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![[Post New]](/s/i/i.gif) 2009/11/30 03:23:01
Subject: 2500 pt ork battlewagon spam
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Bonkers Buggy Driver with Rockets
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So im thinking of buying my friends 2 battlewagons, which would leave me 1 short of this 6 wagon list, wondering what people think of it. C&C please
HQ
Warboss /w pk eavy squig cybork
big mek /w kff and pk
ELITE
6 nobz + painboy, all /w eavy and 2 pks 3 big choppas/ 2 combi skorchas a waagh banner and 2x ammo runts to make all uniquely equipped.
^^^^ battlewagon with red paint job + boarding plank and 1x big shoota
6 nobz + painboy, all /w eavy and 2 pks 3 big choppas/ 2 combi skorchas a waagh banner and 2x ammo runts to make all uniquely equipped.
^^^^ battlewagon with red paint job + boarding plank and 1x big shoota
9 kommandos + snikrot /w 2 burnas
Troops
6 nobz + painboy, all /w eavy and 2 pks 3 big choppas/ 2 combi skorchas a waagh banner and 2x ammo runts to make all uniquely equipped.
^^^^ battlewagon with red paint job + boarding plank and 1x big shoota
19 boyz + nob /w eavy/ pk/bosspole
19 boyz + nob /w eavy/ pk/bosspole
19 boyz + nob /w eavy/ pk/bosspole
Fast Attack
1x Deffkopta /w tl rokkits & buzzsaw
Heavy Support
Battlewagon /w RPJ + boarding plank /w 1x big shoota
Battlewagon /w RPJ + boarding plank /w 1x big shoota
Battlewagon /w RPJ + boarding plank /w 1x big shoota
basic idea? pretty straightforward hehe, boss with 1 group of nobz, mek with another and just tear downfield in a giant rock formation i.e the most orky tactic
If i get first turn the kopta pregame turbos downfield to take out a vehicle, between tl rokkits and 4 s7 attacks autohitting rear armor its almost a sure shot to destroy/immob, or at the least shake/stun, by which time its normal my orks are already downfield and massacreing. If not i hold in reserve and outflank it.
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- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts |
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![[Post New]](/s/i/i.gif) 2009/11/30 03:29:05
Subject: Re:2500 pt ork battlewagon spam
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Stabbin' Skarboy
123 fake street
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Are you sure this is 2500 points? It seems like not alot of boyz for the points. I'd drop the PK on the mek, he is alright alright at fighting, but that is not his purpose. I hindsight can he even take one, I'm not sure. I suggest outflanking the deffkopta, basicaly it's a latter game tank kill, if you want to place it on the board upon deployment I suggest beefing it up with some buddies. Nice list, I like it. Good luck.
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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) 2009/11/30 03:31:46
Subject: 2500 pt ork battlewagon spam
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Bonkers Buggy Driver with Rockets
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yea its 2500 points lol, 18 diverse nobz /w 6 power klaws and 9 big choppas are expensive in wagons lol, hmm i think iforgot to put the big choppas on this post though >< 3 in each squad, gonna have to edit that. :edit: or not lol, i didnt forget >.>
but yes its exactly 2500 points  and a big mek can most definitely take a power klaw
and lastly, the kopta is a throwaway unit, made to take out or at the minimum shake/stun a big pieplate chucker, its meant to zoom up the field mess with a tank then die, or if i get lucky and roll a 1 or 2 after assault get the hell out of town and hide behind a rock
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This message was edited 2 times. Last update was at 2009/11/30 03:33:59
- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts |
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![[Post New]](/s/i/i.gif) 2009/11/30 04:27:27
Subject: Re:2500 pt ork battlewagon spam
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Why don't you have Ghazghkull? In a 2500 point game with a mechanized list....he's almost mandatory. o.O If you don't have the model, just call the warboss Ghazghkull.
Also, Snikrot and his kommandos are an all or nothing unit. Fill them up to 15, or don't bother taking them. Your nobs are the same, but not quite as mandatorily full depending on your intent for them. Take 10 nobs, 'Eavy armor on them, a painboy in the pack and diversify the wargear on the rest of them for wound allocation magic.
Your vehicles kind of need reinforced rams too. You're going to be rolling around through ruins, through forests, straight towards whatever you can get to; you don't want to be immobilizing your battlewagons!!!!!!!!!!!!!!!
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![[Post New]](/s/i/i.gif) 2009/11/30 11:29:08
Subject: 2500 pt ork battlewagon spam
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Regular Dakkanaut
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Looks a fun list. If I were you I'd drop the dethkopta and the eavy armour from the nobs in boyz squads (and one boarding plank I think) and use the points to put armour plates on all your wagons as well as rams, both of which are essential for the list your running (you have to keep moving!!!!).
Also think about how your boyz are armed, looks like sluggas+choppas would suit this list with the amount of nobs around, but shootas would let you do drive by's which can be fun. Depends on whether your a gorker or a morker.
Hope this helps,
Mookie
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![[Post New]](/s/i/i.gif) 2009/11/30 11:37:35
Subject: Re:2500 pt ork battlewagon spam
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Major
far away from Battle Creek, Michigan
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Dashofpepper wrote:
Your vehicles kind of need reinforced rams too. You're going to be rolling around through ruins, through forests, straight towards whatever you can get to; you don't want to be immobilizing your battlewagons!!!!!!!!!!!!!!!
Definitely!!
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2009/11/30 13:24:17
Subject: 2500 pt ork battlewagon spam
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Tower of Power
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Ok your HQ choices are fine, though I'd give some thought about putting a pk on the mek as its role isn't c.c.
The nobz have no cybork bodies. They will be torn to pieces in c.c against a dedicated c.c unit i.e terminators. Drop the eavy armour and replace for cybork body, so now you have a 5+ invulnerable save and 4+ feel no pain from the painboy
I would give those boyz two rokkits per squad, so you have a little ranged anti tank - thuogh you need to up the squads to 20 first
One deffkopter will not last long. It has no support or dual threat units. I would add more deffkopters and drop the kommandos, they seem out of place in a mech list anyway. With more deffkopters, in seperate units you now have three targets on the move and each can shoot at a serperate enemy too.
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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) 2009/11/30 13:35:21
Subject: Re:2500 pt ork battlewagon spam
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Don't give your nobs cybork bodies....they don't need to c.c against terminators. That's what your boyz are for. Not every unit in the ork army needs to be equally capable of assaulting every possible enemy unit - specialization serves a purpose. Boyz with a single nob and powerklaw win mathhammer and point attrition against terminators, and nob squads shouldn't be wasted on terminators....you use them to mulch MEQs.
Don't give your boyz rokkits. Ork squads with rokkits are ork squads shooting at tanks, meaning one of two things:
1. You didn't move your vehicle as far as you should have...or....
2. You disembarked, and instead of firing at a unit in preparation for assaulting it, you're going to use the entire boy squad in order to put two BS2 rokkits into a tank which likely won't hit.
Just don't do it.
As for the single deffkopta, I use a single deffkopta or two units of single deffkoptas in my mechanized lists to great effect. The outflank and hit a single tank, or scout move up and take on a single tank. Shaken, stunned, weapon destroyed, destroyed, explodes....any of those results make it worth the deffkopta. 45 points of deffkopta neutralizing 100+ points of tank? Yes please!
As for Kommandos....they MAKE the mechanized list. With a virtually guaranteed 2nd turn assault, there's no better list for kommandos to be in, although 15 is better than 9. Those kommandos make the enemy deploy 12" into the table to get away from Snikrot which is part of what makes sure that you GET the second turn assault.
Mercer, wish you'd stop giving that kind of advice. =p
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![[Post New]](/s/i/i.gif) 2009/11/30 14:30:11
Subject: 2500 pt ork battlewagon spam
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Tower of Power
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If you don't give nobz cybork bodies then power weapons will cut through them. Nobz might not go after terminators, but terminators go after nobz. A unit of nobz will beat a unit of terminators in close combat, mostly, due to larger numbers and more attacks. You also want your invulnerable saves for when heavy fire power comes pounding at the nobz which feel no pain doesn't have any affect against :(
I've already explained about the rokkits in another thread. Long story short, two - three rokkits are better than one and if you aim for transports you can assault whatever is inside. Saves you attacking the transport and then getting shot up next turn, right?
Disembark. Shoot rokkits, pop tank. Assault unit inside the tank  Good times. No need to relie on power klaws to pop tank and get shot up next turn
Like I said, I once thought same as you Dash. But rokkits are like marmite, you love them or hate them. And they hit or don't hit  . I tend to score lucky with mine and hit more than miss.
I run all my deffkopters in single units, but I don't take just one on its tod. Its just waiting to be shot at, and it goes with your points with rokkits - twin linked may help, but still needs 5+ to hit and might not do the job.
Well, a mech list is with vehicles - kommandos are on foot, so not mech are they? If your kommandos are in reserve, and you use snitrots special rule you still need a 4+, doesn't gurantee a second assault. If you're on foot - which is a bad idea, doubt you'll get second turn assault. How can kommandos gurantee a second turn assault?
Perhaps Dash look outside the box
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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) 2009/11/30 15:12:12
Subject: Re:2500 pt ork battlewagon spam
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Regular Dakkanaut
CT
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You guys can argue about the other stuff, but I've got to side with Dash on the kommandos topic. Snikrot's special rule does great for distrupting gunlines or other armies that will try and back as far away from your BW wall. It forces the enemy to deploy away from the table edges. I might consider outflanking instead of scout moving with the koptas as well for this purpose if I was playing this list. It's an assault BW spam list. You don't want to chase the enemy all over the board. You want to force him into your lines. That's what the kommandos and deff koptas will do for you. You are boxing them in by creating a threat from different directions. This effectively limits the areas for them to retreat to, which will minimize shooting damage to your BWs. It doesn't matter that they are on foot.
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![[Post New]](/s/i/i.gif) 2009/11/30 15:41:57
Subject: 2500 pt ork battlewagon spam
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Tower of Power
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I not arguing with Dash at all. I feel I have very good conversations with him/her and enjoy our few debates that we have
Though you say you want to force the enemy to our lines, and not chase him? If thats the case why have deffkopters which can move 24" - ok they can outflank. Why have wagons just to sit there and use as bunkers? Personaly if I'm running a assault army with transports and fast moving units, I want to get them into the fight a.s.a.p. Not sit and wait for a few outflanking units to come to me along with the rest of the army.
Interesting idea though.
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This message was edited 1 time. Last update was at 2009/12/01 14:58:29
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) 2009/11/30 18:43:43
Subject: 2500 pt ork battlewagon spam
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Regular Dakkanaut
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All Dash said is Kommandos w/ Snikrot works great with a mech list. I totally agree w/ him. I run my tourney Orks in 3 wagons and 2 trukks with Snikrot coming in from behind. More than not he comes on the board right about the same round the vehicles arrive to the enemy and it's wreck house time on both fronts.
And yes you want that squad at full capacity with 2 burnas.
Rokkits on boyz I'll pass on. For 1 more point you can add another boy or a needed upgrade to a vehicle. Rokkits miss 66% of the time, not worth it unless you are running a shooty army. Drop them to add rams for you wagons.
I'd drop the deffkopta to add more kommandos.
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![[Post New]](/s/i/i.gif) 2009/11/30 23:41:38
Subject: 2500 pt ork battlewagon spam
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Bonkers Buggy Driver with Rockets
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yea, cybork isnt really that big of a deal, unless youre in the habit of assault the wrong units (dual LC termis? no thanks lol, ill bury them in boyz)
eavy armor you will actually use on a consistent basis, and yes that 1 power weapon inside the squad might put a couple wounds on, but that isnt a dead nob by any means.
also theres 10 kommandos not 9 >.> when i say 9+ snikrot i mean 10 models, how is it i always try to err on the side of not confusing people, but always reverse it? i.e instead of 10 kommand /w snikrot i say 9+ thinking thats an obvious 10? who knows lol.
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- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts |
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![[Post New]](/s/i/i.gif) 2009/12/01 00:15:32
Subject: Re:2500 pt ork battlewagon spam
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Ah....I think I understand now.
Mercer's anti-tank is running up to a transport in a transport, jumping out and dumping a couple rokkits into a transport praying to get lucky that it will explode or wreck, and that opponent will subsequently deploy close enough to get assaulted in the following assault phase, also hoping that a bunch of boyz don't die when the vehicle potentially explodes, and definitely hoping that the vehicle explodes or wrecks so that the boys can do something and not get counter-assaulted the following turn and get beaten down.
My anti-tank consists of running up to a transport in a transport, and instead of jumping out and praying....I stay in my transport and smack on their transport with my nob and powerklaw who safely beats on it from the boarding plank. That way, if the transport explodes, a few of whatever was inside will probably die. And then, they have to blow up my own transport which gets a 4+ save against shooting attacks, and will need 6s to hit in close combat. And even if they get that destroyed, I'll ramshackle and possibly move away. And if not, chances are that I'll blow up, and then I'll deploy my boys against the back of the trukk, far enough away where I can't be assaulted, and that wreckage and crater count as a 4+ cover save. No matter what happens....I'M the one who gets to assault.
I can't think of an reason why the rokkit boys are a better strategy.
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![[Post New]](/s/i/i.gif) 2009/12/01 00:23:45
Subject: 2500 pt ork battlewagon spam
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Khorne Veteran Marine with Chain-Axe
Kutztown, PA
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mercer wrote:
Disembark. Shoot rokkits, pop tank. Assault unit inside the tank  Good times. No need to relie on power klaws to pop tank and get shot up next turn
Unless I am sorely mistaken your above statement is vastly incorrect. If you shoot that transport it doesn't matter if you destroy it, you can't assault what falls out as it wasn't your target in the shooting phase. If you mean to assault what falls out with yet another squad then that is an even bigger waste as now the squad that popped the transport is standing there with their thumbs up whatever kinda hole orks have, waiting to get shot. It sounds like your assaulty mech list takes too many rest stops like when you take the kids on a road trip.
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David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.
Hidden Powerfist for the wi.....
The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
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![[Post New]](/s/i/i.gif) 2009/12/01 00:54:23
Subject: Re:2500 pt ork battlewagon spam
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Actually, he's correct about that one - a unit that shoots and destroys a transport may assault the unit inside of it during that assault phase.
It doesn't make it any less of a waste though.
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![[Post New]](/s/i/i.gif) 2009/12/01 01:02:03
Subject: 2500 pt ork battlewagon spam
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Khorne Veteran Marine with Chain-Axe
Kutztown, PA
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Fair enough then, I humbly withdraw my statement.
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David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.
Hidden Powerfist for the wi.....
The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
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![[Post New]](/s/i/i.gif) 2009/12/01 01:02:43
Subject: Re:2500 pt ork battlewagon spam
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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No, the idea is still a waste. =p
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![[Post New]](/s/i/i.gif) 2009/12/01 15:15:21
Subject: Re:2500 pt ork battlewagon spam
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Tower of Power
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Dashofpepper wrote:Ah....I think I understand now.
Mercer's anti-tank is running up to a transport in a transport, jumping out and dumping a couple rokkits into a transport praying to get lucky that it will explode or wreck, and that opponent will subsequently deploy close enough to get assaulted in the following assault phase, also hoping that a bunch of boyz don't die when the vehicle potentially explodes, and definitely hoping that the vehicle explodes or wrecks so that the boys can do something and not get counter-assaulted the following turn and get beaten down.
My anti-tank consists of running up to a transport in a transport, and instead of jumping out and praying....I stay in my transport and smack on their transport with my nob and powerklaw who safely beats on it from the boarding plank. That way, if the transport explodes, a few of whatever was inside will probably die. And then, they have to blow up my own transport which gets a 4+ save against shooting attacks, and will need 6s to hit in close combat. And even if they get that destroyed, I'll ramshackle and possibly move away. And if not, chances are that I'll blow up, and then I'll deploy my boys against the back of the trukk, far enough away where I can't be assaulted, and that wreckage and crater count as a 4+ cover save. No matter what happens....I'M the one who gets to assault.
I can't think of an reason why the rokkit boys are a better strategy.
I have semi used boarding planks before, but what I found was my transports got popped before I got into range - thats why I dropped them :( . So I'd still end up foot slogging and would need to pop the transport, I found using two rokkits I can pop and assault.
While the tactic isn't the best because my orks are now out the transport, and will get shot up. Its certainly a good backup plan if your transport gets wrecked and you cannot use that boarding plank. Sad times all round.
So rokkit boyz are not a better strategy, they are a backup plan  . Though they're far from a waste. When they work they work, but like I said they're like marmite. You love them or hate them.
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This message was edited 1 time. Last update was at 2009/12/01 15:16:13
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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