Regular Dakkanaut
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As a new player to the world of Orks, their is something you need to know. Troop choices are the Orks' bread and butter. You should be running no less than 4 troop choices with any army over 1000pts.
With Orks to be successful on the battlefield you need to specialize in 1 field. Are you going to play a green tide (massive number of boyz), maybe the fast attack army (trukks, bikes, koptas, stormboyz), or field a mechanized list (battlewagons, kans, dreads, gunz)
Then you branch off from there. lets say you want to go with a green tide for example. You should either go with a 100% assault geared army (slugga/choppa boyz, kommandoz, burnaz) or a 100% ranged army (lootaz, shootaz/big shootaz, flash gitz, SAG). Specializing your army will make it deadlier and you'll see more success from it.
With your list you have a smattering of different stuff which you would think would be able to handle just about any type of army you face on paper. Unfortunetly, you will be going up against armies that are specialized at a certain type of fighting and will overwhelm your army.
Lets see if we can tighten up that army a bit and I'll give notes on the changes of why they were made.
HQ
Warboss
power klaw, eavy' armor, cybork body, attack squig, shoota/skorcha combi weapon
120pts
Big Mek
KFF
85pts
TROOP
6 Nobz + Painboy
A)power klaw, bosspole, shoota/skorcha, eavy' armor, cybork body
B)power klaw, shoota/skorcha, eavy' armor, cybork body
C)big choppa, bosspole, shoota/skorcha, eavy' armor, cybork body
D)big choppa, shoota/skorcha, eavy' armor, cybork body
E)big choppa, shoota/skorcha, waagh banner, eavy' armor, cybork body
F)slugga/choppa, eavy' armor, cybork body
PB)eavy' armor, grot orderly
340pts
Battlewagon (dedicated transport)
deff rolla
red paint job
1 big shoota
120pts
18 boyz + Nob
slugga/choppas
power klaw
bosspole
154pts
*This squad is bolstered with the Big Mek with KFF inside the 2nd battlewagon.
17 boyz + Nob
power klaw
bosspole
148pts
17 boyz + Nob
power klaw
bosspole
148pts
ELITE
15 Kommandos + Snikrot
2 burnaz
265pts
HEAVY SUPPORT
Battlewagon
deff rolla
red paint job
big shoota
120pts
TOTAL
1500pts
Tactics
* The Warboss is an excellent choice for an HQ. He allows a squad of Nobz to be taken as a troop choice and can dish out some serious pain. He is a tank/walker muncher at that. I would roll him with the upgrades I gave him. Flamers are just "roll to wound" so that is huge seeing a 2 bs is very poor and never hits. He doesn't need a bosspole, as he'll always be with a squad that includes a nob w/ a bosspole, so swapping the pole for the weapon is the way to go. Cybork Body is a must. You need to give him an invulnerable save for when he eventually is hit with those power fists. 10pts to possibly save your HQ from a 1 punch death is worth it, as to make him effective in combat you will must base him with your opponents figures.
*The Big Mek is great, but unless you are rolling a 100% shooty army, the SAG is a waste. The KFF allows your vehicles to have an all important 4+ cover save. This is invaluable! Keep the battlewagons within 6" of each other!!! The KFF will have a much greater impact over the course of the game then the SAG could ever have. He is only geared for the KFF as his purpose is a support piece, so keep him in the middle of your squads if you get into assault. You don't want him dead!
*10 Nobz is overkill! You don't have wound allocation with your set up either. Giving each Nob different war gear allows you to place wounds on whatever mob you want. Nobz with the same gear you gotta kill off a nob before you can give wounds to another. Doing it this way you only need to give them 1 wound, and on any Nob you want. This lets them live 4x longer and now look at how deadly this is compared to what you have and at fewer points!
Look at all those flamer templates that ignore cover and automatically hit!!! That WILL kill units before you actually assault.
You have 2 pk and with the Warboss will make it 3. This is enough. Anymore pk and you do more harm than good.
The painboy gives your Nobz and Warboss "feel no pain" This ability yet again lets your Nobz/Warboss not suffer wounds. It is rare to see a wound taken when not facing power weapons. Between your 4+ armor save and a 2nd chance to roll a 4+, you will save tons of wounds, making this squad one of the toughest in the game to kill! Beware, assault terminators will have a field day against Nobz, so shy away from them until you are able to soften them up a bit, as feel no pain doesn't work for invulnerable saves!
You also now have a dedicated battlewagon with a 14 front armor and a deff rolla. You will also have a 4+ armor save on the tank from the KFF (will explain tactics later). You have a big shoota, incase a weapon destroy results, to not make you immobilized. Your goal here is to tank shock troops with the deff rolla, killing them instantly, and that pushes the remaining squad into a nice line for your nobz to disembark and look at that flamer template present standing there for you! ahhhh it's a beautiful thing!!!
*In reserve, and with Snikrot, the Kommandos can come in on any side of the board you want. Snikrot can take out those 10 rear armor vehicles with ease and this squad can rip those smaller troop squads in the rear holding objectives. By the time the battlewagons get there, this squad should be coming in for some lovin'!
Now that the opponent has focused all his firepower on a 14 front armor battlewagon that he didn't do anything to unless he rolled lucky, you are into assault with your bread and butter and look what's right behind...Another couple squads of boyz.
This is 1 variant of an army I play and it is deadly. Another army I roll is to take out the nobz completely and go with a full 15 squad of burna boyz inside a battlewagon. That frees up 100pts to create another boyz squad.
Anyways I hope this helped you out a bit. Goodluck and enjoy the green, brutish world of ORKS.....WAAAAAAAAAAAAGH!!!!!!!!
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