now ( FAQ), and honestly, we spend a ton our CP pregame. It's unlikely to make it's worth back over opportunist on your SSAG.
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![[Post New]](/s/i/i.gif) 2020/03/19 18:28:19
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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yukishiro1 wrote:I dunno, it's a very powerful ability in the right circumstances, but the circumstances where it's powerful seem very limited, for both halves of the power. Orks don't generally care that much about overwatch, though it's obviously good in very specific circumstances. Same about getting interuppted against. How often are you going to be charging anything you care enough about avoiding the interuppt against that spending the points you have to spend to set this up really makes sense vs just having that many more close combat units to fight with instead? Same for overwatch.
I am sure there are circumstances, but like 75% of the time it seems like you'd be better off just having another unit of 30 boyz instead of paying the points to avoid overwatch/avoid interuppt against a single unit. Not to mention the CP costs if you'r suggesting taking less than a battalion and also using the 2CP for ramming speed...
Fair point. I guess it would be powerful against Tau or IH. Otherwise may not be so.
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![[Post New]](/s/i/i.gif) 2020/03/19 18:30:54
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Regular Dakkanaut
England
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Who cares if a strat is "too powerful against Tau or IH". Are we actually worried about that
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![[Post New]](/s/i/i.gif) 2020/03/19 19:11:12
Subject: Re:No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Nasty Nob
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My initial thoughts were how to best take advantage of this new power cheaply, whilst mitigating the lower chance of making a charge. The Deffkoptas are cheap, but are flying vehicles and their only job is to engage a target and deny over watch, but also to deny the chance to my opponent to interrupt in that fight until I'm ready.
Their fragility doesn't bother me, as they're essentially a throw away unit.
It's just an idea which I can imagine could have some uses, but it's also cheap enough in this format that it can be taken without too badly affecting the rest of your army if it doesn't perform.
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"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2020/03/19 19:16:29
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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Elfric wrote:Who cares if a strat is "too powerful against Tau or IH". Are we actually worried about that
Can't IH also just straight up pay CP to deny a psychic power?
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![[Post New]](/s/i/i.gif) 2020/03/19 19:27:32
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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tulun wrote:yukishiro1 wrote:It's definitely great if for some reason you are playing BA anyway. I'm just not convinced it's a great reason to take a specialized 1CP BA detachment just for the power.
Reasonable take. I think this us just spit balling. It's a very interesting power that's unfortunately locked to Blood Axes.
Sadly, with all of these sick new pregame boosts, I am thinking triple bat will probably become even *more* enticing too, so this probably isn't even the smart play.
At minimum for my lists, I'll be spending 3 CP (Da Biggest Boss, Dread Waaagh, 2nd relic), which makes the bat, bat, outrider (or whatever) go down to 11 CP... before using tellyporta and stuff.
And I am certain there will be a good kustom job that I'll want on top of this.
Biggest problem with the finken cap: you're capped to 1 CP a turn now ( FAQ), and honestly, we spend a ton our CP pregame. It's unlikely to make it's worth back over opportunist on your SSAG.
What are you guys taking for relics? I also dread waagh to have the shokk gun relic. For the second I kind of just slow a kill klaw on my walking boss as it's w.e. Unless you're paying that extra cp for say the klaw in this example. I always forget if I'm paying 1 or 2 for the vigilis unlock for strats and relic.
Also power wise, do you guys find your Weirdboys sitting there doing nothing? I'll jump with one, the others just stare blankly as they're typically out of reach on stuff throughout the game
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This message was edited 1 time. Last update was at 2020/03/19 19:28:36
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![[Post New]](/s/i/i.gif) 2020/03/19 19:53:27
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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SSAG + Killa Klaw.
Who knows though, we haven't seen any new relics just yet.
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![[Post New]](/s/i/i.gif) 2020/03/19 20:18:14
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Fully-charged Electropriest
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Pretty much always SSAG and Killa Klaw. The other codex ones are just for fluff when I’m bored of those. My Weirdboyz usually have something to do between Smite, Warpath and Fists of Gork or even getting into position to Deny. Not normally would they have nothing to do.
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![[Post New]](/s/i/i.gif) 2020/03/19 20:32:41
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Dakka Veteran
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has anyone tried interlocking boyz units to counter first turn / deepstrike charges?
if you placed boys units so that every other inch was the opposite squad. the enemy would have to either charge both or charge and land straight in front of the model precisely 1" out to prevent hitting the interlaced unit.
It was just something I was thinking of to combat that long charge from Genestealers who I do play against frequently.
Would this work?
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![[Post New]](/s/i/i.gif) 2020/03/19 22:08:15
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Fully-charged Electropriest
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Yeah it works really well. Great for Gretchin, which are generally a much better screen than Boyz.
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![[Post New]](/s/i/i.gif) 2020/03/20 00:24:58
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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If you want to save a CP and have no issues with an evil subs detachment. Then zhardsnark with the new strat is just as good if not slightly better as the relic klaw biker boss.
Regarding wierdboys or warp heads if you spend the CP to upgrade just sitting there after da jump I think it will really depend on what’s our new psychic powers we are bound to get one or 2 decent choices. Whether those are on a detachment you plan on taking remains to be seen...
But so far it seems I’m still looking at deathskulls and evilsuns but something nice can always push up badmoons or freebooters
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![[Post New]](/s/i/i.gif) 2020/03/20 00:36:40
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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Each kulture gets a psychic power, and if you're going on past releases with that style, they tend to be pretty good. For all we know - and it'd be just like GW - the DS, BM and ES powers are as good or better than the BA one.
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![[Post New]](/s/i/i.gif) 2020/03/20 01:58:56
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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gungo wrote:If you want to save a CP and have no issues with an evil subs detachment. Then zhardsnark with the new strat is just as good if not slightly better as the relic klaw biker boss.
something tells me that will be one of the first things they FAQ
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![[Post New]](/s/i/i.gif) 2020/03/20 03:07:26
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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Battlewagon Driver with Charged Engine
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Who thinks that the Bad Moons power will be like midas touch or something? Cause mortal wounds based of armor save of something as the ork turns em into the good shiny stuff.
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![[Post New]](/s/i/i.gif) 2020/03/20 03:07:39
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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operkoi wrote:gungo wrote:If you want to save a CP and have no issues with an evil subs detachment. Then zhardsnark with the new strat is just as good if not slightly better as the relic klaw biker boss.
something tells me that will be one of the first things they FAQ
I doubt it... however there is a distinct possibility both zhardsnark and warboss on bike will lose the warlord keyword when forgeworld redoes the book and like the deffkilla wartrike they instead receive the “speedboss” keyword... (and maybe speedfreak keyword)
However that book sounds far out in the future if it’s even released this year. So zhardsnark and warboss on bike will have time to shine.
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This message was edited 1 time. Last update was at 2020/03/20 03:10:55
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![[Post New]](/s/i/i.gif) 2020/03/20 05:06:17
Subject: No more muckin' about - Proppa Ork Tactics Thread [Lists in spoilers or we'll krump ya]
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!!Goffik Rocker!!
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Ragnar kills Ghaz. So, yet another reason to not buy.
As for relics I actually had good results with a tooth shooting gun that's a 2d6 12" Skorcha. In all fairness, even more success than a killa klaw on my biker boss as people tend to avoid cc. But it equires a bad moon detachment and an index model.
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This message was edited 1 time. Last update was at 2020/03/20 05:07:40
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![[Post New]](/s/i/i.gif) 2020/03/20 06:59:37
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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Reagrding the FW units like bikerboss etc - do you see the FW index in the “last chance to buy” section right me? Hm? Any news about the replacement? With PA?
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![[Post New]](/s/i/i.gif) 2020/03/20 07:47:54
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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New FW books have been announced to be in the making, this time around by the GW rule team.
Whether that's good or bad remains to be seen
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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) 2020/03/20 12:20:38
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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Are you talking about the "cut his head off" thing we all already know, or is this a "Ghaz is dead for real" thing? Cuz I think PA is supposed to be "in the past", so I don't think they have room to kill off anyone for good.
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