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Made in us
Screamin' Stormboy




I-D-A-H-O

My fourlet of battle buddies are Tau, Necron, and Space Wolves.
Total friendly play - as friendly as anyone can be with Necrons.
I want to design a list that is not specialized for any one particular army.

Battlewagon: Boarding Plank, Grot Riggers, Red Paint Job, Reinforced Ram, Rokkits x4, Zzap Gun.
Painboy: Warlord, Bosspole
Tankbustas: x14 with BP Nob

Battlewagon: 'Ard Case, Grot Riggers, Red Paint Job, Reinforced Ram, Rokkits x4, Zzap Gun.
Painboy: Bosspole
Burna Boyz: x12 with Meks x2 each with KMB

Trukk: Boarding Plank, Red Paint Job, Reinforced Ram, Rokkit Launcha
Boyz: Slugga/Choppa x11 with PK BP Nob

Trukk: Boarding Plank, Red Paint Job, Reinforced Ram, Rokkit Launcha
Boyz: Slugga/Choppa x11 with PK BP Nob

Deffkopta with TL Rokkit (unit of 1)

Deffkopta with TL Rokkit (unit of 1)

Deffkopta with TL Rokkit (unit of 1)

Mek Gunz:
Traktor x2
Lobba x2
Zzap x1
Max Ammo Runts (5) & Extra Grots (10)

Lootas instead of Mek Gunz?
Too many Burna Boyz?
Too many Tankbustas?
I don't own any MANz, so that isn't on the menu.
I do have Buggies that I could use in addition or in the alternative to Deffkoptas.


Esq. 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

 bigdark wrote:
My fourlet of battle buddies are Tau, Necron, and Space Wolves.
Total friendly play - as friendly as anyone can be with Necrons.
I want to design a list that is not specialized for any one particular army.
Hi! As you play orks you instantly count as "Total friendly play," regardless of how powerful you make your army. I see you know about taking 3 individual Deffkoptas, so you DO want to win. Tau are a top tier army typically. To business:
 bigdark wrote:
Too many Tankbustas?
Battlewagon: Boarding Plank, Grot Riggers, Red Paint Job, Reinforced Ram, Rokkits x4, Zzap Gun.
Painboy: Warlord, Bosspole + Tankbustas: x14 with BP Nob
-- Tankbusters are designed to shoot. As the Red PJ only affects the vechile when it goes flat out, remove it and save 5 points. If you go flat out, you can't shoot.
-- Further to this: Tankbusters aren't assult units (unless they're assulting a tanl) so the battlewagon doesn't need a Boarding Plank. Save more points there.
-- The Zzap gun is one of the worst guns in the game. Only the Bubblechucker is worse IMO. Remove it. I like the gun wagon stragety, so replace it with a Kannon for the same points. Your entire vechile is shooting at AP3 anyway, the Kannon will just add a bit more Ooomph! and will be alot more reliable, yet friendly.
-- The only reason to take the boss nob is to have the character available when you roll on the Mob table. You already have the painboy for that. Take a 15th tankbuster and save points.
-- You could even add Mini Meks to this wagon to have a 16th Rokkiteer. Yes he won't have the Tankhunter rule, but it's another Rokkit, giving you 21 total (15+1+4+Kannon)
-- Typically Grot riggers aren't required, if something is going to damage you, expect it to kill you (unless your a stompa or Morkinaught) but in this case I'd say take them. You'll get vechile repaired from the Mek's onboard too, which might help things out.
 bigdark wrote:
Too many Burna Boyz? Burna Boyz: x12 with Meks x2 each with KMB

-- I don't see what your Burnaz are hiding in, so I would say yes. They're too expensive and outclassed by Tankbusters and Lootas. If you wish to take them, I've seen people take the min amount with as many Burna Meks as possible, and then hide them in Stompas for lots of repairing. And yes, that stragety is still classed as "Friendly" since the Stompa is probably the "fairest" Superheavy there is, compared to the other monstrosities out there. Personally, I would ditch the Burnas. They're only really good against other horde armies, which you won't really be playing against too much.
 bigdark wrote:
Trukk: Boarding Plank, Red Paint Job, Reinforced Ram, Rokkit Launcha
Boyz: Slugga/Choppa x11 with PK BP Nob

-- Again, the Red PJ. Is 1 inch really worth 5 points?
-- Trukks explode, easily. It might be worth putting Eavy Armor on these boys to give them some really good power in CC and it'll allow them to survive the Strength 4 hit from the explosion and the following mob rule.

As for your Mek Gunz: here's your issue. Your original list has 2 battlewagons. That's 2/3 heavy support choices already. The Traktor Beam and the Lobba work very differnetly, so you'll be loosing out for their effectiveness. I would be tempted to say bring lobbas. You don't really have any strong anti CC HQ in your lists, you have pleanty of anti-vechile already with your Tankbusters. Lootas are REALLY nice, and considering your Mek Gunz are struggling to find space, it might be better to take 15 Lootas.

Question: how many buggies do you have? 1 deffkopta, 1 deffkopta and 5 Buggies might be funny.

This message was edited 1 time. Last update was at 2014/10/21 22:07:40


30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Screamin' Stormboy




I-D-A-H-O

That was incredibly helpful. Let me concoct a new army with your advice - I will very likely PM it to you.

I really do appreciate the thorough analysis.

Esq. 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

No problem, I like to help Orks win. Mork knows we need all the help we can get these days.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in us
Waaagh! Warbiker




Alaska

A nice combo you might want to look at is taking a unit of lootas in one of those wagons, and adding a mek or warboss with mega armor in with them, to give them relentless so that you can wheelie around and still spam at our amazing BS2. But, more importantly, it would let you shoot and then assault. Swap a loota for a mek with a killsaw, and boom, one nasty unit.

Boarding planks on trukks are cool, but mostly a waste of points. Since the trukk can pop so easily, that extra 15 points is usually wasted. On a battle wagon? Not as much.

This message was edited 1 time. Last update was at 2014/10/22 17:25:18


 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Yes the trukk will explode, but you'll still be granted the extra charge bonus on the following turn. I may need to re-read the rules, but im pretty sure that's how it works. They are key for Meganobz as they can't run, and require all the help they can get getting into CC.

Lootas are primarily a shooting unit and shouldn't be looking to get into combat. Their meks are designed so that if hey loose any guys and have a mob rule triggered, then at least they'll have the Mek to count as a Independant character for the table result.

You shouldn't be looking to get your lootas into CC unless your really desperate. Ontop of that, your opponent can just challenge your Mek. With the Killsaw your mek will go last and only having a 6+ armor save won't save it very easily. Expect Meks to die quickly, which is a 35(ish) point waste.

If you want a Mek, keep in mind that for each HQ you take, you'll get a MiniMek.

The other downside is that if you put them in a battlewagon and it explodes, which is still possible with it's poor side armor, then that's alot of points lost from the Strength 4 explosion and mob rule. This is one of the key reasons Painboys are so useful, unfortunately that would require 2 HQs in 1 Battlewagon with lootas, which limits the effectiveness of your army.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
 
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