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Made in us
Mekboy Hammerin' Somethin'






Recently I have been playing Space Wolves with a green tide list... The major problem I suffer is taking out their "super units" a mob of 30 boyz is no match for them and they typically hide out in a landraider so they are usually out of the sights of lootas...

Because they have a 2+ save and a 3++ or 4++ save I tried out Flashgitz and they were a huge success when I roll a 1, 2 or 3... I arm them with more dakka and blastas... In my opinion there is a huge difference between a 2+, 3+ or a 4+ save.

Is there anything else I can do against their "Super Units" .

*A "super unit" is something filled with independent character and a retinue...

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.
 
   
Made in us
Been Around the Block




I've had some success killing things like assault terminators (with 2+ or 3++ shields) using Nobs with Kombi-Skorchas.

Several games back my opponent fielded a 10 man squad with an IC (Shrike) and I killed them in a single round of shooting by dropping 10 kombi-skorcha templates on them yielding 10 * 7 hits at STR 5. With 50 or so wounds, they're bound to fail plenty. Assault whatever is left for cleanup.
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







QuietOrkmi wrote:Recently I have been playing Space Wolves with a green tide list... The major problem I suffer is taking out their "super units" a mob of 30 boyz is no match for them and they typically hide out in a landraider so they are usually out of the sights of lootas...

Because they have a 2+ save and a 3++ or 4++ save I tried out Flashgitz and they were a huge success when I roll a 1, 2 or 3... I arm them with more dakka and blastas... In my opinion there is a huge difference between a 2+, 3+ or a 4+ save.

Is there anything else I can do against their "Super Units" .

*A "super unit" is something filled with independent character and a retinue...


Princess Ghazghkull is good for crushing Space Wolf units, just make sure he is targeting the unit to stack wounds in your favor. (unless the character does not have saga of the bear)

otherwise just bring as many 30 boy mobs with PK nobs in battlewagons as you can fit in your list, and try to hit each space wolf unit with 2 mobs each.

Lootas are only really good for cracking rhinos and killing exposed marines, so leave them at home if he is bringing land raiders.

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Mekboy Hammerin' Somethin'






The problem is that a mob of 30 cannot threaten "Super Units"...

Just too many of them die before they deal any damage... I understand that I should hit them with 2 mobz but it is difficult to get that many orks stuck into combat...

In my opinion, I need to shoot them with something that can avoid being assaulted.

A mob of 30 is there to either tease them out or hit the land raider...


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.
 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

The most important thing is popping the land raider. Have you considered a Kan wall, possibly with Deff Dreads? They have good strength and can pop them if they get a hit in. Use the wall to shield your mobz from being hit by the super unit via either serving as a barrier against the tank shock (Death or Glory it) or by jumping on them. The kans have low initiative, but it's higher than that of power fists or thunder hammers, so they should be able to do inflict a few instant-death wounds on the special characters. Nine kans cost at the least, 330 points. Their super unit is a massive point-sink on their side. If you can soften it up with nine kans, they should be able to be taken down by a normal mob or loota shooting.
   
Made in us
Mekboy Hammerin' Somethin'






The problem with nine Kans is the $$ associated with them.

I currently have 1 Deff Dread and I am still looking for a reason why I bought it or how to use it in a list...

What do you guys think about a Deff Dread as a cheap counter assault unit against problem units like the above?

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.
 
   
Made in jp
Regular Dakkanaut




I think that sounds terrible.

Kanz are better and even then you need a few to make them good.

Termies are easy, shoota boyz. In practise no termie squad is big enough that shooting from 2 shoota mobz can't reduce it down to a manageable size.

The problem is cracking the land raider to get the termies out so you can shoot them. Realistically there is nothing we have that can open a land raider without problems. warpheads and SAG's are too random, warbosses and other p-klaws have issues rolling to hit, tankbustaz are laughably bad and kanz/dreadz are too slow and need to roll to hit on probably 6's. The best bet is using a fast warboss but that requires luck/ your opponent not moving over 6".

If kan walls are out a grot screen might work. Set up a load of grots in front of your shoota/slugga boyz. Position them and keeping moving so that the grots are always in between the termies and the main group of boyz. Eventually he has to assault the grots, once he does and kills them all the termies are out in the open for you to shoot and charge which should take them down.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Tankbustas aren't as bad as that.

My answer to Land-Raiders and Monoliths is Ghazghkull Thraka in a vehicle with a boarding ramp who doesn't even have to disembark to take seven freakin' swings against his vehicle target. I like to pack a grabbin' klaw on one or more of the battlewagons in my lists, so if my opponent is trying to make me roll 6+ to hit him, I'll try for a free immobilize on a 4+ so that the next turn, those 7 attacks all auto-hit.

Then again, you're not running a mechanized list and are poorly equipped to deal with AV14. Terminators and all other units are dealt with readily and easily with a squad of burna boys...but again, they don't belong in a foot-slogging army.

For foot-slogging armies, killa-kans and deff-dreads all have STR10 DCCWs, but you haven't invested in any of that. Your choices after that are simple really:

1. Deffkoptas with TL rokkits flying around trying to glance the land raider.

2. Tankbustas. They'll get the job done.

3. The nobs in your units leading the charge against the land raider.

I would advise you to use a screen of some sort. If not kans, then gretchin.

   
Made in us
Mekboy Hammerin' Somethin'






1. Deffkoptas with TL rokkits flying around trying to glance the land raider.

Will be going this route but I might be using Rokkit buggies for more shots and to provide cover to the tide... With the KFF they are obscured.

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.
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Its not surprising that your unit of 30 boys did not do all that much to a pimped out command squad or terminator squad. Your talking about the difference between a 215 point squad and a squad that can be 400+ points. If your boys are assaulted, they will be wiped. To be at him, you need to use an uber squad of Nobz. To build your uber squad, I would recommend the following configuration.

1. Painboy
2. Bosspole
3. Waaugh! Banner
4. Powerklaw
5. Powerklaw, Ammo Runt
6. Powerklaw, Skorcha
7. Big Choppa
8. Big Choppa, Ammo Runt
9. Big Choppa, Skorcha
10. Normal nob
11. Ghaz (of course)

Keep this squad in reserve. Thier job is to counter-assault his uber unit when it comes into the board. When Ghaz comes in, you have the following assault range.
13" from the truuk with red paint (you did put them in a truuk, didn't you?)
2" deployment from truuk
2" base (as the back of the base needs to be in 2" of the vehicle), and Ghaz has a huge base.
6" Waaaaagh
6" Assault (though you need to roll through difficult cover with Ghaz)
This gives you a 24"-29" assault range from your side of the board. As the game board is 4' * 6', thats a huge range of influence. Use that squad to crack his uber squad.

*Edited to correct the truuk movement.

This message was edited 1 time. Last update was at 2010/01/08 19:19:55


 
   
Made in us
Waaagh! Warbiker






labmouse42 wrote:
19" from the truuk with red paint (you did put them in a truuk, didn't you?)


You can't drive more than 13" if you intend to offload. So knock 6" off the total assault range, but the range is still half the board.

Goffs 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

Ghazgkull has to be in a BW, IIRC.
   
Made in jp
Regular Dakkanaut




You do not recall correctly.

There is no restriction on mega armour riding in trukks.


I don't know if throwing nobz against termies is a great idea. You have a much better chance in a fair fight but the termies will all be ignoring feel no pain and eavy armour reducing you to just a 5++ and there will be a few fists to instakill your nobz.

I'd try and whittle them down with shooting using weedy distractions (grots, shoota mobz) to keep them from my important units for a few turns and when sufficiently reduced in number then I'd throw the slugga mob or the nobz mob at them.

Prior to that the nobz would be much better served munching his Grey Hunters. They can do that with ease and those are what he needs to win. And if he has a big wolf guard squad then he has less Grey Hunters.

That is, unless this is a Logan army.
   
Made in nz
Mutilatin' Mad Dok




New Zealand

bravelybravesirrobin wrote:You do not recall correctly.

There is no restriction on mega armour riding in trukks.


Indeed there isn't.

My second mistake today. I should be more careful.
   
Made in us
Roarin' Runtherd





I'm wondering where the 5++ comes in on robin's post seeing as how the entire ork army has nothing that can give you a 5++...

This message was edited 1 time. Last update was at 2010/01/07 23:57:58


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!!! 
   
Made in us
Waaagh! Warbiker






I have to assume that he is treating cybork as a given. It's the only 5+ invul they can get. Most people do field them that way due to the expensive nature of the unit, and overall lack of defense against fists without it.

Goffs 
   
Made in jp
Regular Dakkanaut




Nobz without cybork would be unthinkable, as standard for me they get the dok for that lovely FnP and a cybork 5++. eavy armour only gets added in a big game since against anything they can use it against they already have a 4+ save from the FnP.

Icehawk - warbosses and big meks may buy a cybork body that grants them a 5++ save. Nobz and Flashgitz accompanied by a mad dok may also buy a cybork body.

If you have Mad Dok Grotsnik in the army then ANY model (not vehicles) may buy a cybork body, including grots.

I find it funny that you state that nothing can grant a 5++ when it is in fact possible to have an entire army with a 5++ save either by using nobz eclusively or by using Grotsnik.
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Dashofpepper wrote:Tankbustas aren't as bad as that.

......

2. Tankbustas. They'll get the job done.




DashOfPepper, how would you recommend using Tankbustas in a Greentide Army list? I've worked out a 1000 point list with a smallish mob of Tankbustas (seven, three with tankhammers) with a grot guard for the intent of leaving them in the rear to hold objectives. Does that sound wise?

Thanks much,

Paul Cornelius
ThunderingJove
   
Made in us
Daemonic Dreadnought






labmouse42 wrote:Its not surprising that your unit of 30 boys did not do all that much to a pimped out command squad or terminator squad. Your talking about the difference between a 215 point squad and a squad that can be 400+ points. If your boys are assaulted, they will be wiped. To be at him, you need to use an uber squad of Nobz. To build your uber squad, I would recommend the following configuration.

1. Painboy
2. Bosspole
3. Waaugh! Banner
4. Powerklaw
5. Powerklaw, Ammo Runt
6. Powerklaw, Skorcha
7. Big Choppa
8. Big Choppa, Ammo Runt
9. Big Choppa, Skorcha
10. Normal nob
11. Ghaz (of course)

Keep this squad in reserve. Thier job is to counter-assault his uber unit when it comes into the board. When Ghaz comes in, you have the following assault range.
19" from the truuk with red paint (you did put them in a truuk, didn't you?)
2" deployment from truuk
2" base (as the back of the base needs to be in 2" of the vehicle), and Ghaz has a huge base.
6" Waaaaagh
6" Assault (though you need to roll through difficult cover with Ghaz)
This gives you a 30"-35" assault range from your side of the board. As the game board is 4' * 6', thats a huge range of influence. Use that squad to crack his uber squad.


That's exactly the problem. If 30 boys a 200+ point unit charge a 400+ point CC unit they should die.
If you want to destroy a 400+ point CC unit it's going to need to be shot with 800+ points of shooty units, or charged with >400 points of CC units.
The equivalent Ork unit to the space wolf super unit in a land raider would be 10 mega armor nobz in a battlewagon.
If you want to charge a 400 point unit charge it with another 400 point unit and a 2nd supporting unit.


Automatically Appended Next Post:
As far as dealing with them hiding in a land raider a deff roller seems perfect. If the land raider is popped in the movement phase you'll know for sure if 10 mega nobs should disembark from the battle wagon.

This message was edited 1 time. Last update was at 2010/01/08 04:16:57


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in ca
Angered Reaver Arena Champion






Actually I have found that Burna boys are the best unit to attack Terminators with. Between getting a ton of flamer shots off before assault, and either striking last with a 3++ or striking first with a 5++ terminators are screwed against Burnaboys.

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Mekboy Hammerin' Somethin'






Personally I am thinking of spending 415 points on the following to counter their super units... 9 S8 shots, 5 hit, roughly 1 glances and either nets me a shaken or weapon destroyed/Immobilized (I immobilize your LR and hang out in the back of it)

1 Deff Dread and 9 Warbuggies with TL-Rokkits... you cannot catch something that is moving faster than you... and you cannot shoot well if you are shaken...

Both reduce terminators to 5++ saves and Deff dreads are immune to lightning claws and effectively have 6 wounds against glancing attacks with a 3++ save...

Thunder-hammer seem like they would cause trouble but only 50% of them hit, 50% of them roll on the damage chart (16% being a glance so at best causing a "Wound" or nothing). With 34% of the attacks that roll on the damage charts being a penetrating hit, only 33% of those will cause instant death.

So when everything is combined the chances of taking out a Deff Dread with a Thunder-Hammer is about 5-6%... or 18 Thunder Hammer Attacks.

If the average Assault marine squad has an 8/2 split between Lightning Claws and Thunder-hammer/Stormshield, it will take 4 rounds of combat for the terminators to bring down the Deff Dread. In this time the deff dread has had 17 attacks killing between 4-5 of them. Including the Twin heavy Flamer and you have an additional Terminator Dead... (hitting 9 Terminators total)

I do not know the definition of an effective slot is, but I would define it as 100 points vs 200-300 points and keeping 400 points tied up for the entire game!


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.
 
   
Made in au
Sinewy Scourge




Downunder

Dracos wrote:Actually I have found that Burna boys are the best unit to attack Terminators with. Between getting a ton of flamer shots off before assault, and either striking last with a 3++ or striking first with a 5++ terminators are screwed against Burnaboys.

I didn't think Burnas could be both Power Weapons and Flamers in the same turn?

Currently I'm facing a similar situation involving Vulcan, Assault terms and a Crusader.

My solution is Megaboss, Ghazghkull and a diversified Nob squad. It has 13 S10 PK attacks on the charge and 12 S9 PK attacks on the charge.
Its great for busting up Land Raiders, and only Vulcan, and single LC term get to attack before I write off the whole unit.
Against Space Wolves, probably less succesful due to Wolf Tooth Necklace and other Bling'O'Cheezen, but I can imagine it would still crump them hard.

Really the problem is dealing with the unit inside the Land Raider rather than the tin can itself. If your playing orks "properly" (If I actually define this there will be a flaming) you should have PKs flouncing about all over the place, so obviously run them all at the Land Raider qucikly and at the same time.

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 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

thunderingjove wrote:

DashOfPepper, how would you recommend using Tankbustas in a Greentide Army list? I've worked out a 1000 point list with a smallish mob of Tankbustas (seven, three with tankhammers) with a grot guard for the intent of leaving them in the rear to hold objectives. Does that sound wise?

Thanks much,

Paul Cornelius
ThunderingJove


No, it doesn't sound wise. If you're playing 1,000 points, you're unlikely to face any land raiders. If you do play 1k points and see a land raider, ignore it and kill everything else with your army unless convenience gives you the opportunity to smack on it with your warboss' powerklaw. Surround it with a unit, see if you can stun/immobilize/destroy it. Don't need tank-bustas for that, especially not at 1,000 points - you need those points elsewhere.

@Eyclonus: Burnas cannot be power weapons and flamers at the same time. One or the other.

To everyone in general: There's a REASON I so heavily favor mechanized orks. I have a battlewagon with Ghazghkull and 18 ork boys in it. It has either a reinforced ram or a deff-rolla, a boarding plank, and a grabbin' klaw, and an obligatory big shoota to live through a weapon destroyed result. This battlewagon is paired up with another battlewagon that has a Big mek and 15 burna boys in it. These two battlewagons are surrounded by trukks full of boys, and all those trukks have boarding planks.

When I want a land raider dead, I drive up to it with a couple of vehicles and take powerklaw attacks at it without having to disembark. If I destroy/explode it I don't need to worry about my boys taking damage, and I don't have to worry about a counter-assault. If the other player is zooming it around trying to keep it alive, its not shooting which is ok with me, and I'll toss a grabbin' klaw on it to make it hold still so I can auto-hit it with Ghazghkull (and maybe some nobs too).

Alternatively, I will drop Ghazghkull out of his battlewagon and the nob inside with the boys will take the attacks on the boarding plank while Ghazghkull takes his on foot. There's usually a Waaaugh! involved and Ghazghkull isn't scared of the squishies hiding inside the land raider with his 2+ invulnerable save.

I tote a couple of deffkoptas around, but they aren't for trying to glance land raiders, they're for killing things with AV10 in the rear on turn1 or 2, or for tying something up in close combat until I can get an assault unit there. Nothing pisses a Tau player off more than you assaulting his broadsides on turn1 and he never gets to fire them the whole game. =p
   
Made in us
Bonkers Buggy Driver with Rockets





Berkeley, CA

Thanks, Dash.

As always, I love your cogent reasoning and faultless punctuation!

I would ask -- and this may be better served for another tread -- what utility do tankbustas have, and for what theme army?

(A little about me. I have played a total of six games in ten years, but have amassed a sizable army of boys [200], nobs [25], burnaz [15], kanz [9], stormboyz [20], 6 trukks, 30 bikerboyz, and more. I'm painting mostly, don't have Sundays off to play, but have really enjoyed reading all the theoryhammer lately.)

Thanks,

Paul Cornelius
ThunderingJove

Paul Cornelius
Thundering Jove 
   
Made in us
Waaagh! Warbiker






thunderingjove wrote:I would ask -- and this may be better served for another tread -- what utility do tankbustas have, and for what theme army?


I've seen tankbustas used in only 1 army, but it was relatively effective. A guy at my FLGS runs the basic rundown below:

Group 1

Boss on bike w/klaw, squig, cybork

Mek w/ KFF

Wagon w/ rolla and 20 sluggas (klaw)

Trukk w/ 12 sluggas (klaw)

Trukk w/ 12 sluggas (klaw)

Looted wagon w/ plank and tank bustas (2 hammers, squigs, and a nob w/ klaw in case they are charged while exposed)


Group 2

30 shootas [klaw]

3 kans w/ zookas

15 lootas


Misc.

Snikrot squad in reserves


His vehicles begin lined up on one side of the board with the bustas covering the inside flank of the wagon, and his bike hidden neatly between a trukk in back and his wagon, effectively blocking all LOS. Group 2 hangs out near the closest objective with their kans screening on the other side of the board.

His intention is to have the looted wagon cover his flank for 1 turn and 1 turn only, followed by letting them run around the board. The 11 protects from small arms fire at a much lower price than a battle wagon, and provides a reasonable chance of popping several transports per game.

He has very little intention of earning his points back with these, but useses them to pop as many transports as he can (potentially two per turn) to allow either the dakka on the other side of the board or the horde of klaws on the starting side of the board do their work.

It's a split list, but he wins quite a bit more often than he loses in the local tourneys. I've seen the care with which vehicles avoid the looted wagons or the concentration of fire they absorb, and I could see the value. I haven't followed suit, but if you are trying to get rid of transports so that you can hit the tender insides, it is quite effective.

*****

If you were specifically hoping that DoP would respond to your query, you forgot to play the Summon Dashofpepper card.

This message was edited 3 times. Last update was at 2010/01/08 19:22:46


Goffs 
   
Made in us
Roarin' Runtherd





bravelybravesirrobin wrote:Nobz without cybork would be unthinkable, as standard for me they get the dok for that lovely FnP and a cybork 5++. eavy armour only gets added in a big game since against anything they can use it against they already have a 4+ save from the FnP.

Icehawk - warbosses and big meks may buy a cybork body that grants them a 5++ save. Nobz and Flashgitz accompanied by a mad dok may also buy a cybork body.

If you have Mad Dok Grotsnik in the army then ANY model (not vehicles) may buy a cybork body, including grots.

I find it funny that you state that nothing can grant a 5++ when it is in fact possible to have an entire army with a 5++ save either by using nobz eclusively or by using Grotsnik.


You misunderstand my use of a 5++. The extra plus indicates a rerolling of your save such as by using fortune. At least that's how I typically see people use the second + after a save.
I'm well aware everyone can get cybork.

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!!! 
   
Made in jp
Regular Dakkanaut




a ++ save usually indicates an invulnerable.
   
 
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