Wednesday, September 12, 2012

My Ork Army in 6th Edition


Next on my list of 6th edition fixer uppers is my ork army.  My first army has long had a special place and it has served me well over the last edition.   It wasn't necessarily always #1 but I did very well at some events and felt like they were always a great army.  Plus it is nice to have a xenos army to bring out in marine saturated environement!

However I've been struggling with the orks in 6th edition.  Right off the bat here are big changes to orks that affect my old 5th edition tactics
-Pro- Fleet is nice for the waagh with the rerolls on the charge.
-Con- Ghaz is bad now.   First he doesn't give fleet, and instead gives an auto 6" run.  If he gave fleet (which MUST be just bad faq from GW) he might still be worth it, but even still I'd like to see him give an auto 6+D6" charge.
-Pro- no fearless saves in combat for losing.
-Con (Pro?)- overwatch
-Con- combat is generally just not as good as shooting
-Con- Snik is useless
-Con- KFF is not as good.

I'm sure I'm forgetting more things that have been troubling, but let's take a look at what I've play tested last.

HQ: Mega-armoured Warboss + Bosspole + Cybork Body
HQ: Big Mek + Kustom Force Field
Elite: 9 Lootas
Elite: 9 Lootas
Elite: 9 Lootas
Troops: 4 Meganobz+ Shoota/Rokkit Kombi-weapon x1+ Shoota/Skorcha Kombi-weapon x2
      1 Battlewagon + Deff Rolla + Big Shoota x1
Troops: 18 'Ard Boyz, 'Ard Boyz Nob + Bosspole + Power Klaw
Troops: 29 Choppa Boyz, Boyz Nob + Bosspole + Power Klaw
Troops: 29 Shoota Boyz, + Big Shoota x3,  Boyz Nob + Bosspole + Power Klaw
Fast Attack: 1 Warbuggy + TL Rokkit Launcha
Fast Attack: 1 Warbuggy + TL Rokkit Launcha
Heavy Support: 1 Battlewagon + Deff Rolla + Big Shoota x1
Heavy Support: Big Gunz 3 Kannons
Heavy Support: Big Gunz 3 Lobbas
Aegis Defence Lines + Quad-gun

So from 5th edition I've dropped Ghaz for the cheaper warboss, dropped Snik for more lootas, dropped kanz and other upgrades for more shoota boyz and big gunz, and added the much needed Aegis and quad gun.

https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcQlyTLDo2g-cbiTI05_fj0OlNzysWf8N4qZtTRHfhlbwdkYK8WQ

So how did it work?  Well I played a space wolf drop army and that was pretty tough.  The BWs managed to still survive the drop but large swaths of boys died on the drop.  The Lootas really could only shoot marines and they didn't do so great.  I failed a 4 inch charge.  The meganobz died in a hail of combi plas/melta death.   The rokkit buggies are now basically a 'hey do you want first blood?' unit.  The big gunz didn't do me a lick of good.

Right off the bat lets cut the buggies and the big gunz.  That gives me 205 points.

The real question is what to do with the Mega nobz.  It feel like I did better in 5th with them, but I think that was largely due to Ghaz.  In a similar situation to what happened in 5th I would have called the waagh, ghaz goes 2+ invul, and he would have made most of his saves.   I could add Ghaz back in and just live without fleet, but even then Ghaz has to be IN FRONT which is a lot harder to do against a drop list like I faced.

The quick fix would be drop the KFF mek and and Mad doc.  Mad doc would give the unit FNP and cheap cybork upgrades.  That is a pretty big boost to survability (meltas and fists less so but still helpful).  Sure the Wagons will go down a bit faster, but the big problem is the Mad Doc himself.  He makes your unit HAVE to move and charge the closest unit.  This sounds like it can be disastrous, but I'm tempted to try it out all the same.  -85 for the KFF Mek, +160 for Mad doc, net +15 for cybork armor on mega nobz.

I could add Mad doc to the Ard boyz in the current config also.  So I have a little flexibility in that I could 'spread' survivability across two units and not have one super uncontrollable death star!

But I've got 105 points left for 2k.  I could add a min Gretchin unit just to sit behind the wall and shoot the gun since I've given up on the big gunz.  I could bump them to 19 gretchin to try to give them a little more surviability from shooting at range, and drop in another mega nob.  What's that look like now?

HQ: Mega-armoured Warboss + Bosspole + Cybork Body
HQ: Mad Dok
Elite: 9 Lootas
Elite: 9 Lootas
Elite: 9 Lootas
Troops: 5 Meganobz+ Shoota/Rokkit Kombi-weapon x1+ Shoota/Skorcha Kombi-weapon x2 + Cyborks
      1 Battlewagon + Deff Rolla + Big Shoota x1
Troops: 18 'Ard Boyz, 'Ard Boyz Nob + Bosspole + Power Klaw
Troops: 29 Choppa Boyz, Boyz Nob + Bosspole + Power Klaw
Troops: 29 Shoota Boyz, + Big Shoota x3,  Boyz Nob + Bosspole + Power Klaw
Troops: 19 Gretchin, 1  Runtherd
Heavy Support: 1 Battlewagon + Deff Rolla + Big Shoota x1
Aegis Defence Lines + Quad-gun

So the wagons are more likely to go down and the Death Star is a bigger point sink but more survivable and killy, but I don't get to choose where it goes.

It sounds like fun, but probably will be disastrous.   The upside is I have a Mad doc body (missing arms) and really old gretchin I can use.  So I can try this out and only have to proxy the one Mega nob.

But this just makes me think orks are going to fall into the 'fun but not competitive' category without really starting the army completely anew.

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