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![[Post New]](/s/i/i.gif) 2009/10/25 20:28:42
Subject: 1850 ork list...too chedder-esque?
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Lethal Lhamean
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this is my 1850 ork list. ive played only a few games with it, and won convincingly, but people are saying its too cheesy to use, and unbeatable. id like some feedback.
HQ:
Warboss “BlitzGor BashgSkragha” (60), with: powerclaw (25), shoota, bosspole (5), eavy armor (5), cybork body (10), attack sqig (15) = 120
Warboss “GrimmZag BashgRukk”(60), with: powerclaw (25), bosspole (5), cybork body (10), attack squig (15), warbike (40) = 155
Troops:
(note: each warboss allows 1 nob squad taken as troops. 2 warboss = 2 nobs units as troops)
Nobs mob: 10 nobs, (200), 4 with big choppas (20), 1 with powerclaw (25), 1 upgrade to painboy (30), unit with 'eavy armor (50), cybork bodys (50), 1 nob with wagghh! Banner (15), unit in trukk (30), with: redpaint (5), grot riggers (5), wrecking ball (10), reinforced ram (5)= 445
Nobs mob: 7 nobs (140), unit has warbikes (175), 3 with powerklaws (75), 3 with big choppas (15), 1 with wagghh! Banner (15), 1 upgrade to painboy (30), = 450
Boyz mob: 12 boys (72), with nob upgrade (10), powerclaw (25), bosspole (5). unit in trukk (30), with: red paint (5), grot riggers (5), wrecking ball (10), reinforced ram (5) = 167
Boyz mob: 12 boys (72), with nob upgrade (10), powerclaw (25), bosspole (5). unit in trukk (30), with: red paint (5), grot riggers (5), wrecking ball (10), reinforced ram (5) = 167
Boyz mob: 12 boys (72), with nob upgrade (10), powerclaw (25), bosspole (5). unit in trukk (30), with: red paint (5), grot riggers (5), wrecking ball (10), reinforced ram (5) = 167
Boyz mob: 12 boys (72), with nob upgrade (10), powerclaw (25), bosspole (5). unit in trukk (30), with: red paint (5), grot riggers (5), wrecking ball (10), reinforced ram (5) = 167
total: 1848
the basic tatik here is for the bikers (led by bike warboss) to go tank hunting, usually turbo-boosting 1st turn... the rest of da boyz deploy as close to center as possible, move 19" 1st turn, then get into assault on the 2nd. idea is to simply overwhelm enemy units with boyz that hit hard and fast.
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![[Post New]](/s/i/i.gif) 2009/10/26 01:22:56
Subject: Re:1850 ork list...too chedder-esque?
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Guard Heavy Weapon Crewman
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What do their armies consist of? I find with WH fantasy at least, usually the "your army is too powerful" claims are because their army is totally lacking in some area that yours excels in, not because your army is necessarily godlike.
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Blessed is the mind too small to doubt. |
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![[Post New]](/s/i/i.gif) 2009/10/26 01:32:20
Subject: Re:1850 ork list...too chedder-esque?
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Wraith
O H I am in the Webway...
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I don't mean to rain on your parade (or more likely give them a reality check) but it is FAR from unbeatable. A sturdy IG list would rip this a new one. PBS --> Weaken Resolve your Nob Bikers. Chimeras + Whatever you got dead trukks. Medusa or Demo. the Nob Bikers and they are probably gone for good (wounding on 2's and with a leadership of probably 2 it won't be pretty, especially considering ID). I think you get the picture. What are their lists? Your lists is pretty well built (trukks are kinda weak though so it goes down a bit in effectiveness) but overall, good for orks!
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This message was edited 2 times. Last update was at 2009/10/26 01:33:03
He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you |
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![[Post New]](/s/i/i.gif) 2009/10/26 05:37:59
Subject: 1850 ork list...too chedder-esque?
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Wicked Warp Spider
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I see where you're going with the huge investment in nobs (your opponents might have it easier if they can field some S8-10 ordnance) but I think the list could be a bit better. You're spending 25 points/trukk on upgrades, how about limiting yourself to 5 points/trukk? None of the upgrades make them any tougher, and they're as fragile as vehicles get. And I think that a unit of 10 nobs justifies a battlewagon. I mean a trukk is just such an opportunity for your opponent to damage/pin the unit. A unit of that size which is still vulnerable to leadership is a bit of a dangerous proposition, so you need to do everything you can to minimise their morale/pinning checks.
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Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts
Corregidor 700 pts
Acontecimento 400 pts |
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![[Post New]](/s/i/i.gif) 2009/10/26 05:40:41
Subject: 1850 ork list...too chedder-esque?
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Sinewy Scourge
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Are the wrecking balls that useful?
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Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2009/10/26 13:30:18
Subject: 1850 ork list...too chedder-esque?
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Tower of Power
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Ork trukks are 35 points and your investing too much points in for them which is essentially cardboard on wheels. You want your nobz in a battlewagon, make sure they are protected. Pop that trukk and your elite c.c unit is foot slogging, which btw, you can cut down points by dropping the eavy armour and just use cybork body followed by feel no pain rolls - I find this works well
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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) 2009/10/26 16:34:09
Subject: 1850 ork list...too chedder-esque?
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Lethal Lhamean
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the lists ive fought so far, are vanilla marines, usually with masssed tac squads, cantor, a LRC and dual dreads and a pred, or tau with alot of firewarriors and broadsides. (i believe 2 teams of 2, almosgt 49 FW, and a rail cannon hh.) as for the trukks, yea they get popped, but the ramshackle rule means my boyz rarley get hurt, and in almost every game i deploy as close to center as possible....move 19" 1st turn so im right on him, and the bikes turbo boost. even if my trukks pop, unless i roll a 1 or 2 on my ramshackle theboyz are gettin out and charging next turn, as are the nobs (they uusally hit a flank or try to get behind cover with the turboboost). the reason i dont use battlewagon, is A: its too slow, and usually 2 turns behind the rest of my force, B: even with some shooty upgrades it never kills its points, and trukks are cheaper. as for the trukks, hell yea the wreckers are worth it! in every game my trukks have smacked the crap out of any light vehicle it gets to. the ram is needed (since fast moves through terrain roll 2 dangerous tests, and that reroll saves my rear) the riggers, again needed.....4+ repair....red paint for the extra inch. as far as getting nailed with high power fire....well the tau boradsides last game popped 4 of my 5 trukks, but the bikers took out the HH with no issues, and even though he popped my trukks i close enough to charge him anyway with the nice wagghhh! use. at the end of the game, i lost maybe about 20 boys. (1 squad lost 10, and ran, and about 2 or 3 each from the others). my foot nobs took about 4 losses, and i lost 4 trukks. he had nothing left however....so im thinking even with a heavy firepower army, it just cant do enough to take everything out.... hense the beardy-ness?
in any case, the one alteration i was considering, was removing a trukk squad, and replacing with a large 20 man foot slogger unit. (however this makes a good portion of my army slower then the rest, and im not sure would be very effective)
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![[Post New]](/s/i/i.gif) 2009/10/26 16:52:14
Subject: 1850 ork list...too chedder-esque?
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Tower of Power
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Well you've just said trukks get popped, which is my point. It doesn't matter what happens to the boyz inside as my point is your investing too much points for a brittle transport
battlewagons maybe slower, but they are stronger. And you can use them to cover your weaker trukks
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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) 2009/10/26 21:51:44
Subject: 1850 ork list...too chedder-esque?
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Lethal Lhamean
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ok, but i see the trukks as boy/ powerclaw delevery system....so if they get close enough to unload the boyz, and get them into the fight on turn 2, they've done the job i bought them for. popped or not. IF they survive, they run around and smash wrecking balls into things, but otherwise they serve no furthar use.and as far as using them as screens......well all my trukks generally travel together, so as i can hit an entire section of an opposing force at the same time. they all go same speed and atempt to unload all at once.... so either my whole force is in combat or it isint. ...so the whole "rhino screen" trick dosent play into it here. as for battlewagons..... they are only moving 13"a turn.... wereas my trukks can go 19". if im trying to hit enemy lines as fast as possible, then it would make less sense to "slowboat" at 13" with tougher armor, and protect the vehicles that dont serve any other purpose then fast delevery.
if im going to use battlewagons, ill probally spam out 4 of em, and not take a single trukk, so my entire force is moving at the same speed. to continue my point above... now this is all dependant on my getting first turn, but if i dont, i deploy as close to center behind as much cover as i can find.
turn 1: deployed at center line or 12" from center. opposing force near own board edge, so about 18 - 22" from center = 34" max from my guys. turn 1 trukks move at 19" each first turn, closing gap to 16" max. ive now got 5 trukks, and a squad of warbikers within charge range. opponents turn 1, he manages to shoot down 3 of my 5 trukks. (ramshackle rolls if anything except a 1 or 2, my boys are either A getting closer to enemy or B not getting hurt in the drop out. but that said, ive now got a 2" disembark, and the wreck counts as cover. my units now 14" away. if he follows up as he should, ill probally loose 3-4 orks per squad, maybe less or more, depending on how he focuses fire. in either case, i might loose 1 squad to running. my turn 2, surviving trukks move 13", disembark 2" waggh! and charge 6". boys on foot.... move 4-6" (terrain checks) wagghh!, 6" charge from everyone. = my whole force is now in combat, and the opposing army now has to either A: pile in his remaining units to fight in an orkish mosh pit, or B: run away and set up gun lines, thereby sacrifising whatever unit/s i charged. and if hes not careful the running units get charged anyway next turn. hense, my trukks are intended to get my boyz within charge range, and from there i dont care what happens to em......the battlewagon would take 1 or 2 turns longer to do the same thing....wich means 1 or 2 MORE turns of laz cannons, railguns, missles, etc shooting them in 14 front, or 12 side armor, and the battlewagons open topped, with no ramshackle rule, so hits on it, even glances have good odds of popping it, and the guys inside are hooped.
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![[Post New]](/s/i/i.gif) 2009/10/26 21:52:06
Subject: Re:1850 ork list...too chedder-esque?
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Planespotter
Groton, CT.
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I'd ditch the rams and wrecker balls for armor plates. Your goal is to keep the trukks moving towards the enemy. For trukks, protection > firepower.
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Me name iz Gorzag, But you'z not gunna call me Gorzag. You calls me da boss. If I catch any uv you gitz callin me gorzag, I'll kill ya. Also, I dun like anybody touchin me bitz! If I catch any uv you grot-luvin pukes touchin me bitz, I'll kill ya.
3000 pts Speed freekz
4000 pts Tallarn Guard |
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![[Post New]](/s/i/i.gif) 2009/10/27 13:29:47
Subject: 1850 ork list...too chedder-esque?
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Tower of Power
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DarthSpader wrote:ok, but i see the trukks as boy/ powerclaw delevery system....so if they get close enough to unload the boyz, and get them into the fight on turn 2, they've done the job i bought them for. popped or not. IF they survive, they run around and smash wrecking balls into things, but otherwise they serve no furthar use.and as far as using them as screens......well all my trukks generally travel together, so as i can hit an entire section of an opposing force at the same time. they all go same speed and atempt to unload all at once.... so either my whole force is in combat or it isint. ...so the whole "rhino screen" trick dosent play into it here. as for battlewagons..... they are only moving 13"a turn.... wereas my trukks can go 19". if im trying to hit enemy lines as fast as possible, then it would make less sense to "slowboat" at 13" with tougher armor, and protect the vehicles that dont serve any other purpose then fast delevery.
if im going to use battlewagons, ill probally spam out 4 of em, and not take a single trukk, so my entire force is moving at the same speed. to continue my point above... now this is all dependant on my getting first turn, but if i dont, i deploy as close to center behind as much cover as i can find.
turn 1: deployed at center line or 12" from center. opposing force near own board edge, so about 18 - 22" from center = 34" max from my guys. turn 1 trukks move at 19" each first turn, closing gap to 16" max. ive now got 5 trukks, and a squad of warbikers within charge range. opponents turn 1, he manages to shoot down 3 of my 5 trukks. (ramshackle rolls if anything except a 1 or 2, my boys are either A getting closer to enemy or B not getting hurt in the drop out. but that said, ive now got a 2" disembark, and the wreck counts as cover. my units now 14" away. if he follows up as he should, ill probally loose 3-4 orks per squad, maybe less or more, depending on how he focuses fire. in either case, i might loose 1 squad to running. my turn 2, surviving trukks move 13", disembark 2" waggh! and charge 6". boys on foot.... move 4-6" (terrain checks) wagghh!, 6" charge from everyone. = my whole force is now in combat, and the opposing army now has to either A: pile in his remaining units to fight in an orkish mosh pit, or B: run away and set up gun lines, thereby sacrifising whatever unit/s i charged. and if hes not careful the running units get charged anyway next turn. hense, my trukks are intended to get my boyz within charge range, and from there i dont care what happens to em......the battlewagon would take 1 or 2 turns longer to do the same thing....wich means 1 or 2 MORE turns of laz cannons, railguns, missles, etc shooting them in 14 front, or 12 side armor, and the battlewagons open topped, with no ramshackle rule, so hits on it, even glances have good odds of popping it, and the guys inside are hooped.
That is a fair point about the wagons being slower, and I've run into that problem before. But having those trukks survive one extra turn instead of being popped on turn 1 as it hides behind a battlewagon is good.
You might move 19" but you cannot assault from it :( A battlewagon you can still. So a ork trukk will move 19" and sit around next turn ready to get blown up.
I am that confidate in wrecking trukks that I would wreck all four of yours in the first turn. Trukks just ain't hard. If anything invest armour plates.
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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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