Ok, I'm not an ork player. But I'm trying to help a friend come up with something that will work in 6th. Assaulting, which used to be the orky way of doing things seems to be somewhat less impressive and way more difficult to do what with the way wound allocation goes, charging into terrain and what not. So I we discussed it and came up with this. I don’t have all the points or names right but more or less 1850.
Feedback is appreciated.
HQ
Wazdakka
Troops
5 Bikers w/powerklaw
5 Bikers w/powerklaw
12 Sluggaboys
12 Sluggaboys
10 Gretchins w/runteherd
Elites
15 Lootaboys with dakka guns
15 Lootaboys with dakka guns
3 Nobs in Mega armour/power claws w/truck
Fast attack
1 Dakkajet
1 Dakkajet
Heavy
1 battery of 3 Kannons/ ammo runts and extra grots
1 battery of 3 Kannons/ ammo runts and extra grots
Fortifications
Skyshield landing pad
I realise the list isn’t 100% accurate as far as upgrades go etc since I’m going from memory but the overall strategy is to shoot. A lot. The Lootas go in the sky shield which will be placed pretty much front and centre to cover the entire board. They now get a 4+ Invulnerable and can shoot an average of 60 str 7 shots anywhere on the board. Good AA and pretty good against any light skinned vehicle, dreads etc.
Wazdakka and the two bike squads are for harassing. While capable of getting plenty of shots off, they are more of a harassing group, vehicle hunting and contesting/claiming in the opponent’s zone and maybe getting the victory point for being behind enemy lines. Also they are pretty good to go get the relic if that scenario comes up.
The slugga boys and gretchins are basically to stay on his side of the board and hold the 1 or two objectives and just sit back in cover. If by chance some thing gets near the slugga boys can dish out some shooting and snap fire shots.
The meganobs in a truck are essentially going to turboboost up to give the opponent something to think about. The truck is just a delivery method and the mega nobs really are their to distract.
The Kannon battery. What’s not to like str 8 ap 3 or str 4 blast. With decent ballistic skill and re-rolls, T7 grots, plenty of wounds, these things are hard to kill and can dish out serious firepower.
Finally two Dakkajets. Why two? Because it’s better than one. One jet is too easy to down when it arrives. The hope is that on turn one, any emplaced guns with skyfire would be destroyed by the lootaboys and kannons. That way when the jets show up they can either deal with any flyers and maintain air superiority. If they can start shooting at ground targets they’ll make a mess of things.
So, feedback would be nice. I’ll probably see how this plays out on wed night if he plays this list. I’m just not sure how it will play. Looks good on paper but things are different on the table.

