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Do Foot Sloggin Ork Armies still have a chance against all the Mech Armies now?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Sneaky Kommando





Massachusetts

I was hoping to make a mostly foot sloggin army for my horde list but im worried it won't work out so hot with all the meching up everyone has been doing.

I like to plan what units i get in advanced since i just dont have the money to pick up stuff that just looks good (except Captain Badtrukk )

If i have to start loading up on trukks, battle wagons, and kanz so be it but i would like to get some second opinions from the more experienced players before i make a decision.

Simply put : Can a Green Tide of Foot Sloggin Orks get it done against all the new Mech armies?

This message was edited 1 time. Last update was at 2009/07/05 23:27:51


They say the Emperor protects; tell that to the Orks. 
   
Made in us
Elite Tyranid Warrior





I think they can... many, many people will disagree with me but I truly do think that they can. You just have to start using things that were looked over before ex... Tankbusta and Kannon big gun units. The AV14 mech will still beat the crap out of orks but its always been like that. I also never say don't put specail weapons in boy squads anymore. I now put 3 rokkits in each. The secret to beating the mech armies is to bust the troop's transports and then kill the troops (if they can't score they can't win).

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Made in us
Dominar






Green Tide will probably get flattened through the sheer amount of armor they'd have to cut through.

I know that there are people who will disagree, but Orks really have no good answer to guys in transports except for the Loota, and really there are just too many things that can take out a squad of lootas, and even at maximum effectiveness they're only eliminating 1 transport per Loota squad per turn.

Rokkits do not cut it. Against a single chimera, assuming you're stuck shooting front armor (which will be common) you need 6 Rokkit shots at BS2 to get a single roll on the pen/glance table. That's 2 squads of 30 Boyz each. Likewise it's not possible to "hold back" from an assault, so if you want to kill a vehicle with your Power Klaw, regardless of whether or not you succeed, your Boyz will be bunched up in an incredibly tight ball screaming 'flame me!!!' on your opponent's turn.

The best thing you can do is take good harasser units that can actually be reasonably effective against even mech armies like Deffkoptas, Snikrot, and even Stormboyz with PK. Combine that with a solid firebase unit like Lootas, and then fill in the rest of your points with as many Boyz as you feel necessary. Orks are still going to have a lot of problems dealing with armor, but the basic green tide just gets squashed flat by too many lists.
   
Made in us
Sneaky Kommando





Massachusetts

Yeah the main idea for my list was going to be Snikrot and Kommandos, Lootaz, and as many Shoota boyz as i could get, preferably with 3 rokkits in each led by a nob with PK

I figure if Snikrot can bust up at least 1 Tank it will be worth the points for me, not tomention making your opponent scared of his own table edge seems to be worth the points on its own lol

Lootaz can bust up infantry and light mechs alike and from a pretty safe range so those seem like points well spent

You can only have 12 boyz in a trukk or battlewagon right? Im scared that would break up the tid to much...am i wrong?(still new so bear with me )

Deffkoptaz with twin rokkits and buzzsaws may be something to consider

Same for the battlewagon with bording planks and something nasty in it. Im still very new to Orks what do you think could use the transports to get in close fast to pop some other vehicles? Burna Boyz?

They say the Emperor protects; tell that to the Orks. 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Foot slogging lists are still powerful, and capable of being even more powerful in certain configurations than used to be possible.

You can screen your entire army with 4+ cover saves by using a 107 point gretchin unit (29 gretchin + 2 runt herders). A lot of folks are taking kan-walls for foot slogging units, and using meks with KFFs to screen them up the field with 4+ cover saves. Those killa-kans are STR10 dreadnought weapons, and they peel open anything (including land raiders) just fine. A mek with a shokk attack gun attached to a squad of lootas is loads of fun, albeit a bit random.

What you have to remember is that whatever you do, you have to focus on a theme. Foot-slogging...check. Now, do you want to have an assault based foot slogging list, or a shooting based foot-slogging list? Combining the two is definitely suicide. If you want to go shooty, start with 3 squads of 15 Lootas, and build your army around that. If you want to go assault-based, start with 3 squads of stormboyz with a nob+PK in each and work from there....OR a gretchin wall screening advancing boyz...OR a kan-wall...there's a lot of options.

Yes, a foot-slogging list kicks tail. What you have to remember is that there are a LOT of sub-par players who thought Ork was insta-win when it was the flavor of the month, and Orks could win using less generalship than other armies. Not quite the case anymore, so the bad players are losing more often, and mistakenly believe the fault lies with their army, not with their leadership of it.

   
Made in us
Stabbin' Skarboy







NeedsMoreDakka wrote:I was hoping to make a mostly foot sloggin army for my horde list but im worried it won't work out so hot with all the meching up everyone has been doing.

I like to plan what units i get in advanced since i just dont have the money to pick up stuff that just looks good (except Captain Badtrukk )

If i have to start loading up on trukks, battle wagons, and kanz so be it but i would like to get some second opinions from the more experienced players before i make a decision.

Simply put : Can a Green Tide of Foot Sloggin Orks get it done against all the new Mech armies?


The primary problem for foot orks against mech armies is that assaulting is what orks do best and assaulting vehicles generally isn't efficient. Sure you may have success with powerklaws in an effort to destroy a rhino/chimera/land raider provided you hit the vehicle to begin with but following a vehicle assault you don't actually get to assault the unit inside and you're usually bunched up due to a lack of consolidation (6th edition really needs to fix this rule because it completely screws over orks). After that it's shooting/template/pie time for your opponent. This often doesn't end well for your footslogging orks.

You can try to use support fire like lootas and kannons to attempt to take out enemy vehicles BEFORE your green tide gets to the lines but that doesn't always work 100%. You can try rockitts on your boyz mobs but the chances of you opening up that vehicle with a few meager BS 2 str 8 shots usually isn't very good.

My experience against full mech is generally an exercise in frustration. I often end up having to assault vehicles. I often end up taking out a vehicle only to get crushed by surrounding support or the infantry inside the vehicle. There are often too many vehicles to deal with even with full loota spam behind me. Taking out a few vehicles here and there isn't too difficult. Taking out multiples can get overwhelming.


   
Made in us
Sneaky Kommando





Massachusetts

kanz are looking like more and more of a good option, kanz screening infront of Meks with KFF's sounds pretty reliable (as reliable as Orks get anyway )

Grotzooka's i like for the blast, I <3 Templates...should have been imperial guard lmao
Kustom Mega Blastas that ignore the gets hot rule? that seems to good to pass up

how about some combination of
Mek with KFF and another with SAG (It seems like to much fun to pass up )
Kanz (no idea how many would work)
Lootaz riding in battle wagons for some serious flanking (would it work?)
Snikrot and Kommandos with Burnaz (Father away from there edge just means they are closer to me )
As many Shoota Boyz led by PK Nobz as i can get

From what i can tell you have to HAVE to choose whether your hammering the enemy with the blunt end of your pistol or shooting them with it, i would prefer to have a shooty army since orks are naturally good in CQ. Please correct me if im wrong or mistaken on anything

UGHHHHHHH Kanz are going to bankrupt me lmao

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Made in us
Deadly Dire Avenger





For a cover-save that is a bit more effective IMHO, you could try Grotsnik with a full squad of 'ard boyz. A 30 wound unit with a 4+ save and Feel no pain is really nice!

Hold on, let me get back to Strongbad, Marx, Jack Black, Keith Moons, Muad'dib, Bruce Dickinson, Dr.Tran, Pete Townsends, The Vault Dweller, and the Muffin Man.

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Made in us
Sneaky Kommando





Massachusetts

Please pardon my noobness but i cant find my warhammer rule book right now -____-

Feel no Pain..what exactly does it do again?

Grotsnick with 30 ard boyz does sound interesting...im worried how expensive it would be though (never thought of using painboyz either)

They say the Emperor protects; tell that to the Orks. 
   
Made in us
Boosting Black Templar Biker





Jacksonville, NC

Grotsnik and 30 'ard boyz with a PK/Bosspole Nob and 3 rokkits is 470 points.

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Made in us
Deadly Dire Avenger





Feel no pain allows you to roll an extra 4+ save. But you do not get this save against things that ignore all armor saves.

Hold on, let me get back to Strongbad, Marx, Jack Black, Keith Moons, Muad'dib, Bruce Dickinson, Dr.Tran, Pete Townsends, The Vault Dweller, and the Muffin Man.

Eldar 2500
Orks 1750
WoC 1000
WE
Dwarves
 
   
Made in us
Stabbin' Skarboy







NeedsMoreDakka wrote:kanz are looking like more and more of a good option, kanz screening infront of Meks with KFF's sounds pretty reliable (as reliable as Orks get anyway )

Grotzooka's i like for the blast, I <3 Templates...should have been imperial guard lmao
Kustom Mega Blastas that ignore the gets hot rule? that seems to good to pass up

how about some combination of
Mek with KFF and another with SAG (It seems like to much fun to pass up )
Kanz (no idea how many would work)


Kan wall is a typical setup. That's 9 kanz and 2 KFF Meks providing 4+ cover to everything in the army. This is as effective as it gets but unfortunately there is so much melta spam in the meta-game right now that Kanz can get foiled relatively easily. Kanz are great at short range which unfortunately happens to be where meltas do their most damage. The cover saves are nice but statistically you're liable to get blown up before you land an assault.

Lootaz riding in battle wagons for some serious flanking (would it work?)


You can't shoot and move with heavy weapons so aside from a protection platform the battlewagon is less than optimal.

Snikrot and Kommandos with Burnaz (Father away from there edge just means they are closer to me )


Snikrot is great against squishy infantry. He's pretty awful against vehicles, just like every other foot ork unit with and especially without a power klaw.


This message was edited 1 time. Last update was at 2009/07/06 06:02:48


   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

Kevin Nash wrote:Snikrot is great against squishy infantry. He's pretty awful against vehicles, just like every other foot ork unit with and especially without a power klaw.


What is it, five or six S6 attacks on rear armor that re-roll misses? I don't see how that's terrible.

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Made in us
Stabbin' Skarboy







Iorek wrote:
Kevin Nash wrote:Snikrot is great against squishy infantry. He's pretty awful against vehicles, just like every other foot ork unit with and especially without a power klaw.


What is it, five or six S6 attacks on rear armor that re-roll misses? I don't see how that's terrible.


He's decent in another metagame it's just that he's an expensive unit to watch get mowed down right after you assault a vehicle, blow it up and then stand there in a tight formation while your opponent drops a template on your face. It's not worth suiciding a snikrot unit just to go kill a chimera or even a lehman russ.

Against gun line armies (do those still exist?) he's outstanding because you can multassault several units on the flank, crush them and then consolidate for another attack afterwards.

This issue isn't just relevant to snikrot it's an ork problem like I mentioned a few posts up, it's just that snikrot costs more so when he dies it stings more than a 6 point boy.

   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

Kevin Nash wrote:The primary problem for foot orks against mech armies is that assaulting is what orks do best and assaulting vehicles generally isn't efficient. Sure you may have success with powerklaws in an effort to destroy a rhino/chimera/land raider provided you hit the vehicle to begin with but following a vehicle assault you don't actually get to assault the unit inside and you're usually bunched up due to a lack of consolidation (6th edition really needs to fix this rule because it completely screws over orks). After that it's shooting/template/pie time for your opponent. This often doesn't end well for your footslogging orks.

You can try to use support fire like lootas and kannons to attempt to take out enemy vehicles BEFORE your green tide gets to the lines but that doesn't always work 100%. You can try rockitts on your boyz mobs but the chances of you opening up that vehicle with a few meager BS 2 str 8 shots usually isn't very good.

My experience against full mech is generally an exercise in frustration. I often end up having to assault vehicles. I often end up taking out a vehicle only to get crushed by surrounding support or the infantry inside the vehicle. There are often too many vehicles to deal with even with full loota spam behind me. Taking out a few vehicles here and there isn't too difficult. Taking out multiples can get overwhelming.


I second this. It's not that killing vehicles is hard, per se. The issue is the casualties you take in the process.

Ultimately, if you really want to beat mech, you have to open the tin cans at range. That's why (IMO) mech IG are the best mech out there. They can vehicle spam like crazy, while also fielding enough firepower (meltas, Vendettas, etc.) to remove your mobility and expose transported troops to massed multilaser, template, etc. fire.

I've meched up my Ork/GCult army and while I like it better vs. some armies, it still suffers from the same issues vs. mech. I'm still trying to find the right combo of Lootas, twin-linked rokkit platforms, etc. to get the job done. Boarding ramps are kind of interesting and something I'd like to playtest. Range is still an issue, but at least it'd allow me to pop vehicles without disembarking, which is key.

This message was edited 2 times. Last update was at 2009/07/06 22:07:47


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Made in us
Sneaky Kommando





Massachusetts

Sorry not trying to be a necromancer or anything

Orks are not good at dealing with heavy mech armies, they are even worse at trying to do so at range. Its going to be interesting to see how Ork armies play out but personally i can see trukk rushes with Boarding Planks under KFF protection. Primitive? uhhh...duh, its Orks, but i think its one of a few things that can get have a chance charging a tank and still keep Orks doing what they are ment to do, some 'eadsmashin.

Deffkopta spam might be able to take some out but honesty i dont like how fragile they are for thier cost, at least thats my luck with them.

Other than those 2 options i would have to go with Kanz with Kustom Mega-Blastas, but if i plan on using them i also expect them to fold up like cardboard if anything bigger than a GameBoy (original) hits it.

If you have a plan that could make any of these be reliable (at least by orky standards) PLEASE share.

They say the Emperor protects; tell that to the Orks. 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I've said this elsewhere, but here's an idea for anti-tank:

battlewagons with Grabbin' Klaws and boarding planks, full of tank bustas and a Mek with a KFF somewhere.

Tankhammers are STR10, and a grabbin' klaw can immobilize an enemy vehicle for a turn to let you auto-hit it. With a tank hammer. Or a 2D6+6 tank bomb.

   
 
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