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Author Topic: Orks thus far.  (Read 721 times)

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Offline adamscurr

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Orks thus far.
« on: June 25, 2017, 07:33:48 PM »
So. Wanted to update the discussion on orks so far in 8th.

I played my first game and was happily surprised with how he boyz fared.

Some basic thoughts. Boyz are pretty good in this edition. We got rid of the really bad morale stuff. Even which truck boyz, the morale stuff is not so bad cause until you get pretty low on trunk boyz, you don't have a bad leadership. Once you are down to a few boyz, you are probably lost anyhow.

Orks are just so nasty on the charge. We just wreck face cause we are so used to attacking last. When those power klaws hit first. It brings a warboas to tears. That being the case. We have almost no staying power with powerful units. Without any sort of inv save, you pretty much just eat anything that is decent strength and negates orks armor; which is just about anything!

So we are back to the boyz before toyz type of building of lists. Which is fine by me. I didn't like the idea of minimal boyz lists to bring a lot of elite in the past edition. This list encourages big units of boyz, especially when nearby units can benefit from their leadership.

Let me know your thoughts.

 Adam.


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Offline Killersquid

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Re: Orks thus far.
« Reply #1 on: June 25, 2017, 07:50:01 PM »
Orks are no joke. I'm strongly of the opinion that folks are going to have to think about how to fight orks in competitive play. I've also seen cool stuff with Gorkanaghts with tons of Killa Kans doing well.
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Offline adamscurr

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Re: Orks thus far.
« Reply #2 on: June 25, 2017, 08:46:47 PM »
I would have to agree... I've been serious considering a Kan wall list... The Gork/Mork is awesome... Kanz lost alot of what made them bad last edition...  Followed by a heap of boyz, I can't see it being a bad time...

Adam


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Offline Ollieb

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Re: Orks thus far.
« Reply #3 on: June 26, 2017, 02:26:55 PM »
So after 2 years of not playing any 40K I may just have to brush the dust off my 9 Kans and the rest of my horde and put them on the table again?
 
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Offline Blazinghand

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Re: Orks thus far.
« Reply #4 on: June 26, 2017, 02:41:28 PM »
My Kanz have performed pretty well in the two games I've played in terms of survivability. They are pretty durable and seem like good objective holders, shooters, and fighters. Basically, small arms fire can't touch them. To peel a wound off of a Kan takes 9 bolter hits, or 13 shots (at range) by a typical marine. To peel 5 wounds off a Kan takes an outrageous number of bolter hits. Plasma and Melta cause them big problems, but otherwise they can take a beating. This is really nice.

I've had trouble putting them in a good position, and their shooting feels a little underwhelming at times, but it's good for an ork, durable, and they are pretty decent in melee against non-combat specialists or tough units like Rhinos.
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Offline SKEETERGOD

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Re: Orks thus far.
« Reply #5 on: June 28, 2017, 12:16:37 AM »
Now, let us not get too hasty with this kan wall thing... Remember red is faster, even if it isn't a rule in the book.  ;)
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Offline Roboknee77

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Re: Orks thus far.
« Reply #6 on: June 28, 2017, 12:26:41 AM »
Hey Skeeter, I was a little upset they didn't give Ork vehicles an extra inch of movement because of the fluff.  It would have been freakin' awesome.

Offline adamscurr

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Re: Orks thus far.
« Reply #7 on: June 30, 2017, 08:07:19 PM »
My vehicles have been really tough... trukks still get popped, but not nearly as fast as before. They definitely will do their job of getting the boyz across the board. The BW is really tough and the deff rolla is dangerous...

Adam

PS, and I think you definitly need to dust off your boyz Ollie. I did and had a good time... We both felt the same about 7th, but 8th seems to have some new life for the green!


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Offline SKEETERGOD

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Re: Orks thus far.
« Reply #8 on: July 1, 2017, 10:27:23 AM »
Not to mention that we can now put grots in trukks  ;D
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
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Offline dog_of_war

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Re: Orks thus far.
« Reply #9 on: July 2, 2017, 09:17:12 AM »
You could always put grots in trukks. You just couldn't take a dedicated transport for them.  ;)

If you took trukks as fast attack choices you used to be able to start the grots in a trukk.

What I'm really jazzed about is that trukks are even more viable as gun boats. Taking them in dedicated transports doesn't take up a FOC slot, they are more survivable, they can tie up units in combat, and soak up overwatch. Keep them empty and have them cause a ruckus on the board. A great distraction unit for a green tide army.

Offline adamscurr

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Re: Orks thus far.
« Reply #10 on: July 2, 2017, 03:34:16 PM »
I would have to agree DOW...  Of course the down side of the trukks is the higher cost. But I think everyone is feeling that for vehicles...

Adam


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Offline SKEETERGOD

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Re: Orks thus far.
« Reply #11 on: July 4, 2017, 02:38:07 AM »
Well, they changed the wrecking ball from assault to melee, so now you can only use it in the CC phase. Used to be able to drive up to dreds and attack them without worries of getting attacked back. Now, not so much.

"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Blazinghand

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Re: Orks thus far.
« Reply #12 on: July 4, 2017, 03:21:23 AM »
I played another couple of games today, though didn't take pictures for batreps. I'm basically running the same list at 1k-1.5k points every time, something like:

Big Mek on Bike with KFF, Killsaw
Weirdboy
30 Shoota Boyz, Nob with Klaw -> On foot
(10 Slugga Boyz, Nob with Klaw or Big choppa -> In Trukk) * 3
Big Gunz Kannons
A few Warbikers

The basic idea is to Da Jump the foot squad for a chance at turn 1 assault, and run up the trukks and the warbikers under the KFF for a turn 2 Assault if possible.

Almost always, it's a question of whether or not they can crack open the trukks and kill the stuff inside during the 1 or 2 turns of shooting they get before assault, as well as how well the 30-man foot squad does at shooting and assaulting. I have had a LOT of trouble with a fully mechanized marines list. I've pulled off wins against mech chaos and an admech shooty army.

I tried running some nobz in a trukk once and it didn't go so well; the other guy was able to focus it down and kill the nobz inside in one turn of shooting. I think the "lots of trukks with like 69-point 10-man boyz+nob squads with big choppa" strat has been... okay. Boyz are really good in assault, but getting there is a problem.

I was previously running the 30-strong unit with slugga boyz, but because it completely steamrolled anything it charged, I changed it to shoota boyz, so it could shoot at something else then charge and still steamroll. Also, in the trukks I now run slugga boyz, but i'm not sure it's a great idea. I feel like so much is just "how many boyz make it to assault intact" and "how well can you consolidate into units and force them to Fall Back so they can't shoot"

Also, it seems like KFF Big Mek is an essential unit if you have many trukks.
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Offline adamscurr

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Re: Orks thus far.
« Reply #13 on: July 4, 2017, 09:50:21 PM »
Well... That is... well... always been orks issue... How many boyz can make it to CC! :)

Adam


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