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![[Post New]](/s/i/i.gif) 2008/02/18 04:58:56
Subject: Orks Kult of Speed (Hybrid) 2k
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Fixture of Dakka
.................................... Searching for Iscandar
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I've had pretty good success with this list.
Tactics at the bottom.
2000 Pts - Orks Roster
1 Big Mek @ 58 Pts
Choppa; Kustom Mega-Blasta; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Ammo Runt; Bosspole; Mek's Tools
1 Big Mek @ 58 Pts
Choppa; Kustom Mega-Blasta; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Ammo Runt; Bosspole; Mek's Tools
9 Lootas @ 135 Pts
Defffguns; Furious Charge; Mob Rule; Waaagh!
9 Lootas @ 135 Pts
Defffguns; Furious Charge; Mob Rule; Waaagh!
6 Lootas @ 135 Pts
Defffguns; Furious Charge; Mob Rule; Waaagh!
3 Mekboy @ [45] Pts
Kustom Mega-Blasta (x3); Furious Charge; Mob Rule; Waaagh!; Mek's Tools
11 Boyz @ 168 Pts
Rokkit Launcha (x1); Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [47] Pts
Power Klaw; Shoota; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole
1 Trukk @ [45] Pts
Rokkit Launcha; Reinforced Ram
11 Boyz @ 168 Pts
Rokkit Launcha (x1); Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [47] Pts
Power Klaw; Shoota; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole
1 Trukk @ [45] Pts
Rokkit Launcha; Reinforced Ram
11 Boyz @ 168 Pts
Rokkit Launcha (x1); Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [47] Pts
Power Klaw; Shoota; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole
1 Trukk @ [45] Pts
Rokkit Launcha; Reinforced Ram
11 Boyz @ 168 Pts
Rokkit Launcha (x1); Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [47] Pts
Power Klaw; Shoota; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole
1 Trukk @ [45] Pts
Rokkit Launcha; Reinforced Ram
11 Boyz @ 168 Pts
Rokkit Launcha (x1); Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [47] Pts
Power Klaw; Shoota; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole
1 Trukk @ [45] Pts
Rokkit Launcha; Reinforced Ram
11 Boyz @ 168 Pts
Rokkit Launcha (x1); Shoota; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [47] Pts
Power Klaw; Shoota; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Bosspole
1 Trukk @ [45] Pts
Rokkit Launcha; Reinforced Ram
1 Warbuggies @ 70 Pts
1 Warbuggy @ [35] Pts
Twin Linked Rokkit Launcha
1 Warbuggy @ [35] Pts
Twin Linked Rokkit Launcha
1 Warbuggies @ 70 Pts
1 Warbuggy @ [35] Pts
Twin Linked Rokkit Launcha
1 Warbuggy @ [35] Pts
Twin Linked Rokkit Launcha
1 Warbuggies @ 70 Pts
1 Warbuggy @ [35] Pts
Twin Linked Rokkit Launcha
1 Warbuggy @ [35] Pts
Twin Linked Rokkit Launcha
1 Kannon Battery @ 87 Pts
Kannon (x3); Ammo Runt (x3); Additional Gun Krew
6 Gretchin @ [18] Pts
6 Gretchin @ [0] Pts
1 Kannon Battery @ 87 Pts
Kannon (x3); Ammo Runt (x3); Additional Gun Krew
6 Gretchin @ [18] Pts
6 Gretchin @ [0] Pts
1 Kannon Battery @ 87 Pts
Kannon (x3); Ammo Runt (x3); Additional Gun Krew
6 Gretchin @ [18] Pts
6 Gretchin @ [0] Pts
Total Roster Cost: 2000
So, it's a hybrid. I like my Kannons too much, and my Lootas get me all excited.
Here's how it plays:
Setup the Kannon units in open areas of the board, usually 24" apart in the center 2' of board, and the 3rd wherever it won't get in the way. Often as not, I put it on a board edge to encourage refused flanks on that side--then setup my lootas fire arcs to give me clear lines of fire to the other side.
Then I setup the two loota units without mekboys in terrain on my side of the board. The big meks go with these units. The third unit deploys behind terrain or a kannon or a trukk, it'll hide until I want to move it into firing position.
The warbuggies and the trukks sit out in the open, with the order being warbuggies then trukks then trukk boyz. Where I can, I'll hide trukks behind terrain or behind my kannons (for the hope of a 4+ obscure). If I'm facing a shooty army, scratch all that. The trukks go as far forward as I can and take their lumps. If I don't lose the first turn, the trukks zoom up, and the rest of the army opens up in support.
This army is built heavily around shooting with a solid core of mobile infantry and mobile rokkits.
I've tried to make the army simple have so many targets it's very hard to eliminate enough before my shooting and close combat units hurt ya real bad.
The big meks usually detach from the lootas after the first turn, and move up the board to add some extra firepower where needed.
Every unit has a high strength shot + mobility, range, or both. S9 is delivered by the Nobz if needed (for AV14) but I do have alot of S8 shots to go around. Flexibility all around makes this a powerful army, I think.
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![[Post New]](/s/i/i.gif) 2008/02/18 05:06:58
Subject: Orks Kult of Speed (Hybrid) 2k
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Ork Boy Hangin' off a Trukk
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Thanks stelek, A very good list All 6 of my trukk units have a very similar build.
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Da fastest Orks get to da fight firstest!!! Waaaaagh!!!!!
- Garbash Grimtoof |
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![[Post New]](/s/i/i.gif) 2008/02/19 17:05:27
Subject: Orks Kult of Speed (Hybrid) 2k
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Fixture of Dakka
.................................... Searching for Iscandar
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Not a single critique? Hmmm, sad day.
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![[Post New]](/s/i/i.gif) 2008/02/19 19:11:30
Subject: Orks Kult of Speed (Hybrid) 2k
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Shas'la with Pulse Carbine
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how do the kustom mega blastas work for ya?
I was looking at them a bit but was thinking that a 6+ on a Gets Hot weapon would be pretty unfortunate.
I'm also not seeing any Runtherds in your Batteries... you need 1 runtherd for every 10 grot. It needs like 90pts in those guys one in each battery.
Every unit has a high strength shot + mobility, range, or both.
Lootas are Heavy D3...
Its definitely hybrid with some static elements and some shooty
I personally don't like buggies I have seen them destroyed to quickly and easily to ever think they were effective or worthwhile for their points. It was also always me doing the destroying.
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![[Post New]](/s/i/i.gif) 2008/02/19 19:20:02
Subject: Orks Kult of Speed (Hybrid) 2k
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Fixture of Dakka
.................................... Searching for Iscandar
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Hmmm let's see.
The mega blastas kill themselves a little less often than they kill something else. It isn't a great weapon by any means, but it lets me put a shooting threat onto every unit.
You can buy a runtherd, you don't have to. That's for regular grot units. So I choose not to, in the hope of suckering opponents into shooting at my kannons in the hopes they can make them run away.
Indeed, Lootas are heavy D3. I meant high strength shot + mobility/range or both...
Buggies do get blown up very easily, but with lots and lots of targets all of which will shoot at you right away, it makes for a turkey shoot--it's not like I don't have more of something to shoot you with, and almost all of my shooting will hit you hard somewhere. Orks aren't exactly accurate, but they do have alot of shots in this build. While not as killy in close combat, against armies that are very weak to close combat they still do very well.
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![[Post New]](/s/i/i.gif) 2008/02/19 21:08:39
Subject: Orks Kult of Speed (Hybrid) 2k
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Shas'la with Pulse Carbine
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Right on.
I wanted to try out the 3 meks in a burna squad as I figured they would be on the move.
I like the cost mentality you have going on but I'm not as much of a fan of lootas as most are. I currently feel about FlashGitz the way you do about your arty, i just love em.
I'm not really sure what to suggest to you here as this list seems pretty flexible and unique.
I can't see this list having problems against horde Bug lists as there are so many shots, but how about against Nurgle armies? Or Tau/Eldar Mech armies?
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![[Post New]](/s/i/i.gif) 2008/02/20 18:07:38
Subject: Orks Kult of Speed (Hybrid) 2k
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Lead-Footed Trukkboy Driver
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Playing both tau and orks I think a mech tau list would be mauled by this list. Too many targets, something is going to get through. As soon as the HH and Fish come out into the open, the lootas, buggies, trukks, and kannons will be glancing the crap out of them.
Meanwhile the trukkboyz are either sitting at 18" and killing firewarriors or chasing the suits into a corner to kill them in hth.
Paidinfull: FG are way overpriced for what you get IMHO. They are a very nice chunk of VPs that your opponent is just aching to gather. Very hard to get your investment back I think.
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![[Post New]](/s/i/i.gif) 2008/02/21 19:47:49
Subject: Re:Orks Kult of Speed (Hybrid) 2k
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Longtime Dakkanaut
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I think this is the first hybrid ork list that I'd actually say is good. I'll try to critique or question here just to get some discussion going...
max trukks, check
max rokkit buggies, check (under 4th ed. rules at least)
biker boss, MIA All that really means is that you've lost anti-tank, lets see if there is some anti-tank in here...
9 kannons, well... that should cover the anti-tank...
A theory related concern i would have would be maintaining quality LOS for as long as its needed. With ramshackle trukks scattering all over the board, terrain, and early close combats abound, how cost effective do you find the lootas? I know you love them, but on a terrain heavy board, could mobile strength 7 open up some tactical options. (nob bikers with uge choppas and klaws can beat on skimmers as well as lootas theoretically)
Also, would 2x biker bosses be better anti-tank than 9 kannons?
It seems like your doing a good job of taking care of important shooting targets on 1 and 2, and then only using lootas and kannons to work on killing the slippery scoring units that have evaded the trukkers at game end. has terrain placement or rhino walls burned you at all yet? You can kannon PMs until they get smart enough to hide behind their rhinos, then it seems like you don't have anything that can hurt them besides the rokkit buggies. And they don't strike me as totally reliable.
Ok, so that was my attempt at a critique. Pretty hard to do for a list that I actually really like, at least from a competitive standpoint.
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![[Post New]](/s/i/i.gif) 2008/02/22 18:24:53
Subject: Re:Orks Kult of Speed (Hybrid) 2k
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Stabbin' Skarboy
La Crosse, WI USA
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I'm curious that your lootas hold up...
I guess with so many targets they escape attention, but the ork codex doesn't seem like it was built for small units...
with such small units it only takes 3 kills to force a test you will most likely fail on the unit of 9
and only 2 kills on the unit of 6.... that's 8 kills to remove 405 points of units
a unit of 15 lootas is 225 and takes (on average) 7-8 kills before they are likely to fail
for the small unit with the meks, wouldn't burna boyz be nice as the meks advance to support the truks, the burnas could add power attacks to the melee?
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"We are what we repeatedly do. Excellence, therefore, is not an act, but a habit." Aristotle
WWWAAAAAAAGGGGGGHHHHHH!
heh heh |
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