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![[Post New]](/s/i/i.gif) 2009/10/08 09:40:48
Subject: OrksRocks 2k
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Regular Dakkanaut
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hi, i like to test this list, what you think?
hq
1 big mek, kff, power klaw - 110
1 big mek, kff, power klaw - 110
220
elites
12 lootas - 180
12 lootas - 180
360
troops
30 slugga&choppa
(3) rokkit lauhchas
(1) nob, power klaw, bosspole - 250
30 slugga&choppa
(3) rokkit lauhchas
(1) nob, power klaw, bosspole - 250
30 shootaboyz
(3) big shootas
(1) nob, power klaw, bosspole - 235
30 shootaboyz
(3) big shootas
(1) nob, power klaw, bosspole - 235
970
heavy support
3 killa kan, rokkit launchas - 150
3 killa kan, rokkit launchas - 150
3 killa kan, rokkit launchas - 150
450
2000
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This message was edited 6 times. Last update was at 2009/10/08 22:33:09
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![[Post New]](/s/i/i.gif) 2009/10/08 22:28:56
Subject: Re:OrksRocks 2k
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Regular Dakkanaut
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my first try this kind of army... any suggestion welcome?
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![[Post New]](/s/i/i.gif) 2009/10/08 22:41:49
Subject: Re:OrksRocks 2k
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Rotting Sorcerer of Nurgle
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Are your rockets heavy? I don't play orcs (yet) so pardon my ignorance. If so I'd say scrap the launchas. The point of orc boys are to swarm things with lots, and lots, and lots of melee swings... if your running rockets you can't run up the middle as qwuick as possible, cuz that makes the rockets nearly worthless!
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![[Post New]](/s/i/i.gif) 2009/10/08 22:54:36
Subject: Re:OrksRocks 2k
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Roarin' Runtherd
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Ya, our rokkits and big shootas and the vast majority of orky guns are assault weapons. Even with that it's often unnecessary to take the extra guns on boyz because you should always be running.
Shoota squads, depending on how you're using them, are more justified in taking big shootas or rokkits because they will actually shoot their guns once in their life. :/
On the list overall, it looks pretty good. Green tide with a kan wall and lootas support. Can definitely do well often.
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This message was edited 1 time. Last update was at 2009/10/08 22:55:10
You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.
What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! |
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![[Post New]](/s/i/i.gif) 2009/10/08 23:13:15
Subject: OrksRocks 2k
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Longtime Dakkanaut
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Yeah, good list. I prefer less troops and i really like single deffkoptas with TL rokkits and buzzsaws. But to get a feel for the list this is a pretty good start.
You may find 120 boys a bit cumbersome. If you do, drop a boy unit for a 4 CC weapon deff dread... or try out those deffkoptas...
Have fun
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![[Post New]](/s/i/i.gif) 2009/10/08 23:35:36
Subject: Re:OrksRocks 2k
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Regular Dakkanaut
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thx for comments  i made some fixes, what do you think?
hq
1 big mek, kff - 85
1 big mek, kff - 85
170
elites
12 lootas - 180
12 lootas - 180
360
troops
20 slugga&choppa
(1) nob, power klaw, bosspole - 160
20 slugga&choppa
(1) nob, power klaw, bosspole - 160
20 slugga&choppa
(1) nob, power klaw, bosspole - 160
20 shootaboyz
(1) nob, power klaw, bosspole - 160
1 deff dread, +2 x ccw, grot riggers(dont know how to use 5 p.) - 110
1 deff dread, +2 x ccw - 105
855
fast attack
3 deffkoptas, tl-rl, buzzsaw - 210
210
heavy support
3 killa kan, grotzookas - 135
3 killa kan, grotzookas - 135
3 killa kan, grotzookas - 135
405
2000
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![[Post New]](/s/i/i.gif) 2009/10/08 23:42:34
Subject: OrksRocks 2k
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Longtime Dakkanaut
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with the deffkoptas, they have terrible leadership. You really don't want to make one unit of 3.
I like three single units of 1, each of those with the buzzsaw. I am aware of how many kill points they cough up but the rest of your army is so kill point resilient that they do more help than harm.
What use them for is transport hunting. If I go first, I turbo boost them as close to my enemy is possible, if he fails to seize the initiative, I can then start my turn, move 12" shoot my rokkits, usually into side armor, and then charge, automatically hitting rear armor with my strength 7 close combat attacks.
If I go second I hold them i reserve and outflank. Then my opponent has to keep a wary eye on the short table edges or I'll do the same thing.
Also, i REALLY mis the rokkits on kans, Grotzookas are excellent anti-infantry, but mechanized armie are such a force right now that I believe that rokkits are the way to go.
For your boy units, I'd rather see three units of 30 than four of 20, and what happened to thoes big shootas and rokkits? Those are great options to have when running won't really get you anywhere you need to go.
Grot riggers is a good choice on the deff dread, so don't worry about that
One last thing, if there were any way to get those lootas to 15 each that would be great. Ork morale gets better and better the more they've got, so it is imperative that your key unit stays fearless as long as possible.
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![[Post New]](/s/i/i.gif) 2009/10/09 00:32:13
Subject: Re:OrksRocks 2k
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Regular Dakkanaut
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hq
1 big mek, kff - 85
1 big mek, kff - 85
170
troops
30 slugga&choppa
(3) rokkit launcha
(1) nob, power klaw, bosspole - 250
30 slugga&choppa
(2) rokkit launcha
(1) nob, power klaw, bosspole - 240
30 shootaboyz
(3) big shoota
(1) nob, power klaw, bosspole - 235
30 shootaboyz
(3) big shoota
(1) nob, power klaw, bosspole - 235
1 deff dread, +2 x ccw - 105
1 deff dread, +2 x ccw - 105
1170
fast attack
1 deffkopta, tl-rl, buzzsaw - 70
1 deffkopta, tl-rl, buzzsaw - 70
1 deffkopta, tl-rl, buzzsaw - 70
210
heavy support
3 killa kan, rokkit launcha - 150
3 killa kan, rokkit launcha - 150
3 killa kan, rokkit launcha - 150
450
2000
Automatically Appended Next Post:
i think its done, i buy couple models and i can play
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This message was edited 4 times. Last update was at 2009/10/09 06:20:49
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![[Post New]](/s/i/i.gif) 2009/10/09 12:44:07
Subject: OrksRocks 2k
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Tower of Power
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I think the list looks ok for a foot slogger.
Remember, the KFF only gives 5+ cover save, this doesn't make your orks invincible, granted its better than no save at all.
I wouldn't really have the deffcopters seperate, they will be easy to snipe off with no hassle. All totting buzzsaws they will be a prime target on how fast they can move and damage they can wreck.
Kans are fine, but something to consider that squadrons make vehicles weaker. Though you cannot do anything about that really.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/10/09 15:14:30
Subject: Re:OrksRocks 2k
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Regular Dakkanaut
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what you think about lootas, do i need them?
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![[Post New]](/s/i/i.gif) 2009/10/09 16:04:24
Subject: OrksRocks 2k
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Tower of Power
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Do you need lootas? Is that a rhetorical question? Of course you need lootas, how you going to pop tanks eh at range?
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/10/09 16:25:49
Subject: Re:OrksRocks 2k
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Regular Dakkanaut
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this might be final build before testing....
hq
1 big mek, kff - 85
1 big mek, kff - 85
170
elites
15 lootas - 225
15 lootas - 225
450
troops
30 slugga&choppa
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(3) rokkit launcha
(1) nob, power klaw, bosspole - 250
30 shootaboyz
(3) rokkit launcha
(1) nob, power klaw, bosspole - 250
720
fast attack
1 deffkopta, tl-rl, buzzsaw - 70
1 deffkopta, tl-rl, buzzsaw - 70
1 deffkopta, tl-rl, buzzsaw - 70
210
heavy support
3 killa kan, rokkit launcha - 150
3 killa kan, rokkit launcha - 150
3 killa kan, rokkit launcha - 150
450
2000
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This message was edited 1 time. Last update was at 2009/10/09 16:33:11
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![[Post New]](/s/i/i.gif) 2009/10/09 17:03:12
Subject: OrksRocks 2k
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Tower of Power
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Looks ok. Just make sure them lootas are in cover, remember they cannot really go with the mek as the mek will more than likely go with the boyz and lootas are heavy weapons. Plus, in a ruin they'll get a 4+ cover save anyway
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/10/09 17:07:30
Subject: OrksRocks 2k
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Longtime Dakkanaut
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mercer wrote:Remember, the KFF only gives 5+ cover save, this doesn't make your orks invincible, granted its better than no save at all.
Ahh, but the main concept of kan wall gives the entire army 4+ cover.
Line your kans up in deployment as far forward as possible, and as wide as possible (4" gaps). Then deploy a boy unit behind each unit of kans, then finally join a boy unit with each KFF mek, and place those meks near the two gaps between the three kan units. Now the kans gt 4+ cover from the KFF, and any shots at the boys are passing through gaps in a unit, and so the boys get a 4+ cover from the kans, and they don't even use the KFF save.
RocksOrks wrote:this might be final build before testing....
hq
1 big mek, kff - 85
1 big mek, kff - 85
170
elites
15 lootas - 225
15 lootas - 225
450
troops
30 slugga&choppa
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(3) rokkit launcha
(1) nob, power klaw, bosspole - 250
30 shootaboyz
(3) rokkit launcha
(1) nob, power klaw, bosspole - 250
720
fast attack
1 deffkopta, tl-rl, buzzsaw - 70
1 deffkopta, tl-rl, buzzsaw - 70
1 deffkopta, tl-rl, buzzsaw - 70
210
heavy support
3 killa kan, rokkit launcha - 150
3 killa kan, rokkit launcha - 150
3 killa kan, rokkit launcha - 150
450
2000
I heartily approve of this list... Go for it!
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![[Post New]](/s/i/i.gif) 2009/10/09 17:10:00
Subject: OrksRocks 2k
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Tower of Power
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Indeed in will. KFF benefits vehicles better than troops, its just a point as many people think thats ork with a KFF are invincible - they are not. Its only a 5+ save, albeit better than 6+ but nothing to write home about
The kan wall would work wonders, but his mobs are 30, can 3 kans hide 30 orks between them, thats 10 orks behind per kan? I think thats cutting it as over half the unit needs to be in cover. But hey ho, might work if your clever placing your models
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2009/10/09 17:21:23
Subject: Re:OrksRocks 2k
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Stabbin' Skarboy
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Its a 5+ save against that works against almost everything but flamers, you get a 33% chance to save those bolter shots, that nasty ap1 weapon thats getting fired into the mob just cause, and the russ's battle cannon. Now i could see how that's no big deal compared to the 0% chance you get against everything but las weapons and grot blastas, but you might want to take it for kicks anyway. No theyre not invincible, but they're infinitely more likely to survive a ranged wound with the kff.
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early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED |
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![[Post New]](/s/i/i.gif) 2009/10/09 19:52:24
Subject: OrksRocks 2k
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Longtime Dakkanaut
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mercer wrote:Indeed in will. KFF benefits vehicles better than troops, its just a point as many people think thats ork with a KFF are invincible - they are not. Its only a 5+ save, albeit better than 6+ but nothing to write home about
The kan wall would work wonders, but his mobs are 30, can 3 kans hide 30 orks between them, thats 10 orks behind per kan? I think thats cutting it as over half the unit needs to be in cover. But hey ho, might work if your clever placing your models 
It doesn't need to hide 30, just 16
I ran a kan wall all last year, including at the vegas GT. I never had a problem with getting majority obscurement from 3 kans. I just found a nice spot with real cover for the lootas, and kept them independent of the formation. Then ran the kan/boy train right across from my opponent. The boys never end up as far forward as they would with no kan screen, but they aren't really there to spearhead assaults, they are there to shoot their shootas at infantry, their rokkits at trasnports that survive lootas and kans, and ultimately charge people once they've finally defeated the kans.
If you get hot on 4+ saves, the army is nearly unstoppable.
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![[Post New]](/s/i/i.gif) 2009/10/09 22:09:13
Subject: Re:OrksRocks 2k
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Regular Dakkanaut
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i modelled couple things, now i got ready army to play, see above  ^
btw, what do you think about 2xdeff dreads as troop choice, i wonderin should i put them on list?
Automatically Appended Next Post:
3x deffkoptas are same cost than 2 deff dreads in my list...
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This message was edited 3 times. Last update was at 2009/10/10 05:55:11
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