Tuesday Night Fight: Orks vs. Chaos

We’re back, and happy to bring some 8th edition live 40k games on our Twitch channel. This match: Orks vs. Chaos!

Please note, no points are listed and we will not post points limits until after release. Thanks!

First up, da Orks! This is a Kan Wall, with 3 detachments to get me those extra command points, a total of 6.

  • Detachments: 3
  • Command Points: 6
  • Faction keyword: Orks
Spearhead Detachment Command Points 1
Big Mek on Warbike HQ 1 KFF 1
Kombi Skorcha 1
Killa Kans Heavy 3 Rokkit Launchas 3
Killa Kans Heavy 3 Rokkit Launchas 3
Deff Dread Heavy 1 Dread Klaw (Pair) 1
Skorcha 2
Killa Kans Heavy 3 Rokkit Launchas 3
Spearhead Detachment Command Points 1
Big Mek HQ 1 KFF 1
Deff Dread Heavy 1 Dread Klaw (Pair) 1
Skorcha 2
Gorkanaut Heavy 1 Big Shoota 2
Rokkit Launchas 2
Skorcha 1
Killa Kans Heavy 3 Rokkit Launchas 3
Spearhead Detachment Command Points 1
Big Mek HQ 1 KFF 1
Deff Dread Heavy 1 Dread Klaw (Pair) 1
Skorcha 2
Big Gunz Heavy 3 Lobba 3
Grot Gunners 2
Big Gunz Heavy 3 Lobba 3
Grot Gunners 2

Next we have a Chaos army with the Battalion Detachment granting an additional 3 command points for a total of 6.

  • Detachments: 1
  • Command Points: 6
  • Faction keyword: Chaos
Unit # Weapons # Extra Kit
Abaddon the Despoiler 1
Daemon Prince 1 Malefic Talons x2 1 Slaanesh
Hearld Of Slaanesh 1
Khorne Berzerkers 8 Chainaxe 7 Icon of Wrath, Power Axe
Daemonettes 20
Chaos Cultists 10 Autogun
Chaos Cultists 10 Autogun
Helldrake 1 Baleflamer 1 Helldrake claws
Helldrake 1 Baleflamer 1 Helldrake claws
Landraider 1 Twin Heavy Bolter 1 Two Win Lascannons
Havocs 5 Auto Cannon x4 4
Havocs 5 Auto Cannon x4 4

Who do you think will come out on top?

author avatar
Reece Robbins President
Co-founder of Frontline Gaming, and creator of the ITC, Reece Robbins has been a pillar of the tabletop community for over two decades. From developing Blood Throne to launching industry-leading hobby products and major events like the LVO, his career is defined by innovation and a lifelong passion for gaming since the 80s. Today, he remains a very active community organizer and business leader dedicated to the growth of the hobby.

39 thoughts on “Tuesday Night Fight: Orks vs. Chaos”

      1. To me it is interesting in that:
        1) It features a lot of stuff that you never saw last edition. I liked autocannon havocs but they certainly weren’t top tier. And Abaddon, Berzekers, and Landraiders were almost never seen.
        2) At first glance it’s a very odd combination of units. Not much has innate bonuses or synergy with each other via auras or anything like that but at the same time you can kind of see how it has a decent mix of units that hit like a truck in melee with a smattering of ranged units and a few extra bodies for more board control.

        Will be interesting to see how it goes down.

      2. Just different, I guess! Doesn’t at face value look very powerful, but that’s the result of looking at it from the lense of 7th. I’m curious to see how it goes!

    1. I think the Heldrake is literally the coolest model in the game. He’s a huge demonic flying machine that intercepts and annihilates enemy aircraft/skimmers such as a massive bird of prey would.

      1. I actually thought the heldrakes were quite nerfed in this edition when I saw them, so I’m surprised to see two in the list… I own three so I would be more than happy to be wrong, they ARE very cool models!

        1. They’re definitely easier to kill with no flying bonuses. But their mobility is still amazing, the baleflamer is still solid and even better in some scenarios (which is good because the autocannon is useless), and they aren’t half-bad in close combat. They’re worth a try at least.

      1. Have you tried the old kan wall ala 5ed which had some boyz (cause you had to) or is this superior? Seems like with 8ed mission scoring and shenanigans some bodies would help…or does mixing unit types just dilute the strength of the list?

  1. Fun batrep guys. I do think we need an FAQ on Quicksilver Swiftness. The first sentence “always fights first” is really called into question by the second sentence. That sentence says that if the enemy 1) has units that charged OR 2) has a similar ability, then the player whose then it is picks a unit to fight first.

    To me, that second sentence exists because charging units fight first, and other units may have a similar ability. When you have two rules that contradict each other (like Lance and Quantum Shielding from 7th), GW’s answer is to let the active player decide which rule applies. In the case where a unit of Demonettes are charged, the two rules conflict and the second sentence states that the charging player could choose to have its unit fight first. In the case where the enemy has say 3 units charge, it could pick one, then Demonettes swing, then the other 2 chargers swing, then active player picks an existing combat. If the rules writers really intended “always” to mean “always unless another unit has the same ability” they would have written it that way, but they didn’t. The clause regarding charging units exists, so I don’t think we can just ignore it.

    1. All good points but from our unique perspective I can say that I am like 99% certain that the intent is for them to swing before charging units but not before other units with a similar rule.

      I can check though.

    2. I really don’t understand why this is so confusing. There are tons of the things in the main rules that are “always” that get overruled by more specific rules. Units that advance “can’t” shoot or charge, units that fall back “can’t” shoot or charge, you “must” subtract 1 from your to hit roll for Heavy weapons after moving. All three rules are absolute in their wording, but all three have multiple units that can break them.

      In the case of Quicksilver Swiftness, units always get to attack first but because there are other rules allowing the same thing (including having charged) GW kindly specified in the rule that if this is the case you should alternate these special case units starting with the person whose turn it is.

      Granted Reece might know that GW’s intent was different than that, but the rule is clearly written to say otherwise IMO.

    3. To me the interpretation is fairly clear from reading the quicksilver quickness rule since it calls out how it works pretty clearly.

      A distilled version: Generally you alternate in the fight phase with the player whose turn it is activating a un first.
      However, several rules call out that certain units “always attack first.” The most basic of these is any unit that charges but other rules like Quicksilver quickness can grant the same type of bonus.
      So a fight phase would start by alternating any “always goes first” attacks (starting with the player whose turn it is) and then you would do the rest of the combats, again starting with the player whose turn it is.

  2. I sent you guys an email to let you know too but after I watched your Tuesday night
    Fight when I got home from work I was reading the Rulebook and realized you guys aren’t doing Deployment maps the way the rules are written. This is the quote from the Rulebook

    “When playing matched play missions, you must randomly select one of these deployment maps. To do so, one of the players simply rolls a D6 – you then use the deployment map that corresponds to the result. The mission will typically say which player makes this roll – if not, it is made by the youngest player.”

    The missions themselves say that the player that placed the last objective then determines the deployment map. Meaning that the last person to place an objective is the player to roll the dice that decides the deployment map. That player then chooses which deployment zone on the map they want for themselves.

  3. i doubt you will ever see a competitive ork play that list, 8th edition seems like the edition of “mass cheap infantry” and orks have them
    about helldrake…. with 30″ movement he can engage in melee at 1st turn, that’s why is worth to use still.

  4. i could say the match was interesting, i dont know if can be worth have another unit of demonettes and take out a helldrake and of course 10 cultists, or some termies.

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