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![[Post New]](/s/i/i.gif) 2008/08/12 20:03:21
Subject: 1850 Orks... One Last Time
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Savage Khorne Berserker Biker
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Well, AV 14 Tanks have become the new "IN" thing to do.... so having lots of boys really doesn't matter. Ontop of this, I've noticed that my 5+ cover save from the KFF simply serves to just annoy my opponents every once in awhile, rather than causing any real benefit. To combat this.... I've come up with the only option orks seem to have.... more powerklaws!
Warboss-150
-Powerklaw, Bike, Attack Squig, Cybork Body
Warboss-150
-Powerklaw, Bike, Attack Squig, Cybork Body
10 Kommandoes-135
Nob
-Powerklaw
10 Kommandoes-135
Nob
-Powerklaw
4 Nob Bikers-285
-Boss Pole, Powerklaw, Cybork Bodies
Painboss
-Powerklaw, Cybork Body
4 Nob Bikers-265
-Boss Pole, Powerklaw, Cybork Bodies
Painboss
-Powerklaw, Cybork Body
24 Orks-179
Nob
-Powerklaw
24 Orks-179
Nob
-Powerklaw
24 Orks-179
Nob
-Powerklaw
23 Orks-173
Nob
-Powerklaw
I'm thinking about turning the kommandoes into regular boyz, and adding boys to the rest of the squads, what do yall think? Right now the warbosses and their bike squads turboboost turn one, and all the regular boys run forward. Turn two, the kommandoes outflank (Can they?) and the nobs, warbosses, and kommandoes set up charges, getting 4-6 charges off turn two. Hopefully by turn 3, the rest of the boys will be in combat. Any thought?
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This message was edited 1 time. Last update was at 2008/08/12 20:05:55
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) 2008/08/14 16:16:58
Subject: 1850 Orks... One Last Time
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Yellin' Yoof
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dude
no squigs.
every
for any reason. no. squigs. period.
and kammandos can outflank
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We iz da Smasha Boyz and we iz gonna rule de ooniverse wit a' iron gob. Nuffin' iz gonna live if dey stand up to da power of my Waagh! We iz gonna kill all da oomies and elda and skellitons and even dem lizzads who bite 'n' scratch 'n' claw like da best a da boyz. My name iz Klotz and i iz da biggest, baddest, toughest, meanest, greenest war ork who evah lived. And we iz gonna kill, kill, kill till we iz da winnas. |
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![[Post New]](/s/i/i.gif) 2008/08/15 17:03:51
Subject: 1850 Orks... One Last Time
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Tough-as-Nails Ork Boy
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so take away +1 attack each?
doesent make sense...
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![[Post New]](/s/i/i.gif) 2008/08/15 18:46:20
Subject: 1850 Orks... One Last Time
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Mutilatin' Mad Dok
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It is a 15 point extra attack, for that price you can pick up 2 extra boyz. The math isnt there.
You really dont need mobs of more than 20. You have 6 troop slots, and if your not running a pure hoard, you ought to use them. Also throw in some special weapons.
Think about dropping the commandos to groups of 5 with burnas, PKs if you really want, It makes them more a target at less of a cost. A group of 10 orks, more often than not, will not do anything but get shot up and forced to retreat before it does anything worthwhile.
PKs are a great way to deal with AV 14, but so are tankbustas. 15 rokkits are bound to do some damage, and attack squigs rock, in that high risk high reward type of way.
Id think twice about 2 groups of biker nobs They're really expensive and only have a 5+ save in combat, which is where you want them to wind up, because they cant shoot worth anything. What are they, 60 pts a pop?
Just my thoughts.
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![[Post New]](/s/i/i.gif) 2008/08/16 05:45:37
Subject: Re:1850 Orks... One Last Time
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Savage Khorne Berserker Biker
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*sigh* That one str 10 hit does a lot more to a landraider than 8 str 4 attacks. It's like comparing a lascannon to a heavy bolter. Did you know that you could get 2.5 heavy bolters for the cost of a lascannon? Does that mean you should take the heavy bolters? No... because they're apples and oranges....
*sigh* There are 6 troop units in the list, the two nob units count as troop units, due to the warbosses allowing them to move into the troops slot and therefore count as scoring. And ork special weapons are awful, especially when you're running.
*sigh* Str 8 rokkits do absolutly nothing against a landraider... even 15 of them. Lets do the math.... 2/3 of them hit... so 5 hits.... now, out of that, 1/6 of them glance.... so .83 glances..... then, 2/3's of that does nothing, 1/6 immobolizes it, and 1/6 destroys a weapon. so..... 15 rokkits will cause .138 weapon destroyed or .138 immobolized results..... and all of that for only 225 points worth of shooting!!!!
*sigh* The Kommandoes are planning on charging the turn they come in. Unfortunatly at Initiative 2, with a 6+ armor save, a lot of them are going to die before they get to swing. This means it's a generally a good idea to have atleast enough to strike back.
*sigh* The Nob bikers don't only have a 5+ save in combat. The nob bikers have a 4+ save in combat (bikes give their riders heavy armor), then they have a 4+ feel no pain, and 2 wounds! If hit by a power weapon or fist, then they have their 5+ Invulnrable save. And because of the allocation rules, you have to kill each biker off individually.
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This message was edited 2 times. Last update was at 2008/08/16 05:47:28
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) 2008/08/16 23:44:56
Subject: Re:1850 Orks... One Last Time
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Been Around the Block
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can the pain boss be on a bike? If not he's really slowing that squad down. I'm not a big fan of kommandos I'd either take them as normal boyz or use the points for a battle wagon or something else sweet like that.
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1000 1500
After serving in a 'big gunz' regiment Grots often loose their hearing and have to resort to a rudimentary system of sign language. This is rarely successful as there are only so many signs a Grot can carry.
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![[Post New]](/s/i/i.gif) 2008/08/16 23:58:23
Subject: 1850 Orks... One Last Time
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Pestilent Plague Marine with Blight Grenade
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Elnicko5 wrote:It is a 15 point extra attack, for that price you can pick up 2 extra boyz. The math isnt there.
Are you kidding me? An extra Power Klaw attack each turn isn't worth 15 points? Nonsense.
Elnicko5 wrote:PKs are a great way to deal with AV 14, but so are tankbustas.
Okay, now I'm sure that you're living in a fantasy world! Tankbustas... No way, man...
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Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.
Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it. |
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![[Post New]](/s/i/i.gif) 2008/08/17 05:16:04
Subject: Re:1850 Orks... One Last Time
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Charing Cold One Knight
Lafayette, IN
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aburnflags wrote:can the pain boss be on a bike? If not he's really slowing that squad down. I'm not a big fan of kommandos I'd either take them as normal boyz or use the points for a battle wagon or something else sweet like that.
Yes the pain boss can be on the bike. You put the nobs on the bikes. Then you upgrade the nob to a painboy.
More boyz isn't always the right answer for the ork player. Lots of boyz with no punch is as bad as pure guard platoon army with only lasguns.
Kommandos are great, they give a nice versatile unit to shore up orks weakness vs gunlines (outflank, and the option to take Snikrot). And battle wagons in a non mech list defeat the purpose of taking a horde army: the enemy lascannons have something to kill that is worth their points. More boyz isn't always the right answer for the ork player. Lots of boyz with no punch is as bad as pure guard platoon army with only lasguns.
And to the original poster. Try using grots to give your more important squads a 4+ save vs shooting. It also makes it harder for other army to deny you the charge. (If the meat shield survives that long that is!) a sqaud of 19 grots and a runtherd cost less than a KFF, and ought to give nearly as much coverage if you spread them out.
I've come to a similar conclusion about orks, in fact i took a truck full of mega nobs last week during a league game. the truck dodged some lascannons from the enemy land raider using cover. Then got a 5 Mega nob 1 mega boss charging a landraider to kill it in one go. Then the next turn it ate the squad inside. Mega nobz really aren't that great, but man 20+ PK attacks in one unit makes for a happy warboss. I think it would be fun to take old doc and give the mega nobs the full terminator save package.
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![[Post New]](/s/i/i.gif) 2008/08/18 13:40:05
Subject: Re:1850 Orks... One Last Time
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Regular Dakkanaut
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Okay, ignoring all the patently silly advice (lose the Attack Squigs?), here's what I suggest:
I know that the Nob Bikers are hard to kill, but in a list like this they're going to take all the AT firepower an opponent can dish out. Yes, with a 3+ cover (assuming turbo boosting), they'll soak quite a few hits, but it doesn't take much to start putting the hurt on the unit. And nearly 300 points for 4 models? That's not efficient.
I see them as assaulting a single unit (maybe two, if you're lucky), slaughtering said unit, then getting shot to heck immediately afterwards. But, of course, they have games where they survive everything, so YMMV.
Furthermore, I'd be happier with a Burna on those Kommandos, if you're going to take them at all.
Barkdreg Badtoof
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![[Post New]](/s/i/i.gif) 2008/08/18 13:51:43
Subject: Re:1850 Orks... One Last Time
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Dakka Veteran
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notabot187 wrote:I think it would be fun to take old doc and give the mega nobs the full terminator save package.
I've got that going right now,.... I don't think that I will put the Dok with them though, as he will just make them too stupid,....
Can you imagine though,.... 2+ armor save, 5+ inv save (cybork body), and then 4+ FNP save,..... 2 wounds and at least three different configs, plus the possible warboss,.... oh well, I don't know that I would ever run it that way, but it would make for some fun, and that's what orks are all about.
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