|
Post by robomummy on Aug 27, 2014 2:09:36 GMT
Personally I have had luck with 3 squads of 10-20 boyz to fill in troop choices and dumping my points in HQ, elites, Fast, and heavy. this way I don't sink a lot of points into poor troop choices and I focus on slots with more heavy hitting units. I usually use a formation or the special ork FOC so losing Objective secured doesn't matter that much. It is easier to guard an objective by killing everything on it rather than by objective secured.
|
|
|
Post by subjectbosco on Aug 27, 2014 16:35:23 GMT
OP note: Hey everyone, just wanna give you all a quick note. I apologize for the delay for the last part of the codex, I was originally taking a short break after looking through the book and typing it up, but that break turns out to be long! So I manage to finish up what I've wrote, and in my next analysis, I wanted to cover the Black Legion Supplement given how not many people seem to post what makes them so different to the regular Chaos Codex. Anyway, enjoy the last section of this article, and I'll see ya next time!
Part 5: Heavy Support
At last, we've come to what's arguably the best and overcrowded section in the Ork Codex. There're many good units here, it can be difficult to decide which one should a list builder take.
Looted Wagon (White Dwarf): First things first, keep in mind the Looted Wagon is no longer in the Codex, but in a White Dwarf magazine (Issue 21). However, you can find the stats and rules for it if you search it up via Google, but due to site rules and for the sake of GW, I'm not allowed to leave a link showing the info on the Looted Wagon. Still, I wanted to talk about it since the tank had changed in this edition. But is it a good change to make it viable?
At first, it looks like a better Trukk with AV 11 on the front and sides, but then you see it can take a Killkannon, which removes the passenger capacity from the model. The gun had gotten weaker, but it's still an MEQ killer with a nasty pie plate. Think of it as a water down Demolisher Cannon, and your not to far off. The overall value is cheaper in this edition, but it still haves the same problems such as Don't Press Dat and being poor at shooting with the average (I.E. Poor) Ballistic Skill for Orks. Like Vindicators, you'll need to field more than one in order to make them effective and giving the Wagons a better chance to fire off the scary Killkannon.
This is another problem the Looted Wagon faces, many of the good units the Orks have are crammed up in the Heavy Support section, and they require you to take three in order to give you their best results. Despite giving players convergence ideas for their own tank models, like a Looted Hammerhead or even a Looted Doomsday Arch, the rules doesn't make them the best choice. Unless you're playing friendly games or playing a fluffy mech army, you have better options to bring pain to MEQs.
Competitive: No
Mek Gunz: An extremely cheap Artillery unit, and very versatile at that. Because there's a Trukkload of different gun options, I decided to look at them separately and briefly. Plus keep in mind you can mix and match different guns, and you can take two more Gretchins for each gun you take. Don't forget an Ammo Runt, it's always handy to reroll a failed hit. Now let's see what the Meks has been cooking up.
1. Kannon: You get this by default, it's the same as a Space Marine Missile Launcher. Versatile and a good weapon overall. 2. Looba: A free replacement, this gun is more of an infantry killer with Barrage and being stronger than Frags. Good if you face infantry more often. 3. Zzap Gun: A funny weapon, but also random. It's awesome to have it fire S10 on lucky rolls, but it will suck if the fire becomes a beefed up bolter shot. You need extra grots and /or a Ammo Runt to make them effective, but since this isn't a free replacement like the Looba, you can get a better gun for a few more points. 4. Bubblechukka: A more deadly Looba, or at least at first glance. Rolling a D6 for both the S and AP value makes it somewhat unreliable. It's alright, but again, you have better options. 5. Kustom Mega-Kannon: A 36' S8 Plasma Cannon? Yes please! 6. Smasha Gun: There's honestly little to no reason why you shouldn't take this over the Zzap Gun. It's far more reliable and doesn't require extra grots. Whilst still random, it's a good choice. 7. Traktor Kannon: Possibly the best ground anti-air gun in the game. This will ruin Zooming Flyer's and Flying Monsterous Creature's day when you score a successful hit on them. Take three in a unit and you're set.
So in short, the Kannon and Traktor Kannon are the top tier choices, while the Looba and Kustom Mega Kannon are great as well. In the end, Mek Gunz fit wonderfully in almost any point value games, offering you good supporting fire for just peanuts.
Competitive: Yes
Battlewagon: A versatile vehicle, giving players the choice for it to be either an assault transport or a gunboat. If you do go with the ladder, not only can you take the Killkannon and one of the same three weapons from the Mek Gunz (Kannon, Looba, and Zzap Gun), but you can also take up to four Big Shootas and/or Rokkit Launchas in any combination. It's also recommended to get an 'Ard Case to go with it if you aren't treating it like a delivery system. The Deff Rolla had got a nerf, so sadly it isn't a must take, but Reinforced Ram is cheap to take. It's not bad in this role, although not the best either.
The main reason why players usually take the Battlewagon is to transport a big mob of Boyz or your Meganobz, and the good news is it's cheap for that role! As an Open-Topped vehicle, you will need to be careful of Meltaguns unless you take a 'Ard Case (Not recommened in most cases), but it's pretty well armoured otherwise, especially if you take Extra Armour. Pretty simple, load your Boyz up, get them to the fight safely. They're also great for Burna Boyz to deal so much damage to unlucky gitz that gets within their range. Since this is a great transport with its' high model capacity, I can see players having at least one in their army collection, if not in their list.
Competitive: Yes
Deff Dread: Oh, how dreadful it is for the Deff Dread (Pun not attended) since it can no longer be taken as a Troop choice. While it matters little in this edition, the fact that the ability to take up a different spot by taken a Big Mek is now in the days of the dinosaurs. Still, it's a cheap Walker that is fairly good in close combat, and can be much better of you replace one or two of the Big Shootas for Power Klaw(s). Grot riggers are a steal, and Extra armour ain't bad either. They can also play an important role in preventing your Killa Kans suffering Crew Shaken from Cowardly Grots (More on that later)!
The Deff Dread is actually a good unit, but because it must compete with other choices in the Heavy Support section, this means they'll only be viable in a list with a Kan Wall configuration. Aside from that, give the Deff Dread a skip.
Competitive: No
Killa Kans: Another favorite for Ork players, and they got even better! Now that you can take up to six in a unit, it helps to free up a slot for a different unit which is easily overcrowded (Thank you Gork/Mork!). These Kans are the shooty equivilent to the Deff Dread, all of the gun options, with the exception of the Skorcha, -Are viable to take. The best one haves to be the Grotzooka, as each Kan fires TWO Blast templates a turn, with the short range being it's only downside. Grot Riggers, again, -Costs you only potato chips to take for each model, especially with them having two Hull Points.
To balance Killa Kans, they now have the new Special Rule: Cowardly Grots!, which on a roll of one or two makes them suffer a Crew Shaken when they suffer 25% or more casualties. You add +1 to the roll if you have three or more in the unit, or if a Deff Dread is close by, -This also stacks to the point where you don't even need to roll a D6! Still, it's not bad, and our Kans are still worth taking. Just be sure you take three or more, as they're fragile in pairs or alone.
Competitive: Yes
Gorkanaut: One of our new Walkers, this one is both a light infantry killer and a mono a mono Walker. With a Skorcha, Deffstorm mega-shoota, and two Twin-linked Big Shootas, this makes it a priority target for any infantry based armies. It can also transport six models inside the belly, meaning you can have a Big Mek with a Kustom Force Field inside giving it a 5++ save, as if it ain't already tough as nails. Grot Riggers and Extra Armour are great to take, so take em' if you can.
With Rampage and AV13 on the front, it can do a good amount of damage against Monsterous Creatures and other Walkers. Be careful tho as it strikes just before Power Klaw wielding Nobz, but don't be afraid to tear up almost anything you point it at. While very expensive, the Gorkanaut can find use if you have the slot for it.
Competitive: Yes
Morkanaut: What makes this one different to it's cousin is having a cheaper price tag, being a TEQ killer and being a supportive unit. Instead of the Deffstorm and Skorcha, it haves a Kustom Mega-Kannon and Blasta, but still haves the same weapons otherwise. Instead of Rampage, it can equip a Kustom Force Field, which, unlike a Big Mek inside a transport, -Can be granted to models inside the Force Field range. However, as mentioned, it isn't as good like the old one, but it's still an interesting option. Pretty much everything else is the same.
It's overall not bad, but I feel the Gorkanaut is better, plus there're better options that can destroy TEQ at a better price.
Competitive: No
Lootas: When 6th edition introduced Snap Shots and Flyers, Lootas went from a mediocre unit into a good unit. Not much has changed other than being moved from Elites to Heavy Support. Upgrades aren't needed, and they don't need Mek Boyz since they won't be in range to use their Kustom Blastas. They're pretty good against transports and dealing blob infantry in a decent mob size, and they can put a hurt against Flyers if you can get them to fire a lot of dakka. The only flaw they have is they're of course in Heavy Support, but given how they're one of our top tier unit in the section, it shouldn't be a problem.
It's recommended to have 8-12 in the mob, depending on the points you have available, -If you run Lootas. They're versatile, but aren't masters in their role, but good enough to get the job done.
Competitive: Yes
Flash Gitz: Hey, they now have models, and they look cool! Flash Gitz were terribly over-costed as a dakka unit, and despite recieving a price drop, they still seem to be. Their Snaz-gunz have a random S and AP depending on how the dices dictates, and 24' is pretty short for a unit that aren't survivable by themselves. They all have Bosspoles which seems like a nice bonus, but do they REALLY have to put them on all the Boyz? Gitfinda helps, but they must be stationary to use it, which they, unfortunately, -Won't be using it often because of their weapon's range.
More importantly, they eat up a precious Heavy Support slot, so theres no way they'll see use outside of fluffy army lists. They aren't as terrible like they were, but they're still a pretty iffy unit overall.
Competitive: No
SUMMARY: The best overall unit haves to be Mek Gunz due to their dirt cheap price and versatility. Lootas and Killa Kans can also see use in some competitive lists.
And that wraps up the codex as a whole. Let me know your thoughts on the book, either good or bad. Be sure to share others what you have discovered as it may help players to get a better feel of the Greenskins! Thank you very much for reading, and I hope you found my analysis useful. WAAAGH!
|
|
|
Post by daboss on Sept 2, 2014 18:36:42 GMT
I feel sad that the dakkajet has apparently gotten nerfed (I don't own the codex yet). Nothing was better than chewing through rhinos and infantry squads alike with 3 TL BS3 supa-shootas. And my deff rolla got nerfed as well? Ugh.
Orks seem pretty solid though. I just need to find the money to get the rulebook and codex first though...
|
|