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![[Post New]](/s/i/i.gif) 2011/02/21 22:46:26
Subject: 2k Ork Kan Wall
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Flashy Flashgitz
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HQ:
2x Big Mek, KFF
Elites:
3x 14x Loota
Troops:
2x 20x Shoota Boyz, 2x Big Shoota, Nob, PK, BP
2x 10x Grotz, Runtherder
2x Deff Dread, 2x Rokkits
Heavy:
3x 3x Killa Kan, 3x Rokkit
Fast Attack:
2x Deffkopta, TL Rokktis, Buzzsaw
Standard deployment is the Kans and Dreads up front, with the Boyz behind and the KFFs in the Boyz squads. The Lootas are in back, with the Grotz providing a screen on each side. Koptas will be at either end of the army or in reserve, depending on who's going first.
Lootas will target light vehicles (AV12-), infantry, or MC depending on threat priority. Kans, Dreads, Boyz will move up or turtle up depending on the mission, and the Koptas will do their tank hunting. The solid wall of walkers will be a tough nut for a melee heavy army to crack, and have enough saves to take a considerable amount of firepowers. If an opponent doesn't have outflankers or deepstrikers, I don't expect them to be able to ever get my lootas into CC.
Against other armies:
I think I'll do well against most other melee armies. The biggest exception may be a true horde army, as I don't have the shear output of wounds those would typically require.
Shooty armies may be more problematic. I think I can take most marines shooty armies, but I'm not sure I would do well at all against an IG leafblower list.
AV14, like most ork armies, is problematic. I essentially have to depend on my walkers for str10 against Land Raiders and Monoliths.
I should do well against light armor mech lists, such as Dark Eldar, as I have a LOT of Str7 and Str8 ranged attacks.
One glaring weakness I've found that I could use help with is Spearhead/DoW Capture and Control. Because the opponent can put his objective so far away, and can tie up my entire line as I advance with his melee elements, I'm not sure I can reliably win these. I think my best plan may be to reserve the Koptas and use them to content their objective in the late game.
Any help or comments are appreciated.
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![[Post New]](/s/i/i.gif) 2011/02/21 23:42:14
Subject: 2k Ork Kan Wall
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Nasty Nob
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Snikrot could help out in those missions....
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2011/02/22 01:31:54
Subject: 2k Ork Kan Wall
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Possessed Khorne Marine Covered in Spikes
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Seems pretty solid-As a wall should be  ... MOVING ON.
I personally would drop those Grotz, a deffkopta and some lootas for more boyz. IMO that would not only be more effective, it would deal with other horde armies better, and most importantly would be a seemingly insane thing to do. Typical Ork.
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Sternguard never die
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![[Post New]](/s/i/i.gif) 2011/02/22 02:55:42
Subject: Re:2k Ork Kan Wall
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Calm Celestian
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I second the motion for more boyz, MANY more boyz.
Frankly, I would take the points out of the Lootas first.
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The Little Sisters of the Apocalypse in the Triple EX! Road Show
The 10K Waagh!
Iron Warriors Local 631: Khorne-forsaken CSM
The Tallarn 2nd (Hand): "Towel Heads" to you! |
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![[Post New]](/s/i/i.gif) 2011/02/22 14:14:54
Subject: 2k Ork Kan Wall
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Krazed Killa Kan
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I'm inclined to agree with the rest. i would also give your dreds scorchas. Rokkits are not gonna hit very often if ever. Might as well stick with the 100% flame hit%
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This message was edited 1 time. Last update was at 2011/02/22 14:15:11
2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2011/02/22 15:30:42
Subject: 2k Ork Kan Wall
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Flashy Flashgitz
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I'm not trying to run a traditional Kan Wall with lots of shoota boyz hiding behind Kans. I'm more running a dread spam list with fire support.
I've tried running Snikrot before, but I find his unit to be a lot of points for what is effectively a suicide unit. He and his Kommandos will cost as much as one of the Loota units, and in general will have a lot less killing power.
Last weekend I played in a tournament and had the dreads set up as Skorcha + DCCW. Out of 3 games, not once did I fire the Skorcha. Most armies are too mobile for me to see getting more than one shot out of them.
I also like keeping the Rokkits because they synergize well with the Kan Rokkits. Orks don't shoot well, period, and this is overcome simply by volume of fire. More Rokkits support this volume of fire approach.
I'm not closed to changing my list. Quiet the opposite, I wouldn't be posting here if I was unwilling to do so. But looking at the overall tactics of the army, how would the proposed changes work to increase it's effectiveness?
For example, if I dropped a mob of 14 lootas, I could upgrade one of the Grot mobs to another Boys mob as well as add a couple of members to each of the other mobs. However, I don't find Str 4 guns to fit well with the current meta of light vehicle spam. So how would more shootas increase the effectiveness of my army to balance out the loss of effectiveness from the lootas?
I personally feel that Point for Point, there isn't anything better than a Loota or a Kan.
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![[Post New]](/s/i/i.gif) 2011/02/22 15:34:22
Subject: 2k Ork Kan Wall
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Tower of Power
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Not enough Boyz. You've invested too many points into Lootas, those Lootas are costing 630 points over a quarter of your army. You only need to roll a single 5+ or 6+ to take out a vehicle, not 10
Reduce the Lootas get more Boyz, take a single unit of 15 Grots and add skorchas onto the Deff Dreads and you're sorted.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
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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) 2011/02/22 22:28:14
Subject: 2k Ork Kan Wall
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Calm Celestian
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Heffling wrote:I'm not trying to run a traditional Kan Wall with lots of shoota boyz hiding behind Kans. I'm more running a dread spam list with fire support.
I've tried running Snikrot before, but I find his unit to be a lot of points for what is effectively a suicide unit. He and his Kommandos will cost as much as one of the Loota units, and in general will have a lot less killing power.
Last weekend I played in a tournament and had the dreads set up as Skorcha + DCCW. Out of 3 games, not once did I fire the Skorcha. Most armies are too mobile for me to see getting more than one shot out of them.
I also like keeping the Rokkits because they synergize well with the Kan Rokkits. Orks don't shoot well, period, and this is overcome simply by volume of fire. More Rokkits support this volume of fire approach.
I'm not closed to changing my list. Quiet the opposite, I wouldn't be posting here if I was unwilling to do so. But looking at the overall tactics of the army, how would the proposed changes work to increase it's effectiveness?
For example, if I dropped a mob of 14 lootas, I could upgrade one of the Grot mobs to another Boys mob as well as add a couple of members to each of the other mobs. However, I don't find Str 4 guns to fit well with the current meta of light vehicle spam. So how would more shootas increase the effectiveness of my army to balance out the loss of effectiveness from the lootas?
I personally feel that Point for Point, there isn't anything better than a Loota or a Kan.
It sounds to me like you need to get IA8.
I would still recommend smaller squads of Lootas and more boyz.
More boyz will allow you to achieve better results in objective missions. You can't count on Grots to hold anything. Squads of 20 boyz can vanish pretty quickly.
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The Little Sisters of the Apocalypse in the Triple EX! Road Show
The 10K Waagh!
Iron Warriors Local 631: Khorne-forsaken CSM
The Tallarn 2nd (Hand): "Towel Heads" to you! |
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![[Post New]](/s/i/i.gif) 2011/02/23 19:26:08
Subject: 2k Ork Kan Wall
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Flashy Flashgitz
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So, math-hammer on 14 loota boys shooting at a Rhino, Str 7 vs AV11
1d3 shots, average 2 shots per boy.
BS2, so only 1/3 shots hit.
Glance on a 4, Pen on a 5 and 6, so 1/6 to glance and 2/6 to Pen
Assume that immobilizing a Rhino is as good as destroying/wrecking, as I've taken out half of it's primary function (mobility, the other half is to protect the contents)
A glance would have a 1/6 chance of immobilizing, a pen would have a 3/6 chance of immobilizing or destroying.
Glance :14 * 2 * 1/3 * 1/6 * 1/6 = 7/27 chance
Pen: 14 * 2 * 1/3 * 2/6 * 3/6 = 42/27 chance
So, in total, I will have a 49/27 chance to get a result I want on average. Another way of looking at this is that I should on average get just under 2 immobilized, wrecked, or exploded.
However, if I assume I only rolled 1 shot then my chance to get a result I want becomes just under 1. And going against a Chimera (AV12), my odds drop also.
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