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![[Post New]](/s/i/i.gif) 2009/07/09 03:41:58
Subject: Food For Thought! Anti-Mech Ork Horde!
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Elite Tyranid Warrior
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Ok I have been thinking over the past few weeks after read some of the forums and with all those dang mech armies out there I have been thinking of a way to build a Anti-Mech Ork Horde. Now my task for all you dakka crazy ork players out there is to help put together a list. This list must be able to hold its own against any mech army short of a land raider spam.
Now.... GO!
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![[Post New]](/s/i/i.gif) 2009/07/09 04:30:31
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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HQ1: Big Mek + Shokk Attack Gun
HQ2: Big Mek + KFF
Troop 1: 29 Gretchin + 2 Runtherders
Troop 2: 29 Gretchin + 2 Runtherders
Elite 1: 15 Lootas
Elite 2: 15 Lootas
Elite 3: 15 Lootas
Fast Attack 1: 3-5 Deffkoptas, TL Rokkits
Fast Attack 2: 3-5 Deffkoptas, TL Rokkits
Fast Attack 3: 3-5 Deffkoptas, TL Rokkits
Heavy Support 1: Battlewagon, 4 Rokkits, Kannon
Heavy Support 2: Battlewagon, 4 Rokkits, Kannon
Heavy Support 3: Battlewagon, 4 Rokkits, Kannon
---------------------------------------------------------------------------
Tactically:
1. Put the Mek with the Shokk Attack Gun inside one Battlewagon attached to a Loota squad.
2. Put the Mek with the KFF in the center battlewagon, granting 4+ obscure saves to all three battlewagons.
3. Deploy your battlewagons in this formation: \|/ You present front armor to the entire battlefield, and hide facing for side armor shots, granting you a 3+ cover save if anyone tries it.
4. Outflank your Deffkoptas so that you get side and rear armor shots on vehicles.
6. Your gretchin are 107 points per squad. Take squig hounds if you like. Use them in 2" coherency, spread out in a semi-circle around your battlewagons (preferably in cover) and go to ground: If they're in cover, they'll have 3+ cover the whole game until you're ready to take an objective. Depending on point size, add some Orks.
7. Lootas all go in Battlewagons, have incredible survivability with their battlewagons, which have incredible survivability, and the gretchin prevent anything from getting into melta range or assaulting your battlewagons.
8. Dakka the enemy to death. Enough rokkits will kill a land raider. Weapon destroyed results turn into immobilized when there are no more weapons; immobilized results turn into weapon destroyed results when it is already immobilized, and both of them turn into destroyed when its immobilized with no more weapon. Honestly, if you make it unable to move or shoot, you're golden.
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![[Post New]](/s/i/i.gif) 2009/07/09 04:42:50
Subject: Food For Thought! Anti-Mech Ork Horde!
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Elite Tyranid Warrior
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@ Dash I figured you would be the first lol How many points is that list? Here something that I came up with for 2000pts HQ x2 Wierdboyz w/warphead Troops x4 30 strong ork boyz units w/ x3 rokkits, nob, pk, bosspole Elites x2 15 strong loota squads Fast Attack deffkoptas x3 all with TL-rokkits, 2 w/ buzzsaws Heavy Support x3 Big Gun units all 3 strong w/ 3 kannons and 3 ammo runts You could trade in Tankbustas for lootas or big meks (combo the dash used)/ pk warboss for the weird boyz. It's putting out tons of rokkits every turn as well as kannon shell and still has lotz of models! BRING ON MORE IDEAS!!! WE WILL DEFEAT THE MECH MENACE!!!
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This message was edited 1 time. Last update was at 2009/07/09 04:44:08
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![[Post New]](/s/i/i.gif) 2009/07/09 07:22:05
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Missionary On A Mission
The Eye of Terror
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Rocking the footsloggers!
HQ: Big mek with KFF and PK 2x
Sturmtruppen:
1 squad of tankbustas
1 squad of lootas
1 squad of kommandos
Truppen: 20 boyz with PK nob
Fast attack:
Anything meshes well with this list.
Heavy support:
Killa kans.
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![[Post New]](/s/i/i.gif) 2009/07/10 02:38:56
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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The only scary thing is having all those troops on the ground attracting templates, especially the cover ignoring kind. Outflanking assault units are scary too. Its a sucky way to lose your Lootas.
You asked about an anti-mech HQ list, and the reasoning behind the one I gave you is that you can take down anything except a land raider pretty darn easily with that list. Land raiders are going to require you to fight a war of attrition to take them down; IE glancing them to death.
Tankbustas are great against tanks on the assault, but shooting...rokkits are rokkits. I think that taking rokkits in a squad of boyz is a real mistake. Boyz should be used for shooting and assaulting troops, not taking rokkit potshots at vehicles.
Buzzsaws are wasted on deffkoptas; STR7 power weapon....doesn't scare vehicles.
Lootas: My philosophy is that if you're going to do something, go big. Take max lootas, or take none.
Shokk Attack Gun: You've got potential anti-tank here. If you roll well, you get STR9+ and can kill a land raider or anything else. You know what it feels like when you place a shokk attack template over a land raider full of terminators, and a hole opens in the warp, causing a gibbering ooze of demonic warp tainted fluid to gush out over everything underneath the template and instantly remove it from play?
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![[Post New]](/s/i/i.gif) 2009/07/10 02:51:25
Subject: Food For Thought! Anti-Mech Ork Horde!
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Dakka Veteran
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Unfortunately you don't instantly remove it from play, rather you cause an automatic penetrating hit. Vehicles are different.
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![[Post New]](/s/i/i.gif) 2009/07/10 04:09:41
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Elite Tyranid Warrior
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Dashofpepper wrote:HQ1: Big Mek + Shokk Attack Gun
HQ2: Big Mek + KFF
Troop 1: 29 Gretchin + 2 Runtherders
Troop 2: 29 Gretchin + 2 Runtherders
Elite 1: 15 Lootas
Elite 2: 15 Lootas
Elite 3: 15 Lootas
Fast Attack 1: 3-5 Deffkoptas, TL Rokkits
Fast Attack 2: 3-5 Deffkoptas, TL Rokkits
Fast Attack 3: 3-5 Deffkoptas, TL Rokkits
Heavy Support 1: Battlewagon, 4 Rokkits, Kannon
Heavy Support 2: Battlewagon, 4 Rokkits, Kannon
Heavy Support 3: Battlewagon, 4 Rokkits, Kannon
---------------------------------------------------------------------------
Tactically:
1. Put the Mek with the Shokk Attack Gun inside one Battlewagon attached to a Loota squad.
2. Put the Mek with the KFF in the center battlewagon, granting 4+ obscure saves to all three battlewagons.
3. Deploy your battlewagons in this formation: \|/ You present front armor to the entire battlefield, and hide facing for side armor shots, granting you a 3+ cover save if anyone tries it.
4. Outflank your Deffkoptas so that you get side and rear armor shots on vehicles.
6. Your gretchin are 107 points per squad. Take squig hounds if you like. Use them in 2" coherency, spread out in a semi-circle around your battlewagons (preferably in cover) and go to ground: If they're in cover, they'll have 3+ cover the whole game until you're ready to take an objective. Depending on point size, add some Orks.
7. Lootas all go in Battlewagons, have incredible survivability with their battlewagons, which have incredible survivability, and the gretchin prevent anything from getting into melta range or assaulting your battlewagons.
8. Dakka the enemy to death. Enough rokkits will kill a land raider. Weapon destroyed results turn into immobilized when there are no more weapons; immobilized results turn into weapon destroyed results when it is already immobilized, and both of them turn into destroyed when its immobilized with no more weapon. Honestly, if you make it unable to move or shoot, you're golden.
This may be the answer. I have a weird idea of putting a PK on the SAG MEk so that if he get the teleport thing on the chart it would be 4 S9 Power weapon attacks! Good idea its only 25pts?
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![[Post New]](/s/i/i.gif) 2009/07/10 04:17:16
Subject: Food For Thought! Anti-Mech Ork Horde!
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Dominar
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Ugh, these lists would get rolled.
I think Dash was closest, but he's still got wasted points, and Big Mek SAG? That thing is the failboat lottery as an anti-armor weapon.
Big Mek KFF
3x Lootas
3x Battlewagons
3x Minimal Deffkoptas w/2x Buzzsaws and Rokkits
Fill the rest of your points with Shootaboyz w/3x Big Shootas and PK Nob.
Lootas and Big Mek sit in Wagons. Deffkoptas outflank or scout turbo. Boyz deal with any squishy bits that fall out of transports. Don't mess around with non-TL rokkits. They're not going to do gak.
Does well against rhino rush, and okay against most mech lists except Raiders, which it gets rolled by.
And seriously, don't even talk about glancing vehicles to death. Most high-AV vehicles have 3 weapons. Some have 4. You need 5-6 rolls of 5/6 on the Glance table to destroy it. That requires 15 Rokkit glances against AV14. Think about that. That means (15*6=90) shots. NINETY SHOTS to glance a Land Raider to death. If glancing to death was good, Necrons would be played competitively all the time.
Even against transports it's nearly worthless because of BS2 and an immobilization+ 1/2 of the time on the penetration table. So even against a Rhino you need 8-9 shots to even halt AV11.
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This message was edited 1 time. Last update was at 2009/07/10 04:25:34
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![[Post New]](/s/i/i.gif) 2009/07/10 08:55:45
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Stalwart Veteran Guard Sergeant
Essen, Ruhr
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Dashofpepper wrote:The only scary thing is having all those troops on the ground attracting templates, especially the cover ignoring kind.
There's nothing you can do about your opponent fielding templates though. You've got to take it on the chin, or tackle the threats early on, or at least make them pay for it.
Buzzsaws are wasted on deffkoptas; STR7 power weapon....doesn't scare vehicles.
I disagree. That's like saying autocannon are wasted against AV 10-11, which is profoundly untrue.
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"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens
All hail Ollanius Pius! |
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![[Post New]](/s/i/i.gif) 2009/07/10 12:29:43
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Boom! Leman Russ Commander
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Buzzsaws are wasted on deffkoptas; STR7 power weapon....doesn't scare vehicles.
I disagree. That's like saying autocannon are wasted against AV 10-11, which is profoundly untrue.
Actually, it is much better than the autocannon, most vehicles have AV10, some have AV11 rear armour, and you get 3 attacks. You can also catch tanks unaware by scoutmoving or by outflanking, and then get three autohits. Deffkoptas with buzzsaws are scary, deffkoptas without suck
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![[Post New]](/s/i/i.gif) 2009/07/10 15:13:44
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Yes, you need 3s and 4s against non-land raiders to glance. However, you still need 4+ or 6+ to hit because the vehicle moved, meaning that you have a less powerful powerklaw that costs the same. The only time I think a buzzsaw is worth taking is for model wound allocation magic so that you can spread wounds.
Team of 3 DeffKoptas with Twin-linked rokkits:
1. TL Rokkits + nothing
2. TL Rokkits + Buzzsaw
3. TL Rokkits + Big Bomb
Now, it takes 4 wounds that you fail saves for to kill a model, and you still have 4+ armor saves.
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![[Post New]](/s/i/i.gif) 2009/07/10 15:44:16
Subject: Re:Food For Thought! Anti-Mech Ork Horde!
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Possessed Khorne Marine Covered in Spikes
NY
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Dashofpepper wrote:Yes, you need 3s and 4s against non-land raiders to glance. However, you still need 4+ or 6+ to hit because the vehicle moved, meaning that you have a less powerful powerklaw that costs the same. The only time I think a buzzsaw is worth taking is for model wound allocation magic so that you can spread wounds.
Team of 3 DeffKoptas with Twin-linked rokkits:
1. TL Rokkits + nothing
2. TL Rokkits + Buzzsaw
3. TL Rokkits + Big Bomb
Now, it takes 4 wounds that you fail saves for to kill a model, and you still have 4+ armor saves.
i think your missing the awesome scout move to first turn assault on tank you can do with deffkopta's rather easily. Also the fact that if they are moving 12" to avoid getting hit by the kopta's then they arent shooting or being shot out of, which is a win for you as well.
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Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz |
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![[Post New]](/s/i/i.gif) 2009/07/10 21:31:02
Subject: Food For Thought! Anti-Mech Ork Horde!
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Eternally-Stimulated Slaanesh Dreadnought
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you only need to move 6' to require an opponent to roll 4+ in order to hit Automatically Appended Next Post: a tank moving 6' can still fire one gun and defensive weapons
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This message was edited 1 time. Last update was at 2009/07/10 21:32:06
I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2009/07/10 23:48:13
Subject: Food For Thought! Anti-Mech Ork Horde!
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Dominar
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The point of the Deffkoptas is that you can outflank or Scout+Alpha strike. This forces your opponent to change his game up. If his vehicles are all moving 12 inches every turn, then they're not shooting as effectively, if at all. Outflanking also allows you to herd his vehicles closer to your gunline, or blob them up somewhere that your boyz can get to them more easily.
The point isn't that they can deliver S7 hits against rear armor 10, it's that they force your opponent to react in un-optimal ways in order to avoid S7 hits against rear armor 10.
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