Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Thursday, October 17, 2019

Clearing Out My 40K Cabinet

As you might've guessed from the conclusion of the battle report earlier in the week, I've decided to sell off a good chunk of my 40K collection. This post serves as a shameless plug for the items that I'm selling. Feel free to ignore it!


Sector Mechanicus Scenery
I've got quite a collection of this that I bought with the intention of making a Necromunda table. Sadly the Necromunda campaign never got off the ground so that will all be going up soon. This kit was the only bit still sealed though. It's technically Imperial Knights scenery since it has rules in their codex.

Sacristan Forgeshrine: https://www.ebay.co.uk/itm/264496751347



Space Wolves Kits
Like the Ork stuff below, this is mostly extra kits I acquired to expand my SW force around the time of 8th.

Wolf Guard Terminators: https://ebay.co.uk/itm/264496741647


Wolf Pack (Grey Hunters/Blood Claws/Wolf Guard): https://www.ebay.co.uk/itm/264496743128


Thunderwolf Cavalry: https://www.ebay.co.uk/itm/264496739616


Ork Kits
This stuff comes for various battleforces, boxed sets, etc. The intention was to expand my Ork army but as you can see, the kits never made it off the sprues.

Nobz: https://www.ebay.co.uk/itm/264496747904


Two Trukks: https://www.ebay.co.uk/itm/264496736053


T'au  Empire Accessories
I decided to keep the Tidewall separate from the army below as it isn't painted. I've also put the codex and cards in a separate auction because whomever buys the army may already have them. There's also an used Start Collecting set here.

T'au Codex and Datacards: https://www.ebay.co.uk/itm/264496784589


Start Collecting T'au Empire: https://www.ebay.co.uk/itm/264496723361


T'au Tidewall Scenery: https://www.ebay.co.uk/itm/264496731464



T'au Empire Army
https://www.ebay.co.uk/itm/264496778864

Finally, last but not least to go will be my T'au army. They're the only army that hasn't even seen the tabletop in 8th. There's about 3,500pts here and the vast majority of it is painted to a pretty good tabletop standard. This is the hardest thing for me to sell because I've had a lot of fun using this army over the years. They were the first xenos army I collected after returning to 40K (second only to the Space Wolves). I've always lamented not buying an airbrush before starting this army as when I've used it on some of the later additions to the army e.g. the second Sky Ray/Hammerhead, it's saved a huge amount of time.









Sunday, July 23, 2017

Arthur's First Hobby Work!

I'll post up an update of my progress in the next couple of days but I just wanted to post quickly tonight to show you some painting my 3 year old son did. He came out to the garage when I was painting last weekend and so I gave him a sacrificial Ork boy. He chose the colours and I showed him how to get some out of the pot, put it on the pallet and then he applied it to the model.


It's funny that he's already using a pallet at 3 and it took me until something like 28 to stop taking the paints straight from the pot! I'm sure it'll be months, if not years, before he has another go but I hope this will be the start of his forays into the hobby.

Does kind of remind me of this though:


Wednesday, February 01, 2017

Battle Report - Imperium vs. Nurgle & Orks - 4,500pt Doubles

Matt, Jamie, Dan and I have been trying to get together reasonably regularly to play some big doubles games of 40K. The first saw 3,500pts of Jamie & Dan's Tyranids take on Space Marines & Space Wolves belonging to Matt and I. The second had 3,000pts of Chaos (Matt/Dan) take on Blood Angels/Dark Angels (Jamie/Me). That game was way back in March 2014 which shocks me a little! Can't believe it's taken us the better part of three years to get together again. We've planned to play again in April this time so at least the wait won't be as long again.

Anyway, on Sunday we headed down to the Sanctuary near Mansfield for the latest battle. The only pairing we haven't had so far was Dan and I taking on Jamie & Matt. We chose to up the points to 4,500 this time around to allow us to include a Stompa without limiting our options too much. We also decided that the two halves of the doubles teams didn't have to be equal so I had around 2,400 to Dan's 2,100 and Jamie/Matt did something similar. Apologies for the blurry pictures at times. It was freezing in there (it's an old church!) so my hands were probably pretty numb!

Dan's Nurgle force consisted of a couple of formations (in the form of a Plague Colony and a Helforged Warpack) and a few other bits. That meant a winged DP, Lord, some spawn, 4 rhinos of plague marines, defiler, 2 forgefiends and 2 maulerfiends. My Orks had a warboss, painboy, weirdboy, burnas, a morkanaut, stompa, some deffkoptas, a dakkajet, 3 trukks of boyz, a 20-boy mob and a 30-boy mob.

Facing us were Jamie's Iron Hands with chapter master on a bike, bike squad, a land raider full of assault terminators, cataphractii terminators, a predator, whirlwind, vindicator, sternguard in a pod, techmarine on bike with a conversion beamer and a contemptor dread. Matt's "half" consisted of a mixture of Imperials including a techpriest dominus with some kataphron breachers, an culexus assassin, librarian with custodes, inquisitor with GK terminators, a dreadknight, a handful of guardsmen squads, company command squad in a chimera, veterans in a chimera, a vendetta and an Imperial Knight.

The theme for the game was that the Orks were invading an Imperial world and the local PDF (represented by Matt's guard) had discovered that the horde's weirdboy had been messing with some things he shouldn't. That led to Nurgle daemons/CSM arriving. An Ordo Malleus inquisitor arrived to help fight off the Chaos forces and called in help from the Iron Hands and other nearby Imperial force. We'd be playing a standard game of Maelstrom but both the Weirdboy and Inquisitor would be worth 5 VPs each when killed. Whilst they were alive they'd be able to bring in plaguebearers and militarum tempestus scions each turn.

Battle Report
They won the roll off and spread their forces out across the full length of their deployment zone (we were playing Dawn of War on an 8' x 4' table). We toyed with deploying the Stompa on the opposite side of the field to the Imperial Knight to let it run riot for a couple of turns before the IK stepped in. However, in true Orky fashion we opted to deploy it directly opposite instead so they'd inevitably get into combat.

The brought down a chunk of their reserves in the first turn with the dreadknight arriving on our right flank. On the opposite side the sternguard podded in right in front of the Stompa hoping to bring it down with melta fire and the Inquistor brought his terminators and some scions in to support them. When I realised I'd also positioned the Stompa straight across from the kataphron breachers I was worried I'd lose him before he even moved. Fortunately some incredibly jammy invulnerable saves (thanks to the Morkanaut's KFF) allowed him to survive with just 4 HP lost. Elsewhere their armies went to town on my trukks destroying two of them and leaving a third damaged.


That left the GK terminators, scions and sternguard stranded right in front of our lines. One mob of Orks who'd lost their trukk dealt with half of the sternguard (who'd combat squadded) and the other half got eviscerated by the stompa's chainsword. The scions somehow survived the plague marines firing on them and wounded the deffkopta on overwatch allowing them to finish him in assault before he swung. The daemon prince and defiler charged into combat with the Inquisitor killing him and his squad. The burnas hopped out of the Morkanaut to allow their meks to try to repair the Stompa but they failed. On the opposite side of the field the maulerfiends and the only mob still with their trukk charged into combat with the dreadknight hoping to overwhelm him. We were lucky to keep everything alive but fluffed a lot of our rolls meaning that the dreadknight's sanctuary power kept him alive with two wounds remaining.


The stompa was now very vulnerable to a counter charge from the IK. Before that could happen though, the vendetta arrived and stripped a hull point and the breachers added another meaning it had half of its HP remaining when the IK charged. The land raider disgorged its terminators into the fight too. Despite all this the stompa managed to come out with two HP remaining but failed with it's own attacks only hitting the IK once and causing just a single HP of damage. Despite getting 3 stomps there were no 6s and the terminators survived. Unsurprisingly the stompa went down in the next turn and I realised that I'd forgotten to get the 20 strong mob out from inside it so they perished in the blast.

Elsewhere the Culexus saw his opportunity, darted out from behind a building and tossed a psyk-out grenade at the weirdboy. This caused a perils (the weirdboy had already had one in the first turn) which killed the ork psyker. Its mission accomplished, charged into combat and killed off the nob in a challenge before the warboss crushed the assassin in his power klaws. The dreadknight was luckier this turn and managed to kill off both of the maulerfiends. This left just the Orks to deal with him and they didn't provide much resistance.


The dakkajet arrived and managed to strip a couple of hullpoints from the vendetta. The daemon prince and defiler were now stuck in combat with the chapter master and his insane 2+/3++/2+ FNL combo. By this point I only had a handful of Orks left and Dan's plague marines were getting hammered by the custodes, dreadknight and tanks on the right flank. It would probably have ended up a tabling but the store was closing soon so time was running out. That meant we'd only make it to the end of turn 3. At the end of the Imperial turn the score was 14-10 so we looked for a last ditch attempt to sneak a win.


We drew Hold the Line and two objective cards. One was under the Imperial Knight so forget that one. The other was deep in Imperial lines but the Warboss unleashed a Waaagh! and went for it. We'd also need linebreaker so the deffkoptas blasted into their deployment zone. So, with Hold the Line, line breaker and one of the objectives we'd get a draw. We therefore hoped we could kill their two Warlords to take the win. The forgefiends were able to wreck the command chimera leaving the occupants for the dakkajet to deal with. With the vehicle only wrecked, Matt managed to hide the commander behind the wreckage. Despite killing most of the squad, they passed their morale check and stayed alive. The insanely tough chapter master hung on against the daemon prince whilst the warboss' unit failed their charge. This left us with a 14-12 loss.


Conclusion
It never felt like a particularly close game but this was mostly down to our failing as generals! We should have definitely had the stompa on the opposite side of the field. That would've meant it could deal with the tanks etc on the right flank before the IK got to it and the breachers wouldn't have been in range straight away. I've still not used my stompa as much as I'd have liked but I'm thinking of taking it to Dave's Birthday Bash 2.0 in a couple of weeks.

We could've also played for the objectives a bit more by focusing more fire on the scions to shift them off the objective which would've been worth 2 VPs to us at the time. Still it was great that we had a (slim) chance to steal victory in the end. We've already booked a table at WHW for our next battle in April which will see Matt and I paired up again. Probably with good old Bloody Wolves (BA/SW).

Saturday, January 09, 2016

Battle Report - Astra Militarum & Blood Angels vs. Orks (1,750pts) - Warhammer World

Well, I fully intended this battle report to have been up last night but that also involved me writing it on Wednesday night which just didn't happen. Anyway, here it is, better late than never.

In order to celebrate GW's 40th anniversary we decided to have a relaxed game of 40K during our visit last Sunday. We went for a clash between the combined might of Matt's AM and Scott's BA against my Ork horde. We were sharing our army lists in advance so that we could try to make it a reasonably close game rather than a white wash. This is something I've talked about before but I really think it makes for much better games. We don't get many opportunities to play these days so having a totally one-sided affair just feels like a waste. Anyway, Matt and Scott would have 875 pts each to fend off my full 1,750 pt mob of Orks.

Matt's guard force consisted of an infantry platoon including mortars and the obligatory PCS and infantry squads. To that he added some stormtroopers, ratlings and an aegis line with quad gun (since he knew I'd be bringing a couple of flyers. The mission we devised would see a beleaguered Imperial world under assault from the greenskins. The PDF had requested aid from the Blood Angels and would need to hold a key bunker long enough for their power armour clad allies to rescue them (or else avenge their deaths). The Blood Angels in question consisted of two 5-man tactical squads in pods, a furioso dread in a pod, some jump pack death company with a chaplain and a squad of terminators.

Facing them was the Ork horde consisting a warboss in mega armour leading a mob of 20 boyz on foot, a weirdboy leading a second score of boyz, a big mek sporting an SAG joined by lootas and 3 mobs of boyz in trukks each with a klaw-wielding nob. They'd be joined by a squadron of three deffkoptas, a dakkajet, blitzabommer and finally a morkanaut with KFF containing 3 meks and 3 burnas (that was the closest they'd let me come to a Stompa!).

We didn't get much choice over the table so it probably had a bit more scenery than we'd like but it certainly made the game more immersive to playing on a full table of terrain (yeah, yeah I need to get mine done!). We'd planned on a central bastion or similar for the PDF to defend but in the end we chose a Firestorm Redoubt. The board featured multiple gun emplacements but we reasoned that a squig had chewed through a crucial power cable so they'd be inactive (had we put more thought into it we could've had some system where Matt and Scott could roll to see if any came back on line but nevermind).

The PDF deployed surrounding the redoubt with the PCS inside the structure. The greenskin horde could then deploy anywwhere that was 24" or more away from an AM unit. All reserves would be guaranteed to arrive on turn 2 (i.e. all the BA but also the Ork flyers). The Ork objective would be to control the structure at the end of the game (which we gave AV12 in case it came to that).  You can see the deployment in the picture on the right.

There was no grand strategy on my part. I like to keep Orks as Orks and just charge headlong into combat without much thought of the consequences. The mek was a little more kunning than brutal though and kept his lootas at range to pound the "stoopid oomies" from range.

Turn 1
As the early morning mist cleared the PDF finally saw what they'd heard coming in the night. The guardsmen took aim and launched an opening salvo at the xenos scum but still bleary-eyed from a troubled night's sleep they could only damage one of the trukks and bring down a couple of the onrushing boyz.

Knowing they wouldn't be able to sink their teeth into their human enemies yet the Orks simply charged at them as fast as possible. The morkanaut pilot didn't seem to get the message though and chose to fire his weapons rather than keep pace with the rest of the boyz. That proved to be pretty ineffective too as just a handful of the humans fell. The weirdboy was able to summon the power of the warp but his 'eadbanger missed it's mark and failed to bring down the guardsman carrying a flamer in the nearby squad and he wasn't able to wield enough warp energy for da krunch.

Turn 2
The Blood Angels came tearing down through the clouds in their drop pods to aid their besieged allies. Two pods slammed down bringing a tactical squad and the dreadnought in close to the weirdboy's mob. The marines and dread both opened up with a torrent of promethium which reduced the mob into little more than a gang. The guardsmen managed to destroy stop all of the trukks.

Meanwhile, the terminators teleported in but in the rush to save the crucial building they missed their target and would need to cover ground to get to grips with their foe. The death company and chaplain came in behind the lines in order to counter-charge once the first wave of guardsmen had been slain in the inevitable onslaught. Finally the last drop pod brought the tactical marines down in front of lootas and allowed them to cut half the mob down with bolter fire.

The onslaught came on quickly with the warboss declaring a Waaagh! This would not only help the boyz get into combat but also give the flyers a boost to their firepower. Speaking of which, the bommer came in low over the squad shooting the lootas but missed the mark with its bomb meaning only a single marine died. That would be all it did too as the quad gun made short work of it after the over-confident Ork pilot made no attempt to avoid the incoming fire.

The dakkajet also hit the squad with all of its supashootas but left a couple of marines after most of its shots failed to penetrate the marines' power armour. Meanwhile, the mobs clambered out of the wreckage of their trukks and charged into the guardsmen killing the squads on the front line. The Morkanaut advanced dispensing its cargo of burnas who incinerated a full unit of humans.

The weirdboy also frazzled three of the tactical squad with a bolt of psychic energy before he and the remains of his mob charged in to finish off the remaining two. Rather than target the closest threat the mek directed his lootas to hit the guardsmen again and was at least able to damage the quad gun before the morkanaut could finish it off along with some of the men manning it.

Turn 3 onward
The dreadnought slammed into the warboss' mob but in its zeal for combat it neglected to fire its flamer again which proved to be costly. It couldn't cut down the boyz quick enough to stop the warboss from tearing it apart with his power klaws over the next two combat phases.

The death company executed their counter charge plan to perfection, cutting a full mob of Orks down before they knew what hit them. The fire from the remaining guardsmen was enough to cut a second mob down to size and cause a third to flee. The death company then turned their attention to the deffkoptas and cut them down too. The warboss' mob returned the favour though and crushed the death company and its chaplain, thanks mostly to the warboss himself and his klaws.

A combination of the retreating mob regrouping at the right moment and fire from the lootas meant the remaining tactical squad was dealt with but not before the mek was killed. The morkanaut gunned down the remaining stormtroopers after the terminators had killed what remained of the weirdboy and his mob. The final mob from the trukks was able to kill off the ratlings and help deal with the mortars too. This left the morkanaut and warboss stood outside the structure containing the PCS (one of which had been killed by an earlier glancing hit from the deffkoptas.

With empty drop pods the only remnants of the BA force, the Orks simply needed to enter the base and kill off the occupants but in typical Orky fashion (and because I thought it was a better way to end the game), they chose to smash the structure apart with their S10 fists. I think we'll call than an Ork victory! WAAAAAGGGGHHHH!!!

Conclusion
Once again, our system of planning our armies together meant that we ended up with a very close game which we all really enjoyed playing. I think my battle report has made it seem a lot more one-sided than it actually was. There was a point when the AM had taken out all of the trukks and the BA had incinerated a good chunk of my Orks and I thought I wouldn't actually get into combat. Having not played Orks in a while though I'd somewhat forgot how their relentless assault works. You lose a big pile of boyz early on but what's left smashes through the opposition. It's kind of the opposite of how Tau work, you feel like you're cutting your open down in great swathes but as soon as the combats start you wish you'd killed more sooner!

I'd planned the list with the intention of keeping plenty of the Orky flavour of randomness that I love about the army. Sadly, I never rolled a double on the SAG, got decent powers with the weirdboy but barely used him and the blitza-bommer died a premature death after getting "just like dis" on its first bomb. They basically proved to be more reliable than I hoped but it still felt like a very orky game.

I thoroughly enjoyed using Orks for a change having played with Tau quite a bit recently. They're great fun to use as you don't feel like being too tactical is the right thing to do. I really think Mob Rule is a great rule despite its many detractors. Remember that the old rule only worked for 10+ mobs so most of the time you weren't getting Fearless anyway when using trukk-sized mobs. This way you might lose a few boyz but they'll stay in the fight longer. I think having Fearless would've been OTT since they took away the penalty kills in combat.

Finally, it was the first time I really got to use the morkanaut to any great effect. It probably wasn't a fair choice since Matt and Scott didn't have much to deal with AV13 but it would've soon died to the dread or terminators. You feel like it's got a decent amount of firepower but then remember the BS2 and Get's Hot and soon it doesn't look so powerful. Still, it's a low-AP threat to terminators and the like. Dropping off some burnas into the guardsmen was satisfying too.

In typical fashion for me, this game makes me want to paint Orks again despite saying at the start of the year that they probably wouldn't get a look in. I'm very tempted to pick up some stormboyz too despite promising myself I won't be getting anything new. Mind you, I am planning on selling quite a bit of stuff so I'll probably have enough money for some....

I really must get on with sorting the Double Trouble details out. The next post will cover the deployment types and custom Tactical Objectives (the first draft before playtesting at least). I'll also cover a couple of things that have come up in comments and emails regarding army selection.

Tuesday, April 14, 2015

My Complete 40K Collection!

In case you were wondering, I'm still alive. I'm not exactly sure why I haven't found time to blog recently. I'd love to say it's because I'm making huge leaps in my hobby progress but that sadly isn't true. Most of the problem was catching up with a couple of seasons of Walking Dead but anyway.

Over the bank holiday weekend I decided to take stock (literally) of my entire 40K collection. I wanted to rearrange the cupboard I keep everything in so I decided to empty the whole thing out and lay out everything I own on my gaming table.

I was pretty surprised that I struggled to fit the whole lot on the 6' x 4' surface and you can see that towards the end I was having to squeeze things in pretty tightly to make it all fit (the Tau were the last out of the cupboard so they're particularly crammed in). Anyway, having everything laid out like this made me realise two things. Firstly that whilst I've painted a decent chunk, there's still a depressingly large amount of black undercoat on display, particularly in the Ork and DE portions of the table. Secondly, there are quite a few bits that don't see use. My entire Dark Angels army for example. When the 6th edition book came out along with Dark Vengeance I was inspired to start and Angels of Redemption army but the way the codex was written made me fall out of love with the army pretty quickly. I want a bike heavy army to feel fast as it charges into combat. With the bolter banner the Ravenwing just become a mobile shooting platform. Couple that with the Darkshroud and they just don't feel like bikes should. Of course, there's nothing forcing you to take either the banner or the 'shroud but they feel like obvious choices. Finally, I think a Deathwing army will always struggle in these days of massed firepower so I'm unlikely to ever use them. I don't like to sell models I've painted but frankly they're just collecting dust.



I could say a similar thing about parts of my Dark Eldar army too. I can't see me using either Hellions of Wyches for a long time as they're frankly (and disappointingly) useless. Similar story for Wracks as well. I think parts of my DE army need to be boxed up in the hope that they'll come good again.



There are actually some things I'd like to add to the collection to make my armies more diverse. For starters, I'd love to add some more TWC to my Space Wolves including Harald. I'd also like some more drop pods (which I own but haven't built) to go along with some more dreadnoughts including Bjorn and Murderfang. The Orks could do with some meganobz plus the bikers I own but haven't built (and perhaps even some FW bikers too). My Dark Eldar could use a Voidraven, which I again own, (there's a trend here) another razorwing plus the kabalite warriors need sorting out to get rid of the now defunct trueborn.



That's quite a bit of work in itself. Fortunately my Tau are pretty complete (since I own pretty much everything in the book) and there's only a couple of things there that need painting. What's upsetting is that although my Space Wolves and Tau are "painted", I'm really not ready to call them finished. The Space Wolves need some work, some extra models for the Grey Hunters and Blood Claws. The Tau need tidying up and highlighting before adding some sept markings and transfers.

So then, the thrill of seeing my whole collection laid out together quickly gives way to feelings of remorse at their lack of completion. I mean, there are very few (if any) models that I'd be prepared to say were completely finished. Suffice to say I need to change this. I think the first thing is to get rid of the Dark Angels though. Once that's done I'll sit down and make a detailed plan of what needs doing and try to work through it piece by piece.


It's at this point I should say I'll be taking Orks to Blog Wars so they'll be getting my attention for the next couple of months. Upsettingly I've only got 7-8 weeks to get them up to scratch! Whilst we're on that subject I need to post about a couple of Blog Wars related issues that I need to discuss with you guys but that'll have to wait for another day.

Friday, August 08, 2014

After Action Thoughts on the New 7th Edition Ork Codex

Apologies for not posting more this week. I've been using what little free time I have to paint up my new Morkanaut which still isn't finished. However, with the new Space Wolves codex arriving tomorrow I thought I'd take this opportunity to wrap up my Orks stuff with some thoughts about the new book having played some games with and against it. Hopefully after SW I'll get a bit of a breather between codex releases to spend some more time talking about 7th edition in general. Anyway, onto the Orks, I'll do this unit by unit, obviously I haven't used everything yet. I'll try and keep things brief and limit this to specific experience. If I don't talk about it I haven't used it.

Warboss
I've been running him with mega armour and Lucky Stikk. This makes him pretty invincible to anything but AP1/AP2. Great to have at the front of a boyz mob but bear in mind he's slow and purposeful so they won't be using the Waaagh! to full extent. With a klaw he's a beast in combat especially against anything without a power fist! Nothing new really compared to the old book I suppose but the Stikk makes him pretty awesome. The Kap could be great for a regular warboss but if you're giving him mega armour the Stikk is just too tempting for me.

Weirdboy
I've found the weirdboy a little frustrating really. Against psychic armies he just gets shut down to easily. I think I've been unlucky not to get the powers I needed most of the time but sadly I think the weirdboy is overshadowed by other HQs. He just isn't effective enough. That won't stop me using him for fun games but competitively he's probably not going to feature in my lists.

Big Mek
Still a regular in my lists. I've been having great fun with a Shokk Attack Gun in a squad of lootas but you're relying on popping transports with the rest of your shooting which isn't easy these days and especially not with Ork shooting. The KFF is still great. Of course it isn't as effective in some ways but now that it's a 5++ save you can use it to make your meganobz into two-wound terminators. I haven't had the opportunity to repair much stuff yet but that was rare before as well. Still a great unit and likely to feature in nearly all of my lists.

Painboy
Seems to have missed out versus a warboss and big meks but he's doing what he always did. Only difference now is you have to sacrifice and HQ but this does mean you can add him to meganobz to make them disgustingly difficult to take down.

Boyz
Pretty much the same as they ever were. I think in the current climate you're best taking them in trukks as I think Mob Rule benefits smaller units more than larger ones now. Obviously having 10+ models is still useful. Incidentally I haven't found Mob Rule to be as bad as the nay-sayers thought. It's basically Fearless most of the time but with the odd Ork being sacrificed for the cause. Of course in the old book 11+ mobs were properly Fearless but the new Mob Rule actually works just as well for small mobs. No-one likes killing their own models but being able to pass Pinning or Morale Checks at the right time can be awesome and worth the cost. You just have to accept Mob Rule has changed and move on. Essentially 50% of the time you're Fearless now even with just a handful of boyz. Mobs of 10+ help but mobility is always an issue and there's a lot of shooting to survive these days.

Trukks are just as flimsy as ever and with the changes to ramshackle they go up with a bang more often. Being open topped makes it possible to get an Explodes result with even AP- weapons and explosions hurt with S4 to occupants and surrounding models. Still, if they survive you're still gaining a huge boost in effective range and having those free rokkits can be great.

Burna Boyz
The only time I've used them was in a Morkanaut (more on that in a bit) but I think they could be pretty effective in the right situation. Still don't think I'd take them over other units though.

Tankbustas
The only game I used them they ended up running from the board before firing a shot but I intend to put them in more lists as Orks need a decent source of ranged anti-tank.

Nobz & Megnobz
Plain nobz are overshadowed by meganobz in my opinion. They can still be pretty effective but they die too easily before they get to strike so they're limited in effectiveness. Meganobz on the otherhand seem excellent to me. Obviously they aren't hugely different but being able to stick a Painboy and Big Mek in a squad for 2+/5++ and 5+ FNP feels pretty disgusting. Expensive mind you. I ran a large mob of meganobz in a wagon but I reckon you're best running two smaller squads and I'd even consider putting them in trukks to keep costs down.

Deffkoptas
Love them. They feel like a bargain for 30pts and with Jink they can stand up to a decent amount of fire. I've been running two squads of 3 koptas with rokkits. Reasonable anti-air, able to get side/rear armour easily on normal vehicles and great for charging in to harass opponents if necessary. Let's not forget late game contesting/controlling too. Your opponent has to do something about them and all the while the rest of your army is advancing unscathed.

Dakkajet
With the changes to both Waaagh! Plane and pretty hefty price tag I'm struggling to find a use for them. They feel like too many points off the table and don't do enough when they come in.

Blitza Bommer
The couple of times I've used them they've been excellent. They're pretty useless once they've dropped their two bombs but attract a lot of attention and can be devastating if things go according to plan. Any AP2 weaponry is a bonus and having S7 Armourbane is excellent too. Don't expect them to survive long but have fun zooming around for a couple of turns if you're lucky.

Warbikers/Nob Bikers
The only time I've used bikers they were again forced to flee pretty early on so I didn't get to try them out properly. Still, they're nothing special but they're more models getting into your opponents face early and forcing him to act. Going to look at using some Nob Bikers soon as I think they'll still be great.

Battlewagon
Undeniably pricey and slower than a trukk but AV14 and 4 HP is pretty tough to shift without AP1 weapons. That means your cargo is likely to get delivered safely. Run them as cheap as possible though.

Morkanaut
I ran it with the Mek/Burnas inside but to be honest my opponent barely targeted it as he felt like it was wasted shots since it wasn't doing a lot and could repair easily. It's a lot of points to sink into something so slow but having that KFF range is nice. I was pretty unlucky with it in my games with the blast scattering every time and taking a multi-melta from a stormraven which exploded it. Obviously it's vulnerable to being one shotted by a melta but so is every non-superheavy vehicle. My main issue is the lack of assault vehicle but I still think there's potential for it. Not so sure about the Gorkanaut though. I love the model so I'm determined to use it more but perhaps I'm being daft.

Lootas
Nothing has really changed I suppose but I still like lootas. They're a good option for anti-air most of the time and giving a mechanism for destroying vehicles. Again, I can think of better ways to spend the points but putting a SAG big mek in with them is fun at least.

Ghazghkull 
Not the man (well, Ork) that he was but having him and another Warboss in a list is a hell of a dual threat. Making meganobz run could be great too. Still, he's a lot of points so he wouldn't be my first choice.

General Thoughts
Orks will always suffer in this world of shooting as they have an over reliance on combat. It's a lot easier to get plenty of anti-tank weaponry into your lists but with poor BS you just can't rely on it. There were several occasions where I set myself up to charge the occupants of a vehicle but failed to destroy it. Your boyz are as vulnerable to fire as ever. I tried out 'ard boyz for a game or two but found that I was sinking too many points into them.

When you play against Orks there's still that feeling of inevitability about it all. You're going to get charged by all these boyz at some point but you need to thin them out as best you can first.

I've been using the Ork Horde detachment nearly all the time as having 3 HQs is very handy. The formations in Ghaz's book look tempting at first but I'm frankly not prepared to shell out the money for the models needed to use them and I suspect a lot of tournaments will restrict formation use anyway.

This post sounds a bit down on the Ork book but actually I've had a lot of fun using them again. They'll never be a top tier army that can compete with some of the stuff around at the moment but I don't mind really. They're still one of the most enjoyable armies to use and they're powerful enough to give you a good shot against most lists. I'm finding it fun to write lists at the moment as I think there's a lot of depth to the book and there are some combinations hidden in there that can be excellent.

What are your thoughts on the new Orks so far?

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