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![[Post New]](/s/i/i.gif) 2008/08/29 13:43:42
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Fresh-Faced New User
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Title says it all. I know it needs work lol, I just want some pointers as to what's good to pull, whats good to keep, and what should get geared up.
HQ
KFF Mek w/ Skorcha
SAG
Elites
10 Lootas
10 Lootas
Troops
3 x Trukk squads (PK Nob, Bosspole)
1 x 30 strong boyz (PK Nob, pole)
2x Deff Dreads w/ skorcha and DCCW
Fast Attack
9 Bikes (Nob, klaw; that squad is basically a suicide tank hunter squad)
3 Deffkoptas Bare (possibly w/ big bomm on one to suicide against hordes)
Heavy Support
1 x Looted Wagon with Killkannon
3 x kans with BS*
Possibly a BW, or three more kans (I've recently acquired a chimera which I intended on REALLY bulking up, as I dont really like LW, tbh; just have one cuz its cheap)
I believe I'm slightly over the 2500 mark; the kans I haven't yet gotten (only have one so far, and the 2 dreads are marine dreads I've gotten that I intend on making orky)
Anywho, I'm thinking of having the wagons escort the dreads with the kans guarding the rear (enemy gets the cover save, but against most mobs they would get better armor saves anyway so no biggie) or possibly axing them for more kans. SAG+Lootas are to sit back and unload, and the trukks are gonna hang around the bikes to strike at any immediate trouble. All those squads are going to have rokkits, and the KFF has 3 oilers and will be between the 2 dreads who will be the spearhead.
Thoughts? Ideas? I'm open to mixing it up, but I really like the defensive quality that KFF+dreads gives my bashy bits.
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![[Post New]](/s/i/i.gif) 2008/08/30 02:50:57
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Squishy Squig
Michigan
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I'd not take SAG. It's not that great... It'd take two KFF meks, two dreds in troops, and 9 Kans. Take some meganobz in a battlewagon, Two giant Mobs on foot, two in trukks, maybe some kommandos and deffkoptas, throw in some lootas if you have the space.
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![[Post New]](/s/i/i.gif) 2008/08/30 14:49:11
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Fresh-Faced New User
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I'm torn on SAG Tbh- he always starts the game phenomenal, yet in the end game he either fails at inopurtune moments or I roll 1,1. I'm thinking about another KFF instead, but I kinda like having a good shooty base. It's always been very helpful at lower point games.
Also meganobz have never impressed me, though I do see the logic behind two big moz and two trukks; trukk boyz lose morale like grots =X.
As for kommandos I'm torn. I love the models, I love the way they fight, yet I don't know whether to do snikrot or PK Nob.... Any thoughts on that?
And yea, I know I should get more kanz- just a lack o funds in that department lol. I was trying to see if maybe I could cheap it up with the LW I already have... guess I really should slap em togethr and make a BW lol... that should be an interesting mix of a half broken rhino and chimera...
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![[Post New]](/s/i/i.gif) 2008/08/31 07:57:13
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Bounding Assault Marine
Los Angeles
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If you want a good shooty base, take more lootas+buggies
KFF - 85
KFF - 85
Total: 170
Elites -
15 lootas - 225
15 lootas - 225
15 lootas - 225
Total: 675
Fast attack:
3 warbuggies with BS - 90
3 warbuggies with BS - 90
3 warbuggies with BS - 90
total fast attack - 180
Troops
Deffdread - +armor+skorcha+dccw - 105
Deffdread - +armor+skorcha+dccw - 105
30 ork Slugga boyz+ nob+pk= 215
30 shoota boyz, nob+PK - 215
30 Shoota boyz, nob +pk - 215
29 grots+2 runtherdz - 107
total - 962
Heavy support -
3 killa kanz w/Grotzookas - 135
3 killa kanz w/Grotzookas - 135
3 killa kanz w/Grotzookas - 135
total - 505
total list:2492
the Grots+one KFF+lootas make a fire base, the 3 squads of boys, other KFF, deff dreads, and Kans take the middle of the field, where the shootas and 'zookas can do the most damage. while the Buggies take up a flank somewhere.
the vehicles in the front get a 4+ obscured from the KFF, the troops get 4+ for screening vehicle units, the lootas get 4+ saves from the grots, that GTG every turn, and the warbuggies and lootas pour out volumes of long range med str fire.
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Not enough 殺氣 ( sorry i have to apologize i honestly dunno how to say this in english ... ) "kill aura" xD -Lunahound |
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![[Post New]](/s/i/i.gif) 2008/08/31 09:35:43
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Fixture of Dakka
.................................... Searching for Iscandar
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Sushicaddy makes a mean list.
Pure genius. I can't better it.
Dammit!
One tactic you might want to change though is running Boyz near vehicles that tend to blowup! lol I learned that the hard way...
I'd personally run all the dreads and kans straight at the other guy in the most direct path. If they die, they die. Let the Orks control the middle of the field, no one wants to play with 90 Orks. lol
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![[Post New]](/s/i/i.gif) 2008/08/31 11:57:36
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Agile Revenant Titan
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Sushicaddy wrote:If you want a good shooty base, take more lootas+buggies
KFF - 85
KFF - 85
Total: 170
Elites -
15 lootas - 225
15 lootas - 225
15 lootas - 225
Total: 675
Fast attack:
3 warbuggies with BS - 90
3 warbuggies with BS - 90
3 warbuggies with BS - 90
total fast attack - 180
Troops
Deffdread - +armor+skorcha+dccw - 105
Deffdread - +armor+skorcha+dccw - 105
30 ork Slugga boyz+ nob+pk= 215
30 shoota boyz, nob+PK - 215
30 Shoota boyz, nob +pk - 215
29 grots+2 runtherdz - 107
total - 962
Heavy support -
3 killa kanz w/Grotzookas - 135
3 killa kanz w/Grotzookas - 135
3 killa kanz w/Grotzookas - 135
total - 505
total list:2492
the Grots+one KFF+lootas make a fire base, the 3 squads of boys, other KFF, deff dreads, and Kans take the middle of the field, where the shootas and 'zookas can do the most damage. while the Buggies take up a flank somewhere.
the vehicles in the front get a 4+ obscured from the KFF, the troops get 4+ for screening vehicle units, the lootas get 4+ saves from the grots, that GTG every turn, and the warbuggies and lootas pour out volumes of long range med str fire.
Holy crap on a stick!!  That, my friend, is a true Ard Boyz list.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2008/09/01 00:52:44
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Bounding Assault Marine
Los Angeles
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Stelek wrote:Sushicaddy makes a mean list.
Pure genius. I can't better it.
Dammit!
One tactic you might want to change though is running Boyz near vehicles that tend to blowup! lol I learned that the hard way...
I'd personally run all the dreads and kans straight at the other guy in the most direct path. If they die, they die. Let the Orks control the middle of the field, no one wants to play with 90 Orks. lol
Coming from you, Stelek, that's quite a compliment!
Yeah, it's probably best to run the deffdreads and Kans ahead of the 3 mobs, as the KFF will make them more resistant to gunfire, but not so much to exploding vehicles.
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Not enough 殺氣 ( sorry i have to apologize i honestly dunno how to say this in english ... ) "kill aura" xD -Lunahound |
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![[Post New]](/s/i/i.gif) 2008/09/01 18:24:20
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Fresh-Faced New User
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Damn that IS a mean list, though I dunno if I can buy all that stuff by 'ard boyz =(. Certainly adding it to the xmas list for next years fight though.
Couple of questions though- 1, why grotzookas? I thought they were average at best, since they have such a short range and low str value. I get the dread loadouts thats totally what I plan.
2- I'm guessing trukks wouldn't add much to the list after all, unless I play them similar to how you use the buggies, and only have 60 boyz in the mid instead of 90.... don't suppose koptas/bikes could play their role lol
Anyway, I'll tinker my list as much as I can to match that- I definetly think that list is dead 'ard, just my collection as is is kinda.... weedy =X. Clearly I need more 40k stuff.
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![[Post New]](/s/i/i.gif) 2008/09/01 18:45:33
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Sneaky Kommando
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gfalexander wrote:Title says it all. I know it needs work lol, I just want some pointers as to what's good to pull, whats good to keep, and what should get geared up.
HQ
KFF Mek w/ Skorcha
SAG
Elites
10 Lootas
10 Lootas
Troops
3 x Trukk squads (PK Nob, Bosspole)
1 x 30 strong boyz (PK Nob, pole)
2x Deff Dreads w/ skorcha and DCCW
Fast Attack
9 Bikes (Nob, klaw; that squad is basically a suicide tank hunter squad)
3 Deffkoptas Bare (possibly w/ big bomm on one to suicide against hordes)
Heavy Support
1 x Looted Wagon with Killkannon
3 x kans with BS*
Possibly a BW, or three more kans (I've recently acquired a chimera which I intended on REALLY bulking up, as I dont really like LW, tbh; just have one cuz its cheap)
I believe I'm slightly over the 2500 mark; the kans I haven't yet gotten (only have one so far, and the 2 dreads are marine dreads I've gotten that I intend on making orky)
Anywho, I'm thinking of having the wagons escort the dreads with the kans guarding the rear (enemy gets the cover save, but against most mobs they would get better armor saves anyway so no biggie) or possibly axing them for more kans. SAG+Lootas are to sit back and unload, and the trukks are gonna hang around the bikes to strike at any immediate trouble. All those squads are going to have rokkits, and the KFF has 3 oilers and will be between the 2 dreads who will be the spearhead.
Thoughts? Ideas? I'm open to mixing it up, but I really like the defensive quality that KFF+dreads gives my bashy bits.
you cant have a KFF a Shokk attack gun and a skorcha, you can have a skorcha and a KFF or a skorcha and a SAG unless thats 2 meks. But this list will get stomped flat by everything, not trying to be an ass, just giving my .02 from experience. you dont have the models. you will be out numbered by marines and eldar.
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"For the emperor!" "E' aint listenin!" *squish* (my fav blood and thunder quote)
BUT NOBS are NO GOOD at CC "ork town grot"
-perhaps the single dumbest comment I have ever heard-
Boss Zagstruck and Her-ORKick intervention, anything you can do we can do better |
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![[Post New]](/s/i/i.gif) 2008/09/01 19:32:45
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Bounding Assault Marine
Los Angeles
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gfalexander wrote:Damn that IS a mean list, though I dunno if I can buy all that stuff by 'ard boyz =(. Certainly adding it to the xmas list for next years fight though.
Couple of questions though- 1, why grotzookas? I thought they were average at best, since they have such a short range and low str value. I get the dread loadouts thats totally what I plan.
2- I'm guessing trukks wouldn't add much to the list after all, unless I play them similar to how you use the buggies, and only have 60 boyz in the mid instead of 90.... don't suppose koptas/bikes could play their role lol
Anyway, I'll tinker my list as much as I can to match that- I definetly think that list is dead 'ard, just my collection as is is kinda.... weedy =X. Clearly I need more 40k stuff.
Blast weapons kill large groups of light infantry very easily. This is due to the fact that the larger of a group that you are shooting at, the harder it is to miss. couple this with the 5th ed rule, that all shooting is simultaneous, so all 6 blast templates that the kans shoot out record all their hits first THEN wounds are rolled, means that the kans will usually get at least 6 hits on a relatively large infantry unit. Str 6 means that they are wounding most infantry on a 2+ and forcing cover/armor saves. even MEQ's will feel the sting from a grotzooka, but they are best against the hordes that 5th edition favors more than small elite armies. 18 str 6 blast templates is nothing to be scoffed at.
Trukks won't really add much to THIS army, as you want to control the center of the board with your unstoppable dreadmob and boyz mob. Trukk boyz don't have the resiliancy that the 30 boy brick has, let alone 3 with a KFF.
Koptas CAN play the role of the buggies in this list, but at 5 point more for the same firepower, you are loosing some of the points to firepower efficiency that makes orks so good. Bikes have a shorter range, which makes them less of a "bishop" and more of a "knight", which will allow you less control of the battlefield. I love bikes, don't get me wrong, and they are the focus of my ork army. but in this list, they don't really belong.
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Not enough 殺氣 ( sorry i have to apologize i honestly dunno how to say this in english ... ) "kill aura" xD -Lunahound |
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![[Post New]](/s/i/i.gif) 2008/09/01 19:42:35
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Fresh-Faced New User
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No offense taken at all; after all, I posted this for critique, and critique is what I want. And the SAG doesn't have a skorcha; only the KFF does (and then only to give him a power weapon in CC, as he actually has a relatively decent Initiative.... by ork standards anyway)
Anywho, the list I'm thinking now is:
HQ
KFF w/ Skorcha, grot oilers x3, possibly 'eavy armor (again, CC, haven't decided)
SAG (Sorry gents, I really do like what his pie plate provides; anti-terminator fire) The SAG will be attached to a loota squad.
Elites
2 x10 Lootas, more if I can squeeze em in
Possibly a squad of kommandos (Little nasty kaboom for those shooty armies, but haven't decided or bought em yet). If I dont go kommando I may go full-on Lootas, though 45 Lootas is a bit excessive, not to mention kinda sad, as they seem to be the me-too unit of the codex
Troops
2 x Deff Dreads, 1 skorcha 1 extra DCCW
2 x 30 boy strong squads, 3 rokkits per, PK Nob
2 x 12 boyz, pk nob, boss pole, in trukks
In troops I'm gonna have a huge change, as I've always been used to getting my boyz stuck in nice and fast, but then again I'm used to playing annihilation, so this might not be such a huge change for me once I accept that I need to cap points.
Fast Attack
I'm definetly keeping A bike squad, as a highly mobile PK is too useful for crumping enemy tanks imo, however, I don't know if I want to go 3 x bikes, or go 1x bike, 1x kopta, 3x buggy.... I need time to figure that one (I'm also thinking 2 x full bike squads, 1 3xkopta squad to work with my current model count). Another thing to keep in mind is that they FAQ'd dakkaguns- now they are assault 3 ap5, meaning they spit out A LOT of shots, making them a bit more viable now than they were before imho. That said this particular pice of the FOC i'm still totally stuck on so i don't even know whats goin over there.
Heavy Support
3x3 kans I'm thinking either BS or KMB unless someone can tell me what makes grotzooka so good.
As it is, to get the other 8 cans is 160 +- I gotta spent, so I'm trying to make due (either that, or make some REALLY ghetto ones out of one kan kit by buying a pegasus chemical set which everyone tells me is phenomenal for making orky anything) with what I currently have.
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![[Post New]](/s/i/i.gif) 2008/09/01 19:46:50
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Fresh-Faced New User
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sorry to double-post but i just found the faq for the bikes, and they are not only increased in shots, but now TWIN-LINKED, making them suprisingly shooty efficient.
http://uk.games-workshop.com/news/errata/assets/40k/5th-ed/2008_Orks_FAQ.pdf
S5 AP5 Assault 3 is pretty good, comparable to the buggies (Maybe?)
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![[Post New]](/s/i/i.gif) 2008/09/01 19:55:56
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Sneaky Kommando
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Sushicaddy wrote:gfalexander wrote:Damn that IS a mean list, though I dunno if I can buy all that stuff by 'ard boyz =(. Certainly adding it to the xmas list for next years fight though.
Couple of questions though- 1, why grotzookas? I thought they were average at best, since they have such a short range and low str value. I get the dread loadouts thats totally what I plan.
2- I'm guessing trukks wouldn't add much to the list after all, unless I play them similar to how you use the buggies, and only have 60 boyz in the mid instead of 90.... don't suppose koptas/bikes could play their role lol
Anyway, I'll tinker my list as much as I can to match that- I definetly think that list is dead 'ard, just my collection as is is kinda.... weedy =X. Clearly I need more 40k stuff.
Blast weapons kill large groups of light infantry very easily. This is due to the fact that the larger of a group that you are shooting at, the harder it is to miss. couple this with the 5th ed rule, that all shooting is simultaneous, so all 6 blast templates that the kans shoot out record all their hits first THEN wounds are rolled, means that the kans will usually get at least 6 hits on a relatively large infantry unit. Str 6 means that they are wounding most infantry on a 2+ and forcing cover/armor saves. even MEQ's will feel the sting from a grotzooka, but they are best against the hordes that 5th edition favors more than small elite armies. 18 str 6 blast templates is nothing to be scoffed at.
Trukks won't really add much to THIS army, as you want to control the center of the board with your unstoppable dreadmob and boyz mob. Trukk boyz don't have the resiliancy that the 30 boy brick has, let alone 3 with a KFF.
Koptas CAN play the role of the buggies in this list, but at 5 point more for the same firepower, you are loosing some of the points to firepower efficiency that makes orks so good. Bikes have a shorter range, which makes them less of a "bishop" and more of a "knight", which will allow you less control of the battlefield. I love bikes, don't get me wrong, and they are the focus of my ork army. but in this list, they don't really belong.
5 points more for nobs on jet bikes, sounds like a deal to me. Remember deff koptas have 2 wounds.
just a little info. Ive played against a similar force and it got owned bad. I was thinking of doing a dread mob until I saw how it held up. Remember that a roll of a 4-6 will take out a killa kan being as they are a squadron. This is the biggest draw back, when I fought 12 killa kans they were mostly gone by turn 2 the ones that werent destroyed were shaken or had lost there weapons I dont run a lot of heavy weapons (none as a matter of fact) I took most of them down with big shootas. On paper it seems like a good idea, I would try to play test it as much as possible, maybe you can make it work, I hope you can it would be a fun army to play.
The big draw back to attaching a mek to a loota squad is that he runs away with them and he has to shoot at the same target (usually not a big deal) with 10 lootas and a mek your fearless but if you take 3 wounds your testing on LD 8. Are you willing to bet 250 points you can pass a LD 8 roll?
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"For the emperor!" "E' aint listenin!" *squish* (my fav blood and thunder quote)
BUT NOBS are NO GOOD at CC "ork town grot"
-perhaps the single dumbest comment I have ever heard-
Boss Zagstruck and Her-ORKick intervention, anything you can do we can do better |
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![[Post New]](/s/i/i.gif) 2008/09/01 20:09:34
Subject: Lookin for tips for a 2500 'ard boyz ork dread bash
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Dakka Veteran
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Don't listen to the naysayers of the SAG. yes it is unpredictable but it can dish out some major harm to anything out in the open.
the doubles don't roll all that often.. avg str is 7 and at AP 2 that is plenty enough to hose down most things. I love mine and take it all the time.
as far as a retinue for it goes, my favorite so far is 19 grots with a runtherd or 29 grots with 2 if you feel you REALLY need a mob that big.
troops choice that can hold an objective. 20 ablative wounds for like 70 points is just fantastically mean.
NaZ
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![[Post New]](/s/i/i.gif) 2008/09/01 20:35:01
Subject: Re:Lookin for tips for a 2500 'ard boyz ork dread bash
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Sneaky Kommando
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no one said the SAG is bad, if you have a army that uses units for covering fire (lootas/flash gits/looted wagons) they are good. You just have to be careful because they can run away easily if you stcik them with a unit. Mostly I see this when someone puts a SAG with 5 lootas. Stick one in a squad of 15 lootas then your doing good. Even 10 lootas is a gamble, as we all know orks dont have armor so there is a 50/50 chance they will die when in cover, kill 3 (in a 11 man squad) and there is a real probability they are running away. running heavies dont do anything for 2 turns thats assuming they rally, or dont go off the board. Because we all know heavy platforms get stuck in cover next to a edge.
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"For the emperor!" "E' aint listenin!" *squish* (my fav blood and thunder quote)
BUT NOBS are NO GOOD at CC "ork town grot"
-perhaps the single dumbest comment I have ever heard-
Boss Zagstruck and Her-ORKick intervention, anything you can do we can do better |
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