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Made in us
Troubled By Non-Compliant Worlds





Fayetnam, NC

Greetings Gents,

Just got back into 40k after a four year hiatus, and have been playing in a local escalation league. We started at 600 points, and will be at 2200 points here in two weeks at the conclusion of the league. I'd appreciate some thoughts on my final list:

Warboss: 94pts
-Eavy armor
-eadwoppas killchoppa
-custom slugga

Pain Boy: 50 Pts
Pain Boy: 50 pts

21 Ork Slugga Boyz: 161 Pts
-Nob with PK

21 Ork Shoota Boyz: 181 Pts
-Nob with PK

21 Ork Shoota Boyz: 181 Pts
-Nob with PK

15 Tankbusta: 220 Pts
-Boss Nob
-3 Bomb squigs

10 Flash Gits: 220 Pts

10 Nobs: 310pts
-Waagh banner
-'eavy armor
-1 PK
-7 big choppas
-2 kombi Rokkits

1 Truck: 30pts

1 battlewagon: 135 pts
-Kannon
-3 Big Shootas

4 Wartrakks: 120 Pts
(Using grot tanks)

4 Wartrakks: 120 Pts
(Using grot tanks)

1 Gorkanaut: 265 Pts
-Grot Riggers

1 Blitza Bommer: 135 pts

3 Killa Kans: 150 Pts

TOTAL: 2202 Points
------------------------------------

Tactics/Strategy:
Three Big blocks of boyz lumbering forward, with the trukk set to sprint forward out of some cover and dump the flash gits off closer to the enemy. Nobz in the battlewagon looking for a spot to crush into the enemy line led by the warboss. Grot tanks use outflank, and the tankbustas look for some tougher nuts to crack. Everything else provides some variant of fire support.

I've found that letting the boyz get hit, then counterattacking with the nobz and/or flash gits has been pretty successful.

What are y'alls thoughts?

Night Lord XIII Company: 6,600 Points, 12W-4L
Skaven Cheese-stealer Renegade Cult: 2,000 points, 0-0
Warboss Spine Squisha's Ork Warband: 3,000 Points, 1W-3L
Carcharadons Astra: 2000 Points, 11-2
Drukhari: 1250 Points, 2-0
 
   
Made in us
Bonkers Buggy Driver with Rockets





Flash Gitz will die if you put them in the front as they have weak armor. Maybe give the Trukk a ram and zoom it into cover so that when it blows up or wrecks the flash Gitz are set in cover.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in ca
Ork Boy Hangin' off a Trukk






In my opinion having just one truck is a bad idea. Either take none, or take at least 4. It will get blown up on turn one, you can bet one that. Unless having that truck full of flash gits (with t shirt saves no less) blow up is an integral part of your overall strategy, I think you should reconsider your position.

I also can't help but notice you seem to be running the ork warband detachmen by having 3 HQs and 3 Troops. Don't. It's bad, and whoever designed it should feel bad. Not only is S3 hammer of wrath relatively feeble to begin with, its also extremely circumstantial. Its unreliable at best, and literally impossible to benefit from at worst.

If you want to run 3 HQs, take a fourth troop choice. ObSec is great for most armies and a magical boon for orks. Our troops are pretty tough if they're in cover and joined by a bad dok, so having blobs of super scoring boyz WILL win you games.

Having 15 tankbustas in one unit I think is unwise.
Tankbustas are great at their job (killing tanks and marines). All they have to do is hit and they basically have their kill. 5 boyz with meltabombs will murder any tank they touch, and a salvo of 3 squigs + 2 rockets should reliably glance down an AV12 or less if you'r not rolling ones all day. Their range is short-ish but can be mitigated by trucks. That fleet of trucks I was talking about earlier? This is a good place to put it in play.

Run 3 trucks of 5 naked tankbustas each, 3 bomb squigs per unit. Put rokkits on the trucks and maybe rams too if you're feeling mischievous. Don't bother with plates unless you have the points to spare. It doesn't matter as much for tankbustas as a ranged unit as it would for boyz. By all means get plates, but if you are struggling with the points dont bother.

Having this amount of crazy mobile, hard-hitting firepower lets you drop the kanz for the points, because unless you have had a lot of good luck with them, they're not that great unless spammed.

Just my two teef.

EDIT: and consider squeezing the points to turn the gorker into a morkanought with a KFF and just walk him with the boyz mobs to give them a juicy invuln in addition to the fnp.

This message was edited 1 time. Last update was at 2014/08/27 00:53:03


2016 Score: 7W; 0D; 2L 
   
Made in us
Troubled By Non-Compliant Worlds





Fayetnam, NC

Thanks for the input y'all.

Trukk: I've worked to start it outside of LOS, and sprint it forward in one move before it dies, just to give the gitz a boost up the field. Thinking about it, I'm tempted to put the gitz in the battlewagon, since it's open topped nature would allow them all to shoot.

What is ObSec? Not familiar with the term.

I stacked the 15 Tankbustas because 15 rockets seemed to be a pretty big deterrent, but splitting them into 3 teams of five makes sense too... And would allow them to split fire as needed.

I'm thinking about adding some gretchin too. Getting rid of the Kans seems to be a good idea. I kinda get the feeling that in mobs of three they're borderline useless.

Night Lord XIII Company: 6,600 Points, 12W-4L
Skaven Cheese-stealer Renegade Cult: 2,000 points, 0-0
Warboss Spine Squisha's Ork Warband: 3,000 Points, 1W-3L
Carcharadons Astra: 2000 Points, 11-2
Drukhari: 1250 Points, 2-0
 
   
Made in ca
Ork Boy Hangin' off a Trukk






ObSec is Objective Secured. It's the detachment bonus you get from using the normal FOC. Because everything scores this edition, ObSec makes your troop choices both scoring and denial units. That means the enemy can't contest an objective away from your blob if he isn't fighting you with troops, and that lone Boyz that survive their squads annihilation can dog pile themself onto an objective and steal it from your opponent if he isn't holding it with his Troops choices (because ObSec cancels each other out).

2016 Score: 7W; 0D; 2L 
   
 
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