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![[Post New]](/s/i/i.gif) 2008/02/13 14:11:24
Subject: Da Voodoo Boyz (Multiple Lists)
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Krazed Killa Kan
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I'm posting this partly for my own reference, partly for comment, and partly for other peoples reference since after I wrote up the Ork Takktica I've been getting a lot of PM's from people about what I run or what I can recommend they run. So since the lists are mainly for other peoples reference, if you see something very stupid in these lists please feel free to rip them a new one. Now I go by two schools of thought on the new Ork Codex: Horde and Speedy. Personally, I see the Horde as the more competitive of the two schools, but both lists types are great, but for when I eventually get all my new models painted, it's the Horde that will be going to the tourneys with me. Da Voodoo Boyz Horde Rosta's! 1500 Points - Horde HQ Warboss - 150 Points Bike, Cybork Body, Power Klaw, Attack Squig Big Mek - 85 Points Kustom Force Field Elites 12 Lootas - 180 Points 12 Lootas - 180 Points Troops 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole 20 Ork Boyz - 170 Points Shootas, 2 Big Shootas, PK Nob w/ Bosspole Fast Attack 16 Storm Boyz - 232 Points PK Nob w/ Bosspole 122 Models
1750 Points - Horde HQ Warboss - 150 Points Bike, Cybork Body, Power Klaw, Attack Squig Big Mek - 95 Points Kustom Force Field, Cybork Body Elites 12 Lootas - 180 Points 12 Lootas - 180 Points Troops 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole Fast Attack 16 Storm Boyz - 232 Points PK Nob w/ Bosspole Deff Kopta - 70 Points TL Rokkit, Buzzsaw Deff Kopta - 45 Points TL Rokkit 138 Models
1850 Points - Horde HQ Warboss - 150 Points Bike, Cybork Body, Power Klaw, Attack Squig Big Mek - 95 Points Kustom Force Field, Cybork Body Elites 12 Lootas - 180 Points 12 Lootas - 180 Points Troops 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole 30 Ork Boyz - 250 Points Shootas, 3 Rokkit Launchas, PK Nob w/ Bosspole 30 Ork Boyz - 235 Points Shootas, 3 Big Shootas, PK Nob w/ Bosspole Fast Attack 16 Storm Boyz - 232 Points PK Nob w/ Bosspole 16 Storm Boyz - 232 Points PK Nob w/ Bosspole Deff Kopta - 45 Points TL Rokkit 149 Models
Them there are the Tourney lists folks, the bread and butter and the nastiest lists I think I can make for the Boyz to take on all comers. Now for fun, I like da Kult of Speed Da Voodoo Boyz Speedy Rosta's! 1500 Points - KoS HQ Warboss - 150 Points Bike, Cybork Body, Power Klaw, Attack Squig Troops 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram Fast Attack 16 Storm Boyz - 232 Points PK Nob w/ Bosspole Deff Kopta - 70 Points TL Rokkit, Buzzsaw Deff Kopta - 45 Points TL Rokkit Heavy Support BattleWagon - 190 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers, Reinforced Ram BattleWagon - 185 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers
1750 Points - KoS HQ Warboss - 150 Points Bike, Cybork Body, Power Klaw, Attack Squig Troops 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram Fast Attack 17 Storm Boyz - 244 Points PK Nob w/ Bosspole Heavy Support BattleWagon - 190 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers, Reinforced Ram BattleWagon - 190 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers, Reinforced Ram BattleWagon - 190 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers, Reinforced Ram
1850 Points - KoS HQ Warboss - 150 Points Bike, Cybork Body, Power Klaw, Attack Squig Troops 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram 12 Ork Boyz - 112 Points PK Nob w/ Bosspole --Trukk - 45 Points --Red Paint Job, Reinforced Ram Fast Attack 16 Storm Boyz - 232 Points PK Nob w/ Bosspole Deff Kopta - 70 Points TL Rokkit, Buzzsaw Deff Kopta - 45 Points TL Rokkit Heavy Support BattleWagon - 190 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers, Reinforced Ram BattleWagon - 190 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers, Reinforced Ram BattleWagon - 185 Points Killkannon, 'Ard Case, Armor Plates, Red Paint Job, Grot Riggers
And that's the end of what I plan on running for my 4th Ed Ork armies.
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This message was edited 1 time. Last update was at 2008/02/15 19:03:32
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![[Post New]](/s/i/i.gif) 2008/02/13 21:57:57
Subject: Re:Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
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Cool thanks for sharing Voodoo
I'm mostly in full agreement of your choices. I haven't played any games with the new orks yet so all my knowledge was generated in an armchair. But I do have some questions for you.
In the horde lists, I am wondering how useful the lone deffkoptas are. Also i am wondering if the single stormboyz are enough. I feel like I'd want at least two, but I think if you helped me understand the deffkoptas role in those lists, I might see why you only feel you need one stormboyz mob.
On your speedy lists. Finally i find another guy that doesn't think lootas are so good that they belong with the freaks. I totally agree with you on that, I love the rams on your trukks too. I have been between rokkits or rams for an upgrade to use if the trukk happens to survive and has dropped off his boys. Tank shock is so much more valuable than a single rokkit shot, but I hadn't seen anyone else going for it. Again I have the same question with the deffkoptas, but here I think I'd like to spam rokkit buggies instead of stormboyz. Have you had any games with the battlewagons? When I theory-hammer out my KoS lists, what I tend to fear more than power armor is skimmer spam. Things hiding from me in skimming transports. So I was thinking more on taking bikes to shoot at rear armor and taking buggies to try and take down hammerheads/devilfish and shake falcons. But I've got 0 playtesting games under my belt, so i will defer to anyone who has been playing with the new book.
thanks again for the lists... Great place for me to start as I rebuild my green machine...
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![[Post New]](/s/i/i.gif) 2008/02/13 22:17:57
Subject: Da Voodoo Boyz (Multiple Lists)
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Krazed Killa Kan
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Deff Koptas are there as something that hides till the end of the game and then zooms off to nab objectives.
They only come out to do the Scout Move if and only if, there are targets that make risking it worthwhile.
IE. They have good terrain placement and can threaten a turn 1 charge on say a unit of Broadsides/Crisis Suits/Stealths with relative safety if I don't get first turn.
Multiple units of Storm Boyz are great, but just a single unit is generally satisfactory most times. Otherwise you really cut into your number of foot mobz and you so want a lot of those.
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![[Post New]](/s/i/i.gif) 2008/02/14 07:17:01
Subject: Da Voodoo Boyz (Multiple Lists)
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Fixture of Dakka
.................................... Searching for Iscandar
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Well I don't think much of the takktika, and these lists are very bleh.
Sorry.
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![[Post New]](/s/i/i.gif) 2008/02/14 13:09:04
Subject: Da Voodoo Boyz (Multiple Lists)
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Krazed Killa Kan
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Stelek wrote:Well I don't think much of the takktika, and these lists are very bleh.
Sorry.
Little detail would be nice to know why, rather than a simple thread pooping.
If you don't think they'll work then please detail why. Keep in mind this is based on what I like to run for the KOS lists, but for 4th Ed and the Horde/Tourney lists, I'd sure love to hear what you would change.
Or do you mean "bleh" in that they'll work but are boring because they only use a few unit selections?
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![[Post New]](/s/i/i.gif) 2008/02/14 13:51:10
Subject: Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
Cherry Hill, NJ
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The lists that you posted are good solid static Ork Lists. They give you all that you need for a consistent Ork army. The problem with the Horde in general is that a good shooty General will be able to trim the fat where needed to keep you at bay until you are at a manageable size. The Plus to the Horde is that any assault based army will have issues getting through those many orks and will loose in a war of attrition. I can see Ork on Ork games with both sides played Hordes and the game not going any further than turn 4 (same goes for a gaunt horde).
The problem with the speed freaks list is that you are banking on the Battle Wagon shield to protect the trukks until they reach the enemy lines (as you know that didn't go so well in our last game) I would look to get another delivery method for your Trukks or atleast put more threats on the table and make your opponent chose what to go after and when.
All in all they are solid lists (though I still think Horde is the way to go).
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![[Post New]](/s/i/i.gif) 2008/02/14 14:10:09
Subject: Da Voodoo Boyz (Multiple Lists)
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Krazed Killa Kan
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Negativemoney wrote:The lists that you posted are good solid static Ork Lists. They give you all that you need for a consistent Ork army. The problem with the Horde in general is that a good shooty General will be able to trim the fat where needed to keep you at bay until you are at a manageable size. The Plus to the Horde is that any assault based army will have issues getting through those many orks and will loose in a war of attrition. I can see Ork on Ork games with both sides played Hordes and the game not going any further than turn 4 (same goes for a gaunt horde).
The problem with the speed freaks list is that you are banking on the Battle Wagon shield to protect the trukks until they reach the enemy lines (as you know that didn't go so well in our last game) I would look to get another delivery method for your Trukks or atleast put more threats on the table and make your opponent chose what to go after and when.
All in all they are solid lists (though I still think Horde is the way to go).
Oh no question that the Horde is the stronger list.
The KOS relies on Terrain more than anything, and failing that, first turn. Without either of those two things, it'll fall apart no question as our last game showed. I think it will be a LOT harder to pull that off if/when the Marines get a DA style nerf.
In 5th, Templates get a lot better at killing the horde, and the KoS lists could do with a Big Mek w/ KFF riding in a middle battlewagon to give them a 5+ Cover save all game, and with AV14 being so amazingly good, in 5th I think KoS starts to look a LOT more promising.
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![[Post New]](/s/i/i.gif) 2008/02/14 14:16:02
Subject: Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
Cherry Hill, NJ
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That might be true but just remember that while templates got better against infantry they also got better against open toped vehicles if I recall correctly. you will also be seeing a lot more missile squads out there.
Well I guess we will just wait and see.
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![[Post New]](/s/i/i.gif) 2008/02/14 14:25:46
Subject: Da Voodoo Boyz (Multiple Lists)
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Fixture of Dakka
.................................... Searching for Iscandar
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The horde has very serious issues with mobile armies.
You have bodies, but once they pop a hole in your battle lines they can sit back and whittle you down from a safe spot. It makes for a tedious game for both players.
Mobile orks need all 6 trukk boyz squads backed up by alot of fire support. Battlewagons, especially in 5th, don't fill this role unless you bring a ton of them. Meaning 5+.
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![[Post New]](/s/i/i.gif) 2008/02/14 15:05:40
Subject: Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
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Hmm. I've never played as new Orks, but I've played against them as Chaos (do we still have to call this "new" Chaos?) and Necrons.
I question all the shootas. Leaving aside the question of whether the PK nob is legal, I've noticed the lists around here evolving towards sluggas. In my experience the Orks are loathe to fire their shootas, lest they lose their charge by killing the only guys they can reach. Add the possibility of the Waaargh to this and I'm not convinced the shootas are the way to go.
My experience may be due to the armies I play though. In the case of the Necrons the Immortals are running away while shooting, which Marines et all may not be able to do as well, allowing shootas to be fired with more impunity. And Chaos, of course, steals charges with Lash, so the extra attack is valuable while the shootas go unused.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2008/02/14 23:13:03
Subject: Re:Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
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questioning the shootas is valid, but you have to also acknowledge that the orks as an army may be the most aggressive, but by no means are they the most "assault oriented" book. I would say that tyranids (stealer shock), blood angels, most certainly the demonic legions, black templorks, wych cult armies (are they any good?) would all be just as excited to get into CC as you will. All of those armies i listed have a higher initiative value than slugga boyz.
Without looking too deeply at it, it would see as though the option to thin out ultra-aggressive weaponless assaulters that 'beat' slugga boys, makes shootas a lot more tactically important than trading those 2 str 4 attackers for 1 str4 attack in an important assault. trukkers can pick who they want to fight, they can leave guns at home, but 3x30 orks on foot aren't going to be going anywhere, they will be assaulted by whomever wishes to go after them, and with a 12" pistol and half the shots, genestealer/demon/wych thinning becomes impossible.
As always i reserve the right to be totally wrong here...
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![[Post New]](/s/i/i.gif) 2008/02/15 12:32:09
Subject: Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
Cherry Hill, NJ
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No I think you have the gist of it Shep. While Orks might have a very low BS they make up for it in numbers. Shooty Orks have so much more of an advantage than Assaulty Orks. For one they can retain the benefits of their KFF (which is a must for a foot slogging army) as they march up the field unleashing 60 S4 Shots at a sing squad a turn. What is shootier than that? It will decimate Guard and thin out marines. Orks don't win with superior anything but numbers and sheer volume of attacks. But for that to work they need to be armed properly and given the proper support so they can completed their goal.
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![[Post New]](/s/i/i.gif) 2008/02/15 13:17:28
Subject: Da Voodoo Boyz (Multiple Lists)
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Krazed Killa Kan
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The reason I still think Shootas are going to continue to be "It" for the horde armies in 5th, and even now in 4th is because it really breaks down into two categories:
Things you can beat in assault through Numbers and the Hidden PK
Things you can't beat in assault.
Sluggas always must assault, always. There is almost no change in this, and their assault is better than the Shootas, it's not by that much.
Shootas give you the option for when you draw Necrons, to move as fast as you can and get them in assault, where you will win, or draw up against Genestealer Nids and shoot the hell out of them while backpedaling.
The end point of it is that from my experience in playing the new Orks I don't think there are units that Slugga Boyz will beat in assault that Shoota Boyz won't give you the same result.
And there certainly are a number of units that will rip you apart in assault that you need to shoot to beat. Hence the Shootas are better.
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![[Post New]](/s/i/i.gif) 2008/02/15 14:28:54
Subject: Da Voodoo Boyz (Multiple Lists)
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Longtime Dakkanaut
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You guys make a lot of sense, consider me a convert.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2008/02/15 18:10:32
Subject: Re:Da Voodoo Boyz (Multiple Lists)
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Ladies Love the Vibro-Cannon Operator
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I agree that the horde is more competitive.
Imagine a game between a KOS army and a horde army.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2008/02/15 18:54:10
Subject: Da Voodoo Boyz (Multiple Lists)
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Joined the Military for Authentic Experience
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I don't agree. I think it's competative, but KOS is better. Especially in a mirror match. KoS get's the drop on a big mob in close combat easily, and therefore has the higher I and S, gets to kill a whole bunch of orks before they get to swing back, and then win. It's dicey whether you will break them on the first turn, but more than likely by the second you've got it in the bag. Trukk mobs are much cheaper than foot mobs, so you can easily have six, and drop two on one mob of footsloggers in the oppurtunity presents itself. Lootas work much better on big mobs than trukk mobs too. My only real worry would be the Stormboys, which I can think of a few counters.
Note that I am not saying KOS would auto win, just that they have the tools to really kick some ass against Horde.
My other bone with Horde is that they take so bloody long to move and shoot every turn, and that you lose a lot of the initiative and flexibility. I've won games with KOS where I took only 13 causulties, that's going to be very hard to do with Horde.
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![[Post New]](/s/i/i.gif) 2008/02/15 19:02:48
Subject: Da Voodoo Boyz (Multiple Lists)
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Joined the Military for Authentic Experience
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Another point: With a horde you are going to be spread over a large area of the battlefield. It's relatively easy for the trukks to pounce on one side of your line, and be out of range of the majority of other units. Once they start rolling it up, they're going to take causulties, but that's where hitting the other side with something tough and killy (biker boss is alright for this if you keep him away from the PK) on the critical turn and keep the horde away until you are ready.
The stormboys are still a problem of course.
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![[Post New]](/s/i/i.gif) 2008/02/15 21:47:29
Subject: Da Voodoo Boyz (Multiple Lists)
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Dakka Veteran
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I question not taking 1 squad of lootas in place of 1 trukk or something. you have tons of assault.. having the lootas for me atleast is a distraction and decent anti light tank firepower. also great for shooting at big bugs before the trukks get popped.
better synergy than people give them credit for. so far unless I roll bad for # of shots they're nothing but golden. either thin down squads before my trukks close in, pop MC's or light tanks, or at the very least be a fire magnet which means my trukks aren't being shot at as much
3 battlewagons is burly though. I can't wait to get done with my other models so I can start on a few of these. people can't be expecting 3 pie plates from an ork army like that
NaZ
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![[Post New]](/s/i/i.gif) 2008/02/16 03:46:08
Subject: Da Voodoo Boyz (Multiple Lists)
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Krazed Killa Kan
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The KoS list is certainly the answer to the Horde Ork army though.
In that matchup, the KoS wins fairly easily.
In general though, the Horde is the way to go, though in 5th KoS just gets so much better.
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