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Made in us
Yellin' Yoof on a Scooter






Mek w/ KFF, burna, eavy armor, grot oiler 113
19 shootaboyz w/ nob, pk, bosspole, 1x big shoota 159
Battlewagon w/ ram, 4x big shoota 115

20 shootaboyz w/ nob, pk, bosspole, 2x big shoota 170
Battlewagon w/ ram, 4x big shoota 115

Warboss w/ mega armor, attack squig, cybork, bosspole, skorcha 135
6 Meganobs w/ 2x skorchas 250
Battlewagon, w/ deff rolla, red, big shoota, claw, plank 130

Zag and 19 stormboyz 313


I am still building another list at the moment, but I was thinking I might like this one as well… I haven’t tried a plank or a claw on vehicles yet, so I am not sure if they will be worthwhile. Also Zag would be something I have never tried before, but 5 s9 I4 attacks on the charge would be nice… I figure I would keep the shootaboyz in the wagons shooting for as long as feasible and then pile everyone in. The shoota BWs would be covering for the meganob wagon. Anyone have better setups for the wagons? I want to keep everyone in vehicles, but I suppose I could drop some wagons and switch to trucks. What does everyone else think? This wouldn’t be for super competitive play of course, but I rather it not fall on its face.

Thanks much




Automatically Appended Next Post:
That bad eh?

This message was edited 2 times. Last update was at 2009/07/03 03:45:25


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

My advice:

You've picked a theme, so you're off to a good start. Mechanized shooty orks.

1. Meganobs are *NOT* mechanized shooty orks. They are assaulting orks. They do not belong. Take them out.

2. A 1500 point list shouldn't rely on battlewagons for transportation. Trukks are the way to go!

3. Your guns on your battlewagons....you have too many. If you move your battlewagons at *ALL* you can only shoot one main weapon and all defensive weapons at best. That means that 3 of those big shootas won't be firing.

4. You do one of two things with battlewagons: You either fill them up with boyz who are going to get rushed up to combat quickly, or you fill them up with dakka and use them as a stationary firebase bunker. 18" range on your shootas aren't scaring anyone, you're going to have to be mobile, and your army can't handle the split-personality.

There's other problems....but that's a good start.

   
Made in gb
Stealthy Grot Snipa





Lincoln UK

Looking at your list I can only say that you need to choose another specialised squad stormboyz being the only real infrantry unit will soak up every anti-infrantry weapon while the anti-tank stuff aims at the wagons their far to expensive they'll be shot to bits before or after they've killed an enemy squad in your turn. They're are 3 elite choices that I can recommend that work well with the list.

Kommandos: When making my mech list I spend my last points on a cheap 12 man Kommando squad, they're job which they did very well was to make my opponent stay 12 away from the table sides this meant most of his army would be packed close together in the middle allow my trukks and wagon to hit his most of his army upon arrival.

Lootas: Another thing I saw being used at the finals was squad of lootz in a wagon with nothing more than 2 shootz pelting out 15 D3 shots per turn was scary allowing him to take down tanks and infrantry from a safe place.

Nob Bikers: Nothing scares players more than these guys, I recommend these over the meganobs any day, I have a squad of 5 and a warboss and the amount of firepower they draw away from my main force is fantastic, but the time the squad taken a lot of damage the main force will have hit his lines.

Thats my only suggestion for this army list. Based on my know how from the GT final.

This message was edited 1 time. Last update was at 2009/07/03 05:00:47


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