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10/12/2012

Adapting to 6th: Orks


Orks were a funny one in 5th, they are like marmite, you either like them or you don't. I've always had a love for the greenskins. I think that a lot of 40k players like them, they are a cool but brutal army. I think the more serious competitive tournament players probably do not like them due to their random nature, which I admit is annoying, but this can be avoided.

All of the Ork special rules got effected by 6th ed and I think for the better.

Waaaagh gives Orks the fleet rule and in 6th fleet allows you to re-roll assault distances, very nice.

Furious charge lost the initiative bonus, but lets be truth that doesn't bother Orks. They are I2 and being I3 on the charge still meant they rarely swung first or at the first time. Nothing lost nothing gained I guess.

Mob rule changed for the better, Ork units numbering 11 or more are fearless, that means no more crappy armour saves to take when you lose combat!

Changing to 6th

Expect the Warboss to make a big return in 6th and replace the Big Mek. The reason for this is due to the changes for Nob Bikers (they are true T5), which a Warboss can make troops. So expect to see Nob Biker armies on the rise once again.

Speaking of the Big Mek, this guy still has a place in a greentide list (foot Orks) and maybe Battlewagon Brigade lists, though the Kan Wall is probably history - only vehicles within 6" gain a 5+ cover, so ALL Kans will need to be within 6" of a Big Mek.

I am also expecting to see more Meganobz. The nerf to power weapons make people think that 2+ armour save is more survivable, this is only true in combat. You still blow 2+ armour save models to pieces with AP2 or lower fire power, Meganobz really do not like lascannons, meltas and plasma guns.

Possibly Tankbustas may return, they DO NOT have to shoot at vehicles out of range or which are not visible - so they maybe handy for blowing chunks off monstrous creatures.

Stormboyz with hammer of wrath anyone?

Long live the Warbuggy and down with the Deffkopta, no more alpha strike for the Kopta or assault from outflank - pretty much useless then as alpha strike was really the Kopta's party trick. But then you have....

.....Dakkajets who are the Ork's choice of anti air, who needs an aegis when you can fire a billion S6 shots.

Killa Kanz and Deff Dreads will decline thanks to how walkers are in combat against infantry - melta bombs equals death to walkers. Pity, the models are uber sweet.

Orks 'Battlewagon Brigade' - 2,000 points

HQ

Warboss - mega armour, attack squig, cybork body & bosspole

Elite

9 x Lootas
9 x Lootas
9 x Lootas

Troops

5 x Meganobz w/ Battlewagon - Battlewagon w/ deff rolla, grot riggers, armour plates, boarding plank & big shoota
20 x Ork Shoota Boyz - 2 x big shootas - Nob w/ power klaw & boss pole
20 x Ork Shoota Boyz - 2 x big shootas - Nob w/ power klaw & boss pole
20 x Ork Shoota Boyz - 2 x big shootas - Nob w/ power klaw & boss pole
10 x Gretchin - Runtherd w/ grot prod

Fast Attack

Dakkajet - super shoota & fighta ace
Dakkajet - super shoota & fighta ace

Heavy Support

Battlewagon - deff rolla, grot riggers, armour plates, boarding plank & big shoota
Battlewagon - deff rolla, grot riggers, armour plates, boarding plank & big shoota
Battlewagon - deff rolla, grot riggers, armour plates, boarding plank & big shoota

Total: 2,090

Tactics

Ok this list is over the points value. You can easily lose 90 points through wargear without too many problems.

This list has four av14 front vehicles, which should move 12" straight towards the enemy lines. It is best they attack a single flank at once, so if you go first deploy in the centre and then scoot over to one side or if you go second then refuse flank (deploy all on one side). The Battlewagons have got grot riggers and armour plates to keep them mobile and a deff rolla for mashing up vehicles along with a boarding plank for when the Orks get close and personal.

Speaking of Battlewagons, no Big Mek you ask, well reason is only 5+ cover save and a bare bones Big Mek with KFF is 85 points. I don't think 85 points is worth a 33% chance to save. Plus those Battlewagons don't need protecting for long because once they are close enough the Boyz will bail out and start mashing stuff up, they can even glance vehicles to death now btw :).

Lootas are in units 9 because they get more shots than a unit of 5, cheaper than unit of 15 and you still need to lose the same amount in an unit of 9 as an unit of 10 in order to force morale. I've found 9 to be the middle ground though YMMV.

I added shootas and big shootas to the Boyz as shootas have always worked for me. As 6th is all about hybrid lists then a good dose of dakka won't go a-miss!

Gretchin stay in reserve and walk in and get an objective.

Dakkajets will really spoil someone's day. They fire 9 shots each I believe and are S6. I think when you waaagh! you fire double shots (please correct me if I am wrong), so some serious pain coming down. I've added fighta ace as this gives +1 ballistic skill against enemy jetbikes and skimmers.

I will note that the worrying part about this list is it focuses just over a quarter of the points into transports; yikes!

Orks 'Greentide' - 2,000 points

HQ

Big Mek - burna, kustom force field, 'eavy armour, attack squig & cybork body
Big Mek - kustom force field


Elite

9 x Lootas
9 x Lootas
9 x Lootas

Troops

30 x Ork Shoota Boyz - 3 x big shootas - Nob w/ power klaw & bosspole
30 x Ork Shoota Boyz - 3 x big shootas - Nob w/ power klaw & bosspole
30 x Ork Shoota Boyz - 3 x big shootas - Nob w/ power klaw & bosspole
30 x Ork Shoota Boyz - 3 x big shootas - Nob w/ power klaw & bosspole
10 x Gretchin - Runtherd w/ grot prod

Fast Attack

Dakkajets - super shoota & fighta jet
Dakkajets - super shoota & fighta jet

Heavy Support

3 x Big Gunz - kannons & 3 x Ammo Runts
3 x Big Gunz - kannons & 3 x Ammo Runts
3 x Big Gunz - kannons & 3 x Ammo Runts

Total: 1,992

Tactics

Ok so you can guess who the warlord is out of the two Big Meks :P. Stick him on the front, he will be fine, he has 30 models to do look out, sir with ;). At least in this list you get more benefit from the Big Mek as there are a hellvua lot more models for the KFF to cover.

Basically Orks run up the field on turn 1 while Big Gunz lay down some salvos along with Lootas. Come turn 2 you can unleash dakka of your own and waaagh! Hopefully the Dakkajets will have arrived so you can benefit from their shooty death.

There's still just under 100 points left so you could easily drop all Boy units down to 25 strong and probably wing in another unit of 25 Boyz.

FYI the Boyz will knock out 208 S4 shots, ok they will only hit 69 lol.

I think those two lists above are probably the most viable builds for Orks. I don't think Kan Wall is going to work so much thanks to the nerf to KFF (only vehicles within 6" gain cover and a 5+ cover at that) and walkers in assault now are just meh.

There's a Nob Biker list you could do with dual Warbosses or even a Warbiker list with Wazdakka, but I feel 25 points per Warbiker is silly cost - that's four times the cost of a normal Boy! Ok you gain a 4+ cover save, some nice guns, move 12" and get T5, but still that's a lot of points you're asking there.

Don't get me wrong, I am not saying the above lists are soild; I think the Battlewagon list is very meh, quarter of an armies points invested into four transport vehicles just isn't cool.

How are you finding Orks in 6th? They benefited from the rule changes or they been hit hard? Are you using anything like the lists above? Hit the comment box :)