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![[Post New]](/s/i/i.gif) 2008/08/03 23:49:06
Subject: Revised 1850 Orks
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Savage Khorne Berserker Biker
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Warboss-135
-Power Klaw, Warbike, Cybork Body
Big Mek-85
-KFF
5 Bikers Nobz-340
-1 Big Choppa, 1 Power Klaw, 1 Boss Pole, Cybork Body
Painboss
-Power Klaw, Cybork Body
30 Slugga Orks-215
Nob
-Power Klaw
30 Slugga Orks-215
Nob
-Power Klaw
30 Slugga Orks-215
Nob
-Power Klaw
30 Slugga Orks-215
Nob
-Power Klaw
30 Slugga Orks-215
Nob
-Power Klaw
30 Slugga Orks-215
Nob
-Power Klaw
The PLAN is that the bikers and warboss turboboost first turn, getting close enough to the enemy that they HAVE to direct a LOT of their fire at them. The great thing about that squad is.... even when they don't turbo boost, they still have a 4+ cover, a 5+ invulnrable, and a 4+ feel no pain save. The rest of the army advances as the enemy is hopefully to distracted by the nob squad ripping through their ranks. Oh, and I'm not worried about AV 14 at all.... in the past 2 games I played, my ork powerklaws have blown up 3 landraiders.
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This message was edited 4 times. Last update was at 2008/08/04 00:39:56
Angron- crushing the theme and fluff of armies one horde at a time.
-The Trooper |
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![[Post New]](/s/i/i.gif) 2008/08/04 01:04:26
Subject: Revised 1850 Orks
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Fresh-Faced New User
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This is a real horde list. But you may run into trouble with tanks from long range when the bikers cant take em out.
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![[Post New]](/s/i/i.gif) 2008/08/04 01:45:54
Subject: Revised 1850 Orks
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Fixture of Dakka
.................................... Searching for Iscandar
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No one HAS to fire at them. They can let you eat a sacrifice unit and pummel your boyz.
I'd drop one unit of Boyz, invest in a unit of grots, and put the extra points into more bikers.
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![[Post New]](/s/i/i.gif) 2008/08/04 14:24:27
Subject: Revised 1850 Orks
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Long-Range Black Templar Land Speeder Pilot
Beijing,China
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Hmm,Nob bikers need several normal bikers units run with them,to prevent your opponents to focus their fire on nobbikers.
BTW,why take grots?The only thing they can do on the battlefield is to die...and "naked" boyz would die better,and later.
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![[Post New]](/s/i/i.gif) 2008/08/04 19:24:19
Subject: Revised 1850 Orks
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Fixture of Dakka
.................................... Searching for Iscandar
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You take grots to hold your objective instead of wasting boyz on it.
Takes broken record off player.
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![[Post New]](/s/i/i.gif) 2008/08/04 20:44:07
Subject: Revised 1850 Orks
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Savage Khorne Berserker Biker
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Tanks can't put out enough shots to do any real harm anymore. 3 Predator destructors would be about the only things I'd truely be nervous about, and then I'd just run the bikes at them... You'd be surprised how quickly they can cross the board moving 24" a turn.
These nob bikers are there TO be shot at. Shoot a lascannon at me? Ok, the warboss gets hit. Same with missile launchers, I'll take my chances with a 3+ invulnrable and 4+ FNP, anything else, the nobs get hit.
And you're forgetting my new and favorite rule Stelek..... if you completely wipe your opponent from the table, you win. No need to hold objectives.
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Angron- crushing the theme and fluff of armies one horde at a time.
-The Trooper |
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![[Post New]](/s/i/i.gif) 2008/08/06 18:11:30
Subject: Revised 1850 Orks
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Shas'la with Pulse Carbine
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No FNP from AP2
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![[Post New]](/s/i/i.gif) 2008/08/06 18:56:16
Subject: Revised 1850 Orks
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Fixture of Dakka
.................................... Searching for Iscandar
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You do realize Nob bikers cannot table every army. Troops, probably without breaking a sweat.
Table? Depends alot on what army you are facing. Some armies cannot be realistically tabled, especially not by a double Nobz biker horde.
It's strong, it's very hard to beat, and you can still only kill 2 units a turn if your opponent knows what he's doing.
Your Warboss can only take 2 hits from those weapons, and really he can only shrug off missile launcher hits with FNP. Lascannons, he eats it if he fails his cover save.
See, the problem with biker nobz armies is not turn 1. It's turn 2, after you wiped something out...you don't have a 3+ cover save anymore. You have a 4+ with a 4+, but given the incoming prevalence of meltaguns--that's when you have serious issues, since you won't be safe in CC unless your opponent screws up and lets you hit him on a huge front across multiple units (and odds are even then, you won't be in CC)....and meltaguns are a straightup 4+ save or you lose a model.
Same with lascannon fire on turn 2. You can have your assaults controlled and a very nasty melta/lascannon followup delivered into your units, and a very expensive nob poofs with every failure.
They aren't immune to small arms fire, although it does take alot of shots to get a wound through.
Sometimes, T5, 4+/4+ just isn't good enough.
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![[Post New]](/s/i/i.gif) 2008/08/06 18:58:29
Subject: Revised 1850 Orks
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Dakka Veteran
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Yeah, you will still get the 3+ INV save, but you can't use FNP against anything that is AP2 or AP1, or that does not allow an armor save by rule. I think we played it right before,.... so land raiders and preds and even razorbacks w/ TL LC's will be dangerous. you will get a 3+ save, but no FNP, and the regular nobs and pain boys will be insta-killed by that shot as well.
I think that the all bike/kopta army might stand up a little better to the heavy fire,..... maybe more of an even split,... 4 boy mobs and 2 big nob biker mobs w/ bosses???????
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![[Post New]](/s/i/i.gif) 2008/08/06 19:54:16
Subject: Revised 1850 Orks
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Savage Khorne Berserker Biker
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Very true about FNP and AP 1/2, my bad, completely forgot.
Yup, we played it that way yamato, I just plum forgot about it, when typing.
Unfortunatly there is only one 5 man nob biker/warboss Stelek.
And the Warboss and Biker Nobz aren't supposed to wipe the army on their own.... their supposed to be a distration while the other 180 orks move foreward. and then wipe the armies on turn 3-6... and to earn their points back of course....
And I'll agree with you that there are a bunch of armies out there that are difficult to wipe, but I haven't found any impossible. Even with guard throwing sacrificial squads out.... eventually, you're going to get a charge where, with closest to closest, you're able to charge and kill three-4 squads in one round.
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This message was edited 1 time. Last update was at 2008/08/06 19:56:36
Angron- crushing the theme and fluff of armies one horde at a time.
-The Trooper |
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![[Post New]](/s/i/i.gif) 2008/08/06 20:22:03
Subject: Revised 1850 Orks
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Fixture of Dakka
.................................... Searching for Iscandar
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What does closest to closest have to do with getting multiple charges off?
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