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Thread: Taktika: Orks

  1. #2881
    Chapter Master SevenSins's Avatar
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    Re: Taktika: Orks

    loota shots average out in the long term,and against DE should earn their pay, although easier in higher point games were you can have 2+ units and have several other threats to draw fire.
    Deffkoptas can get you an alphastrike of sorts, but are relatively easy to kill, and may need that first turn charge to be worth it, and that requires a buzzsaw to be effective and then they're getting pricey
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  2. #2882

    Re: Taktika: Orks

    Quote Originally Posted by Zezty View Post
    I was thinking about getting a trukk to try and out-manouver the wracks. But don't DE have really good anti-vehicle?
    Yes, they do, but all their splinter weapons cannot hurt vehicles at all. So if they are loading up on their anti-infantry, their anti-tank will be severely lacking, as they don't have much between the two.

    Plus if you bring transports/vehicles, that forces their anti-tank to focus on them. It's not like Lootas who can generally target anything that isn't AV14.

    As to your Lootas, make sure they are in cover. I f you can't get them in there, then you really need to play with more terrain. 25%+ of the board area should be terrain ideally.


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  3. #2883
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    Re: Taktika: Orks

    Maybe the problem is with the terrain set-up then. But since skimmers can fly straight over it, is cover really that useful vs DE? I will stick to using my lootas though, thanks for the advice guys.

  4. #2884

    Re: Taktika: Orks

    It will still give you a cover save, and if you manage to shoot down the transports they'll lose even more of their mobility. They're probably affected less than other races, though.
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    Orks: 2000 points

  5. #2885
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    Re: Taktika: Orks

    So what is the general consensus on the Blitza bommer- I love the concept of a WWII dive bomber taking out enemy tanks- but is this going to work in game- or does the bommer have too big of a target painted on it?

  6. #2886

    Re: Taktika: Orks

    Quote Originally Posted by russellmoo View Post
    So what is the general consensus on the Blitza bommer- I love the concept of a WWII dive bomber taking out enemy tanks- but is this going to work in game- or does the bommer have too big of a target painted on it?
    Currently it's not very useful, as the way the rules work it can only drop the bomb after moving a max of 12". That's not a very good operational range for something so fragile.

    However we're about to get our first looks at 6th Edition within a week, so that could completely change. Until then we don't really know what to make of it.
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    Kommanda Shinbash's Misfits - 1500 pt Orks

  7. #2887

    Re: Taktika: Orks

    Had my first game with my new Orks last night against Nids.

    My list roughly, 1500.

    Warboss (Cybork, Klaw)
    Big Mek (KFF)
    10 Boyz (Nob PK, Big Shoota)
    Trukk

    5 Loota
    5 Loota
    6 Kommando (2 Burna, Snikrot)

    20 Shoota Boyz (Nob PK, 2 Big Shoota) in Battlewagon (Deff rolla)
    20 Shoota Boyz (Nob PK, 2 Big Shoota) in Battlewagon (Deff rolla)

    Dakkajet
    3 Rokkit Deffkoptas

    Seize Ground, Pitched battle.

    I was mostly learning as I went, found that I had some pretty inaccurate expectations regarding my shoota boyz (who would have thought that BS 2 was really that bad...) but the Dakkajet was great against Nids, as it was able to pretty much fly around and pop off shots at will. Waaagh! + Hive Guard target = one wiped out unit. :]

    I really didnt like the Kopta's, and will probably look at replacing them with either another Dakkajet, or moving the points into troops, as once I got caught in some assaults the Boyz dropped fast against the bugs.

    Moving up to 1700 I will probably bring the Kommando's up to 10, get a unit of Nobz to accompany the Warboss, and another Battlewagon, see if I can fit a second Dakkajet in.
    Noise Marines

  8. #2888
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    Re: Taktika: Orks

    20 shoota boys are pretty much exactly as effective as 10 marines with bolters at 12" for the same cost, more effective 12-18" and better in combat*. like you say, your expectations were probably too high but they're still good.

    (has actually been over a year since i played as orks or marines, so might be misremembering :P shootas are 18" assault 2 right? and 10 marines is ~ 180pts? *shrug*).
    SQUIGS!SQUIGS!SQUIGS!

  9. #2889

    Re: Taktika: Orks

    Yeah your right on the stats, and when put that way its a good measure. I was just thinking about it as 'omg 40 shots!!' when the reality is when you are hitting on 5's instead of 3's (my other shooty army was DE) you suddenly see a pretty substantial drop off in production.
    Noise Marines

  10. #2890

    Re: Taktika: Orks

    In regards to tactics I play a deffkopta heavy army. That is 15 deffkopta's armed to the teef with rockets, buzzsaws, etc. Takes up about 1050 points for all 15. It is a high risk/high gain army. My game plan usually consists of making sure I get the first turn. This ensures I am able to take advantage of their inbuilt scouting ability. Then on the real first turn I am basically able to get into charge range (generally charge range of the tanks/vehicles as I prefer to get them off the table as quickly as possible. When it pays off it pays off big.

    I also take advantage of the general perception of what an opponent thinks he will be facing when I say orks. Generally they would think I would be deploying a horde-laden army with boys galore, and they would adjust their deployment as such. This can play into my favour, with groups of units isolated from eachother and out of range to effectively help eachother allowing me to focus my attacks on an isolated group/unit.

    Any questions feel free to ask.

    cheers

  11. #2891
    Chapter Master razormasticator's Avatar
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    Re: Taktika: Orks

    Quote Originally Posted by Theocracity View Post
    There's more that changes the balance of Orks than just the removal of NR! wounds. Some of its good, some of its bad. It'll be interesting to see how it balances out.

    Good:
    -No more Fearless wounds
    -Greater potential charge distance
    -Waaagh! makes charge distance more reliable
    -Vehicles are easier to hit
    -Powerklaws more effective against vehicles
    -Units can only shoot whats in range of their guns, means they have less chance of hurting all of a spread out mob.
    -Initiative pile in could help, currently it's unclear.

    Bad:
    -Variable charge distance, with no forward progress if charge fails.
    -Overwatch
    -Penalty to multi-assaults
    -No consolidation, so transport occupants can still kill after vehicle wrecked.
    -Remove casualties from front can deny charges
    -PK Nobs can be singled out
    -Reduced cover and FNP
    -Able to target models out of cover
    -Rapid Fire weapons better

    We'll see if there are more factors that change things, but it's going to take some time to get used to.
    Battlewagons are going to get toasted with the bonus you get to AP 1 and 2 Weapons. AP 5 on CCW means no chance of a T-shirt save. Not that we made those rolls that often anyhow.
    But still. Our threat range is still potentially good in a battlewagon despite only being allowed a 6 move and being able to disembark.
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  12. #2892
    Chapter Master Hokiecow's Avatar
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    Re: Taktika: Orks

    Night fighting should also help, less range things to take out trucks. The longer the night last, the closer the Orks can get.

  13. #2893

    Re: Taktika: Orks

    The change to Rage (no forced actions, +2A inthe charge) could make Mad Dok Grotsnik a pretty interesting choice.

  14. #2894
    Commander Irondog's Avatar
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    Re: Taktika: Orks

    Except that the Doc doesn't have the Rage USR. He suffers from the 'One scalpel short of a medpack' rule in his unit description in the Ork Codex. And since Codex trumps Rulebook, unless the guys at GW FAQ the Doc, he'll still be a foaming-at-the-mouth lunatic who will chase the nearest enemy like a dog chasing a car.
    The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their own turn? And why? Because we sought answers to questions that an Ork wouldn't even bother to ask! we see a culture that is strong and despise it as crude. - Uthan the Perverse, Eldar Philosopher

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  15. #2895

    Re: Taktika: Orks

    Quote Originally Posted by razormasticator View Post
    Battlewagons are going to get toasted with the bonus you get to AP 1 and 2 Weapons.
    Regular vehicles are killed on a 6. Open Topped makes that on a 5. Better than current. AP2 is +1, AP1 is +2, which is 3+, exactly as now. Wagons are more survivable against the main banes of our force - the low AP, mid-strength weapon to the side armour - like auto cannons, assault cannons and missile launchers.

    But still. Our threat range is still potentially good in a battlewagon despite only being allowed a 6 move and being able to disembark.
    You can move after disembarking now.


    'I'm wet, I'm naked, your sister is wearing my clothes and this is all part of some evil plot to rule the world as a soggy chimp in my birthday-suit!'

  16. #2896

    Re: Taktika: Orks

    Templates now roll full str even if the center is off of the vehicle for STR purposes, and as mentioned, AP2 now gets +1 on the damage chart. Does that make Kustom Mega Blasters worth it on Kan's? I've already got one with a Grotzooka. :]
    Noise Marines

  17. #2897
    Chapter Master razormasticator's Avatar
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    Re: Taktika: Orks

    Quote Originally Posted by Dribble Joy View Post
    Regular vehicles are killed on a 6. Open Topped makes that on a 5. Better than current. AP2 is +1, AP1 is +2, which is 3+, exactly as now. Wagons are more survivable against the main banes of our force - the low AP, mid-strength weapon to the side armour - like auto cannons, assault cannons and missile launchers.


    You can move after disembarking now.
    So I wonder if RPJ will allow you a 7" move, a 6" inch disembark and then the charge. They might have to FAQ the RPJ.
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    WAAAGHHH GORTEEF_ my Orks:

    http://www.warseer.com/forums/showth...71#post5572071
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  18. #2898
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    Re: Taktika: Orks

    Hi again guys, still having no luck against dark eldar
    Can someone recommend me a 500-point list to use against them? I'm at a loss , nothing seems to work against them at all.
    The main problem is the wracks, but the talos and venom also kill loads. I know since I'm fairly new to 40k, my tactics are probably not the best, but he absolutely massacres me every game ( I usually kill about 5 wracks total the whole game).

  19. #2899

    Re: Taktika: Orks

    So whats the word on Orc Nob Bikers in 6th edition? I have been collecting boxes of savage orc boars with the intention to convert them into bikers and havent been able to bring myself to paint them but I may go through with it now if they are worth fielding.

    The rule for designating wounds is out so does that mean cheaper units since we won't be making sure each model has different equipment? More regular nobz and less PKlaws? More PKlaws?

    My old list involved 2 full units with bosses on bikes (boars) and 3 battlewagons (fantasy stegadons) with 18 boyz in each + force field. Then a few doodads on the side. Can I still ram multiple targets in a straight line?
    Don't play someone and then throw a hissy fit they were WAAC and not a Theme player. Ask your opponent what kind of game they are looking for and learn to play both ways. Excluding players is killing this hobby.

  20. #2900
    Chapter Master RanaldLoec's Avatar
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    Re: Taktika: Orks

    OK BOYZ

    I've been reading my shiney new rule book here's the good and bad news.

    Assaults are 2d6

    Fleet allows a single dice on a run or charge to be rerolled. So if you roll a 6,1 just reroll the one.

    Furious charge +1st only

    Fnp is 5+ only instant death negate it powerweapons no longer effect it.

    Open topped vehicles are assault vehicles

    Burns boyz do d3 auto hits each on overwatch when charged.

    Only powerfists, power axes negate megaarmour and both hit at initiative 1 the same time as our nobz.

    Massive amounts of shoota boyz should worry anybody.

    Bikes do a auto hit on the charge at base model st ap- in10. It's a special rule that all bikes and jump infantry get.

    Jump infantry normal attacks are at base initiative.

    Grots will provide a 5+ cover save to troops behind them.

    On a Gazghkull waaagh turn we assault a full 12 inches due to our army books wording

    Melee weapons are all ap- so we keep our 6+ armour save
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