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November 8, 2012 in Enlisted, SCI FI Wargaming, Warhammer 40K by beerogre
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We’ve been sent an old Ork list with a request for advice on updating to 6th edition.
Boyz are very vulnerable but they are also very cheap. Shoota boys are pretty nasty due to sheer volume of fire.
I think poor Orks are struggling alot now against other armies out there and are in real need for a new codex. Being the main xeno race in 40k its a crime if they dont get their nice new hardback codex soon
Orks need their “!!!” back in their “Waaghhh”
The Waagh has been nerf’d big time. It was the centre style of the race, move-run-assault. They either need a new codex to add this back or FAQ it.
As for the list how do you get the defkoptas firing 10 shots ? With twin linked rocket launchers they can only fire 5 shots (with rerolls) and being orks they do tend to miss a lot. The big shootas at least give 3 shots each so that’s 15 with rerolls.
Killa-kans with skorchas are a good choice I feel and for the boss I’d always take Ghazkul other than being a very hard nut to crack when he Waaghs it lasts 2 turns so that’s 2 turns of not running away due to being fearless.
theres 2 units of 5 deffkoptas in the list
One thing you got wrong; deffkoptas only get a total of five twin-linked rockets;-P
But one thing that might be quite effective is putting 20 shoota boyz with 2xbig shootas, a nob with a powerklaw+bosspole+’eavy armour (just in case) in a battlewagon with 4x big shootas, a boarding plank and a deffrolla (pluss whatever other gubbins you have the points for). That’s 18 big shoota shots, 34 shoota shots (and a sluggaXD). What might work is spammin three of these, deffrollas cracking any transports, pour lead into what comes out, and if the oposing player was stupid enough to put a vehicle close by, let the nob have a swing at it with his klaw:-P Seems like a viable option, no?
The guys idea of 20 Mega Armoured Nobs would cost 300 pounds which doesn’t make it a variable option for most people. It would be great to see GW release a plastic box set of 5 of them – but I guess we’ll have to wait at least 2 years when the next codex is due.
I think smaller units are the way to go as Fredde suggests, which is a real shame as nothing says orks more than 30 boyz charging across the board. Taking casualties from the front and all this terrain malarkey has sadly ended that. Have to be shootier and more tactical (so un-orky!). Orks still work, but you don’t get to play them like orks.
If its GW plastic in 2 years given current prices rises 300 will seem like a steal
I recently went to the Open War Tournament in October with my Orks which designed in the 5th Ed. They did OK, you have to play them aggressive but carefully. One thing that’s been really over looked as a Troop choice are the Nob bikers, Believe me they work. 5 with Waaagh! Banner, Painboy and 2 Power Klaws scare people.
I’m an Ork player and I’d have to agree Lootas are a must. I have 8 in my force (plus a Mek) and if you get them into good cover and let them rip they can do a lot of damage. I did find that the night fighting rule can hinder them though. Especially as they may not be able to see any enemy units. Least you can move and shoot them now and with Orks BS skill ithe snap fire rules don’t hinder them too much (compared to other troops with higher BS values).
I also tend to use a Dakka Jet whenever possible. Pay the extra points to upgrade to a Fighter Ace and to have extra set twin-linked shootas and you can take out an enemy unit fairly easily.
I’d also have to agree that Snikrott and Ork Kommandos have become a bit useless with the 6th edition rules. last time I used them they came on (couldn’t charge) and got wiped out.
not by me, i usually ran them with wazdakka and 2 more squads of warbikers as troops, all backed up by defkopts and loootas (never take a mek.. punk always gets hot and dies)this has still been effective for me in 6th ed. if i added anything else would be shootaboyz in a truck to get them to objectives fast or grots with agis defence lines /& big guns to hold a position or 2 and provide more fire to finish rounding out my points.
My 6th ed Ork army (2000pts)
HQ Wazdakka Warboss w/ warbike squig powerclaw and bosspole
Elites Nobs x3 w/ warbike and stikkbombs plus painboy with bike, grot and stikkbombs Nobs x3 w/ warbike and stikkbombs plus painboy with bike, grot and stikkbombs
Troops Warbikers x5 inc Nob Warbikers x5 inc Nob Warbikers x5 inc Nob Warbikers x5 inc Nob
Fast attack Deffkoptas x 5 w/ TL Rokkit launchas Deffkoptas x 5 w/ TL Rokkit launchas Deffkoptas x 5 w/ TL Rokkit launchas
And thats the lot comments, suggestions?
That is just like the 2nd ed Ork army that beat my genestealer cult at the 2nd 40k tourney (cept they were all carrying flamers I believe)
Its fairly cheap to buy too. And cheaper to convert!!!
The ork pile box is a good start yo set up the hammer and anvil type of attacks. you have a big mech with KFF 15 lootas 3 of the mech boys then mount them in a battle wagon behind a aegis defines line with a grot unit as bobble rap to keep the assault from getting to the battle wagon and to note you can not see the grots behind the aegis defense you are on top of it.
i run two of the units then i fill in with ork shoota boys to move in the bored. so far moats tournaments i been in it holds up relay well just need the hammer to sort out now.
Overall the book is not in terrible shape, it just needs a boost as pretty much everything got slightly worse except for dethkoptas and bikes – all due to core rule changes. If anything against non-marines the army suffers slighty more than it does against marines – the no I boost on the charge hurts.
Sorry that list is trash no wonder you are losing I still play my orks often and i do fairly well I feel that 6th ed wasnt to bad for orks Overwatch and snap shots , no retreats are gone, nob bikers are way better now cause strength 8 wont instant death them But in all seriosusness that 1850 point list is comical squads of deffkoptas are silly – they are to small to benifit from mob rule so they will get shot and then run only 30 boys!!!! u play orks!!! u need to drop 90 boys on the table and be like yea deal with 90 models in ur face there just arent enough models in this list Orks biggest strength is NUMBERS!!!
I have to agree with everything you said. After recording this I faced a well built 6th edition Orc army. Time is the only thing that saved me. Two units of longfangs lived to tell the tale, only because we ran out of time. 90 boys 30 lootas is where a good Orc army should start. Then add what ever else you want.
Yea with orks u gotta rely on numbers I have even gone the full extreme and played 6 squads of thirty 180 models!!! and that is only 1500 points – and that include a klaw and three rokkits for each squad But 180 boys will have problems with tanks But its fun to see ur opponents face when ever ince of ur deployment zone is covered lol :-p
Yeah see that face a lot when I play my Nids in Swarm-Mode. But back to orks: Can’t you take a Trukk to go with one of your boyz-squad? If you move flat-out and take red paint that’s 19″ right there in the first turn, so even if the trukk is then blown up by your enemy, the surviving boyz are almost guaranteed to reach their enemies in turn 2. Then you let them multi-assault and tarpit a lot of enemies, giving the rest of your boyz time to catch up. Meanwhile the Lootas fire away from your deployment zone at the more elite troops of your enemy and the deffkoptas take care of tanks. Just a suggestion, since I’m not an ork player, but I have seen this strategy being used to great success in a 6th Ed game.
I play orks and still have good results with them, even against necrons flyer spam. The backbone of the army should be, as stated by rabidsnail12, lots of boys! I’d also note that orks should always be kept cheap to achieve this. Here’s my personal guide to Orks: - Ghazghkull is great but in smaller games I’d save points by taking a mini-Ghaz (Ork Warboss, Mega-Armour, Cybork, Attack Squig). There’s your warlord and he can be accompanied by a squad of TROOP mega-nobs; they all move 6 inches in 6th edition so are more reliable, they have that valuable 2+ save and can take combi-weapons (although I’d save the points). - I try to take a biker Warboss for the second slot. A toughness 6, strength 10 AP2, fast moving unit with a 4+ cover save in the open (with the option for cybork) is a great tank hunter! Can be hidden in a biker squad (cheap) for abalative wounds or troop Nob bikers if you can spare the points but can go solo with good use of LOS blocking. - Boys always thirty, always power claw/bosspole Nob. I tend to take shootas now because volume of shots is often better than one more attack and the overwatch potential (although unfluffy) is moreoften a better choice than charging. NEVER rokkit launchas, waste of a turn pointing ork boys at vehicles, but big shootas fit nicely. Often in the event of a challenge, I refuse it to save the claw. Your boys have numbers and enough attacks to cope without it. Save it for monsterous creatures/vehicles that CAN’T pick on the nob by swamping it with boys. I have used this to hold off (and eventully kill) a tomb stalker to prevent it eating my other, more valuable units. Remember: boys are cheap and (should be) plentiful! - Deffkoptas, better than buggies but i run them as solo nuisances/last turn contesters. Rokkits ARE best - Dakkajet, only flier I bother with. HUGE amounts of dakka available but fragile when against other fliers/high strength skyfire. - Now, onto the golden boys. Lootas! Lootas, lootas, lootas! Always take Lootas!!! Orks begin will a low BS so their weapons often have a high rate of fire to compensate. This means orks excel at snapfiring and none moreso than Lootas. Snapfiring with their sheer amount of shots means they can be more mobile than in 5th edition AND, the clincher, they are great anti-flier units! Note: don’t bother downgrading a boy to a mekboy. Shorter range and less shots (that could kill him) make it worthless here. - Aegis defence line is useful for holding the midfield but you should take gretchins for that turret. Best ballistic skill of the army, but thats not saying much. - For cheap heavy support you can take big guns: I like cannons for direct fire, some players prefer lobbas for hiding out of sight. Just don’t even bother with Zzap guns… - Battlewagons are great, fairly cheap AV14. I take them as dedicated transports when needed (better than trucks, always) with a deff-rolla and red paint job. Grot-riggers and a big shoota are cheap so worth taking, just in case.
By no means is this a comprehensive guide as there are units I haven’t mentioned because, frankly, I just don’t use them. That does not mean they are bad units (although Kommandos now are) but I can build a great army using everything mentioned above. If you are still reading by this point, thanks for bothering!
my self i find rockets in my 30 boys are great for when you are not in rang for a charge but you are still in range for that pesky vehicle
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