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Made in gb
Stealthy Space Wolves Scout






Before I start I know this belongs in the army list section.. but nobody ever replies in that section of the forum's!

My list so far is...* 

warboss in mega armour power claw plus*da*finkin cap* 
Pain boy* 
3 mega nobz (1 with killsaws, 2 kombi scorchas)* 
All in a trukk.* 

11 boyz, plus nob upgrade in a trukk* 
11 boyz, plus nob upgrade in a trukk* 
11 boyz, plus nob upgrade in a trukk* 
11 boyz, plus nob upgrade in a trukk* 

Morkanaut, grot riggers and kustom Force Field.* 

Battlewagon, 19 ork boyz, with nob upgrade.* 

Blitza Bommer* 

1 Mek Gun - Kustom Mega Kannon* 

1 Mek Gun - Smasha Gun* 

I quite like my list... I'm going for a trukk rush list backed up by some heavy shooting. I still don't know whether to make a couple of the trukks shoota boys yet. 

My question is... since the new change to the mob rules, will I struggle with my trukk boys only being units of 12? Could I ditch two lots of the trukk boys and have something with a little more umph? 

Any Input is appreciated 

This message was edited 1 time. Last update was at 2014/10/25 05:24:14


 
   
Made in us
Grovelin' Grot Rigger




Fargo

You could always use a battlewagon instead. Unit capacity for them is 20 models so that's double the boyz. Wagon will take more abuse as well.
   
Made in us
Bonkers Buggy Driver with Rockets





Get rid of the Riggers on the morkanaught and replace them with a unit of lootas or burnas with three meks

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in gb
Stealthy Space Wolves Scout






I didn't think riggers were that expensive :/ should I keep the KFF?
   
Made in be
Flashy Flashgitz




Antwerp

 Andy140491 wrote:
I didn't think riggers were that expensive :/ should I keep the KFF?


They aren't, he's saying you should make room for a 'mek workshop' in the 'naut. A mek workshop is a minimum sized unit of lootas or burnas with 3 models exchanged for meks. This setup gives you 3 repair rolls per shooting phase, which is pretty awesome. More expensive than riggers, but also better.

I'd keep the KFF, it's the only reason to take the Morkanaut. The mek workshop setup is good, but expensive points-wise. I'd only recommend it if you want to keep the 'naut alive all through the battle either because you like him so much or because he's so important to one of your plans. Otherwise, keep him 'cheap' and just use the KFF to cover as many of the trukks and the wagon on turn 1 as possible.

It seems like a fun list to me. If you have some models you can use to proxy, give it a try to see if you like it!

One thing though, you can't take a power klaw after taking mega-armor. Mega-armor already gets you a power klaw and a TL shoota, but you have no melee weapon to exchange for another PK afterwards. So sadly no dual PKs on bosses.

Krush, stomp, kill! 
   
Made in gb
Stealthy Space Wolves Scout






Ahhhh I see. So you can't have riggers and meks? I only want it alive because of the fact it would be a big fire magnet and it looks awesome!

It wasn't the fact I won't have the models, I'll be buying the list this coming Wednesday close on £500 :/ I was more worried how the mob rule effects trukk boys :/

Yeah sorry I should have just stated he was in mega armour, that's what I meant my first games against space marines and guard with IK :/
   
Made in be
Flashy Flashgitz




Antwerp

 Andy140491 wrote:
Ahhhh I see. So you can't have riggers and meks? I only want it alive because of the fact it would be a big fire magnet and it looks awesome!

It wasn't the fact I won't have the models, I'll be buying the list this coming Wednesday close on £500 :/ I was more worried how the mob rule effects trukk boys :/

Yeah sorry I should have just stated he was in mega armour, that's what I meant my first games against space marines and guard with IK :/


You can stack riggers and the meks, but it's a lot of points. Then again, that's 4 5+ rolls each turn to get HP back, so it might be worth it. It's definitely going to attract a lot of firepower and I can only agree that it looks Gorkdamned awesome!

Well, mob rule is interesting right now. It's definitely an issue for trukk boys. If their ride gets blown up - and it most likely will - they'll suffer a bunch of hits from the explosion. If they lose enough boys in the explosion, they have to test for morale, which will trigger mob rule. So you might lose more guys. And then you have to take a pinning check, which again triggers morale. If you've upset Gork and Mork somehow, there's a chance you'll lose your whole unit of trukk boys when their ride gets destroyed...

The above is why people generally recommend battlewagons these days. They're more durable than trukks, that much is for certain. Your guys can still get wiped out the same way, but wrecking a wagon is a lot more difficult than wrecking a trukk. Trukks are really great if you can flood the board with them, that way some of them might even survive after they go flat out turn 1!

The thing with mob rule is there's not much we can do about it. It's very random - you might take one hit, or six. But we don't have access to much Fearless in the codex, so you can't save more than one unit per army from Mob Rule. You just have to live with it and realize it's conditional Fearless. We get to go to ground and all the good stuff... But we might not be Fearless all the time. And it costs us boys to keep that effect. If you're really worried about it wrecking your list, I would suggest wagon rush instead of trukk rush. It'll make your army smaller, as the wagons are more expensive, but it might work better for you.

The IK shouldn't be that difficult to deal with since you're bringing meganobs. However, you will have to accept the fact that the meganob unit might as well be dead once they engage the IK. With Destroyer melee and Stomp, you're likely to lose the majority of the unit. You'll get to take out the IK, but it'll be a 'one-for-one'.

This message was edited 1 time. Last update was at 2014/10/25 08:38:13


Krush, stomp, kill! 
   
Made in ca
Been Around the Block




Canada

If you're going knight hunting, don't put your warlord in the MANz squad. They should be able to handle the knight and you don't need to throw away warlord.

Run the MANz barebones (skorchas aren't going to do anything against an IK) and put the megaboss and pain boy in a battlewagon with 16 boyz and a pk nob. Also lucky stikk is way better than the finkin cap.

I don't know how well a battery of one mek gun will perform and I'm not sure what role the blitza bomma fills in this list. The one use only thing seems like maybe you should swap it out for a unit of multiple Kustom Mega Kannon mek guns and fill out that back line a bit more.

All hail Krull and his glorious new regime!

-Sincerely, Little Girl 
   
Made in gb
Stealthy Space Wolves Scout






Well The blitza bomma was to come in turn two hopefully and mess the enemy lines up a little bit before the majority of my stuff assaults.

turn 1) move flat out into as much cover as possible. Mek Guns, including smasha gun takes pot shots, hopefully glance or pen a tank.

turn 2) trukks and battlewagon move up, blitza bomma comes in, bombs some shizz. most of my stuff should at least be within assault range. warboss WAAAAAAAAGHS to ensure maximum movement
   
Made in ca
Been Around the Block




Canada

For the cost of the blitza bomma you could run 3 or 4 KMK mek guns (depending on how many grotz you put on each) and shoot more blasts that are stronger starting from your first turn without relying on reserves rolls.

All hail Krull and his glorious new regime!

-Sincerely, Little Girl 
   
Made in us
Nasty Nob





United States

It's important to remember that bombs allocate wounds like barrage weapons. They have different targets

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in au
Missionary On A Mission




Australia

I wouldn't be using MANz to take on a Knight... It'll be insta-deathing your MANz with no saves before they even get to swing. Send your MANz to stomp on the soft targets like heavy weapon squads, objective holders or other plain troop choices.

Use Tankbustas against the Knight instead. Every Tankbusta model has a meltabomb, in addition to their rokkit launcher, which is much better than a powerklaw for killing vehicles. They're also significantly cheaper in points per model (and $$$ too, if you simply convert them from regular boyz. Just get some spare rocket/missile/mortar bitz and glue them on the ends of the boyz guns). 9 Tankbustas, a Nob and a Trukk is 170pts compared to 150pts for 3 MANz and a Trukk. Except the MANz can quite possibly be wiped before they even swing, since the Knight has 3 attacks. If they all hit, your only hope is the Knight player rolls a 1 to wound. The Tankbustas would still have 7 Meltabombs left to throw around.


 
   
 
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