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![[Post New]](/s/i/i.gif) 2009/11/12 20:19:25
Subject: competitive mech orks 1750
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Regular Dakkanaut
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c&c welcome!
edited:
hq
1 Ghazghkull Thraka, ammo runt - 228
1 big mek, kff, 2xgrot oiler - 95
323
elites
15 kommandos
(2) burna
1 snikrot - 265
15 burnaboyz - 225 (big mek)
490
troops
18 slugga&choppa
(1) nob, power klaw - 143 (Ghazghkull Thraka)
20 slugga&choppa
(1) nob, power klaw - 155
12 slugga&choppa
(1) nob, power klaw
1 trukk, reinforced ram, boarding plank, red paint job - 157
12 slugga&choppa
(1) nob, power klaw
1 trukk, reinforced ram, boarding plank, red paint job - 157
612
heavy support
1 battlewagon, reinforced ram, big shoota, red paint job - 105 (burnaboyz/big mek)
1 battlewagon, reinforced ram, big shoota, boarding plank, red paint job - 110 (slugga&choppa/Ghazghkull Thraka)
1 battlewagon, reinforced ram, big shoota, boarding plank, red paint job - 110 (slugga&choppa)
325
1750
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This message was edited 4 times. Last update was at 2009/11/21 07:06:52
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![[Post New]](/s/i/i.gif) 2009/11/13 10:55:10
Subject: Re:competitive mech orks 1750
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Regular Dakkanaut
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perfect?
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This message was edited 1 time. Last update was at 2009/11/21 06:10:59
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![[Post New]](/s/i/i.gif) 2009/11/13 11:05:12
Subject: Re:competitive mech orks 1750
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Major
far away from Battle Creek, Michigan
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Mighty fine list. Good luck in the tournament.
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2009/11/13 12:45:42
Subject: competitive mech orks 1750
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Tower of Power
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You do know if someone pops ghazgkulls wagon then the entire unit have slow and purposeful because of ghazgkull?
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/11/13 12:48:14
Subject: competitive mech orks 1750
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Malicious Mandrake
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Looks very competetive, but a couple of things need to change. First off, you need extra armour on your wagons, as they need to keep moving. Secondly, try and take kannons on them, as the small blast is s4, therefore defensive, making it infinitely superior to the big shoota. Finally, consider some meks in the burnaboyz unit, as 12 flamer templates will immolate any target, 15 is simply overkill. Whilst normaly considered a noob choice, the 3 meks + bigmek means 4 repair rolls if the wagon is damaged + random kmb fun. Lastly, they come with the box.
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![[Post New]](/s/i/i.gif) 2009/11/14 10:28:05
Subject: Re:competitive mech orks 1750
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Regular Dakkanaut
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i think big shoota better for "weapon destroy" and i got problems get points to include armour plates. and i think i test 15 pure burnas. i dont like kmb tho, but thx for comments!
im not sure about boarding planks in trukks or battlewagons, any idea?
ps. do i need red paint job?
and mercer i know hole unit got slow if happens.
never tested ghazzy, might be cool to use him.
never tested kommandos also...
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![[Post New]](/s/i/i.gif) 2009/11/14 12:47:48
Subject: Re:competitive mech orks 1750
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Couple of notes for you:
1. By "slow," remember that Ghazghkull is 3D6 due to IC rules, not 2D6.
2. You're basically playing my mechanized Ork list. You have three battlewagons and two trukks; I tend to run 1-2 battlewagons and 3-4 trukks; There's not much than 18 boyz can do that 12 boyz can't, especially since they're really just a delivery system for the powerklaw.
3. I would encourage you to ignore the advice about meks with burnas. There is absolutely nothing wrong with 15 burna boyz, and everything right with 15 burna boyz.
4. You don't really need grot riggers, but its personal preference. Your big mek has mek's tools, and if you stick him into the center battlewagon, put a battlewagon on either side of him in base contact; his control radius extends to the hull of his battlewagon meaning that you could make repair attempts to any of them. Experiment as you will.
5. Red Paint: I take this as a staple of all my vehicles simply because it doesn't seem Orky if I don't. With Ghazghkull in your army, this will turn into personal experimentation. Your army on turn1 is going to move 12" forward. On turn2, Ghazghkull's Waaaugh! becomes available, and you can move another 12", deploy out 2", Waaaugh! an auto-six inches, assault 6" (or 3d6 for Ghazghkull). That's 26". Combined with your first move, you've covered 38" of the board. You have to decide if RPJ is worth it.
6. Boarding planks: I'd like to think you've been reading my threads elsewhere; these are the penultimate anti-tank in a mechanized ork list.
7. Lets save you 20 points: Take the bosspoles off of your nobs. You don't need them. I don't care if you're half-dumb and drool on yourself, if you made this army list, then you're tactically competent enough to know how to use this ork army list as a wrecking ball and smash it into enemy lines while on the Waaaugh! from Ghazghkull. You mentioned not having used Ghazghkull before....when you Waaaugh! with Ghazghkull, the entire army turns fearless for his turn and the following opponent turn. That is generally turn two or turn three. The entire battle is being determined this turn. After your Waaaugh! turn, the game is either a mop-up operation for you to hunt down the remnants of the enemy, or you blew your Waaaugh! and you're fighting to not lose. No matter what though, there are no leadership tests to be taken in here. You're fearless!
8. Don't worry about your vehicles being popped. A Lascannon shot has less than a 3% chance of doing anything meaningful to you. By the time you're in range for melta, you don't need your vehicles anymore; they're just a delivery system to put your army into the enemy lines. IE, don't worry about extra armor. Also don't worry about kannons at your point level; if you change out bosspoles for RPJ, you have enough points left over for a grot oiler I think, but not to put kannons on your vehicles. Those big shootas only really exist to soak up a weapon destroyed roll. Also, the kustom mega-blasta is really useless because of your ballistic skill. In fact, I'd encourage you to pretty much ignore everything that Warboss Gutrip wrote.
--------------------------------------------------------
Alright, there's my list critique. You've done very, very well and I hope you understand why this list is extremely powerful. Tactically, just remember to apply your whole army to one place and rip an enemy army in half. Also remember that Ghazghkull on the Waaaugh! has a 2+ invulnerable save on the Waaaugh! I break him away from his boyz regularly and send him charging alone against land raiders, dreadnoughts, terminator squads, monstrous creatures, avatars...if he can't kill what he's trying to kill in two rounds of combat with a 2+ invulnerable save and a total of 12 STR10 powerklaw attacks, I'll dump boyz or something else into the back of what he's fighting to end it.
Snikrot is great for dropping into tactical squads, heavy weapon squads, sniper squads, marine squads, anything that says Tau or IG, or mulching any non-land raider vehicles that have rear armor AV10. He's also very useful for making enemies not deploy on their back table edge so that your 38" possible movement over two turns will be enough to get to the enemy. Remember your 26" Waaaugh! turn move; its like the spanish inquisition...nobody expects Ghazghkull to cross 26" and be in their face in one turn.
Your burna boyz are great for drive by templating, and if you play tyranids, this is your best unit.  You can template genestealers to death, or you can assault monstrous creatures with all these power weapons. You can use these to kill the crap out of terminators too, but don't waste them on MEQs that strike at initiative order. TH/ SS termies....mulch them with these. 3+ invulnerable saves are nice, but a squad of terminators isn't going to stand up to 45 attacks, 22.5 hits, 11.25 wounds, and 5.6 failed saves on average. Bwah ha ha ha....just make sure you use them wisely.
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![[Post New]](/s/i/i.gif) 2009/11/14 13:27:19
Subject: Re:competitive mech orks 1750
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Regular Dakkanaut
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thx very much!!!  now my list is powerfixed
need put red on wagons and trukks, then ready!
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![[Post New]](/s/i/i.gif) 2009/11/14 13:34:18
Subject: Re:competitive mech orks 1750
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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I will tell you this:
That list is not only incredibly fun to play (because you don't need 45 minutes during every moving phase since you have less models), but is also extremely competitive. Then again, winning is fun. I'm sure most of the community will scoff at me saying this, and yes....I realize I'm a big fish in a small pond, but my mechanized assault orks led by Ghazghkull have won pretty much every game and every tournament I've been in for the last year. The orks are technically my wife's but I play them more often, and the last $3,000 to $4,000 worth of Ork stuff that we've acquired has been at the cost of $5 and $10 entry fees into tournaments.
I would put this list and my tactical skill up against anyone, including mechanized eldar and IG, and be willing to lay down money on the fight. That's how confident I am in mechanized orks.
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![[Post New]](/s/i/i.gif) 2009/11/14 16:31:47
Subject: competitive mech orks 1750
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Regular Dakkanaut
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Dashofpepper,
two fast questions in regards to burnas in a battle wagon.
First, do you need to lay down the burna template 15 separate times to see what you are covering? and from any angle you want off the side of the BW? Not sure how that works...
Second, you mentioned 45 attacks on the termies. Is that from inside the BW, or would this be a case where you want to dump the burners and get the PW attacks on a charge?
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![[Post New]](/s/i/i.gif) 2009/11/14 17:43:08
Subject: competitive mech orks 1750
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Savage Khorne Berserker Biker
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no you dont place the template 15 separate times, just once cover as much as you can multiply by 15 =)) oh yea its nasty. you can position the template from any part of the side of the vehicle, at any angel you choose to
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![[Post New]](/s/i/i.gif) 2009/11/14 23:52:26
Subject: competitive mech orks 1750
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Regular Dakkanaut
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Rock on..
If you are shooting at a unit adjacent to you and the template ends up touching, say, 3 or 4 models of the next unit over, then you hit both?
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![[Post New]](/s/i/i.gif) 2009/11/15 02:22:54
Subject: competitive mech orks 1750
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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jester1525 wrote:Rock on..
If you are shooting at a unit adjacent to you and the template ends up touching, say, 3 or 4 models of the next unit over, then you hit both?
Yes, that's correct. A favorite tactic is to tank-shock the battlewagon into a unit (or more if you can managed it) to group them up, then to drop 15 templates out the side of the wagon.  Against a 5 man terminator squad, that's 75 hits, and you'll average 37.5 wounds, of which they'll fail 6 on average. Personally, I would probably never waste the flamers to do so unless there was nothing else for them to do; there are so many better ways to deal with a 5 man terminator unit.
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![[Post New]](/s/i/i.gif) 2009/11/16 15:04:40
Subject: Re:competitive mech orks 1750
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Tower of Power
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Dashofpepper wrote:Couple of notes for you:
1. By "slow," remember that Ghazghkull is 3D6 due to IC rules, not 2D6.
Fair point Pepper, though remember, ghazgkull moves the same rate as the unit, which is 2d6. The 3d6 is for i.c's only and that benefit isn't passed.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/11/16 23:13:02
Subject: Re:competitive mech orks 1750
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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mercer wrote:Dashofpepper wrote:Couple of notes for you:
1. By "slow," remember that Ghazghkull is 3D6 due to IC rules, not 2D6.
Fair point Pepper, though remember, ghazgkull moves the same rate as the unit, which is 2d6. The 3d6 is for i.c's only and that benefit isn't passed.
Erm....if the unit is in difficult terrain, that's true. However, I think the point was that if Ghazghkull gets blown out of his vehicle he would have to slog it up to the enemy at 2d6. Ghazghkull will either move 3d6, or at the speed of the slowest model. So if Ghazzy and nobs are out in the open, they're all moving 3d6. If they're in cover, they're all moving 2d6. If Ghazghkull is in cover by himself, he moves 3d6.
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![[Post New]](/s/i/i.gif) 2009/11/17 13:21:54
Subject: competitive mech orks 1750
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Tower of Power
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Thats my point. If they're in difficult terrain they move 2D6, the entire unit. If they're in the open then the entire unit moves at 3D6.
So ghazgkull could possibly be slowing the unit down if the tank gets popped, depends on the 3d6 and makes no difference going through terrain.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/11/21 06:07:26
Subject: Re:competitive mech orks 1750
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Regular Dakkanaut
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i removed boarding plank from burnawagon, cos they got no power klaw and added +1 grot oiler to big mek, now got 2.
and added ammo runt to ghazzy.
i got this army ready but im quite busy with my kids. i try test it soon...
i like red paint on wagons and trukks
ps. and i dont post new lists anymore, maybe when i got new idea to test, but now i have kanwall and wagon army.
cya around!
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This message was edited 1 time. Last update was at 2009/11/21 07:07:27
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![[Post New]](/s/i/i.gif) 2009/11/21 11:52:22
Subject: Re:competitive mech orks 1750
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Crazed Savage Orc
K.C. Kansas
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What makes it a Mech list.
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![[Post New]](/s/i/i.gif) 2009/11/21 12:10:43
Subject: Re:competitive mech orks 1750
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Rotting Sorcerer of Nurgle
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Dashofpepper wrote:I will tell you this:
That list is not only incredibly fun to play (because you don't need 45 minutes during every moving phase since you have less models), but is also extremely competitive. Then again, winning is fun. I'm sure most of the community will scoff at me saying this, and yes....I realize I'm a big fish in a small pond, but my mechanized assault orks led by Ghazghkull have won pretty much every game and every tournament I've been in for the last year. The orks are technically my wife's but I play them more often, and the last $3,000 to $4,000 worth of Ork stuff that we've acquired has been at the cost of $5 and $10 entry fees into tournaments.
I would put this list and my tactical skill up against anyone, including mechanized eldar and IG, and be willing to lay down money on the fight. That's how confident I am in mechanized orks.
I reckon your dark eldar list would rip your orks a new one
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![[Post New]](/s/i/i.gif) 2009/11/21 13:33:54
Subject: Re:competitive mech orks 1750
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Regular Dakkanaut
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i have used 4 bws before and no kommandos, but now i wanna test kommandos, and i dont like nobz with different gear, too complicated to use, in my opinion then i use burnaz. i think this list is close mech type list. i got all models to this list and kan wall. i think kan wall is competitive but slow to play....
dash has good tips, you all should read his thoughts.
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![[Post New]](/s/i/i.gif) 2009/11/21 13:46:36
Subject: Re:competitive mech orks 1750
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Zid wrote:
I reckon your dark eldar list would rip your orks a new one 
Having played against that list a couple of times as Orks, I haven't lost yet, but its always REALLY close. Those games are why I started Dark Eldar in the first place; an Archon and Incubi retinue ate Ghazghkull and his nobs. Ghazghkull, 10 nobs (individually equipped), and Ghazghkull lost over the course of three turns.
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![[Post New]](/s/i/i.gif) 2009/11/21 16:03:58
Subject: Re:competitive mech orks 1750
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Water-Caste Negotiator
Mobile, AL. USA
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RocksOrks wrote:i removed boarding plank from burnawagon, cos they got no power klaw and added +1 grot oiler to big mek, now got 2.
and added ammo runt to ghazzy.
i got this army ready but im quite busy with my kids. i try test it soon...
i like red paint on wagons and trukks
ps. and i dont post new lists anymore, maybe when i got new idea to test, but now i have kanwall and wagon army.
cya around! 
::cough:: burnas that didn't shoot are power weapons in assault phase ::cough::
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![[Post New]](/s/i/i.gif) 2009/11/21 18:47:45
Subject: Re:competitive mech orks 1750
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Rotting Sorcerer of Nurgle
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Dashofpepper wrote:Zid wrote:
I reckon your dark eldar list would rip your orks a new one 
Having played against that list a couple of times as Orks, I haven't lost yet, but its always REALLY close. Those games are why I started Dark Eldar in the first place; an Archon and Incubi retinue ate Ghazghkull and his nobs. Ghazghkull, 10 nobs (individually equipped), and Ghazghkull lost over the course of three turns.
all you need to do is blow up the wagons and things quickly, then run on in with wyches/incubi. If I faced orks I'd take in 3 Homunculi with Destructors as well, AP D6 flamers rape!
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