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Made in pl
Regular Dakkanaut





+ HQ +

Painboy [Warbike]

Warboss [Bosspole, Gift: Da Lucky Stikk, Warbike, Warlord]
····Basic Ork Armour [Power Klaw, Slugga]

+ Troops +

Boyz
····Boss Nob [Bosspole, Power Klaw, Slugga]
····11x Boy [11x Slugga]
····Trukk [Big Shoota, Reinforced Ram]

Boyz
····Boss Nob [Bosspole, Power Klaw, Slugga]
····11x Boy [11x Slugga]
····Trukk [Big Shoota, Reinforced Ram]

Gretchin [10x Gretchin]
····Runtherd [Grabba stik]

+ Fast Attack +

Warbikers [14x Warbiker]
····Warbiker Nob [Bosspole, Power Klaw]

Warbikers [13x Warbiker]
····Warbiker Nob [Bosspole, Power Klaw]

+ Heavy Support +

Flash Gitz [4x Flash Git]
····Battlewagon [2x Big Shoota, Killkannon, Reinforced Ram]

Lootas [12x Loota]

Mek Gunz [5x Ammo Runt, 5x Kustom Mega-kannon w/ Grots]

++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) ++

+ Fortification +

Aegis Defense Line [Gun Emplacement with Quad-gun]

I found that my Speed Freak core lack some kind of shooting, so I add Shooty Battle Wagon with gitz (dunno whats better 5 of them or 10) and Battery of KMK. I also find out that i cant ignore fliers anymore. I used to use Biker nobz but after game vs GK when 10 termies killed 10 nobz (in game when I almost table them <!> left only termies, LR and flier) i promised to myself that i won't field them anymore.
I requier some criticism if any of dakka fellowers play something like that
   
Made in us
Dakka Veteran




Since you already have the third troops and second hq I would make that an allied force to get a 4th hs slot. With that lose the defense line and get some traktors, they wreck flyers like no other. 2 traktors + 1-2 kannons 3 runts will do fine.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

To me, I would ditch your Flashgits. As a heavy support option, they're on par with Killakans (which means they're rubbish). They're too expensive and don't have any good armor saves.

Also, you need to make sure that you have Rokkits on your trukks. Big Shootas are rubbish these days. I know that Slugga Boys really do well with Eavy Armor but you already don't have many models with your bikes.

I would defiantely keep your ADL Quad Gunning Grots. It's perfect for keeping your Trukks and Battlwagon save on the first turn. Bikes struggle with dual CADs because bikes are so expensive. The only way to get around it is either by running the Forge World biker boss (who makes them all troops and gives a unit scout) or by only having 1 squad of bikes and more 1 more group of troups.

The Quad Gun and 12 Lootas (15 would be nicer) should give you enough anti-air suppot without needing a Traktors. Traktors are only really useful against completely airborn armies, and even then they're not strong enough to take them out. To take the Traktors, you'll need to ditch something. The best thing to ditch would be your Flash Gits. But that would also mean loosing a battlewagon. Lootas are more versitile than either the Flash Gits or the Traktors (and cheaper) as they can AP4 both ground and air units.

A unit who excel FAR better than flashgits these days are Tankbusters. Do you have any? They work wonders in mobile lists like this. Either 6-7 inc a Nob + BP + 3 Bomb Squigs in a trukk or 15 inc a Nob + BP + 2 Mini Meks + Rokkits in that battlewagon. Load the battlewagon up with Rokkits too and you have a deadly unit there. You can rokkit one unit down to nothing with 17 Rokkits at AP3 Strength 8 hits (re-rolling damage hits against any vechiles) and then charging a different vechile to cover it with grenades. This option does benifit from a Painboy as no orks like explosion damage. If you can get a Painboy in there from a dual CAD, then you won't need your Nob + BP, as the Painboy gets a BP.

I'm not sure if you need 2 Slugga boy units in your list. Maybe change one of them to a Meganobz unit? Ork boys aren't good at holding objectives, so play to an orks strength and just slaughter people as much as possible.

As for the KMK. It's iffy. I love them, but they're short range (ish). Lobbas are, for their price at 18pts each, much better at anti-infantry. Downside is they lack the AP2. However you could argue that lobbas' longer range and barrage makes up for that.

With as many bikes as you have, watch out for terrain.

As you get 1 mek per HQ, i've put them with your Lootas and KMKs to illustrate that both these units are vaulnerable to the Mob Rule. The lootas can g2ground and they'll still need an independant character for the Mob rule, otherwise watch them run away.

I would have the below as a starting point, and experiement from there:
Spoiler:
HQ: Painboy + Warbike
HQ: Warboss + Warbike + PK + BP + Da Lucky Stikk (Warlord)
Fast: 15 Warbikers inc a Nob + BP + PK

Troops: 12 Slugga Boy inc a Nob + BP + PK... All inside: Trukk + Rokkit + Reinforced Ram

Troops: 10 Gretchin + Runtherd
Fort: Aegis Defense Line [Gun Emplacement with Quad-gun]
HS: 5 KMKs + 5x Ammo Runt + 10 gunners + Mek + Rokkit
HS: 15 Lootas + Mek + Rokkit

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 pl
Regular Dakkanaut





Thx for reply
Now time to put some conidtions:
- only one CAD
- mix ethernal and maelstorm mission

These days i don't have Tankbustaz boyz but there is no problem to convert some from big shootas boyz - i would just glue rokkitz And as you advice i can switch them with flash gitz.
One thing i want to experiment with is their random AP. I found that my army lack of AP2/1 in shooting. In my local meta are many players that like to field 3x WraithKnight (trololo - but it works) Being in combat with it take about 2 or 3 assault phases to take it down and my bikers are melting with each phase, not minding that my warboss is fragalie to instant Death (due to being in T5 unit -no invul and no fnp against that if not pass Look out, Sir!)So I thought Flashgitz suits here well (1/3 chance they will got Ap2)
About traktor kannonz - one with quad should be enough. Quad for make their flier jink in thier turn (interceptor) and traktor to take it down.
Now i think i got a good idea - put trukk behind Aegis to claim 4+cover first turn and also lootas behind it.
Lootas can g2g but pressure that make 2 units of bikers in first turn is so big that any player in my local just shoot to them leaving fragalie lootas alone.
Lobbas instead of KMK - need to check it by play tests. I found that i got serious problems with MC.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Mr.T wrote:
Now time to put some conidtions... - only one CAD

These days i don't have Tankbustaz boyz but there is no problem to convert some from big shootas boyz - i would just glue rokkitz ... I found that my army lack of AP2/1 in shooting... In my local meta are many players that like to field 3x WraithKnights (trololo - but it works)...

About traktor kannonz - one with quad should be enough... Lobbas instead of KMK - need to check it by play tests. I found that i got serious problems with MC.

1 CAD sucks. But you can get around that with some formations, if you're allowed to take them?

It seems that most people are leaving Traktor Kannons at home these days in the Tournament scene, they're great but situational. And that's the key. Orks can't really afford to have something which is situational.

If your meta is one where people are playing with multiple MCs, I would suggest keeping the KMK. What armor save do Wraithknights and Riptides have? If they only have a 3+ then Rokkits are your best bet. A full squad of them (15-17 with meks) will be able to rip through Riptides. I find they're fantastically versitile units as their rockets can be used against standard SMs armor.

If something is too scary to deal with in CC, shoot it. You might also want to think about Smasha Guns. They are surprisingly interesting guns. Field them and shoot them as though you'll get the worst possible roll of a Strength 5 AP1 gun with a single re-roll. As you roll for their strength all together rather than seperately, you're average is an AP1 Strength 7, 5 hits at BS3. The semi-twinlinked BS3 is awesome.

Otherwise, play to the orks strength and hope the dice gods hate your foe. With 2 large units of bikers, your looking to shoot out:
(15+14 + 2) x3 BS2 shots. meaning on average you'll have 31 strength 5 AP5 shots hitting.
62 misses with BS2 Twinlinked: 20 mote hits. Average of 51 shots. Strength 5 on (they're toughness 8?), this is where i need my book... how many wounds can you cause?

They'll be able to get their armor save, sure. But if they charge you (rely on that) you DO get to overwatch and re-roll.

AND with your Lootas. 15 shoots, average of 2 shots each, BS2 = 10 strength 7 AP4 shots hitting. Easier to wound.

AND FINALLY: 17 Rokkits (15 Tankbusters, 2 Meks) = BS2, Strength 8, AP3. 5 hits. Easy wounds. If they have a 3+ armor save, they'll have to rely on their invulnerable save.

And that's the key. Most armies struggle with invulnerable saves. As an ork player, you don't have to, because most of your ranged attacks have pretty rubbish AP. Instead we overwhelm them with the number of shots. Aim High AP weapons at things without Invulnerable saves, as we only tend to get 1 shot with an AP1,2,3 weapon. For that to to be saved by a 4+ invulnerable save is quite depressing.

Use Tankbusters as anti-flying. The snap firing wont matter too much but most fliers are only AP12 which'll help you down them because you can re-roll your rokkit wounds on vechiles.

The mentality of Orks. If he scares us face to face. Shoot it in the face. If their shooting scares us, get in their face.

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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