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Made in us
Flashy Flashgitz




Clarksville, TN

Upcoming Tournent at our FLGS.

Orks 1000 points

CAD

HQ
Warboss, PK, Free Shoota, BP 90 points (T1)
Warboss, PK, Free Shoota, BP 90 points (T2)
Mek 15 (KMK 1)
Mek 15 (KMK 2)

TROOP
30 Shoota Boyz, Nob, PK 245
30 Shoota Boyz, Nob, PK 245

HEAVY
5 Mek Gunz, KMK 150
5 Mek Gunz, KMK 150

Total 1000

The plan is set up my KMK on Deployment Objectives and Provide Long Range Support.
The troops will mob to mid field and Krump untl only Orks are left.

Tank Spam will be a minor problem unless I can roll Infiltrate on the Strategic Chart.
Drop pods I'll castle turn one and force them to attack my Shootas or spread out. Then I will play it normal.

Thoughts or Suggestions are welcome and appreciated.

:::BLAM::: Thinkin' Ain't Orky. Winnin' Is Orky!!!

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Waaagh! Warbiker




Alaska

What's the purpose of the meks in this list? You could drop them and a warboss to get two painbosses fir the list, adding some major survivability to the shoota squads.

Try breaking your mek guns into 3 units to distribute fire as you need it, and to make Them less savory targets.


   
Made in gb
Waaagh! Warbiker




Moray, Scotland

As your running 2 blobs of 30 boys, I would definately agree that a painboy is required. They will give that huge squad FnP. If you were to add the MiniMeks to the 30 FnP blob, and with Buzzsaws, then you would add some good power to your list.

Do you have any lobbas? Lobbas are on par if not better than Kustom Mega Kannons as they allow you to snipe HQ or other nasties. VERY effective and half the points of KMKs.

Otherwise, and as i don't know the rules of the tourny, you have zero anti-fliers. They will ruin your day, especially anything with a big template. 2 taktor kannons or some lootas are really useful in taking out fliers.

Your warboss NEEDS 'Eavy Armor. A 6+ save is going to be useless on your warboss. A bike would be better.

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
Slaanesh Chosen Marine Riding a Fiend



Maine

Sketchyfk wrote:
As your running 2 blobs of 30 boys, I would definately agree that a painboy is required. They will give that huge squad FnP. If you were to add the MiniMeks to the 30 FnP blob, and with Buzzsaws, then you would add some good power to your list.

Do you have any lobbas? Lobbas are on par if not better than Kustom Mega Kannons as they allow you to snipe HQ or other nasties. VERY effective and half the points of KMKs.

Otherwise, and as i don't know the rules of the tourny, you have zero anti-fliers. They will ruin your day, especially anything with a big template. 2 taktor kannons or some lootas are really useful in taking out fliers.

Your warboss NEEDS 'Eavy Armor. A 6+ save is going to be useless on your warboss. A bike would be better.


I agree with the Painboy. At least one of them would make one mob last a long time unless they somehow cram a lot of S8 templates on you. But I'd say keep the KMK over the lobbas. Simply because it can be anti tank as well as anti MEQ. S8 blasts are far better than S4 blasts, even if they ARE barrage. In a small point game, high armor becomes a real problem. If anything, I'd swap a couple KMKs out for a small battery of Lobbas, but keep a good amount of the cheap S8 spam.
   
Made in us
Flashy Flashgitz




Clarksville, TN

Thanks everyone,

The Meks are there to give my Mek Gunz a LD7 instead of 5. That is also why I am running 2 Gun units. I would run more, but Gretchin LD loves to break. Their real saving grace is that they have to lose 4 models to force a LD, but when it happens I would like for them to have a chance of sticking around.

I do have 4 Traktor Kannons, but have found that 1 or 2 games of the day they tend to snap fire for the entire game. If I had points for all 3 I would run them as well.

I had thought about running 2x5 Regular Kannons and 4 Traktor Kannons.

Side Note: Most of the flyers at our store are Anti-Vehicles so they kill 2-5 Orks per round.

Heavy Armor on a Warboss is a waste of points. He sits in the middle of 30 Boys the only time he sees combat is in a challenge and then they will be AP 2 or 3 and most barrage weapons ignore it as well.

Are you suggesting that I should swap my Warbosses for Pain Boyz? More Boy saves instead of Krumpin and LD9.

Thanks again,

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in ru
!!Goffik Rocker!!






I'd go with 5 lobbas, 3 + 2 KMK. Spread the gunz - they're durable enough on their own and will grab objectives for maelstorm or bauble wrap your boyz if the opponent is gona play offensively. Besides, the enemy can mitigate KMK blasts by spreading out. While multipple barrage will allow you to snipe out whatever you need and will genearlly cause more casualties vs infantry - even in 3+ armor.

Ammo runts for big gunz are mandatory. They'll not only help you with accuracy but also save from overheats. Overheats kill your gunners and you risk loosing the whole squad on a few unlucky 1-s otherwise.

Exchange a warboss for a painboss and attach meks to your blobs. Eating challenges will be much more important.

Try to avoid ld checks with your artillery alltogether. Stick the gun models in front. They don't count as casualties to test ld. So if you loose 2 grots, it's gona be a ld check. But if you loose any ammount of guns, no ld there. Read artillery rules.

Get rokkits for your boyz. They're alwayz helpful. And lobbas will be enough to eliminate the infantry threat allready. Might even want to make 1 squad sluggas to save points. But that's up to you.

This message was edited 3 times. Last update was at 2014/10/23 06:36:07


 
   
Made in us
Flashy Flashgitz




Clarksville, TN

Thanks Kooaei I have been cheating for 2 months now counting my Arty as models for LD. So I should hide behind them? What about some crew up front like 2 since that is less than 75%? Either way that frees up 30 points.

I don't see the rule for Overheat killing the crew. What page is it on? I read the entire Arty Page and Gets Hot Special Rule.

My Priority with my Arty is MC, Light then Heavy Vehicles and then Heavy Armor. Light Infantry is a last resort unless I am using them wrong.

I can make some cuts to add in Rokkits. my only thought is that if my Boyz are shooting vehicles with 3 Rokkits then only 1 will hit. Then depending on their Armor that might be 1 Glance or Pin either way the vehicle will still be there and I will have to charge it. Which is what I could have done for 15 points less. Or did I miss something?

What about dropping both Bosses and making my Boyz Dead Hard with Pain Boyz? I don't see a point in making 1 Mob better and leaving the other weaker. Then again if I did that I would lose 4 S10 AP2 Attacks for 3 Poison AP- Attacks. It doesn't look like a very good trade.

Thanks,

Hey GW: Why do Pain Boyz take up HQ Slots?

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Flashy Flashgitz




Clarksville, TN

The Mek Boyz are dropped. Freeing 30 points

1. I could drop the Shootas.
That would allow me to field 3 Traktor Kannons.

2. I could field 3 Rokkits in each Boyz Squad.

3. I could use 2 Relics such as Da Lucky Stikk, Shiny Shoota or Thinkin Kap.

4. Drop a Warboss, the Shootas and 1 BP.
Field a third 30 Slugga Squad and have the Warboss lead it.

5. Drop a Warboss and 5 KMK.
Field 12 War Bikers, Nob, PK, BP. 9 pts remaining.

6. Drop a Warboss and BP.
Field 4 Traktor Kannons.

7. Field 3 Kombi-Skorchas.

8. Keep it as it is and use the Meks to Accept Challenges.

The tournament is this Sunday. I need feedback fast.

Thanks in advance,
.


FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

I would say start with this bit:
Warboss + Eavy Armor + BP + PK + Finkin Kap (for the chance to roll Infultrate, 30 of them infultrating is awesome).
Painboy
1 Mek + Rokkit
30 Ork Slugga Boys + 3 Rokkits inc Nob + PK + Eavy Armor (does it get that seperately? I really need to start carrying my book with me....)

Slugga boys are designed for CC and with Infultrate, and at 1000pts, I wouldn't imagine your playing board to be that big. This should help. As you can't charge the turn you arrive in from reserves, Shoota boys might be more effective due to this worry. And, as you've advised, high power armor is scary at 1000pts. Staying back and shooting 60 shots is bound to kill something. You could infultrate the 2nd unit of 30 Sluggas next to them and have a pincer style attack. Either way, once your boys are in combat, your KMKs won't be able to hard whatever they're fighting, which might be a bad thing.

1. I could drop the Shootas.
That would allow me to field 3 Traktor Kannons.

2. I could field 3 Rokkits in each Boyz Squad.

3. I could use 2 Relics such as Da Lucky Stikk, Shiny Shoota or Thinkin Kap.
-- Ignore the Shiny Shoota. The "N" should be replaced with 2 "T"s.

4. Drop a Warboss, the Shootas and 1 BP.
Field a third 30 Slugga Squad and have the Warboss lead it.

5. Drop a Warboss and 5 KMK. Field 12 War Bikers, Nob, PK, BP. 9 pts remaining.
-- If you were to do this then I would highly recommend taking a Painboy on a Bike. Bikes are typically better in higher point games.

6. Drop a Warboss and BP. Field 4 Traktor Kannons.
-- Too many. in a 1500 pt game, 3 is enough. Remember you'd be snap firing on anything which isn't a Skimmer, Flier or Flying Monsterous Creature.

7. Field 3 Kombi-Skorchas.
-- Too expensive especially due to their limited use. Only really useful against other hordes.
8. Keep it as it is and use the Meks to Accept Challenges.


Automatically Appended Next Post:
What about this?
HQ: Warboss + Eavy Armor + PK + Finkin Kap 105
HQ: Painboy 50
Extra: Mek 15
Troops: 30 Shoota Boys + 2 Rokkits 220
Including a: Nob + PK+ BP 40
Troops: 30 Slugga Boys 180
Including a: Nob + PK + BP 40
Heavy: 5x KMK + 2 Gunners + 1 Ammo Runt (each) 195
Heavy: 3x Traktors + 1 Gunner + 1 Ammo Runt (each)
1 Kannon + 1 Gunner + 1 Ammo Runt 153
1 Kannon + 1 Gunner
Total: 998



Automatically Appended Next Post:
Btw, please tell us how you got on and who you had to face off agaist. It'll be good to see if we helped at all.

This message was edited 2 times. Last update was at 2014/11/14 12:36:46


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
Flashy Flashgitz




Clarksville, TN

Q1. Are you putting both characters in the Slugga Unit and if so doesn't that leave the second unit vulnerable? Does that do more than a second Warboss? (I own 2WB, 1PB, 1SAG)

Q2. Are the 3 Traktors, kannon and kannon one unit?
Side Note: I have 10 of 1 arty and 4 of the other.

Q3. What is the Mek for? (I own 4)

Last tournament I got lucky one game and infiltrated my entire Army against a tank army. I feel it was the only reason I won. It is dangerous to go for though, since most of the others are situational or enemy dependent.

Currently I am thinking about running 3 Rokkits per unit. Math hammer says that kills 1 MEQ before you charge.


FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Flashy Flashgitz




Clarksville, TN

Round 1: Ultra Marines Allied with Space Wolves. Drop Pods.

My opponent was either slow walking or had no sense of hurry rolling almost all of his Armor Saves individually. We also had a food drive and allowed rerolls for cans donated (5 for the entire day). My Warboss killed his Librarian Warlord 3 times which he spent cans on. Also he didn't tell me his Warlord had 3++ shield that wasn't modeled either. I gave him a list and told him that 2 of my models were carrying Rokkits instead of Big Shootas.

Any way, I lost in the last round because he killed one unit in the last round. I scored no game points. We only went 3 rounds and the fight above is pretty much all that happened.

We did run into a problem with Grav Guns targeting the Arty which as 10 Armor - and 5 Armor 3+ no one knew how his guns rolled for wounds against the situation. So we did it model by model and he had a Grav Generator giving him more rerolls.

Round 2: Grey Knights.

I killed his 2 troops and injured one of his Dread Knights, but didn't destroy him.

The other Knight walked through my Mek Gunz units and joined the other Knight to finish unit one.

My other unit stormed across the field and killed his 2nd unit then was finished off by his Storm Raven and his Knight after they Broke my 1st unit.

Total Wipe round 4 or 5. I did win Maelstrom, but lost everything else.

Round 3: Necrons

His Lord on a Chariot and Ravager (I think that is what they were called. They looked like large bugs with talons) tanked my Artillery until his Lord jumped my infantry and walked through my Arty just like the Dread Knight did in the last round.

The Ravagers and Scarabs charged my 2nd Troop. They held their ground and killed Scarabs until my 1st Troop could charge the Ravagers from behind and kill them.

His Flyers came in one at a time round 3 and 4. Both stayed on his side and dropped shooting troops. Unit 1 advanced to the middle to hold the King of the Hill and trade shots with the Troops. At the end there was a Warboss and a Rokkit left.

Unit 2 charged his Lord and tied him up, but my Warboss missed the fight due to my fear of Mind Scarabs making him Klaw himself, causing Instant Death.

I won due to holding objectives He could have tied me if he put one of his units 4 inches farther back, or even played the mission instead of trying to wipe me.

Had his Flyers came in on time it would have been a route.

Over All:

I was thoroughly disgusted with my Arty. They killed 2 Marines and 1 Devastator Centurian, 3 Grey Knights and 0 Necrons. Only 1 Arty Unit survived in the super slow boring game.

My Troops did as I expected. They slugged it out and came out on top except for the Librarian situation that I described above.

I was challenged out by both the Dread Knights and Necron Lord. I think the Meks might be worth it as sacrificial lambs.

This message was edited 2 times. Last update was at 2014/11/18 02:02:54


FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in ru
!!Goffik Rocker!!






Grav gunz wound on general armor save which is - for you. Means, they wound gunz on a 6 till there are more grots than guns.

Meks are almost always worth it. As i've written in the 1-st post.

If you feel there's nothing to kill with big gunz - screen your troops with them. Free cover save and a super-tough t7 3+ cheapo bauble wrap will force the mellee opponent to waste a turn on charging them. And you counter-charge with your blob afterwards.

This message was edited 2 times. Last update was at 2014/11/18 08:07:59


 
   
Made in us
Flashy Flashgitz




Clarksville, TN

For the Grav Guns, is there a page in a book that says that?

Because without it, they will argue against me again. I tried to say that it would work like multiple toughnesses. They didn't agree, yet couldn't prove theirs either.

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

No rule covers it.

Majority Armour, same as Majority Toughness is the way most people / tournaments play it, as it's closests to normal shooting rules.
   
Made in us
Flashy Flashgitz




Clarksville, TN

Which is what I argued, but couldn't find it in the book to back my argument.

This is the second edition with Grav Guns and they still haven't fixed it then?

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
 
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