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.