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![[Post New]](/s/i/i.gif) 2009/11/03 17:53:17
Subject: shooting orks 2000
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Regular Dakkanaut
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hi, how i improve this idea?
hq
1 big mek, shokk attack gun - 95
1 big mek, kff - 85
180
elites
10 lootas - 150
10 lootas - 150
10 lootas - 150
450
troops
30 shootaboyz
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(1) nob, power klaw, bosspole - 220
29 Gretchins
2 Runtherd - 107
767
fast attack
1 deffkopta, tl-rl - 45
1 deffkopta, tl-rl - 45
1 deffkopta, tl-rl - 45
135
heavy support
1 battlewagon, killkannon - 150
1 battlewagon, killkannon - 150
1 battlewagon, killkannon - 150
450
1982
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![[Post New]](/s/i/i.gif) 2009/11/03 18:27:18
Subject: shooting orks 2000
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Arch Magos w/ 4 Meg of RAM
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Drop a Deffkopta for 'Ard Cases on all the Battlewagons, and group the last two together. That'll increase the surviability of your Battlewagons by 17% and cut down the KPs you give out by 2.
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![[Post New]](/s/i/i.gif) 2009/11/03 19:12:52
Subject: Re:shooting orks 2000
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Squishy Squig
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I think you might want to go for volume over survivability.
Also, I might think of taking the Looted Wagon + Boomgun over the BattleWagon + Kill Kannon
Pulled from an article by mynameisgrax:
The looted boomgun, + two upgrades: a boomgun and big shoota, costs 110 points. The big shoota is there so the vehicle isn't rendered completely useless by a single 'weapon destroyed' result. Anything else simply costs too much, considering that the base cost of the looted boomgun is the same as 3 rokkit buggies. I wouldn't even give it an 'ard case or ram.
So, secondary guns aside, a looted boomgun gets a 36in range strength 8 AP 3 ordnance shot, but also has a 1 in 6 chance of not being able to fire each turn, thanks to its 'don't press dat' rule. A battlewagon's killlkannon gets a 24in range strength 7 AP 3 shot, doesn't have the 'don't press dat' rule, and can also ram fairly well.
It might give you enough points to field a squad of 3 rokkit buggies instead of one of those Deffkoptas, though I love me some Deffkopta.
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![[Post New]](/s/i/i.gif) 2009/11/03 19:50:54
Subject: Re:shooting orks 2000
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Regular Dakkanaut
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thx, how about tis one -->
hq
1 big mek, kff - 85
85
elites
15 lootas - 225
15 lootas - 225
15 lootas - 225
675
troops
30 shootaboyz
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(1) nob, power klaw, bosspole - 220
20 shootaboyz
(1) nob, power klaw, bosspole - 160
820
fast attack
2 deffkoptas, tl-rl - 90
90
heavy support
1 looted wagon, big shoota, boomgun - 110
1 looted wagon, big shoota, boomgun - 110
1 looted wagon, big shoota, boomgun - 110
330
2000
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![[Post New]](/s/i/i.gif) 2009/11/03 21:40:17
Subject: Re:shooting orks 2000
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Stabbin' Skarboy
123 fake street
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15 lootas in a squad seems execive, unless your trying to kill and enormous squad (which does happens) try smaller sqads, they can always double up to kill an especialy tough unit, but no point in wasting shots, try some big shootas, the extra range is always usfull. I never found looed wagons to be that durable, only front armour 11, plus an expensive gun on it
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"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. |
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![[Post New]](/s/i/i.gif) 2009/11/03 21:50:40
Subject: Re:shooting orks 2000
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Arch Magos w/ 4 Meg of RAM
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despoiler52 wrote:15 lootas in a squad seems execive, unless your trying to kill and enormous squad (which does happens) try smaller sqads, they can always double up to kill an especialy tough unit, but no point in wasting shots, try some big shootas, the extra range is always usfull. I never found looed wagons to be that durable, only front armour 11, plus an expensive gun on it
Larger squads help with morale issues. It takes 5 kills to make the Lootas take a check, and even then they are at Ld10. The benefit of the Looted Wagons is that they have a longer range, and higher strength and lower cost than the Battlewagons. The extra strength is really key, as that is his only way outside of a Powerklaw to instant death T4 models, which is important against Nob Bikers, Plague Marines, various HQ choices and what have you. The only issue is that he has no other armor saturation, so any long ranged anti-tank are going right into the Wagons. Maybe the Lootas will be able to draw some fire off, but I think this is a very functional alpha strike list regardless as the Looted Wagons aren't the biggest punch (the boyz, as always, are).
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![[Post New]](/s/i/i.gif) 2009/11/03 23:25:06
Subject: Re:shooting orks 2000
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Stabbin' Skarboy
123 fake street
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Try to proxy a game, and tell us how it goes, I see your point about the longer range, but the average game board isn't that huge, so normaly you will have something to shoot at. I am at odds with you on the loota squad size, I would sacrifice the morale buffer in lieu of shooting effectiveness, I generaly use squads of 5, this will normaly destroy any light/medium vehicle and give infantry second thoughts.
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"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. |
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![[Post New]](/s/i/i.gif) 2009/11/04 03:58:28
Subject: shooting orks 2000
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Mutilatin' Mad Dok
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RocksOrks wrote:hi, how i improve this idea?
hq
1 big mek, shokk attack gun - 95
1 big mek, kff - 85
180
elites
10 lootas - 150
10 lootas - 150
10 lootas - 150
450
troops
30 shootaboyz
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(1) nob, power klaw, bosspole - 220
30 shootaboyz
(1) nob, power klaw, bosspole - 220
29 Gretchins
2 Runtherd - 107
767
fast attack
1 deffkopta, tl-rl - 45
1 deffkopta, tl-rl - 45
1 deffkopta, tl-rl - 45
135
heavy support
1 battlewagon, killkannon - 150
1 battlewagon, killkannon - 150
1 battlewagon, killkannon - 150
450
1982
Make sure one of those troops of Shoota Boys is a Ard Boys troop...Not sure if I missed it..maybe they are.
Get Rid of DeffKopters..BUT only if you can afford to make some Flashgits. I heard taking the Lootas and Chopping off the piece that goes on their backs or their neck...Then adding extra Barrels to the guns. (those ends of the ink tubs in pens works I heard) for extra Barrels and its suppost to count as a cheap made Flash Git..and throw in Captain Badruk (sp?)
Battle Wagon Needs Loba..Have at least one.
Trust me on this. If you want Dakka Boyz Then You Need the Most DAKKA of them all...LOLZ...NO no you Silly Buggah! I am not taking about Wazdakka! Its Captain Badruk and his Flash Gitz!
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![[Post New]](/s/i/i.gif) 2009/11/04 04:15:31
Subject: shooting orks 2000
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Arch Magos w/ 4 Meg of RAM
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No, no, stop right there criminal scum. Flash Gitz are one of the most illconcieved and implemented units currently in the game. They are terrible at shooting, and mediocre at close combat.
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![[Post New]](/s/i/i.gif) 2009/11/04 04:21:05
Subject: Re:shooting orks 2000
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Mutilatin' Mad Dok
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But they have such shiny powerful guns! Whats wrong with Flash Gitz?
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![[Post New]](/s/i/i.gif) 2009/11/04 04:36:06
Subject: shooting orks 2000
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Arch Magos w/ 4 Meg of RAM
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Sure their guns are nice, but they are not. They are Nobs, with melee stats, and instead of melee equipment you hand them a gun. What makes a good ork shooting unit? Volume of fire to offset their poor ballistic skill. What is the only unit in the codex without volume of fire? The Flash Gitz. They don't shoot enough to get the hits on, and piling on the upgrades doesn't help them enough. After all the upgrades and Badrukk (they need his Boss Pole, but he really isn't any better at shooting), they are as expensive as an equally sized Nob squad (10 man) but infinitely less effective.
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This message was edited 1 time. Last update was at 2009/11/04 04:36:33
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