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> Orks in 6ed, Your thoughts
nevaenuffbass
post Jul 12 2012, 01:49 PM
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Despite the fact that a friend tells me he can't beat orks, it is my impression that they really have one of the weakest codices, at least at a comp level. I don't really see that 6 ed has changed that much, but wold like to be wrong.

the biggest weaknesses with orks - no plasma / melta makes 2+ saves and vehicles hard to kill.

So how has 6ed changed the game for orks.. .my thoughts:

Meganobs may have a place again. I played a game the other day where 2 x 10 man assault units bounced off them. The kombi-skorcha causing d3 S5 hits when receiving the charge was surprisingly effective, and they remain 2 wound models with a 2+ save.

Lootas still rock

Shoota boys seem more likely to be better than slugga boyz - sure you can charge into my 60 dice of overwatch fire. The hidden powerklaw is so much less hidden, and can be mitigated with a challenge. Orks and asssault seem less like bedfellows any more. Also, striking last (as in low initiative) seems worse in 6ed, as models are removed closest to closest - there seems like more chance that the 3" pile in will still leave some of a big ork mob out of base to base etc.

Trukk boys are a little sad now. They'll feel the overwatch fire more than other units due to their low numbers. Furious charge no longr gives them +1 I anymore, not that it ever made them strike anything but last for me.

So, my impression is that orks need to rely more and more on their shooty units to make things work. Allies for them seem to be a massive boon, as there are so many holes in their dex. Enter chaos, IG wheaver to allow better ranged anti-vehicle, plasma, psychic powers etc.

Battlewagons did well, with 4 hull points, on a vehicle which is pretty soft compared to the others that have 4 hull points. I'm predictng lists with battlewagons full of shoot boys, supported by lootas.

The kan wall can still work, walkers seem about the same in the new edition, and their fire power still rocks. If 6ed does see a resurgence of foot armies, the grotzooka is an awesome weapon load out for the kans.

Anyway, that is my speculation. Your thoughts?

This post has been edited by nevaenuffbass: Jul 12 2012, 02:39 PM


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Good ol Shakey
post Jul 12 2012, 01:53 PM
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Change to fearless is a huge boost, tank bustas being FAQd to be good, flash gitz getting a booost due to the ability to have AP 2 weapons, snap shot is not a huge hit (dropping BS by 1) Artillary got a huge boost (T7 grots), Bikes got a booost due to hammer.

What is said in the faq about ghazgull declaring a waaargh?
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Keef Von Keith
post Jul 12 2012, 02:18 PM
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QUOTE(nevaenuffbass @ Jul 12 2012, 01:49 PM) *





Meganobs may have a place again. I played a game the other day where 2 x 10 man assault units bounced off them. The kombi-skorcha causing d3 S5 hits when receiving the charge was surprisingly effective, and they remain 2 wound models with a 2+ save.




I don't think MegaNobz can fire in Over watch as they are "Slow and Purposeful" ???

A unit that contains at least one model
with this special rule cannot Run,Turboboost,
moveFlatOut, perform Sweeping
; Advances or fire Overwatch.


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Frullet
post Jul 12 2012, 02:19 PM
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I;m acually starting a new Ork Army with the release of 6th... At long last a "Blood Axe theme" is a valid army Lots and lots of shoota boyz for the win. Although i think that i will have to put Rokkit launchers in every unit with Power Klaws in every unit..

I have to be honest i'm finding it hard not to go past the Bunna boyz. 10xD3 auto S4 AP5 hits on the charge!!! even termies have to worry about that and then in the next round you'll have power weapons to deal with (despite not being as good as before)



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TopherPlus
post Jul 12 2012, 02:22 PM
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Also started a 6th ed ork list. Even though they've taken a hit, i'm going with a couple of units of trukk boyz and a trukk nobs mob. Figure they are one big unit in 3 trukks. First unit takes the overwatch, the other 2 join the charge (if their rides get them there). Zagstruk and his stormboyz can jump in too if necessary.

My bikes, deffkoptas and dakkajet will do the shooting up of the bits that aren't being charged.

This post has been edited by TopherPlus: Jul 12 2012, 02:23 PM


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Frullet
post Jul 12 2012, 03:32 PM
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Not enough shootin' but that said i'm trying for a guard army with orks. Supported bu 2 dakka jets, and a few elites...


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TopherPlus
post Jul 12 2012, 03:33 PM
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Shooting aint themey! They're orks!



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Frullet
post Jul 12 2012, 03:34 PM
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But mine is 'ummie guard orkes


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TopherPlus
post Jul 12 2012, 03:39 PM
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Mine are speed freaks. No using their legs unless its to get out of a vehicle to hit someone.

I have a little traitor guard detachment i'm building (CCS, Vets and Vendetta) that i can use to bolster any lists that need it.



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ru486baby
post Jul 12 2012, 03:42 PM
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Orks are good in 6th they can be run the same as 5th but do better in 6th. Plus they have other stuff that's better now. MANZ, tank busters, etc.


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Sir Eggplant
post Jul 12 2012, 04:06 PM
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Im finding trukk boyz still have heir uses, Im running 4 trukks all carrying 12 boyz, all charging at the same squad. Kills one squad fairly quick, they take some hits after winning combat, but that leaves the rest of my stuff alone for a turn


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Frullet
post Jul 12 2012, 04:11 PM
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I like that idea but it would have decimated comparatively in 5th (if grey Knights didn't exist)


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Earendil the Dark
post Jul 12 2012, 04:17 PM
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Try out the ork nob biker squad with warboss on a bike up front and pain boy on a bike and use LOS as much as possible. A very fast hard hitting unit that doesn't die. As they are now all T5 very hard to instant kill unless you have S10 firepower and even then the warboss is T6.

First turn they are 24' across table with their own 4+ cover from their bikes exhaust. Next turn they are handing out a lot of smashy, smashy.
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fester
post Jul 12 2012, 05:09 PM
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You can build your army to just about guarantee 2nd turn charges, Waaaghing, and while you will lose models, it will work out fine.

MA Nobs work, Bikers work, Nob Bikers work, and being charged and overwatch works as you don't lose out much.



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Starfire
post Jul 12 2012, 05:13 PM
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QUOTE(TopherPlus @ Jul 12 2012, 03:33 PM) *

Shooting aint themey! They're orks!


That's just silly. Orks love the sound of big guns firing as much as they love chopping things up.


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The Dark Angel
post Jul 12 2012, 06:34 PM
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hmm good things

warboss T6 means you'll need a force weapon or somethign equivalent to take him out in one hit

Nob bikers are T5 so unless your S10 they wont be ID'd and will get FNP even from S8=9 power fists etc. Also they are character so can all look out sir for each other and play the wound shennanigans.

lootas even if they can;t pen simply glance tanks to death let alone flyers (ooo hitting on 6's and not 5's ooo)

shootas boys are great for holding mid field and making people question if they want to actually charge 30 of them.

gretchin big gunz units are insane T7 gretchin hell yes

hmm wait that actually forms and army now just take a farseer with runes and 5 token dire avengers, keeping them separate from the main force (don't wont to risk rolling a 1) and you've (read i've) got an army.


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TopherPlus
post Jul 13 2012, 09:44 AM
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QUOTE(Starfire @ Jul 12 2012, 05:13 PM) *

That's just silly. Orks love the sound of big guns firing as much as they love chopping things up.

Shooting is purely to keep them entertained whilst they get within punching distance.

My guys are based on the feel you get from the Ciaphas Cain books. Shooting is for noise, up close is where they want to be.

The warboss and 8 nob bikers with a couple of klaws should do pretty well.

This post has been edited by TopherPlus: Jul 13 2012, 09:45 AM


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nevaenuffbass
post Jul 13 2012, 11:49 AM
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Just had a thought - trukk boyz would be awesome anti-vehicle. Hit on a 3+, rear armour, 40odd attacks. Should glance most vehicles to death. Especially SQNs.

How have the rules for tankbustas and grot big gunz changed?

And do burna boyz in a Bwagon still have the ability to inflict massive numbers of hits (use one template, all hits simultaneous - 8 boyz, 4 models covered = 32 hits?).

I think I'd be wanting to run a list like:
Megarmoured warboss
Big Mek KFF
Meganobz in Bwagon
Burnas inBwagon
Shoota boyz in Bwagon
2 x trukk boyz
3 kanz grotzookas
Lootas
Deffkoptas / warbuggies



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TopherPlus
post Jul 13 2012, 11:51 AM
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tankbusters no longer have to waste their shots on tanks out of range i believe.

so if there are no tanks, they can rocket the hell out of other things.

artillery got much more survivable. something like T7 with a 3+ save.


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Aurenian
post Jul 13 2012, 12:09 PM
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Orks look like they'd be pretty cool anti-air. You ony hit on a 6 with your twin linked weapons designed to make up for poor BS with lots of shots? WAAAAAGH!
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