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![[Post New]](/s/i/i.gif) 2009/05/10 01:47:04
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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This is a list that I have been working on for a little while now and it seems to be doing quite well so far. any opinions and changes you think I should make to improve the Army let me know please and thank you.
I'll give a brief breakdown of how the army works and the idea behind it. and there are 3 small varients to the list and i will post them all for you to check out as well.
Big Mek w/ Kustome Force Field. 85pts
Big Mek w/ Kustome Force Field. 85pts
30 Boyz. 3 Rokkits
incl Nob w/ Power Klaw. 245pts
30 Boyz. 3 Rokkits
incl Nob w/ Power Klaw. 245pts
30 Boyz. 3 Rokkits
incl Nob w/ Power Klaw. 245pts
30 Shoota Boyz, w/ 2 Big Shootaz
incl Nob w/ Big Choppa. 205 pts
3 Killa Kanz w/ Rokkits. 150pts
3 Killa Kanz w/ Rokkits. 150pts
3 Killa Kanz w/ Rokkits. 150pts
The Idea behind the army is fairly straight forward. I love Bad Moonz, I love Meks, Boyz and I love Dreads. So I figured why not have lots of all of them.
The way the army works is also fairly "Straight Forward". The opponent will either have enough anti-infantry fire power to take out lots of boyz, but have a harder time taking out the walkers, or they will have enough anti-tank power to deal with the walkers and not enough to take out the boyz. if the army is more in-between i'm ok with that as well. With most if not all of the army running forward I should be in the enemy deployment on turn 3.
If it's another combat army I'm not really worried about that either as i have so many power klaws, dread weapons and boyz that I can take a good beating and give an even better one back.
That's the basics behind the army anyways.
Below are 3 ideas of what I might do with the extra points.
Total So Far Is 1560 POINTS. so I have 190 points to play with.
here are 3 ideas I have for use of the the extra points
#1.
5 Lootaz 75pts They are there mainly to take out light vehicles and transports to slow my opponent down.
5 Storm Boyz.
incl Nob w/ Big Choppa. 75pts Storm boyz main purpose is to take out vehicles in assault with 5st 7 attacks and to assault small non-combat units that the Kanz and Boyz would be better off annoying. will most likely use terrain and Kanz as cover
1 Skorcha Buggie. 40pts. Just there ta burn sumfin
#2
13 Kommandos 130pts
+ Snikkrot. 85ptd (215pts) The Kommandos are there to come in wherever the orks might need support or to help clear objectives in the enemy deployment zone and maybe even kill a tank with snikkrot (6 st6 attacks and re-rolls to hit).Or to tie an enemy unit or 2 down that might slow down the horde. Basically they are there to be annoying. I'll drop a few shoota boyz
#3 I can take the dreads as troops because the big meks allow me to do that.
Ork Dreadnaught w/ 4 dread weapons. 105pts
Ork Dreadnaught w/ 3 dread weapons, Skorcha. 95pts (200points)
The Dreads are there to add evern more walker goodness to the army. I'll drop to shoota boys to get the extra points. I might drop a few more points from the shoota boyz and add extra armor to the combat dread.
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![[Post New]](/s/i/i.gif) 2009/05/10 01:53:51
Subject: Re:1750 GT Bad Moonz Ork list
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Wraith
O H I am in the Webway...
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Boyz with rokkits is kinda counter-intuitive, if your shooting the 3 BS2 rokkits at tanks, your wasting all those shootas! Big shootas would be better. Grotzookas on the Kans would also be better, maybe having one mob have KMB's. I like the 2 extra dreads, I think it goes with the theme.
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He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you |
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![[Post New]](/s/i/i.gif) 2009/05/10 02:10:01
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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I don't usually care for rokkits that much and almost always take big shootaz instead. but after a while i realized big shootaz really aren't doing anything for my army as I don't need anti-infantry guns because the orks do a good enough job with that. same goes with the grotzookaz as well. The reason I have so many rokkits is to stop the opponets mobility/tranports. alot of the good armies around here are heavy rhino/waveserpant based. The rokkits are mostly for other assault armies with dedicated transports and such.
I should have also mentioned that the rokkit units are slugga boyz mobs. only the unit with the big shootaz is a shoota mob.
I am pretty much leaning towards the dreads as well.
thanks you for the opinion EzeKK
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![[Post New]](/s/i/i.gif) 2009/05/10 21:39:39
Subject: Re:1750 GT Bad Moonz Ork list
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Stabbin' Skarboy
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If you go with the kommandos, i suggest you try to fit in 2 burnas, the power weapon hits can keep them from dying in an assault for an extra phase. (actually might is more appropriate than can but it sounds less confident)
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early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED |
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![[Post New]](/s/i/i.gif) 2009/05/11 01:41:37
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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I was thinking about putting a burna or two in the squad, but i'm not sure where I would like to drop a few points. I'd be happy with even 1 Burna. I am already dropping 5 shoota boyz to fit that unit of kommandos in the list and to fin the burna I'll probably have to drop a kommando to have the 15 points needed for the burna. I'll try both out a see what i prefer
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![[Post New]](/s/i/i.gif) 2009/05/14 00:03:17
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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One more idea I am having is maybe dropping 3 killa kans and taking a Looted Wagon with a Boomgun for 105pts and a Skorcha. What do you guys think?
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![[Post New]](/s/i/i.gif) 2009/05/14 03:39:40
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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colinsherlow wrote:One more idea I am having is maybe dropping 3 killa kans and taking a Looted Wagon with a Boomgun for 105pts and a Skorcha. What do you guys think?
Looted Wagons are never worth it, why? Because they have terrible armor and you have a 1/6th chance of your one heavy weapon zooming forward recklessly and probably losing it. Also, Killa Kans have higher armor, drdnght. ccs weapons, and (with Kustom Mega Blastas) better firepower. If you want better firepower than I'd go for the Kustom Mega Blastas but if your looking for a way to skimp on paying for AT in an Ork army tough luck because it's the one thing that we are unfortunately lacking options for.
*EDIT* Didn't mean to come off as rude but I'm just trying to stress the urgency of NOT taking a Looted Wagon.
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This message was edited 1 time. Last update was at 2009/05/14 03:40:35
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![[Post New]](/s/i/i.gif) 2009/05/16 19:42:03
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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I Agree with you on looted wagons, because they are inconsistant and do get destroyed quite easy. I basically only really want to use it as a threat to keep people from massing to much into one area where scattering won't matter that much. I'll most likely stick with the Kans as they always do there job. and they do it well.
I didn't take what you said as rude at all;-)
Thanks for the comment
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![[Post New]](/s/i/i.gif) 2009/05/16 20:22:01
Subject: Re:1750 GT Bad Moonz Ork list
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Aspirant Tech-Adept
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I think the lootas is a good idea as i took out a squad of 5 terminators with 4 lootas and 1 mek (roled a 3 on their amount of shots)
and mabey a burna squad to get the ones in cover out
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![[Post New]](/s/i/i.gif) 2009/05/17 01:36:14
Subject: 1750 GT Bad Moonz Ork list
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Regular Dakkanaut
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If you only plan on taking a squad of 5 lootas then don't even bother taking them. They need to be at least 13 strong to make them worth it.
Also drop all the weapons on your boys. Boys will be running to close with your opponent then they will be in close combat for the majority of the game. So when do you plan on shooting the rokkits? They are a waste imo
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![[Post New]](/s/i/i.gif) 2009/05/17 15:34:27
Subject: Re:1750 GT Bad Moonz Ork list
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Aspirant Tech-Adept
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Ork rokkits are assault so you can move and fire
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![[Post New]](/s/i/i.gif) 2009/05/17 15:42:43
Subject: Re:1750 GT Bad Moonz Ork list
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Lead-Footed Trukkboy Driver
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Vulkan_He'stan wrote:Ork rokkits are assault so you can move and fire
True, but you can't run, so are losing a d6" movement towards da foe.
Also, if da boys are assaulting infantry, they can't shoot a tank the same turn (unless you pop a rhino with the rokkits and assault the contents as it spills out)
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I refuse to enter a battle of wits with an unarmed opponent. |
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![[Post New]](/s/i/i.gif) 2009/05/19 05:08:53
Subject: Re:1750 GT Bad Moonz Ork list
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Sure Space Wolves Land Raider Pilot
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I run a similar list, however;
I have only 1 KFF
I have 4 units of boyz at 25 strong with Nob/ PK/Bosspole
I also have 2 units of Lootas
I have the SAG
I have 2 Dreads
That is 1850 of course, so i'd drop one of the dreads to get to 1750.
The Kans all have Grotzookas, the Dreads both have extra CC weapons. There are no rokkits in the boyz squads, just slugga/choppa.
It's fairly flexible, and I have had some pretty good sucess with it. The only bad games were ones where the SAG rolled doubles early in the game and blew up half my Loota unit...
Something to think about anyway.
Good luck whatever you decide.
Clay
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![[Post New]](/s/i/i.gif) 2009/05/19 07:28:33
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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Thank you very much everybody
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![[Post New]](/s/i/i.gif) 2009/05/19 08:15:16
Subject: 1750 GT Bad Moonz Ork list
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Ladies Love the Vibro-Cannon Operator
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The army looks really good.
I'd add the Kommandoz as they are able to silence guns during the advance of your horde.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2009/05/19 08:41:52
Subject: 1750 GT Bad Moonz Ork list
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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With the kanz i would change them to:
3 Killa Kanz w/ Grotzookas. 135pts
3 Killa Kanz w/ Kustom meha blastas. 165pts
3 Killa Kanz w/ Kustom meha blastas. 165pts
15 points more than your layout, but the 3 grotzookas should help clearing up infantry and the KMB kanz can be used to hunt tanks, and also kill 2+ saves like thermies and the likes.
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Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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![[Post New]](/s/i/i.gif) 2009/05/19 17:35:41
Subject: 1750 GT Bad Moonz Ork list
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Sneaky Kommando
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We definitely have to agree it is very similar to my own list http://www.dakkadakka.com/dakkaforum/posts/list/240302.page
But putting rockets in with the boys is a waste of points considering he will be running most turns as well it would free up 90 points
Which doesn't even include the big shooters again on another 10 points
100 points at your disposal to spend
Killercan combinations are pretty endless personally I would go for rockets, remember you are dealing with vehicles in close combat and I would not be too dependent on rockets
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This message was edited 1 time. Last update was at 2009/05/19 17:36:32
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![[Post New]](/s/i/i.gif) 2009/07/18 02:07:38
Subject: 1750 GT Bad Moonz Ork list
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Fresh-Faced New User
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I'll consider removing the rokkits from the boys. i do love blowing up a transports and then assaulting the unit inside with the squad that nuked the transport. I'll give it a shot though.
What to use with thoughs extra points though?
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