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Made in us
Human Auxiliary to the Empire





Hi all! Im new to playing orks and would like to hear some of your successful strategies against eldar, imperial guard , necron and skitarii players (my 4 local warhammer friends XD). What should i bring and what would you recommend? Like to get a leg up on them from experienced ork players. Any advice would be greatly appreciated.

4000pts Tau
2500 pts Dwarfs
2000 pts Deathwolves
:1300 pts Orks
1000pts Harlequins
 
   
Made in ca
Gargantuan Gargant






Hello! Always goof to find a new yoof wanting to join da WAAAGH!

You've got quite the diverse set of foes there, so I'm not sure if you've perused it yet but the first page's post gives a good summary of the Ork units for 7th ed:

http://www.dakkadakka.com/dakkaforum/posts/list/643980.page

Besides that the general "must-haves" for Orks in most lists are:

Tankbustas - Usually taken in small groups of 6-8 in trukk dedicated transports, they give us the ranged anti armour we need on the go with decent reliability thanks to tank hunters. Also they are able to shoot up MEQ and MC units in a pinch.

Mek Gunz - Lobbas and Kustom Mega Kannonz are the go to guns of the Ork artillery. Lobbas are good consistent anti-infantry that doesn't require LoS and barrage makes it good for sniping out squad leaders and characters. Kustom Mega Kannonz gives us answers to 2+ save units at range and are good at melting tough models, particularly Necron infantry since you force a -1 modifier on their RP and ignore their armour. Also does well against Eldar Jetbikes. T7 makes these units surprisingly resilient. Ammo runts are mandatory, especially for KMK Get's Hot! rolls.

Meganobz - A true Ork Bully unit, they are best used in two ways: as a MANZ missile or taken as part of the Bullyboyz formation. A MANZ missile is a minimum squad of 3 Meganobz with bosspole in a trukk that is fired off like a "fire and forget" missile at a target enemy unit that they can dominate. They are cheap enough to be expendable and dangerous enough that if your opponent doesn't kill it that they can wreak havoc on their backfield and vulnerable units.

The Bullyboyz formation comes from WAAAAGH! Ghazghkull supplement and deals with the Meganobz' leadership issues by giving them fearless, WS5 and Fear. Dead killy, but expensive since you need 3 units of 5. Meant for larger games.

In both cases, avoid going against the enemy elite, your ideal targets are those who can't get through 2+ saves.

Lucky Stikk Warbosses in Mega Armour - A true staple of the Ork army at this point, it is our codex's super combo, where in conjunction of being in a decent sized number of boyz supported by Painboy the Warboss can tank a ridiculous amount of damage if set up out front. Basically re-rolls all failed 2+ save rolls and LoS the attacks that do ignore his armour onto his Ork boy bubblewrap. Requires a transport, ideally a battlewagon.

You can also combo the Lucky Stikk on a Biker Warboss as well, though you can't be quite as gung ho about attacks since there are a significant amount of ignores cover AP4 weapons nowadays.

Grotz - El cheapo objective holders and pivotal for easy access to objective secured and unlocking Combined Arms Detachments to gain more access to heavy support and fast attack slots. Don't underestimate their ability to lift far above what they cost and if your opponent kills them, it means he's wasting his time on them instead of more deadly units.

Deffkoptas - Ideally taken as single man units, they are awesome for objective grabbing late game and getting line breaker. Outflanking also gives them good angles for potshots at enemy armour at the rear so it's almost always best to give them twin-linked rokkits. Other roles include having them soak up overwatch for your other units.


Warbikers - One of the more competitively priced units in the Ork book, they're cost effective, survivable (especially with a Painboy) and put out a lot of dakka. They don't have the weight of attacks most ork units have so it's best to whittle down the enemy before charging in with warbikers.
   
Made in us
Human Auxiliary to the Empire





Fantastic thanks!

4000pts Tau
2500 pts Dwarfs
2000 pts Deathwolves
:1300 pts Orks
1000pts Harlequins
 
   
Made in us
Nasty Nob





United States

Grenade changes in the latest FAQ have weakened the usefulness of Tankbustas considerably. Lootas and Mek Gunz are our only real fire support now I think. For the most part, a handful of themes will give you your best oppurtunity. You will look to make an army that gathers around a Stompa, an army that takes a Green Tide and mobs around the table, an army of bikes and bikerboss, multiple small unit spam, or some mash of Meganobz and Boyz in vehicles running straight at enemies.

With the amount of shooting your friends are likely abusing, you will need speed.

This message was edited 2 times. Last update was at 2016/12/01 08:10:24


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in gr
Tough-as-Nails Ork Boy




Athens

Lootas are good against the armies you posted because they are AP4 and wound on 2+ almost anything on they can bring. Also they reck the light armoured vehicles with ease.

Stomp soflty and carry a big choppa.

-Winstork churchill- 
   
Made in us
Fresh-Faced New User






You need some good 'n proppa tankbustaz. Just convert some out of the boyz box.
Lootaz are a given. 2 small squads on either side of the deployment zone or one large one behind cover.
Based on what they field if they just started too, invest in a battlewagon!
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

I don't see why everyone is now treating Tankbustas as if they are unusable just because of grenade changes. They are one of the Orks' best sources of anti-tank and anti-MC when put in a Trukk.

Also a tactic that I started using with Eldar but I find works even better for Orks is to simply overwhelm your opponent. Tankbustas in a Trukk, Meganobz in a Trukk, Bikers, Deffkoptas, probably a few Boyz (maybe in Trukks, maybe walking) all running into their lines. And then there are Mek Gunz and Lootas in your deployment zone that'll certainly cause damage.
What exactly will the shoot at? With everything advancing it's hard to prioritise and use things effectively. Oh, you blew up my Meganobz' Trukk? Now they're walking and they're still your problem with a 2+ save. Oh, you shot at my Bikers? The Power Klaw Nob is still alive though. Oh, you just shot my advancing line? Here are my Mek Gunz.

Many effective 40k tacticians work by neutering the most powerful elements of a list (say, focusing on the tanks against IG, or killing Synapse Creatures when fighting Tyranids). But what if you just bring so many things that your opponent simply can't kill them all? And if they kill one unit, who cares? You've got at least one more ready to do the same thing. So maybe that isn't what you want to do with your army, but I thought I'd add it as it's what makes my Orks win.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in ca
Regular Dakkanaut





Best advice i have heard is keep each unit at 250 pts and under. Rush with orks. Have a unit with mega armored warboss plus painboy and 17 boys in a battlewAgon put lucky stik on MA warboss -- profit


Automatically Appended Next Post:
That unit would be the exception ^^^ with MA warboss

This message was edited 1 time. Last update was at 2016/12/02 04:10:20


 
   
Made in us
Bonkers Buggy Driver with Rockets






The old maxim "boyz before toys" isn't really good advice now. No longer is it about prioritizing MSU, as ork MSU is pretty weak, and even the green tide formation has its limits. Rather, you want a lot of separate units for ork MSU, as you can split to grab objectives and target more effectively while making it difficult to shoot at them. There's an ork tactic thread here: http://www.dakkadakka.com/dakkaforum/posts/list/643980.page

This message was edited 2 times. Last update was at 2016/12/02 21:15:12


40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in us
Human Auxiliary to the Empire





Thanks ill check it out!

4000pts Tau
2500 pts Dwarfs
2000 pts Deathwolves
:1300 pts Orks
1000pts Harlequins
 
   
 
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