Sunday 29 July 2012

The Voice Speaks..Blue Sky Thinking..Orks In 6th Ed.



So everyone's been banging on about Necrons being the new power house in early 6th ed. This got me thinking (as it usually does) about what can counter this new "go to" power army.

I like building meta lists, I like trying to crack open the new power lists and go against the grain a bit. Something a bit out of the ordinary to take my opponents out of their comfort zones.

So we know that nob warbikes got a big boost and I wont lie ill be using them in the future; I have ten all painted up and ready to go. But this unit is known, there will be counters. When i got thinking of this Ork army i was trying to do 3 things:

-Get good anti flyer options in for all those Scythes.

-Give my army a strong scoring presence for the mission.

-Concentrate mainly on shooting as i'm finding assaults to be a little temperamental in 6th (not bad just not reliable enough). Yes Necrons are weak against the assault but running in to all those guns does not apeal. No, i want to beat them at their own game.

So yes..you heard correct..shooty orks. I wanna be a Deathskull.. break out the blue paint....daddys breaking out the big guns!!



So the list then a run down on performance tactics and reasons why i took what i took.

Warphead - 85

Warphead - 85

14 Lootas - 210

14 lootas -210

14 lootas - 210

20 Shoota Boys, nob, klaw, pole, 2 big shootas - 170

20 Shoota Boys, nob, klaw, pole, 2 big shootas - 170 

10 Grots - 40

10 Grots - 40

10 Grots - 40

10 Grots - 40

Dakka Jet, Extra gun - 120

Dakka Jet, Extra gun - 120

Dakka Jet, Extra gun - 120

3 Kannons - 60

3 Kannons - 60

3 Kannons - 60


So basic premise? Bums on seats ftw, lots of bodies and lots of shooting. Alot is self explanatory...apart from maybe the wierdboys/warpheads:

Basically Dakka jets get 9 Strength 6 shots a turn, but double this on the turn they waaaagh. With 2 warpheads who both have a chance (with a reroll) to roll waaagh for their powers each turn; this means your dakka jets come on, and have a good chance of having 18 twin linked shots everyturn. This hoses infantry and can throw some serious hull points on things too.

Also, zzap- an auto hitting s10 melta shot at ap 1 and 36 inches. Not bad for knocking flyers out the air if you get it.

42 lootas also gives you on average 28 hits vs most things...14 vs flyers. Again good damage output. Back this up with 80 scoring models and you can play mission very well too. The fact they are mainly grots I think just add to the army's utility....if your shooting grots then your not taking down my firepower (or i've already lost :P)

Now this may be a knee jerk to my last few games where charges have failed left,right and center due to the random charge rules and opponents ability to pre measure to keep things at arms length well, but i'm really thinking dedicated assault units are now only for those army's that can get reliable ways to get charges off. Maybe i'm just jaded already :P.

So just another short intellectual exercise from me today again.
Thoughts? 

Gary



7 comments:

  1. If people follow the lead of the NoVa FAQ, then Zzap powers won't be able to hit Flyers, as they cannot be resolved as Snap Shots.

    Also, you can be more shooty by squeezing in IG Allies.

    Just like you can by taking Necrons of your own as Allies...

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  2. Well nova does not mean uk unfortuantly. And allies are not allowed in all tourney. So im keeping it mono codex for now.

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  3. Why does no one try tank bustas?

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  4. It's a valid point that TKE makes. By the time the GT heats come about..what is the FAQ going to say? WIll there even be one. Is there going to be an FAQ for all 3 qualifying events?

    Allies are in for the GT & qualifiers. That could help the Orks be even shootier. Orks and IG could be quite funky. I am actually looking today at some Necron/IG/Ork ideas.

    On table..would you run the lootas in front of the grots,both moving constantly in the missions with objectives, Boyz in front of lootas. Kannons about 12" on with good fire arcs and screened from assault by 124 bodies?

    124 bodies. 126 wounds? eugh. with a 4+ cover save I know I've struggled in the past to kill that many Orks, but 5+ ... yeah I might be able to kill them all... might.

    The Dakka jets sound like they could be very good.. but if you want waaagh for sure, why not one Warphead and one Warboss? Warboos says waagh..then the warphead also has a chance every turn?

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  5. Ha, thats cos you dont need a warboss to waagh, you just get one a game for the army. So you use it when ever you havent rolled in on the warpheads. Should mean you get it about 3 times in a game (2+1)

    Grots can sometimes go in reserve too, though i was debating dropping one for an aegis line. 114 bodies with increased cover saves?? lol

    As for the allies, i can see the point and dropping some bits for guard is nice but i think it would loose something, either numbers or guns. Guards big guns are vehicles and thier platoon bloobs are just more expensive than grots and not as good as lootas. But its somthing to play about with in the future or if your that way inclined.

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  6. You don't need a warboss to use the army waargh Venerable

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  7. Lol, my bad chaps.. my lack of knowledge - thought a model with the "Waagh" rule provided one waagh per game..my mistake.. in which case, I see why you roll with the Warpheads!

    An aegis is not a bad idea, especially if the grots are never really going to contribute much to game offensively. They can just hang out behind it. Are they equipped with S3 pistols? at Bs3? So some limited anti infantry power at close range, although I guess they are a bit fooked if they are firing..

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