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![[Post New]](/s/i/i.gif) 2009/08/07 20:03:36
Subject: 1500 Ork Horde
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Ultramarine Scout with Sniper Rifle
Berkley, MI
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New to Orks. I have some AoBR pieces and I'm thinking about expanding to a full horde. Is this army poor, or would it work?
Warboss, power klaw, big shoota, bosspole, attack squig
10 Nobz, battlewagon, 2 klaws, combi skorcha
10 Nobz, trukk, 2 klaws, combi skorcha
10 Boyz, sluggas, trukk, Nob with klaw
10 Boyz, sluggas, trukk, Nob with klaw
30 Boyz, shootas
30 Boyz, shootas
It's about 1500 points, more or less depending on upgrades. I also have the 3 Deffcoptas to add/replace. It's also very basic, with lots of room for tinkering gear and upgrades. More interested in a general thumbs up or down based on the theory.
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This message was edited 1 time. Last update was at 2009/08/07 20:05:57
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![[Post New]](/s/i/i.gif) 2009/08/07 20:13:46
Subject: 1500 Ork Horde
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Focused Fire Warrior
Atlanta
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Trukk Boyz squads need to be bumped up to 12 models, and need bosspoles. Unless you just really need one of those Nobz squads to be scoring, you'd be better off with a KFF Mek than a Warboss. And don't run any squad without a PK Nob (as you listed your shootas).
It's a good start.
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Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. -- Sun-tzu
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
Armies and records (w/l/d) (1v1 only)
Orks: ~8500pts -- 2009: 52/2/7 & 17/2/6 in RTTs -- Casual size 85% Painted
Empire: 7000pts -- 2009:19/6/11 & 3/1/5 in RTTs -- Casual size 50% Painted
Marines: 2000pts -- 2009: 4/2/0 -- 20% Painted
Kroot Mercenaries - ~1500pts -- 2009: 0/1/1
Vampire Counts: 1850pts -- 2009: 9/3/4 -- Paint? We're dead...
Skaven (Work in Progress) - ~4000pts -- 2012: 1/1/1 -- Unpainted
Tau (Work in Progress) - 1500pts -- 2012: 5/1/1 -- 20% Painted |
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![[Post New]](/s/i/i.gif) 2009/08/07 20:35:09
Subject: 1500 Ork Horde
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Ultramarine Scout with Sniper Rifle
Berkley, MI
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Is a total footsloggin army a poor strategy? Something like this:
Warboss, klaw, twin linked shoota
10 Nobz + Painboy, 2 klawz, combi skorcha
10 Nobz + Painboy, 2 klawz, combi skorcha
24 Slugga Boyz + Nob, klaw
24 Slugga Boyz + Nob, klaw
24 Shoota Boyz + Nob, klaw
24 Shoota Boyz + Nob, klaw
1500 points or so. That is a lot of scoring units, and a lot of targets. 123 models in 1500 points. Rokkits and Big shootas scattered throughout. Plus or minus a few models to upgrade.
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This message was edited 1 time. Last update was at 2009/08/07 20:36:10
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![[Post New]](/s/i/i.gif) 2009/08/07 20:50:28
Subject: 1500 Ork Horde
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Focused Fire Warrior
Atlanta
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Depends on what's going on. Speed (vehicles, jump troops, special deployment, whatever) gives you flexibility, and a smart player can really take advantage of you if you don't have that flexibility. Additionally, a good gunline can probably take down enough of your army to win if you're having to rely on 6" move + d6" run each turn to try and reach his lines in time to stop some guns, especially without a Big Mek for cover saves (if you have enough terrain, you're slower getting there because of it).
And you do know that 1 Warboss only makes 1 squad of Nobz into a scoring unit, right?
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Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. -- Sun-tzu
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
Armies and records (w/l/d) (1v1 only)
Orks: ~8500pts -- 2009: 52/2/7 & 17/2/6 in RTTs -- Casual size 85% Painted
Empire: 7000pts -- 2009:19/6/11 & 3/1/5 in RTTs -- Casual size 50% Painted
Marines: 2000pts -- 2009: 4/2/0 -- 20% Painted
Kroot Mercenaries - ~1500pts -- 2009: 0/1/1
Vampire Counts: 1850pts -- 2009: 9/3/4 -- Paint? We're dead...
Skaven (Work in Progress) - ~4000pts -- 2012: 1/1/1 -- Unpainted
Tau (Work in Progress) - 1500pts -- 2012: 5/1/1 -- 20% Painted |
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![[Post New]](/s/i/i.gif) 2009/08/07 22:50:25
Subject: 1500 Ork Horde
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Perfect Shot Dark Angels Predator Pilot
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I like the first list better. As far as the mek I disagree. The principle behind the trukks is you want them to blow up because that way you can kareen.
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![[Post New]](/s/i/i.gif) 2009/08/07 23:44:12
Subject: Re:1500 Ork Horde
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Auspicious Skink Shaman
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I recommend Boss Poles for your nobz.
I'm a fan of the shoota-skorchas.
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![[Post New]](/s/i/i.gif) 2009/08/11 20:26:46
Subject: Re:1500 Ork Horde
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Screamin' Stormboy
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LOL, you recommend not taking a BigMek so your trukk explodes? You have a 33.4% chance to receive the kareen ability... and then another 33.4% to receive the direct hit on a scatter dice.... and then you have to roll high enough to reach the enemy. All for a strength 3 hit against the enemy AND you... and thats if you roll high enough to cause a big enough blast???? I think I would rather have a KFF for 85 points to give me a 50% chance to dodge all hits (which includes an immobization which is horrible for truck boys) and have 11 boyz and 1 nob charge the lines with 44 regular attacks and 4 PK attacks. Not taking a BigMek with KFF in a MECHANIZED or foot sloggin' list is probably the worst advice I have seen on dakkadakka..... he is more important than any other HQ.... maybe tied with Ghaz.
In regards to your first army. Hitting in waves is a bad idea for ork.
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![[Post New]](/s/i/i.gif) 2009/08/11 21:01:12
Subject: Re:1500 Ork Horde
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Crafty Goblin
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try hitting in waves against shooty army
you know, "footslogging army" in ork's case is somehow obvious, but do not overlook important facts
1. orks do not have armour saves
2. orks do not have good morale, thus bosspole executes your fellas to keep the mob together and runnin' forward
3. as you proceed to the enemy (calculate 24" in turns of 6"... ugly maths, the Waaagh! can shorten the distance only by 1 turn, that means taking whole load of fire in 3 shooting phases), you will get shot down, and you cannot fight back yet
4. 5+ cover save won't save much of your units, and it's got only 6" radius
5. you have to be sure that your units can cause severe damage and annihilate whole squads once they get into close combat... a mob of 15 orks is fine, but at its initiative 2 it still fights last (most of the time), that means your chance of having 60attacks is reduced rapidly
IF you want to try footsloggin' orks, you will have to play killa kans, at least 2 squadrons, big mek with KFF running among them to give them 4+ cover save (vehicles count as being obscured in KFF), and kans make wall for your boyz advancing just behind them
also, it is vital to play Ghazghkull Thrakka in footsloggin' army, to shorten the distance even more with second Waaaagh!
(it would be terrific if it was possible to include 3rd HQ choice... a weirdboy having 17% chance of launching another Waaagh! is worth its 55pts)
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![[Post New]](/s/i/i.gif) 2009/08/11 21:29:25
Subject: Re:1500 Ork Horde
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Focused Fire Warrior
Atlanta
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Nice try...
1. Orks do have armor saves. Might not work on many things, but they do have them. And if you really need a save or two, you can always take 'ard boyz.
2. Orks are either fearless, in a vehicle, or being played wrong.
3. You can run in any turn. Average rolls have you in close combat on the third turn. Dawn of war can easily be second turn, even without vehicles.
4. The 6" radius on the KFF grants the 5+ save to anyone in a unit even partially within the radius. The only reason I don't ever have more than 110 boyz covered with 'only a 6" radius' is because I rarely run more than 110 boyz.
5. Still swings after a lot of things, but you're initiative 3 on the charge.
(6). Ghazghkull's Waaagh is a replacement, it is not in addition to having the standard one. The only way to call the Waaagh multiple times in a game is to take a Wierdboy. Also, see point #3.
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Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win. -- Sun-tzu
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. -- Ulysses S. Grant
Armies and records (w/l/d) (1v1 only)
Orks: ~8500pts -- 2009: 52/2/7 & 17/2/6 in RTTs -- Casual size 85% Painted
Empire: 7000pts -- 2009:19/6/11 & 3/1/5 in RTTs -- Casual size 50% Painted
Marines: 2000pts -- 2009: 4/2/0 -- 20% Painted
Kroot Mercenaries - ~1500pts -- 2009: 0/1/1
Vampire Counts: 1850pts -- 2009: 9/3/4 -- Paint? We're dead...
Skaven (Work in Progress) - ~4000pts -- 2012: 1/1/1 -- Unpainted
Tau (Work in Progress) - 1500pts -- 2012: 5/1/1 -- 20% Painted |
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![[Post New]](/s/i/i.gif) 2009/08/13 18:41:18
Subject: 1500 Ork Horde
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Dark Angels Librarian with Book of Secrets
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Rhellion wrote:New to Orks. I have some AoBR pieces and I'm thinking about expanding to a full horde. Is this army poor, or would it work?
Warboss, power klaw, big shoota, bosspole, attack squig
10 Nobz, battlewagon, 2 klaws, combi skorcha
10 Nobz, trukk, 2 klaws, combi skorcha
10 Boyz, sluggas, trukk, Nob with klaw
10 Boyz, sluggas, trukk, Nob with klaw
30 Boyz, shootas
30 Boyz, shootas
It's about 1500 points, more or less depending on upgrades. I also have the 3 Deffcoptas to add/replace. It's also very basic, with lots of room for tinkering gear and upgrades. More interested in a general thumbs up or down based on the theory.
I run a ork horde army with ~170 models at 1750 points. Thus far, it has been surprisingly successful and its lots of fun to cover the board with troops.
Here are a few recommendations to help your horde
1) Either go mech, or go horde. This allows for you to negate your opponents weapons. Given the current meta, going horde gives a nice advantage as your opponents meltaguns will be killing a 6 point model.
2) Even shoota boyz need a Nob. Even better if it has a PK. Your ork shootas are also supposed to get into the fight when needed, and a Nob with a PK does wonders. Suddently dreadnoughts are much less likely to droppod next to your shoota boyz.
3) Give your shoota boyz big shootas. For 15 points you can get 9 extra nice dice of dakka. Place these big shootas at the back of your shoota squad. As the big shoota has a 36" range, it will be well in range when your front line of shootas get close. It has been my experience that only about 20 or so of the shootas will be in range to shoot their 18" guns, so you don't lose any shots by having 3 big shootas. The benifit from the extra firepower has been worth it.
4) You need something to crack open transports. Deff Koptas with twin linked rokkits are great for that. Against LR's your best bet will be your PKs. Remember that Nobs are Str9 on the charge.
5) Instead of using a Mek with a KFF, I use a squad of 29 grots. Both provide a cover save, and the grots are a scoring unit. Grots even give a 4+ save instead of a 5+, though you have to be careful about how you place them. Also, when using 30 large boy squads, Ive found its pretty easy to keep half of them in cover from most shooting units.
6) Your nobs can be a fire magnet. Try them out, but if they get shot up badly, you might want to consider swapping them with slugga boy squads. In my army I use 2 slugga boy squads and 2 shoota squads and no nob squads. Ive learned that the nobs tend to get shot up to badly, so I just throw more boyz at em.
7) Horde armies are hard in tournaments. If you are in a 2 hour per game timeline, its easy for your opponent to take their time on turns, ensuring the game does not go past turn 4. Ork horde armies really start to do well when their sluggas get into the fray.
8) As people have said, make your footsloggers 30 strong. Some people say to always put a bosspole in them, but I don't. When my 30 ork squad has been whittled down to just 7 boys -- which does not often happen, there is another squad behind them to pick up the slack.
9) Snikrot and his kommandos are one of the best units Orks have. They can be used to destroy a vehicle with a rear armor of 10 (predators, vanilla russ), or they can be used to destroy dangrous ranged shooters (dark reapers, lootas). The ability to come in from your opponents board edge is staggering.
Ork horde is fun, and its overall pretty successful. When playing with 150 or more models, remember to point out that your opponent has to kill over 30 a turn to guarantee a wipe. If he only kills 6 or so the first turn, tell him "Thats 36 points, at this rate you will wipe my army in 80 more turns" Sure, its not true as the nobs cost more, but hey -- its a great way to talk smack.
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This message was edited 1 time. Last update was at 2009/08/13 18:47:30
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![[Post New]](/s/i/i.gif) 2009/08/14 03:00:02
Subject: Re:1500 Ork Horde
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Sneaky Kommando
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Ive had a lot of sucess with ork horde. My 2k list ran as such
warp head if I ran tankbustas
Big mek w/KFF
Lootas x15
Kommandos (sometimes tank bustas) w/snikrot
5 killa kans w/ rokkits
30 ard boys
30 shoota boys
20 shoota boys
30 slugga boys
30 slugga boys
30 slugga boys
All mobs had a nob w/klaw
I may have missd something but this was pretty much it
kans ran in front
Mek ran w/ard boys within 6" of kans
20 shoota boys held home objective or close objective
All other boys just ran next to/ behind ard boys
lootas do what lootas do
snikrot does what snikrot does
This whole army ran at you with a 4+ cover save
kans get a 4+ from the KFF
Boys get a 4+ because you cant target them w/o shooting through the kans
so...basically the only real hindrance to this army are weapons that ignore cover, you just have to target those units w/ the lootas
snikrot w/15 kommandos ties up a lot of stuff if your good at charging multiple units.
basically its 150 boys 5 killa kans running at you with a 4+ cover save. not much can deal with it and the things that can you just learn how to beat.
warbosses are fun but useless for competition, they just cant hang. Take things that beef the army, big meks with a KFF, warpheads, Mad Dok (very nasty w/ 30 ard boys ,30 boys with 4+/5+ and FNP for 485 points plus mad dok, 40 berserkers cant kill them all with the charge) etc...
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"For the emperor!" "E' aint listenin!" *squish* (my fav blood and thunder quote)
BUT NOBS are NO GOOD at CC "ork town grot"
-perhaps the single dumbest comment I have ever heard-
Boss Zagstruck and Her-ORKick intervention, anything you can do we can do better |
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