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![[Post New]](/s/i/i.gif) 2008/06/23 01:53:39
Subject: 1500-Point Ork army
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Serious Squig Herder
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My second try at an Ork army, only this one's bigger. HQ Warboss Cost: 115 Wargear: Warbike Power Klaw Attack Squig Big Mek Cost: 105 Wargear: Kustom Force Field Burna Mek's Tools Elites Lootas x15 Cost: 225 Kommandos x5 Cost: 100 Wargear: Nob (with Power Klaw) 1 Burna Troops Slugga Boyz x30 Cost: 220 Wargear: Nob (with Power Klaw and Boss Pole) Slugga Boyz x30 Cost: 220 Wargear: Nob (with Power Klaw and Boss Pole) Shoota Boyz x20 Cost: 170 Wargear: Nob (with Power Klaw and Boss Pole) 2 Big Shootas Shoota Boyz x20 Cost: 170 Wargear: Nob (with Power Klaw and Boss Pole) 2 Big Shootas Heavy Support Killa Kanz x3 Cost:150 Upgrades: 3 Rokkit Launchas I took the Nobz so I could have a Waaagh! Banner for my Warboss. The Codex says every model in the mob gets +1 WS, This'll make my Warboss even nastier in CC. Also so I would have a Painboy for those Feel No Pain! rolls, making him more survivable too. My main concern for this army is how much of a horde army it is, it does have 90 Boyz but I'm still not too sure. Leave comments please, I want to know how I can improve on this army. *EDIT* The Nobz have been taken out. This army now has 100 Boyz. The Nob Leaders have been given Power Klaws (Slugga Leaders also get 'Eavy Armor). The Big Mek now has a Burna. **EDIT** The Battlewagon has been removed. The Loota mob now has 15 members. All Boyz Nobs have Boss Poles (the Slugga Nobs had their 'Eavy Armor replaced with Boss Poles). The Warboss now has a Warbike, and his Cybork Body and 'Eavy Armor have been taken off. A Kommando squad has been added. This is a mainly sacrificial unit that will be mainly used to jump my opponent's heavy weapon squads, making my Boyz' trip to the fray one step easier. The Special Rules have been removed from the list, since most Ork units in this army have the same Special Rules. This makes the list to the point and easier to read.
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This message was edited 8 times. Last update was at 2008/06/25 15:29:14
blarg |
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![[Post New]](/s/i/i.gif) 2008/06/23 15:35:34
Subject: 1500-Point Ork army
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Ork Boy Hangin' off a Trukk
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well the list looks ok but with only one high av vehicle you can count on your battle wagon being blown up first turn almost every battle. Also if this is a tournament game you probbaly will not get past the 4th round especialif your opponent drags his or her feet.
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![[Post New]](/s/i/i.gif) 2008/06/24 05:00:22
Subject: 1500-Point Ork army
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Serious Squig Herder
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That's dependent on who wins initiative and if my opponent even has any anti-tank potential (which he most likely will, but you never know).
I don't play in tournaments, and I'm not too sure what you mean by 'getting past the 4th round especially if my opponent drags his feet.' Do you mean tournament rounds, or in-game rounds? And I'm pretty sure people in tourneys don't 'drag their feet,' your most likely timed in your turns.
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blarg |
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![[Post New]](/s/i/i.gif) 2008/06/24 05:14:55
Subject: 1500-Point Ork army
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Serious Squig Herder
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Updated the army, check out the edit. (lol don't worry about the amount of edits, I keep my army list on my computer and I kept checking back on it)
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This message was edited 1 time. Last update was at 2008/06/24 05:16:22
blarg |
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![[Post New]](/s/i/i.gif) 2008/06/24 13:09:59
Subject: 1500-Point Ork army
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Morphing Obliterator
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theres no reason to give the nobs eavy armour. spend the points to get more orks and a boss pole (so they dont run away) and rokkits (so they can shoot big stuff)
your warboss would be better on a bike than with a cybork body and eavy armour. he gets there faster, gets +1T, has a 4+ armour save and a 4+ cover save. for not much more points. if not then a warboss probably isnt worth taking.
every single army you fight will have anti-tank capability (if they dont then they havent been playing the game long and they will learn quickly) so your battle wagon will get blown up. add to that that you can only fire 1 one gun unless lit stays still, its probably not really worth it. get rid of it and get some stormboyz or some more lootas.
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taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live? |
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![[Post New]](/s/i/i.gif) 2008/06/24 19:22:09
Subject: 1500-Point Ork army
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Serious Squig Herder
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How about this?
Take off the 'Eavy Armor on the Slugga Nobs and put Boss Poles on the Shoota Nobs, since the Shootas are more likely to use it.
Remove the Battlewagon and put in another squadron of Rokkit Killa Kanz, and use the leftover points to put the Warboss on a bike. Take off the Warboss' 'Eavy Armor since he won't need it anymore. Use the extra 10 points to get Boss Poles for the Slugga Nobs.
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blarg |
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![[Post New]](/s/i/i.gif) 2008/06/24 22:27:37
Subject: Re:1500-Point Ork army
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Morphing Obliterator
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that would be much better. if you added storm boyz or more lootas instead of the killa kanz then it would be even better, but killa kanz will do.
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taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live? |
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![[Post New]](/s/i/i.gif) 2008/06/24 22:55:31
Subject: 1500-Point Ork army
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Lead-Footed Trukkboy Driver
Brighton, Uk
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Regwon wrote:theres no reason to give the nobs eavy armour. spend the points to get more orks and a boss pole (so they dont run away) and rokkits (so they can shoot big stuff)
your warboss would be better on a bike than with a cybork body and eavy armour. he gets there faster, gets +1T, has a 4+ armour save and a 4+ cover save. for not much more points. if not then a warboss probably isnt worth taking.
every single army you fight will have anti-tank capability (if they dont then they havent been playing the game long and they will learn quickly) so your battle wagon will get blown up. add to that that you can only fire 1 one gun unless lit stays still, its probably not really worth it. get rid of it and get some stormboyz or some more lootas.
I'd go with this. You don't need Eavy Armour on your Nobs. Or the Wagon, and the Boss is better on a Bike.
In Future it's probably best if you don't add in the Special Rules for each unit. Anyone helping you will know anyway and it makes it confusing to read I find as there's too much going on between each selection. Just a suggestion, not hard to delete out of your copy/past job from your computer.
Other than that it's a good list once you've made the changes. I think I'd add more lootas to make the unit more survivable, rather than add a small stormboy unit.
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"Get on the Ready Line!"
Orkeosaurus wrote:Yeah, but when he get's out he'll still be in Russia, so joke's on him.
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![[Post New]](/s/i/i.gif) 2008/06/25 01:32:24
Subject: 1500-Point Ork army
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Serious Squig Herder
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Edited the list once more, check it out.
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blarg |
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![[Post New]](/s/i/i.gif) 2008/06/25 07:49:17
Subject: 1500-Point Ork army
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Dakka Veteran
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Footslogging sluggaboys is just crap, better give them shootas if you will be walking around.
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![[Post New]](/s/i/i.gif) 2008/06/25 09:09:52
Subject: Re:1500-Point Ork army
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Morphing Obliterator
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now that looks like a decent horde list.
only a couple of quips i have. as killbrand said, footslogging slugga boyz suck compared to foot slogging shoota boys. you need to swap them. if you want to have slugga boyz, put them in trucks so they get there faster.
the other thing is that 5 commandos wont really do much. like everything orky, more is better. otherwise they run the risk of being wipped out in combat in 5th before they can do anything, what with the counter-charge rules and all. you either need to add more members to the mob, or scrap them and get more lootas.
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taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live? |
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![[Post New]](/s/i/i.gif) 2008/06/25 15:53:33
Subject: 1500-Point Ork army
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Ork Boy Hangin' off a Trukk
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You know i have been following the debate on the slugga vs shoota issue. Sluggas do not suck they are great for their role. Shootas are more versatile and in most ways better. But since your sluggas cannot consolidate into combat they will get shot at for a turn. The shootas will be able to shoot back which is a plus. The sluggas will run at the opponent instead of shooting so you would need the numbers to survive and still be useful on the charge. Truck boys will hit a unit and kill it but the round of shooting they will face will most likely destroy them. So in my oppinion both are good, just decide on the role you want your boyz to perform. Dedicated CC or multitask firebase, if you need both the use both.
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![[Post New]](/s/i/i.gif) 2008/06/25 16:09:46
Subject: 1500-Point Ork army
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Tough-as-Nails Ork Boy
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I've had great success running Kans in my 1000 point army. I'm not so sure how well that will translate to 1500 but they definitely make opponents think twice about deep striking too close.
I'm not sure what you want to do with 5 Kommandos. One round of bolter fire could end them but at least they'll be able to sneak onto the board edge in 5th.
The 50/50 Slugga/Shoota mix is fine. I actually put my Shootas in Trukks sometimes. They do a drive-by shooting and usually make it into an assault because of the ramshackle effect.
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![[Post New]](/s/i/i.gif) 2008/06/25 19:20:43
Subject: Re:1500-Point Ork army
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Serious Squig Herder
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I included the Kommandos so I could combat my opponent's heavy weapon squads (assuming he has any), since those kinds of squads are generally small but can lay down some serious fire that my Boyz will not enjoy. Tying up his potentially devastating weapons will mean safer passage for my Boyz. If there are no heavy squads, tying up a different squad (preferably soft) will do. Another reason why I took them is because I like the models
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blarg |
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