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Made in us
Flashy Flashgitz




North Carolina

 Grimskul wrote:
gungo wrote:
GW rarely remakes a vehicle anymore.
They will sell less deffkoptas with just an updated model...
But they will sell a ton more if you are forced to throw out all your old deffkoptas and have to buy the new ork chopper... even better if they can make that single kit into 2 seperate unit entries!!!

What worries me is they are doing the same tactic to infantry. The whole primarus thing is just a way for GW to sell new marines to everyone...

I’m hoping the new ork model we saw is just an updated ork boy and not some ork boy replacement disguised as a new boy unit. The good news is we just had a new edition so the deffkopta likely won’t get legends for at least 3+ more years!


Ideally the Ork model is for something else altogether, as mentioned before, having a new boy kit would ruin all the other compatible kits if it has the same monopose features of a lot of the newer kits, since right now a lot of stuff is interchangeable with the base boyz kit.


Agreed - we don't need updates for our existing plastic kits. We need plastic replacements for our resin kits and more plastic HQs.
   
Made in ca
Longtime Dakkanaut




List I’ve settled on for a 2000 today against CWE. I’ll let you know if the storm boys perform

Spoiler:


++ Outrider Detachment -3CP (Orks) [61 PL, 1,175pts, -5CP] ++

+ Configuration +

Clan Kultur / Specialist Mobs: Deathskulls

Detachment CP [-3CP]

+ HQ +

Deffkilla Wartrike [7 PL, 125pts, -1CP]
. Kustom Job: Gork's Roar

+ Elites +

Kommandos [3 PL, 55pts]: Tankbusta Bombs
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [6 PL, 120pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

+ Fast Attack +

DeffKopta [2 PL, 35pts]
. DeffKopta: Twin Big Shoota

DeffKopta [2 PL, 35pts]
. DeffKopta: Twin Big Shoota

Megatrakk Scrapjet [10 PL, 220pts, -1CP]
. Kustom Job: Korkscrew
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

Shokkjump Dragstas [5 PL, 110pts]
. Shokkjump Dragstas: Rokkit Launcha

Stormboyz [3 PL, 65pts]
. Boss Nob: Big Choppa, Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 70pts]
. Boss Nob: Choppa, Killsaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Battlewagon [9 PL, 155pts]: 'ard Case, Deff Rolla

Big Trakk [11 PL, 185pts]: Big Lobba, Grot Riggers

++ Patrol Detachment 0CP (Orks) [42 PL, 825pts, 11CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur / Specialist Mobs: Goffs

Detachment CP

+ HQ +

Boss Zagstruk [5 PL, 95pts]

Ghazghkull Thraka [15 PL, 300pts]: Warlord

+ Troops +

Boyz [4 PL, 90pts]: Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Meganobz [6 PL, 120pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

Painboy [3 PL, 65pts]: Da Killa Klaw, Power Klaw

+ Heavy Support +

Battlewagon [9 PL, 155pts, -1CP]: 'ard Case, Deff Rolla
. Kustom Job: Forktress

++ Total: [103 PL, 2,000pts, 6CP] ++

Created with BattleScribe
   
Made in it
Waaagh! Ork Warboss




Italy

tulun wrote:
List I’ve settled on for a 2000 today against CWE. I’ll let you know if the storm boys perform

Spoiler:


++ Outrider Detachment -3CP (Orks) [61 PL, 1,175pts, -5CP] ++

+ Configuration +

Clan Kultur / Specialist Mobs: Deathskulls

Detachment CP [-3CP]

+ HQ +

Deffkilla Wartrike [7 PL, 125pts, -1CP]
. Kustom Job: Gork's Roar

+ Elites +

Kommandos [3 PL, 55pts]: Tankbusta Bombs
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [6 PL, 120pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

+ Fast Attack +

DeffKopta [2 PL, 35pts]
. DeffKopta: Twin Big Shoota

DeffKopta [2 PL, 35pts]
. DeffKopta: Twin Big Shoota

Megatrakk Scrapjet [10 PL, 220pts, -1CP]
. Kustom Job: Korkscrew
. Megatrakk Scrapjet: 2x Twin Big Shoota
. Megatrakk Scrapjet: 2x Twin Big Shoota

Shokkjump Dragstas [5 PL, 110pts]
. Shokkjump Dragstas: Rokkit Launcha

Stormboyz [3 PL, 65pts]
. Boss Nob: Big Choppa, Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

Stormboyz [3 PL, 70pts]
. Boss Nob: Choppa, Killsaw
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Battlewagon [9 PL, 155pts]: 'ard Case, Deff Rolla

Big Trakk [11 PL, 185pts]: Big Lobba, Grot Riggers

++ Patrol Detachment 0CP (Orks) [42 PL, 825pts, 11CP] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur / Specialist Mobs: Goffs

Detachment CP

+ HQ +

Boss Zagstruk [5 PL, 95pts]

Ghazghkull Thraka [15 PL, 300pts]: Warlord

+ Troops +

Boyz [4 PL, 90pts]: Tankbusta Bombs
. Boss Nob: Choppa, Killsaw
. 9x Ork Boy W/ Slugga & Choppa: 9x Choppa, 9x Slugga, 9x Stikkbombs

+ Elites +

Meganobz [6 PL, 120pts]
. Boss Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)
. Meganob w/ Saws: Killsaws (Pair)

Painboy [3 PL, 65pts]: Da Killa Klaw, Power Klaw

+ Heavy Support +

Battlewagon [9 PL, 155pts, -1CP]: 'ard Case, Deff Rolla
. Kustom Job: Forktress

++ Total: [103 PL, 2,000pts, 6CP] ++

Created with BattleScribe


Big trakk with big lobba? Why not Da Boomer instead? It costs 1 CP but it's more durable, has better offensive output and it's 10pts cheaper.

 
   
Made in ca
Longtime Dakkanaut




 Blackie wrote:


Big trakk with big lobba? Why not Da Boomer instead? It costs 1 CP but it's more durable, has better offensive output and it's 10pts cheaper.


I was just testing it out tbh. Indirect actually seems really strong in 9th from what I've seen.

If it was 30-40 points cheaper, it might be a really interesting choice. I don't think it was worth the price, but it did what I wanted it to. It held my back objective while picking out screens / threatening units that he was trying to keep hidden.

I am very interested to see what they do with the new FW rules.

I lost the game by 9 points but that largely was me forgetting to move a model... and that cost me 10 primary. Doom makes short work of wagons, too.

And hell, Ghaz is a champ. Even in a matchup where I'm terrified he's gonna get 1 rounded due to smite, he makes a big impact.

This message was edited 2 times. Last update was at 2020/09/20 13:29:32


 
   
Made in gb
Rampagin' Boarboy





United Kingdom

How did the stormboys and kommandos perform?

In the case of kommandos, I'm curious as to whether you felt the points spent on the nob was worthwhile.
   
Made in ca
Longtime Dakkanaut




 Afrodactyl wrote:
How did the stormboys and kommandos perform?

In the case of kommandos, I'm curious as to whether you felt the points spent on the nob was worthwhile.


They got me scramblers, rather easily. Did exactly what I expected them to.

Kommandos I think it's up to you. If you are literally just having them to deploy scramblers / engage on all fronts, then you could probably save the points if you need it. If you want them to actually be able to threaten tanks and stuff? Take the Klaw.

It gives them utility, but it's really up to you if you think you need that in your list. I'd say 10 points to increase the utility of the unit seems fine to me.

Edit - -I think next time I play, I wanna try one of two things.

1) Use Deathskull Double Choppa Nobs as a rep for Boys. Straight up for 5 more points, you get 5 models with a 4+ save, 2 wounds each, with str 5 that can potentially perform the same thing as 10 boys, and both have Obsec. If you have extra points too, you can always upgrade the unit to have some big choppas.

Or

2) Use Kommandos as a boy squad. Take a vanguard, mount up 3 units of Kommandos, and sit em in Trukks. With the nob, this saves me 35 points a unit. Basically, use them as boys. This would net me 105 points, which nearly gets me a Mega Trakk or another unit of Mega Nobs.

I think the double choppa nob thing seems more fun, though, as Nobs don't get much love.

This message was edited 1 time. Last update was at 2020/09/20 15:17:38


 
   
Made in us
Battlewagon Driver with Charged Engine





I was looking at the Goff list that placed recently (with the skarboyz, Ghaz and MA KFF Mek)....wondering how he would hold objectives in his deployment zone? Everything in the list seems pretty aggro and wanting to get to the enemies deployment zone/lines. Theres no grots or mek gunz or anything to sit back.

Thinking of maybe combining the MANz into 1 squad (to jump) and dropping the 2x trukks in favor of Mek gunz or grots to hold objectives in my deployment?

This message was edited 5 times. Last update was at 2020/09/20 16:08:38


 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in ca
Gargantuan Gargant






 Billagio wrote:
I was looking at the Goff list that placed recently (with the skarboyz, Ghaz and MA KFF Mek)....wondering how he would hold objectives in his deployment zone? Everything in the list seems pretty aggro and wanting to get to the enemies deployment zone/lines. Theres no grots or mek gunz or anything to sit back.

Thinking of maybe combining the MANz into 1 squad (to jump) and dropping the 2x trukks in favor of Mek gunz or grots to hold objectives in my deployment?


He has kommandos, dont forget that. If the opponent has screened enough that he can't fit any in his backlines, you can always just choose to deploy them normally on backfield objectives.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Played local tournament today and there is simple answer to questions about kommandos and nobz instead boyz.

1. Nobz instead boyz? No. 4+ is nothing. Every hummie has -2 ap. And Objectives!!§ everybody has objsec and than the models count! 10 boyz is more then 5 nobz.

2. Kommandos - yessss. Workhorse! And both setting - with and without PK Nob has a use. Wanna DS to enemy deploy to do scramblers and die? Why pay more? But in T3, there are pretty often objectives guarded by small units or single character. And DS and charge gives you Engage + solid chance to take the objective and kill some hummies. I had 2 PK mobs of 5 and it was NOT enought. I take 4 units next time (edit - no I don' t, rule of 3! Less beer, more rules), two with and two without PK. It helps a lot with primaries and secondaries.


Automatically Appended Next Post:
Next points:

- terrain matters bloody so much. First game there was nowhere to hide, went second and who cares about the rest of the game, half of the army dead...
- 6pack of SMG screens perfectly your deploy againts DS but it' s pretty hard to have a target to shoot at. Generaly it' s totaly different game with smg in 9th than in 8th. You move a lot. Even advance to find the right angels in dense terrain! And nobody shoot at them. Everybody cares about your front line units.
- Scrapjets are great, just die too fast.
- Engage + Scrablers works in combo together pretty well. If you have SJDs and kommandos.
- sometimes it' s a good idea NOT TO EADBUTT. If you just scratch the paint and kill nothing, it' s better to keem bommer alive to absorb a lot of fire.
- cut off the head T1 combo = bommer eadbutt + wazboom park next to the warlord and snipe. Just for enemies with not enough of screen and/or large warlord (raven wing landspeeder today...)
- not so much use for command points. Go vanguard or something like that next time.
- wartrike is meeh. Dmg output total mehh and advance and charge... hard to find a situation



Automatically Appended Next Post:
- hard to find a HQ that is usefull in buggy list. Simple bigmek with kff in trukk to give him 5++ is the only one...
- giving 2x15 vp to your enemy for Bring it down and in synergy Grind them down (because you have lot of units on the table!) is pretty stupid

This message was edited 5 times. Last update was at 2020/09/21 17:19:13


10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Battlewagon Driver with Charged Engine





 Grimskul wrote:
 Billagio wrote:
I was looking at the Goff list that placed recently (with the skarboyz, Ghaz and MA KFF Mek)....wondering how he would hold objectives in his deployment zone? Everything in the list seems pretty aggro and wanting to get to the enemies deployment zone/lines. Theres no grots or mek gunz or anything to sit back.

Thinking of maybe combining the MANz into 1 squad (to jump) and dropping the 2x trukks in favor of Mek gunz or grots to hold objectives in my deployment?


He has kommandos, dont forget that. If the opponent has screened enough that he can't fit any in his backlines, you can always just choose to deploy them normally on backfield objectives.


Yeah, I figured he would do his best to get those into the other side of the board.

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in it
Waaagh! Ork Warboss




Italy

 Tomsug wrote:
I take 4 units next time, two with and two without PK.


Check out if rule of 3 is still valid in your meta.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Rule of 3 is a mandatory rule now. It's no longer organized play only. If you are using points, you are not allowed to bring more than 3 of one datasheets unless it's troops or a dedicated transport.

This message was edited 1 time. Last update was at 2020/09/20 19:55:03


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Aargh. You are right. Sorry. So 3! Or maybe some stormboyz instead, but they cost more..

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in gb
Longtime Dakkanaut






I had a very fun and close game this weekend against adeptus mechanicus - I didn't get the list so will try to remember correctly!
Orks:
Spoiler:

deffskulls detachment, vanguard:

warp'ead, maniacal seizures, da jump

30 shoota boys, kombi-skorcha nob

15 kommandos, PK nob
15 kommandos, PK nob
15 kommandos, PK nob

2 shokkjump dragstas, gyroscopic whirlygig
3 deffkoptas; 2 rokkits, 1 big shootas

3 bubblechukkas
8 flashgitz, ammo runt


Admech list:
Spoiler:

this will not contain the correct names!
Cawl
2 techpriest dudes
2 units of 10 skitari with short-ranged 3-shot guns that do 2 damage on 6's
2 units of 10 dudes, 3 with sniper rifles on big bases per squad
2 units of 10 dudes with 30" rapidfire guns

3 units of 3 servitors on tracks, 2 with grav cannons? (5 shots) and 1 with plasmacannons.


The game went well and was extremely fun, with my Orks taking an early lead and the admech reclaiming ground in the late game. In the end, I lost due to my own foolih mistake - I used da jump to get my shootaboys into a better position on the last turn, and left my weirdboy in the open - slay the warlord was just given away. Shootaboys couldn't even have affected the VP, I should have stayed put and gotten a tie out of it!

Apparently there's a 1CP ademech ability to take a unit of servitors off the battlefield and return it at full strength (increases CP depending on the amount of servitors), and apparently thy can do this every turn!!!

From the orky side of things:

Kommandos needed my original plan of running evil suns, they all failed their charges. by one.
Shokkjump dragstas continue to perform well, though die in a stiff breeze.
Flashgits were in a ruin instead of a trukk, and they died horribly. I will not be bringing them unprotected again!
Weirdboy seemed a bit meh, whilst I jumped a unit of shootas into the opponents deployment zone turn 1 and blew away another unit as I went, he then spent the rest of the game being very meh.
I need more cheap units I can afford to sit around doing nothing for a turn! I had 30 shootas sat for 3 turns repairing a teleport homer in the opponents deployment zone, and no-one attacked them and they attacked nothing. seemed a fairly large waste, a small unit of something could have served this purpose.

Game ultimately ended as 62-68 to admech, could have been a draw - my dumb choice!


Automatically Appended Next Post:
I was building a list just now based around 9 deff dreads with 4 KMB each (which sounds like a great deal of possibly self explody fun) and was trying to work out a good HQ for the army, and came across a potentially brilliant combo.
(Bad Moons)
Mega-armoured mek, da best armour teef can buy (warlord trait), kleverest boss, super cybork body.
Gives you a T4 6 wound 2+ 4++ 5+++, with a grot oiler to tank the first shot, 4 S10 powerklaw attacks, and a kustom-mega-blasta for potshots. All wrapped up for 110 points and 1CP.
My main draw is a viable option for converting those old Ghazzie / Megaboss models which we all have sitting on the shelves somewhere. It'll only take a KMB...

Has anyone tried it? I don't think of T4 as such a downside - most guns seem to be S6+ nowadays if they do multiple damage, though S8&9 will hit harder than it would a warboss, with a 2+/4++/5+++, he should tank a fair few shots!

This message was edited 1 time. Last update was at 2020/09/21 22:23:55


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!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in dk
Longtime Dakkanaut




Danmark

 Jidmah wrote:
Rule of 3 is a mandatory rule now. It's no longer organized play only. If you are using points, you are not allowed to bring more than 3 of one datasheets unless it's troops or a dedicated transport.


what exactly does that mean? I mean does that mean i can only bring 3 Killa kans as they can work individually? Or can i only bring 3 Mek Guns?

Hope, is the first step on the road to disappointment.

- About Dawn of War 3 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Beardedragon wrote:
 Jidmah wrote:
Rule of 3 is a mandatory rule now. It's no longer organized play only. If you are using points, you are not allowed to bring more than 3 of one datasheets unless it's troops or a dedicated transport.


what exactly does that mean? I mean does that mean i can only bring 3 Killa kans as they can work individually? Or can i only bring 3 Mek Guns?
You can only bring three copies of the same Datasheet.

So you can take three squads of Killa Kans, but not four.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Regular Dakkanaut




tulun wrote:
Stormboyz can achieve turn 1 charges -- you can auto advance them 6". Can be advantageous.

Honestly, I think Stormboyz are great action bots that you can possibly field on the board, while you have to deep strike or transport Kommandos. If they are perfectly deep strike screening you out, Stormboyz can possibly get in position to do scramblers. You could also have them raise a banner turn 1 on a more middle objective as they have a 12" move.

They can even ride in transports, albeit taking two slots -- but you could do something like this.

Turn 1: unit of stormboyz scramblers in your zone, while a trukk advances to the midboard. Turn 2: Stormboyz move or advance to the trukk, get inside, the trukk moves up so they can get into position for an opportunistic charge or to do another action.

They cost a bit more than Kommandos but I think they have play. It just largely depends on your board and how well your opponents screen out deep strikers if it's worth paying a bit more. They just aren't as easy to use as Kommando.


100 (although I think people are overrating Kommandos but valid "they are cheap")% People are down on things in the strangest ways.
   
Made in us
Battlewagon Driver with Charged Engine





Beardedragon wrote:
 Jidmah wrote:
Rule of 3 is a mandatory rule now. It's no longer organized play only. If you are using points, you are not allowed to bring more than 3 of one datasheets unless it's troops or a dedicated transport.


what exactly does that mean? I mean does that mean i can only bring 3 Killa kans as they can work individually? Or can i only bring 3 Mek Guns?


Since killa kans can be squaded up, you can take 3 squads of them. For things that are only 1 per data sheet (like BWs) you can only bring 3 of them total (unless you take bonebreakers and such since those are technically "BWs" but are seperate data sheets)

 Tactical_Spam wrote:
You never know when that leman russ will punch you back

 
   
Made in ca
Longtime Dakkanaut




popisdead wrote:
tulun wrote:
Stormboyz can achieve turn 1 charges -- you can auto advance them 6". Can be advantageous.

Honestly, I think Stormboyz are great action bots that you can possibly field on the board, while you have to deep strike or transport Kommandos. If they are perfectly deep strike screening you out, Stormboyz can possibly get in position to do scramblers. You could also have them raise a banner turn 1 on a more middle objective as they have a 12" move.

They can even ride in transports, albeit taking two slots -- but you could do something like this.

Turn 1: unit of stormboyz scramblers in your zone, while a trukk advances to the midboard. Turn 2: Stormboyz move or advance to the trukk, get inside, the trukk moves up so they can get into position for an opportunistic charge or to do another action.

They cost a bit more than Kommandos but I think they have play. It just largely depends on your board and how well your opponents screen out deep strikers if it's worth paying a bit more. They just aren't as easy to use as Kommando.


100 (although I think people are overrating Kommandos but valid "they are cheap"% People are down on things in the strangest ways.


I actually don't think this is fully fair. On paper, Stormboyz seem really bad to be honest.

1) They got a 33% point increase (9 -> 12). Woof.
2) They occupy a very strong slot for Orks (Fast attack vs Buggies)
3) The initial reaction was to a mindset of killy > board control. And Stormboyz hit as hard as boys, which is to say not hard at all.

I think with 9th edition being a few months in, we've realized that action bots (Units that are cheap and can do actions easily) are actually quite powerful. That's why kommandos are so interesting -- for as cheap as 45 points, you can have a unit that gives you linebreaker, deploy scramblers, can charge and contest with Obsec a poorly defended objective... for 10 more points, they even have some killing power.

I just think it's early to dismiss Stormboyz as bad simply because a unit that can move 12" and perform an action is really powerful in 9th. That's why all jump infantry got such massive hikes.

On my initial test of them last Saturday, I think I will absolutely try them again. I think they will largely shine once the Warboss on bike returns, though... missing a fast unit that can provide infantry that advance and charge is too key for Ork strategies.

The biggest issue they have to be honest is that FA is just sooooooo contested. Between buggies and single unit Deff koptas, it's a really easy slot to fill that provides a ton of value.

This message was edited 2 times. Last update was at 2020/09/22 18:48:23


 
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Tulun: it' s about the core of your list. If you have a green tide with meganobz, your elite is full, fast attack empty. Take stormboyz.

If you run the buggies, your fast attack is full, elite empty.

But this is too vague idea. Detachments for 3cp can have 6 Fast attack or elites....

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in us
Longtime Dakkanaut




I'll be trying out a list of green tide backed by Stormboyz/kommandos. No Meganobz, the only models with good armor/multi-wounds will be characters. The point being I want my opponent to be wasting lascannon/melta/plasma into boyz mobz.

Da Jumping a mob onto a far flung position and then backing it up turn 1 with some Stormboyz means in all likelihood I hold the objective turn 1, turn 2 the horde arrives and i hold the objective through sheer numbers, hopefully that continues into turn 3, by which point the game is mostly decided.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Longtime Dakkanaut




Stormboyz in Trukks:

https://www.dakkadakka.com/dakkaforum/posts/list/0/792299.page#10935198
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






So, yesterday my DG got caught off guard by an evil suns Gorkanaut with orkymatic pistons charging me turn one with the help of a wartrike and ramming speed.
I literally had no clue how to respond to that and when it finally went down it had killed a unit of 3 MBH, a DP and a PBC.

Has anyone of you tried that yet? I know I'm going to in my next ork game

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in it
Waaagh! Ork Warboss




Italy

 Tomsug wrote:
Tulun: it' s about the core of your list. If you have a green tide with meganobz, your elite is full, fast attack empty. Take stormboyz.



A battallion allows 6 elite slots though. Even going with 2 squads of meganobz and a dok there's still room for 3 squads of kommandos. It's really unlikely to have unavailable slots for kommandos, even multiple squads of them, in any possible kind of list.

 
   
Made in au
Battlewagon Driver with Charged Engine





 Jidmah wrote:
So, yesterday my DG got caught off guard by an evil suns Gorkanaut with orkymatic pistons charging me turn one with the help of a wartrike and ramming speed.
I literally had no clue how to respond to that and when it finally went down it had killed a unit of 3 MBH, a DP and a PBC.

Has anyone of you tried that yet? I know I'm going to in my next ork game


I've done it with dreads a few times, but yeah a naught would work pretty well. Maybe throw warpath on it for some extra attacks? Even visions if you feel extra Killy.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I doubt that dreads could do it as reliably because they move 2" less than the naut and have a lot less hitting power.

12" move, d6+1" advance with re-roll, 3d6+1" charge with re-rolls. That's 30" on average.

This message was edited 1 time. Last update was at 2020/09/23 09:46:40


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in se
Ork Boy Hangin' off a Trukk





 Jidmah wrote:
So, yesterday my DG got caught off guard by an evil suns Gorkanaut with orkymatic pistons charging me turn one with the help of a wartrike and ramming speed.
I literally had no clue how to respond to that and when it finally went down it had killed a unit of 3 MBH, a DP and a PBC.

Has anyone of you tried that yet? I know I'm going to in my next ork game
Not Gorkanaut, but Blood Axe Bonebreaka equipping Red Rolla packed with a Big Mek KFF and Boyz/Manz alongside the Trike. The point is to force them to fight on their side of the board, thus losing time and ability to capture the middle. As you say it throws most opponents.

It's also a way to tick off Linebreakers as you´ll have alot of stuff mucking about in their deploy. If you keep sneaking in Kommandos or jumping in Stormboyz (thx tulun) it´s a neat stream of VP. I´ve noticed that whilst Engage is easier to trigger I prefer 3 rounds of LB and thus this strategy developed.
   
Made in au
Battlewagon Driver with Charged Engine





 Jidmah wrote:
I doubt that dreads could do it as reliably because they move 2" less than the naut and have a lot less hitting power.

12" move, d6+1" advance with re-roll, 3d6+1" charge with re-rolls. That's 30" on average.


A 28 on average still sounds fairly reliable. And you have 3 of them, so if you fluff your rolls you're still likley to have at least 2 in right? It's less all or nothing.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






You can only do ramming speed on one dread though and there is the spacing issue.

In general a dread is a lot less scary than a gorkanaut. His 18 attacks really did a number on my blight haulers. A dread would probably have bounced and gotten killed by the multi-meltas in my turn.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Longtime Dakkanaut






Bear in mind that you might, might just get really lucky with the gork + ramming speed and kill the opponent with mortal wounds from ramming speed, thus allowing you to pop the stratagem to charge again and get even further into their lines!

I'll certainly be giving the combo of 'orkanaught and wartrike a go. Plus you can throw 3 meganobs or 5 nobs and a warboss into the 'naught, and hop them out on turn 2 to wreak even more havoc!

12,300 points of Orks
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