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![[Post New]](/s/i/i.gif) 2009/11/12 10:39:08
Subject: 2000 foot sloggin Orks
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Mekboy Hammerin' Somethin'
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Hq:
01 Warboss: Powerklaw, Cybork body, Warbike, Attack Squig
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Troop:
30 'Ard Ork Mob:30 'Eavy Armor, 29 Slugga & Choppa, Nob with a Power Klaw, Boss Pole
30 Ork Mob: 29 Slugga & Choppa, Nob with a Power Klaw, Boss Pole
30 Ork Mob: 29 Slugga & Choppa, Nob with a Power Klaw, Boss Pole
30 Ork Mob: 29 Slugga & Choppa, Nob with a Power Klaw, Boss Pole
12 Ork Mob: 10 shoota, Big Shoota, Nob with a Power Klaw, Bosspole
Trukk: Big Shoota
12 Ork Mob: 10 shoota, Big Shoota, Nob with a Power Klaw, Bosspole
Trukk: Big Shoota
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Elite:
14 Lootas: Deffguns
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Fast Atctack:
12 Warbikers:11 Choppa, Nob with a Power Klaw, Bosspole
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Heavy Support:
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2000 points... seems Goffish but I went with more of a Goff/Deth Skullz combined tribe...
anyway... The warbikes move with the Warboss, granting him ablative wounds... I have found that do well by scaring things that would otherwise waste bullets on a 3+ invulnerable save and T5.... from Eldar to Tau... I have found these great for turbocharging and sitting next to an opponent's wave serpent full of dire avengers...
the 120 boyz has been working out well... I always seem to have enough no matter how many are killed and I definitely see he war of attrition going on between orks and elite forces such as eldar...
The lootas have a large threat range and are great for taking out lighish vehicles....
love to chat but gotsta go to bed...
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/11/12 13:16:37
Subject: 2000 foot sloggin Orks
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Twisted Trueborn with Blaster
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Shoota's on the trucks?
Id stick cheap basic Nobs in the trucks for that army.
Looks good however.
Lootas are class, but Id go for sum heavy support at least.
U gamed with it yet?
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Full on, Full on! |
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![[Post New]](/s/i/i.gif) 2009/11/13 04:13:27
Subject: 2000 foot sloggin Orks
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Mekboy Hammerin' Somethin'
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I used the shootas on trukks because it is a flexible scoring unit...
I add heavy support and nobz for 2500 point games...
Overall, I have enough staying power to reach Tau and Eldar... The Warbikes may never actually reach anything or do anything but it stymies their army because they have to relocate or die.
1 unit of Lootas is really all I need from my games... I just have to remember that they are there to take out transports not walkers or monstrous creatures :-P
I thought about running Lobbas for 2500 because they pin infantry.
The Nobz for 2500 would just be 9 Nobz, 1 Painboy, bosspole, WAAAGH!!! Banner, and 9 Eavy Armors, and a Powerklaw... The Idea is to tie things up with their dual 4+ saves... I avoid the power weapon units like assault terminators... but hey, they beat regular troops.
so the extra 500 points looks like
Nob squad: Boss Pole, WAAAGH!!! Banner, and 9 Eavy Armors, and a Powerklaw... Urty Syringe and Doc tools
Lobba battery: 3 Ammo Runts, 8 Gretchins, 3 Lobbas
Lobba battery: 3 Ammo Runts, 8 Gretchins, 3 Lobbas
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/11/13 06:49:16
Subject: Re:2000 foot sloggin Orks
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Regular Dakkanaut
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This is similar to my own 1750pt army actually except with some of the choices reversed.
Why on earth do you have shootas on the truks and sluggaz on foot? This is backwards, flip it and reverse it boy. Sluggaz in trukks will fade away like mist but before that they shall be a scalding hot mist used in turn 1 or 2 to pin the enemy and remove key threats or used as a counter assault force against other ork players as nids.
Shootas on foot make a much better scoring unit since they have a much bigger threat range. Also they gain more from being in big numbers since a) they need big numbers to get the hits and b) it is much easier to get 30 orks into an 18" range than it is to get 30 orks into a 2" radius.
I assume you have some reason for doing the opposite but conventional wisdom really is sluggaz in trukks, shootas ground pound. You can do sluggaz on the ground too but IMHO the shootaz are the betetr option. they charge just as well (not factoring in waaagh) and can opt not to charge an opponent and still put the hurt on.
12 warbikers seems astoundingly large. What is the purpose of this unit and why so big? IMHO you'd be much better off splitting them into 2 squads of 6 or just dropping 6 entirely and freeing up some points. With the LD9 warboss joining the mob you negate their ld difficulties greatly so you won't need them to be 12 models strong.
Lootaz go in two squads of 7. +1 kp but +1 transport dead a turn, averages out the D3 better, more survivable and easier to deploy.
Boyz have no way of making it across the field. You need a KFF or a grot screen. I'd trade in 1 sluggaz mob for a grot screen which also gives you a cheapie unit to sit on your home objective in the 2 objective mission or gives you an assault shield and a 4+ cover save in other missions.
Swapping out a mob for grots and trimming the bikers will free up some points you desperately need for more firepower and specifically more anti-tank firepower. Forget lobbas, it isn't horde that orks have trouble with (you have a billion attacks and the godlike shooting of shoota mobz and lootaz, you need to crack AV). Big gunz aren't amazing but kannon spam is a respectable way to cram some anti-tank in there. More lootaz, buggies or deffkoptas (with rokkits and possibly buzzsaws), kanz (with rokkits) or some combination of the three will make the list more fun and give you some respectable AT firepower.
Switching the trukkers to sluggaz and splitting the bikers gives you 4 fast moving Pk's that can be used to hunt down enemy armour too. And fast PK's are the most reliable tankbusting we have.
Finally your nobz mob needs a trukk and always take cybork before eavy armour. Eavy armour is good but cybork is better if you are short on points because it allows your guys a save even when the FnP isn't turned off. Basically they will always benefit from some kind of save (barring a warscythe) and often benefit from 2. Eavy armour provides no benefit against low ap (and ap4 is surprisingly common) and power weps.
so basically, shootas on foot sluggas in trukks, 1 mob becomes a grot screen, trim the bikes, add more anti-tank and you're golden.
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![[Post New]](/s/i/i.gif) 2009/11/19 04:18:30
Subject: 2000 foot sloggin Orks
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Mekboy Hammerin' Somethin'
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Unfortunately the store I play at has made the ruling that if a you are denied an armor save you cannot get FNP...
This would not be an issue but they treat weapons that AP you as denying you an armor save...
hmm... I would rather run 20 shoota Boyz instead of the Grots because they are only wounded by basic weapons on a 4+...
well... switching the shoota boyz for slugga boyz just freed 70 points...
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Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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![[Post New]](/s/i/i.gif) 2009/11/19 04:28:55
Subject: 2000 foot sloggin Orks
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Growlin' Guntrukk Driver with Killacannon
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QuietOrkmi wrote:Unfortunately the store I play at has made the ruling that if a you are denied an armor save you cannot get FNP... This would not be an issue but they treat weapons that AP you as denying you an armor save...
Have you mentioned that that is not at all how the rule works? P75: This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).
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This message was edited 1 time. Last update was at 2009/11/19 04:29:11
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![[Post New]](/s/i/i.gif) 2009/11/19 04:41:43
Subject: Re:2000 foot sloggin Orks
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Preacher of the Emperor
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@ Gorkamork: There is an interpretation out there that the line "any other wound against which no armour save can ever be taken" means that units who lose their normal armor save because of AP cannot benefit from Feel No Pain. Essentially, since a Nob in heavy armor (SV 4+) cannot make an armor save against a heavy bolter (AP 4) he does not receive a Feel No Pain roll because the Nob has suffered a "wound against which no armour save can ever be taken" by him. It goes back and forth quite a lot in YMDC.
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![[Post New]](/s/i/i.gif) 2009/11/19 04:47:36
Subject: Re:2000 foot sloggin Orks
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Growlin' Guntrukk Driver with Killacannon
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PanzerLeader wrote:@ Gorkamork: There is an interpretation out there that the line "any other wound against which no armour save can ever be taken" means that units who lose their normal armor save because of AP cannot benefit from Feel No Pain. Essentially, since a Nob in heavy armor (SV 4+) cannot make an armor save against a heavy bolter (AP 4) he does not receive a Feel No Pain roll because the Nob has suffered a "wound against which no armour save can ever be taken" by him. It goes back and forth quite a lot in YMDC.
Is an ap4 wound a wound against which no armor save can ever be taken? Are ap4 wounds like the specifically unsavable wounds from any of: Power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, or failed dangerous terrain tests? Neither of those are true. The only thing that is true is that an armored nob cannot take his armor save against an ap4 shot, which does not satisfy the conditions for denying FNP. The rule does not say 'wounds against which the model cannot use his armor save', it says 'wounds against which no armor save can ever be taken' and then lists several examples of attacks that deal wounds completely unsavable by any armor value ever and no examples of wounds that could possibly be saved against with armor. I've never seen the opposing position successfully defended, so if you have links to some YMDC threads where someone is left unconvinced I'd be interested.
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This message was edited 5 times. Last update was at 2009/11/19 05:33:19
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![[Post New]](/s/i/i.gif) 2009/11/19 07:26:55
Subject: Re:2000 foot sloggin Orks
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Preacher of the Emperor
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I have to look. I don't really buy that line of reasoning myself. Just pointing it out because it looks like that is how they play at QuietOrkmi's store and he needs to adjust accordingly until he can get it overturned.
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![[Post New]](/s/i/i.gif) 2009/11/19 07:45:41
Subject: Re:2000 foot sloggin Orks
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Growlin' Guntrukk Driver with Killacannon
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PanzerLeader wrote:I have to look. I don't really buy that line of reasoning myself. Just pointing it out because it looks like that is how they play at QuietOrkmi's store and he needs to adjust accordingly until he can get it overturned.
Sure, I've just never seen that reasoning used outside a 'how does FNP work?' newbie thread... much less a solid FLGS-wide ruling. It was just surprising. As for the list... I have to agree that those trukks look like lascannon magnets. I can't see them possibly surviving turn one at 2k if your opponent so much as sneezes at them, much less sitting on an objective for any length of time. Warbikers are solid, but they seem out of theme here. They're going to rush off and assault 2 turns before the rest of your army gets anywhere, which is suicidal. They'll probably do some decent damage, but I'm just not sure what their defined role is and they're quite costly. Are you sticking the 'ard boyz out front as a screen? How is that working out? I don't run green tide personally, but the two lists I've seen work used grots or kff'd kans. I'd personally use a different take on the list entirely (kans/ kff), so suggesting specific changes aside from those SirRobin already gave is hard I'd say cut the trukks and trim the warbikers.
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This message was edited 3 times. Last update was at 2009/11/19 07:49:10
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![[Post New]](/s/i/i.gif) 2009/11/20 07:05:35
Subject: 2000 foot sloggin Orks
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Mekboy Hammerin' Somethin'
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Played against Space wolves today and I must say that 30 'Ard Boyz make for a fantastic screen... He had to poor half of his army into shooting at it only for half of the wounds to be saved... Their presence alone saved me from having my mobz worn down into more manageable numbers in close combat.... Because I am running 4 units of 30 boyz, a now split squad of Bikers (Love the Idea because both are big enough to avoid getting wasted in the shooting phase and make for great tank busting), a now split squad of lootas (twice the transport killing)... he does not have time to deal with 24 boyz in a vehicle. The main purpose of having shoota boyz in a trukk is to have a mobile squad of 12 fire 3S5, 21 S4 shots... In my opinion, because off the current meta at the store, 12 boyz does not cut the mustard... anything they assault will either die because what they have is a combination of too hard and too killy... With the shoota boyz, I can whittle down squads with dice and assault the things that my slugga boyz would have ripped apart anyway even though I lack +1 attack... Overall I felt a wave of green pride during the Dawn of war game when I could threaten him no matter where his troops walked on the board... PS: Turns out that 30 T4 4+ boyz is quite tough to beat in that first turn and could devour most other troop choices...
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This message was edited 2 times. Last update was at 2009/11/20 07:07:12
Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.
ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.
Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
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