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![[Post New]](/s/i/i.gif) 2009/06/14 12:36:53
Subject: Orks 1750 points (it needs a few tweaks)
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Slippery Scout Biker
Sweden
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Trying to put together a 175 points Ork army but I have too much points at the moment and I find it hard what to remove from the list.
HQ: Big Mek (want him to run with the Deff Dreds)
Powerklaw, Custom megablasta, 'eavy armor,
Kustom force field, 3 x Grot oilers, Ammo runt
->148pt
HQ: Warboss 60pt (leading the Meganobz squad)
Megaarmour, Ammo runt, Boss pole
-> 108pt
Elite: Kommandos x 5
Nob, 'eavy armor, powerklaw,
Boss pole, Rokkit launcha x 2
-> 115pt
Elite: Tank Bustas x 10
Bombsquigs x 3
-> 165pt
Fast: Deffkoptas x 4
Twin linked rokkit launcha x 4, Big bigbomm x 2
-> 210pt
Troop: Ork 'ard Boyz x 20
Big shoota x 2, Stikkbombs x 20, Nob, Powerklaw, Boss pole
-> 270pt
Troop: Ork Boyzx 30
Big shoota x 2, Nob, Powerklaw, Boss pole
-> 235pt
Troop: Meganobz x 4 (troop choice -> Warboss)
Kombi shoota-skorcha x 4
-> 180pt
Troop: Deff Dread (troop choice -> Big Mek)
Close combat weapons x 2, Grot riggers, Armour Plates
-> 120pt
Heavy: Deff Dread
Close combat weapons x 2, Grot riggers, Armour Plates
-> 120pt
Heavy: Killa Kans x 3
Grotzooka x 3
-> 135pt
Heavy: Battlewagon 90pt
(not outfitted yet due to points...)
1896 points in all which is way too much for a 1750 points amy...
So any help or tips is most welcome to try and reduce the points of the army list.
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This message was edited 3 times. Last update was at 2009/07/12 16:39:41
"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/06/14 13:53:38
Subject: Orks 1500 points (too much points in list)
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Yellin' Yoof
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First up, Hi and how are you.
Second of all, wat is your army meant to be?? Is it Mechanized or is it Horde. From previous experience i have found that balanced lists are not as good as focused lists. Is it meant to be competitive or casual. How is your playing style, are you fast and calculated or do you drown them in dice.
Once you answer these questions, then can i tell you wat to get rid of.
There are no races just different people who Chuck Norris has beaten to various shades of black and blue.
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Try Powerthirst, the energy drink for men.
If God gives you lemons, you get a new God!!
hopefully 1750 pts
1750 pts W/D/L 13/3/7
1750 pts W/D/L 11/2/2
"It's not stealing if you take it quick" and
"It's only illegal if you get caught"
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![[Post New]](/s/i/i.gif) 2009/06/14 14:15:25
Subject: Orks 1500 points (too much points in list)
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Slippery Scout Biker
Sweden
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Eep! Difficult questions for an ork!
I haven't played in many years and I'm trying to build a new army so I can start to play again. (only played Sisters of Battle in the 3:rd edition)
But all my friends say my tactics are very orkish.
Mechanized is more fun than pure horde (don't really like to paint 150 orks =p ), I love deff dreads and such.
And about competitive or casual, I would like it do be competitive but yet fun to play. (can't win them all but long as one has fun it's okay)
As for playstyle, fast and calculating would be me.
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This message was edited 1 time. Last update was at 2009/06/14 14:15:59
"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/06/14 21:42:47
Subject: Re:Orks 1500 points (too much points in list)
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Stabbin' Skarboy
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First off, i suggest you take the individual upgrade costs down that is usually frowned upon.
A big mek can't take a kustom mega blasta and a kff, they both replace the slugga. And if you take the kff wich would be smarter, drop the ammo runt.
Personally, for the kommandos i think that two burnas would be more useful than rokkit launchas if you can find the points, against horde, its auto hit which helps balance out the bs2, and against MCs or termies or even MEQs you can use them as power weapons which is very useful against those pesky 2+ or 3+ saves. And the nob doesn't need eavy armor.
People will tell you not to use tankbustas because the glory hogs rule will make them useless, if you use them wrong, they will really be useless, but i suggest you take at least one tankhammer if you do, an S10 hit is always useful regardless of wether or not you make it to a vehicle. All in all, i think you should just drop them however, because the deffcoptas have a better chance to hit and can usually get side armor or even rear armor shots.
I like the deffkoptas, but i suggest you drop the big bomms, they dissapoint me when i use them, instead consider a buzzsaw, it is S7 on the charge not S9 like most pks but S7 is still enough to wound on 2s for most units. Also, consider taking more or less right now one casualty is a morale check and with one more, you need to lose two.
The ard boyz don't need to be ard boys, regular boyz should be able to do most of what you'd send them to do, and they should be in a battlewagon if you keep them ard boyz, so they don't need stikkbombs as a stikkbomb chukka is much more point efficient.
The 30 mob, should be shootas, as they are better at footslogging. Also heavy weapons aren't necessary on shoota mobs, and if the mob is sluggas, you shouldn't take them at all, i rarely have heavy weapons in my mobs mostly because of points.
For the deff dreads, drop the armor plates, they aren't worth 10 points the stunned result isn't bad enough to have to worry about protecting yourself from it. To save points, drop one or both ccws for skorchas it makes them more multi purpose and makes it so that they can take on horde or MCs. Also, you have a big mek, you shouldn't need to worry about grot riggers, so drop them too.
The Battlewagon can be a dedicated transport for the meganobs and warboss, so it wouldn't take up a force org slot. Not really points help but just a heads up.
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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) 2009/06/15 03:04:09
Subject: Re:Orks 1500 points (too much points in list)
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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I need to start copying my posts because everyone needs to be told the same thing. =p I won't get into great detail right now because you're not ready for it, but know this:
Orks can do anything that any other army can do and do it better than they can. However, they cannot do everything that any other army can do. Make sense? If you make an ork assault army, they'll out-assault any other army in 40k. If you make a shooting army, you can outgun IG or Tau. If you go foot-slogging, or mechanized, or kan-wall....all those options make you a completely awesome army, but there's a catch. You can only do one of them at a time with an army list.
If you combine a mechanized and a foot-slogging list, you're going to lose. If you have part assault, party shooting, you're probably going to lose. Your strength is in being able to pick something and be completely awesome at it. So before giving you advice on where to go next with your army, you need to pick a theme and build around it. If you want a bike army, or a shooting army; an outflanking army, mechanized, assault, figure out what your playstyle is and start building your units and armylist around that idea.
THAT is the strength of Orks.
When you decide what you want your army list to be, start by explaining what your intent is, then post an army list along those lines and we'll work from there and make suggestions.
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![[Post New]](/s/i/i.gif) 2009/06/15 05:50:31
Subject: Re:Orks 1500 points (too much points in list)
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Roarin' Runtherd
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I concur with what people have said so far and want to reinforce that. I'll try not to repeat anything that they've said without checking their posts every other word.
-Pretty much all the grots should be dropped, ammo runts on orks aren't all that amazing since you hit on a 5-6 and then you're reroll is still just a 5-6. Grot oilers are nice in
theory, and even practice, but you already succeed on a 4+ and it's usually not worth the points. You've big mek can keep up with repairing the 2 dreads, and if any of the
killa kans get immobilized they count as wrecked cause they're in a squadron.
-On the big mek if you are gonna take an armor upgrade take the cybork. You don't need a painboy to stick it on HQ choices and although it's 5 points more, it's
usually better to have a 5+ save all the time, then a 4+ save some of the time.
-The kommandos if you can try and fit snikrot in, it's really nice. If not they should still work fine.
-Heavy weapons in ork boyz squads is a lot of preference. I always have amazing luck with random big shoota or rokkit shots, but that's just me.
-If you can, try and fit in one more meganobz, since the battlewagon will have, at the least, 12 capacity and with the warboss that'd fit perfectly.
Another guy to spread the wounds around and dish them out.
-Deff dreads in general often aren't the best choice. I won't say they're not worth it, just that 3 killa kans is only a bit more points and is better.
Even if you don't take skorchas like cougar said, definitely don't run 4 CCWs. People see them as soon as you put it on the table and never let it reach their destination.
If they do make it, they are still easy prey to a PK and though they'd attack first to do their damage, will lose the combat.
-For a battlewagon unless you're running it a gun platform for lootas, keep it pretty sparse. Transports is when you use armour plates, so that you can keep moving towards
the enemy. I also enjoy taking a deff rolla so that before or after it drops off it's cargo, it still can't be ignored.
One last general comment, although many of the 5 or 10 point upgrades are nice, they quickly add up and for an ork it's better to get more boyz before toyz.
Good luck.
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You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.
What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! |
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![[Post New]](/s/i/i.gif) 2009/06/16 22:08:13
Subject: Re:Orks 1500 points (too much points in list)
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Slippery Scout Biker
Sweden
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iamthecougar wrote:A big mek can't take a kustom mega blasta and a kff, they both replace the slugga. And if you take the kff wich would be smarter, drop the ammo runt.
Thanks for all the great info so far, I'm working on my list (will post it here soon as I am done re-working it).
Oh and thanks for clearing up the kff and mega blasta, I missed that..
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This message was edited 1 time. Last update was at 2009/06/16 22:08:31
"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/06/17 10:33:20
Subject: Orks 1500 points (too much points in list)
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Yellin' Yoof
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Hi again and thanks for commenting on my post for help on an army list. Anyway, i agree 100% with icehawk,cougar andpepper. I think that Orks accel best in focusing completely in a field, which they PWN at. i also think that more boyz than toyz is also good, but im pretty biased from my horde army. Also, if you are playing to have, included fun units such as shokk attack guns and weirdboyz but if you are serious go for biker boss and nob bikers.Finally don't over tool ork vehicles as they have a tendency for being exploded rather easily.
If you could post your new army list, we could see how you are going.
Chuck Norris can piss into gale force winds.
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Try Powerthirst, the energy drink for men.
If God gives you lemons, you get a new God!!
hopefully 1750 pts
1750 pts W/D/L 13/3/7
1750 pts W/D/L 11/2/2
"It's not stealing if you take it quick" and
"It's only illegal if you get caught"
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![[Post New]](/s/i/i.gif) 2009/06/19 20:25:54
Subject: Re:Orks 1500 points (too much points in list)
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Look forward to it, but remember this:
KMBs are firing at BS2. You are RARELY going to hit. MIght want to take something else. My Big meks take a forcefield and nothing, and he exists as a cheap means of giving me cover saves.
I'd drop all the extra in favor of getting more boyz. Kommandos need burnas, not rokkits. =p Those are powerweapons in CC.
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![[Post New]](/s/i/i.gif) 2009/06/20 20:23:40
Subject: Re:Orks 1500 points (too much points in list)
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Slippery Scout Biker
Sweden
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Been working on the list now with a few tweaks here and there.
This list is 1750 points, so I have a one complete list now and will tweak it down to 1500 points later (so I will have one for 1500 points and another for 1750 points)
HQ: Big Mek (want him to run with the Deff Dreds)
Powerklaw, Cybork body, Kustom force field
->120pt
HQ: Warboss (leading the Meganobz squad)
Mega armour, Boss pole
->105pt
Elite: Kommandos x 5
Nob, Powerklaw, Boss pole, Burnas x 2
->120pt
Elite: Tank Bustas x 5
Bombsquigs x 3
->90pt
Fast: Deffkoptas x 4
Twin linked rokkit launcha x 4, Big bomm x 2
->210pt
Troop: Ork 'ard Boyz x 20
Big shoota x 2, Nob, Powerklaw, Boss pole
->250pt
Troop: Ork Shoota Boyz x 30
Big shoota x 3, Nob, Powerklaw, Boss pole
->235pt
Troop: Meganobz x 4 (troop choice -> Warboss)
Kombi shoota-skorcha x 4
->180pt
Troop: Deff Dread (troop choice -> Big Mek)
Close combat weapons, Skorcha
-> 95pt
Heavy: Deff Dread
Close combat weapons, Skorcha
-> 95pt
Heavy: Killa Kans x 3
Grotzooka x 3
->135pt
Heavy: Battlewagon (transport for Ork 'ard boyz)
Deff rolla, Stikkbomb chukka
->115pt
1750 points (if I have counted it correctly that is)
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This message was edited 3 times. Last update was at 2009/06/20 23:03:24
"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/06/20 21:59:58
Subject: Re:Orks 1500 points (too much points in list)
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Wraith
O H I am in the Webway...
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Ok, fist off you need to stop posting individual points costs. GW doesn't like people doing this, and neither do the forum mods.
Your army is very weak IMHO.
First off - Kommandos could be a larger squad. probably around 15.
I haven't seen many people take Tank Bustas and I think it's for a good reason. I think the Deffkoptas would be better off going solo with 3 of them and getting TLRL's and Buzzsaws instead of what you got ATM.
As for the Meganobz, they are SaP... That means a D6 movement a turn. They NEED an x-port. This list is not what dash would say would be a focused orks list. You need to either make it foot and get a lot more boyz or make it mech and get move trukks and BW's.
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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) 2009/06/20 22:49:40
Subject: Re:Orks 1500 points (too much points in list)
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Slippery Scout Biker
Sweden
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EzeKK wrote:Ok, fist off you need to stop posting individual points costs. GW doesn't like people doing this, and neither do the forum mods.
Your army is very weak IMHO.
First off - Kommandos could be a larger squad. probably around 15.
I haven't seen many people take Tank Bustas and I think it's for a good reason. I think the Deffkoptas would be better off going solo with 3 of them and getting TLRL's and Buzzsaws instead of what you got ATM.
As for the Meganobz, they are SaP... That means a D6 movement a turn. They NEED an x-port. This list is not what dash would say would be a focused orks list. You need to either make it foot and get a lot more boyz or make it mech and get move trukks and BW's.
Hmm haven't gotten an complaint about the points before, haven't posted a lot in these forums yet tho. (just thought it would be easier for people to help one with army list).
*edit* fixed the list with the points.
Anyhow, the Meganobz are suppose to have a trukk just forgot that in the list..
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This message was edited 1 time. Last update was at 2009/06/20 23:04:10
"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/06/21 13:47:09
Subject: Re:Orks 1500 points (too much points in list)
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Slippery Scout Biker
Sweden
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What is better to have of the following?
Remove the Tank Bustas and make the Kommando squad bigger (10 incl Boss Snikrot)?
Or
Remove the Tank Bustas and the Kommando squad to make the Meganobz squad bigger (7 including Warboss with Mega armour) and a Battle Wagon with Deff roller for the unit?
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"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/06/21 16:51:21
Subject: Orks 1500 points (too much points in list)
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Growlin' Guntrukk Driver with Killacannon
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from my experience, the Meganobz are completely amazing and you should field more of them. if they get the charge your looking at a TON of PK attacks and that can most likely wipe out any other armies unit in its entirety.
I would drop the dreads and kans and get a LOT more boyz. I didnt realize the strength of a foot sloggin horde army until i started really play testing one and their AMAZING in CC.
Drop the Big bomms on the deffkoptas. Their awesome in theory but they never quite work on on the field.
If you didnt want to go more boyz, then drop the deffdreads and get more Kans. you can field 2 cans per 1 dread.
Also, if you were going Mek, i would take a full mob of 10 meganobs in the BW. like i said before, they can really do some dmg once their stuck in.
as a note, this is just some of my experiences with the different units. I'm am an extremely new player to 40k so many people might disagree with some of the stuff i said.
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![[Post New]](/s/i/i.gif) 2009/07/12 16:40:46
Subject: Re:Orks 1750 points (it needs a few tweaks)
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Slippery Scout Biker
Sweden
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Here is an updated list.
HQ: Big Mek (want him to run with the Deff Dreds)
Burna, Cybork body, Kustom force field
->115pt
HQ: Warboss (leading the Meganobz squad)
Mega armour, Boss pole
->105pt
Elite: Kommandos x 9 + Boss Snikrot
Boss pole, Burnas x 2
->210pt
Fast: Deffkoptas x 4
Twin linked rokkit launcha x 4
->180pt
Troop: Ork 'ard Boyz x 20
Nob, Powerklaw, Boss pole
->240pt
Troop: Ork Shoota Boyz x 30
Big shoota x 3
->195pt
Troop: Meganobz x 5 (troop choice -> Warboss)
Kombi shoota-skorcha x 2
->210pt (+ Trukk)
Troop: Deff Dread (troop choice -> Big Mek)
Close combat weapons, Skorcha
-> 95pt
Heavy: Deff Dread
Close combat weapons, Skorcha
-> 95pt
Heavy: Killa Kans x 3
Grotzooka x 2, Kustom mega-blasta
->145pt
Heavy: Battlewagon (transport for Ork 'ard boyz)
Deff rolla, Kannon, Stikkbomb chukka
->125pt
1750 if I have calculated correctly.
Will the shoota boyz manage well without a nob and a bosspole?
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"Stikk Bomma: The boyz carry powerful stikkbombs, grenades of Ork manufacture. They are gifted with the knowledge of which part of the grenade is thrown once the pin is removed!" |
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![[Post New]](/s/i/i.gif) 2009/07/12 17:54:29
Subject: Orks 1750 points (it needs a few tweaks)
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Growlin' Guntrukk Driver with Killacannon
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If your Meganobs are footsloggin it, its going to take a long time to get them into CC. And considering their an amazing anti tank group (all the PK attacks) you want to be able to move them around the board fast. I run Ghaz with 5 Meganobs and their in a trukk. This way i can fly towards a big threat on the table and eliminate it on turn 2. I would put the Meganobs and the boss in the Battle wagon and let your ard boys move 6 and run a d6 every turn.
also, i would drop the deff dreads and add more groups of Kans. The dreads are an awesome model but are to expensive for what you can get out of the Kans for the same points cost
Shoota boys suck IMO. Orks BS is just horrid so trying to hit anything and actually make it count just isnt going to happen. i would replace them with sluggas and get them stuck in asap.
the Koptas are fun to play but you might notice them only capturing their points 50% of the time and most of that is luck. Just dont count on them being the only anti armor squad. Use the meganobs for that =)
as for the Kommandos, i dont know a damn thing about them. I hope this helped even a little.
p.s. trust me with the meganob thing...i assure you having them in a transport is SOOOOOOOOOO worth it.
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This message was edited 1 time. Last update was at 2009/07/12 17:55:38
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![[Post New]](/s/i/i.gif) 2009/07/12 20:45:49
Subject: Orks 1750 points (it needs a few tweaks)
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Slippery Scout Biker
Sweden
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Bad_Sheep37 wrote:p.s. trust me with the meganob thing...i assure you having them in a transport is SOOOOOOOOOO worth it.
They have a Trukk ->210pt (+ Trukk), easy to miss hehe.
I know that Orks bs is worthless but having 30 shootas must be able to hit something sometimes.
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![[Post New]](/s/i/i.gif) 2009/07/13 01:02:56
Subject: Orks 1750 points (it needs a few tweaks)
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Growlin' Guntrukk Driver with Killacannon
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Ah sorry haha. Yeah then you should be good.
I thought the same way you did about the shootas and...na they still cant haha. I just find the extra attack in CC with the sluggas is much more useful. Your call though.
WAAAAAAAAAAAAAAAGGGGGGGGGGGHHHHHHHHHHH
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![[Post New]](/s/i/i.gif) 2009/07/13 18:13:18
Subject: Orks 1750 points (it needs a few tweaks)
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Battlefield Professional
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My personal favorite list is the Kan Wall but Most are just as effective (Nob Biker, Mech Ork, ect...) but one thing ihave to say (Which I am going to cut and paste from another thread I wrote on) is about the Deffkoptas... Here comes the (now third) time I've offered this often well received advice:
Deffkoptas are decent one-trick ponies but split them up. Fielding them as one unit begs for death. So, break them up!!! One of the biggest reasosn has to do with morale. I suggest running Deffkoptas in either units of 1 or a unit of 5. The biggest reason is at 4, the way you have it, as soon as 1 dies (and according to wound allocation you have to remove whole models first) then the unit is making morale saves on their ld. 7. I wouldn't risk a 200 point unit to a 50/50 chance... But see below for the solution to the morale problem:
1. As 3 different units they can acquire 3 different targets (great for mech vet to crack open chimeras before they move).
2. As 3 different units if you try to outflank you tripple your chances of a kopta coming on the board earlier.
3. The morale issue stated above. As a unit of 1 if 1 dies you don;t have to worry about morale.
4. more for the enemy to shoot (split fire). one squad of marines can take out one unit of 3 deffkoptas. However, one squad of marines can't take out 3 units of one deffkoptas (it would be splitting their fire). This makes it more of a challange for the enemy in target aquisition - do they take out hte piddly little kopta threatening side armor of the pred or shoot at the boys to whittle them down a little before they charge.
That's my food for thought on Koptas.
As for the rest of your list, all I would suggest is if you're paying out the ass for a warboss you hsould deffinitly go the extra mile for Ghaz!!! His Waaagh is just sick and will kill any model in the game. I would put a Waaaghing Ghaz against a C'Tan toe to toe and put all my money on Ghaz!
I've never run Kommandos but considered it a lot. One common theme I see in the forums is if you are running Kommandos then be sure to buy Snikrot with them and run them with Burnas.
'Ard bouy are totally not worth it!!! For the cost of 20 'Ard boyz you could get 33 regular boyz!!!! There's power in numbers and with sooo many blast and ord. weapons having AP 4 and better it's a waste of points IMHO.
NOw that's not to say you should go full compeititve - unless you are dead set on winning, and if you're dead set on winning you shouldn't be playing Orks.
Example, I'm running a Kan Wall list in a tourney this weekend and I've made one of the classic no no's in my army: I'm fielding Old Zogwort in it (Points which should be spent on more boyz).
So in my 1K list is only 6 kans and 60 boyz + Zogwort and a Mek with KFF. I think people would unanimously say drop Zogwort and take more boyz but hey, he's the fun element in my list.
Besides that I have no other advice then to pick a style. Remember, find what your niche is, that leads to riches!
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This message was edited 1 time. Last update was at 2009/07/13 18:14:14
Current Armies:
Warmachine:
Shae Pirate's Life 50
Durgen attrition 50
WH40K:
Orks (5,000 pt Apoc Kan Wall, 1850 Bikerz)
Grey Knights (1850 Crowe Purifiers, 2500 'Ard Boyz Draigo)
Sisters of Battle (Seraphim spam)
WHFB:
2400 Empire
3000 Tomb Kings |
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![[Post New]](/s/i/i.gif) 2009/07/13 23:34:21
Subject: Re:Orks 1750 points (it needs a few tweaks)
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Stabbin' Skarboy
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Shootas do work and if they are footslogging they work reasonably well, because in my experience you usually get more than one turn of shooting. This does not mean you will shoot termies to death, but i have taken out combat squads with just shooting.
Putting all of your deffkoptas in one group is dangerous, one dies and thats a ld7 test which honestly i think i have failed almost every time. If you are going to do this, abuse wound alocation, give one a big bomm, give one a buzzsaw, you can give one a big shoot or a kmb and thats 4 unique koptas and your taking 5 wounds with a 4+ save before you take a test, but be warned, a four plus is ignored by a lot of stuff and good chunk of that will cause instant death.
Snikrot cannot take a bosspole, he doesn't have the option since he isn't a nob.
Your boyz need a nob, even if just for the bosspole, but in my opinion, all boyz mobs should have a nob with a bosspole and pk.
You may want to get a grabbin klaw for the bw to stop skimmers and the like from darting around your boyz.
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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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