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![[Post New]](/s/i/i.gif) 2008/07/23 17:19:48
Subject: Build Request: Orks (Deff Dread + Horde)
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Fixture of Dakka
.................................... Searching for Iscandar
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A list I made for a local player, who's been having a hard time getting his Orks up and running.
=Advice=
Just keep the Meks near the Dreads to keep them functional and with a 4+ save, and run the Dreads at all times. Run the main big meks or the units of burnas with big meks forwards, and the other units should move towards damaged dreads. What I mean is, if you get a damage result you want to negate--don't run away from your Meks. Just pick which units of Meks you'll be running, and move the others so they end up in base contact with the Dread. You can't run and fix. Don't be afraid to slow your advance to keep the dreads functional.
Interspersing the Dreads among the Boyz squads but still within 6" of the Big Meks is key. Keeping Meltagun units away with your Boyz is also key, since it will poof your Dreads.
Nothing you can do about tank shocking units, but remember if you are spread out after he runs through you...you can block his access points, and most of the time that means you won't eat meltas from guys inside (they can't fire if the vehicle goes over 6") and if they can't get out...well, you get the picture.
Yes, no shooting. Just CC the gak outta the other guy.
=List=
2000 Pts - Orks Roster - Orks
1 Big Mek @ 100 Pts
Choppa; Kustom Force Field; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Bosspole; Grot Oiler (x1); Mek's Tools
1 Big Mek @ 100 Pts
Choppa; Kustom Force Field; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Bosspole; Grot Oiler (x1); Mek's Tools
6 Burna Boyz @ 150 Pts
Burna; Furious Charge; Mob Rule; Waaagh!
3 Mekboy @ [60] Pts
Kustom Mega-Blasta (x3); Furious Charge; Mob Rule; Waaagh!; Grot Oiler (x3); Mek's Tools
6 Burna Boyz @ 150 Pts
Burna; Furious Charge; Mob Rule; Waaagh!
3 Mekboy @ [60] Pts
Kustom Mega-Blasta (x3); Furious Charge; Mob Rule; Waaagh!; Grot Oiler (x3); Mek's Tools
29 Boyz @ 225 Pts
Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [51] Pts
Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Bosspole
29 Boyz @ 225 Pts
Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [51] Pts
Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Bosspole
29 Boyz @ 225 Pts
Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [51] Pts
Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Bosspole
29 Boyz @ 225 Pts
Choppa & Slugga; Furious Charge; Mob Rule; Waaagh!
1 Boyz Nob @ [51] Pts
Power Klaw; Slugga; Furious Charge; Mob Rule; Waaagh!; 'Eavy Armour; Bosspole
1 Deff Dread @ 120 Pts
Count as Troop; Dreadnought CCW (x2); Dreadnought CCW (x2); Armour Plates; Grot Rigger
1 Deff Dread @ 120 Pts
Count as Troop; Dreadnought CCW (x2); Dreadnought CCW (x2); Armour Plates; Grot Rigger
1 Deff Dread @ 120 Pts
Dreadnought CCW (x2); Dreadnought CCW (x2); Armour Plates; Grot Rigger
1 Deff Dread @ 120 Pts
Dreadnought CCW (x2); Dreadnought CCW (x2); Armour Plates; Grot Rigger
1 Deff Dread @ 120 Pts
Dreadnought CCW (x2); Dreadnought CCW (x2); Armour Plates; Grot Rigger
Total Roster Cost: 2000
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This message was edited 1 time. Last update was at 2008/07/23 17:21:40
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![[Post New]](/s/i/i.gif) 2008/07/23 22:10:47
Subject: Build Request: Orks (Deff Dread + Horde)
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Devious Space Marine dedicated to Tzeentch
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Neat list, I like the idea of all the dreads. My biggest question is how you fit all those orks on the table when you roll "spearhead". I run a 91 model ork army (1500 pts) and, when playing table quarters, I am hard pressed to fit my units in my deployment zone.
Placing a 30 boy unit dispersed, at only one inch apart, is a 1'x1' block. With five such units it's pretty much the whole quarter (don't forget the 12" dead zone in the middle) and if there is any terrain to march around, well, I'm sure you get the picture. Things get pretty cramped from the get go.
How do you maneuver this many orks without bottle necking and slowing down the ones behind?
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![[Post New]](/s/i/i.gif) 2008/07/23 22:28:48
Subject: Build Request: Orks (Deff Dread + Horde)
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Fixture of Dakka
.................................... Searching for Iscandar
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It isn't easy, that's for sure.
Basically if you know you are getting first turn, you stick as many guys out to the sides as you can (since you are going to move laterally AND forward).
Basically I'd put all 4 Nobz leading each squad in as central a location as possible.
I'd put the 2 Big Meks in the two outermost flanking units OR in the two central units.
Against a mobile enemy, stick them in the central units (because the flanking units will be first to charge against their incoming refused flank, and will be shot to pieces first).
Against a static enemy, the flanking units will be last to charge and thus should protect the Mek.
Basically you give him more than just 2 Ork Boyz squads to shoot at, and if he shoots the flanking units dead (in the first case) then you move the Big Meks to the other unit and laugh when you charge full strength units into him.
Otherwise, you laugh when you enjoy cover saves all the way in.
I'd say the dreads should be about 6" back from the front line (to force deep striking melta units into risky drops) and the burna units should be right behind the first 1" of ork boyz. You are going to run everything anyway, and this just gives you a better chance of spreading out while still keeping your dreads contacted by meks.
You should never really slow anything down, you need to intersperse your units (so you get long wide charges off) and even if unit A gets a 1" run and unit B gets a 6" run, you should still be able to handle your movement and keep your line relatively intact.
Trying for a turn 2 assault is not realistic. Turn 3, that's where the money is.
Followed by a turn 4 dread assault. By then the game will be over, one way or another...
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![[Post New]](/s/i/i.gif) 2008/07/24 01:43:08
Subject: Build Request: Orks (Deff Dread + Horde)
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Maddening Mutant Boss of Chaos
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I was considering a list like this (you've thrown some advice around about it) and wanted to know what you thought of 3x3 Killa Kans, instead of 3x1 CC Deff Dreads?
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Renegade Guardsmen |
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![[Post New]](/s/i/i.gif) 2008/07/24 03:40:41
Subject: Build Request: Orks (Deff Dread + Horde)
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Fixture of Dakka
.................................... Searching for Iscandar
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I think both options can work.
The Killa Kans however die when immobilized (any glance 6 or any 3+ penetrating hit) because they are a squadron.
The Dreads don't, so can take multiple immobile/weapon destroyed results per turn and keep going.
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![[Post New]](/s/i/i.gif) 2008/07/24 17:10:08
Subject: Build Request: Orks (Deff Dread + Horde)
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Screamin' Stormboy
Oak Park, IL
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What about keeping a Squad of Shootas, rather than all slugga's?
I've been doing that in case you have an objective that you need to hold. Gives a more defensive option.
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