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Made in us
Mekboy Hammerin' Somethin'






With the new Information from 1.0 Here is the update to 1.1

Hq: 90
01 Big Mek: Kustom Force Field, Choppa, Eavy Armor
------------------------------------------------------------------------------------------
Troop: 959
30 Ork Mob: 29 Slugga & Choppa
Nob: Power Klaw & Boss Pole

30 Ork Mob: 29 Slugga & Choppa
Nob: Power Klaw & Boss Pole

30 Ork Mob: 29 Slugga & Choppa
Nob: Power Klaw & Boss Pole

12 Trukk Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole
01 Trukk: Red Paint Job, Big Shoota

12 Trukk Boyz: Slugga & Choppa
Ork Nob: Powerklaw, Slugga, Bosspole
01 Trukk: Red Paint Job, Big Shoota
------------------------------------------------------------------------------------------
Elite: 630
14 Lootas: Deffguns
14 Lootas: Deffguns
14 Lootas: Deffguns
------------------------------------------------------------------------------------------
Fast Attack: 315
03 Warbuggies: 3 TL-Rokkits
03 Warbuggies: 3 TL-Rokkits
03 Warbuggies: 3 TL-Rokkits
------------------------------------------------------------------------------------------

The changes include...
- 1 Deff Dread: A Single Deff Dread gets hit all of my opponent's Anti-Tank... Also it is not very scary unless there is 3-5 of them with KFF backing them...

- Shoota Mob: the models are better used as Lootas

+21 Lootas: Being able to destroy vehicles at 48" away is amazing... kills infantry, MC, Transports, Skimmers... ETC... (also fearless unless 4 are killed)

= Rokkit Buggies: I like how much space they can cover and how they can provide a 4+ cover save to the boyz behind them... They also cost less then Kans.

= Trukks: I like the ability to surgically hit problems that are far away. Stealth team or scouts giving me trouble, launch a trukk full of boyz at them...

With 5 points left I had 3 choices...

  • Armor a Nob: I can say, "I take the last bolter shot on the Nob" and potentially save a wound and a 6 point boy...

  • Boarding Plank on a Trukk: I can hit 1 vehicle that was not shot by my lootas and not lose models in the explosion/counter attack...

  • Armor the Big Mek: I can give the lad a 4+ save when his unit runs into CC, potentially turning blows from normal troops into non existent wounds...
  • This message was edited 1 time. Last update was at 2010/01/12 16:27:51


     
       
    Made in us
    Growlin' Guntrukk Driver with Killacannon






    Keep in mind, your going to get stuck in no later than turn 3. Stealth teams and stuff of that nature that will give you trouble will be easily taken care of by Lootas.

    I would suggest dropping the buggies and the trukks for another max squad of shoota boyz as well as Ghazzy Thraka. With Ghaz, you will be assaulting on turn 2. There shouldnt be ANYTHING that can take that many boyz out and give you THAT much trouble by turn 2.

    The trukks are just going to get targeted as really easy kill points, and so will that small squad of 12 inside of them. they truely dont belong in this list...or any list without battlewagons to cover them for that matter.

    if you need even more points after dropping all of that, you can think about taking away one loota squad and just make both squads a full 15.

    If you dont agree with all of this thats fine, but you NEED to get one more squad of 30 shoota boyz in there...i assure you.

    This message was edited 1 time. Last update was at 2010/01/11 08:40:14



     
       
    Made in us
    Mekboy Hammerin' Somethin'






    Dropping 2 units of Trukks and the Buggies also drops anything fast in my army...

    One of the players at my FLGS plays a powerful Tau army that likes to deep strike Battlesuits behind the enemy army and create another front. In addition every unit in his army can redeploy very quickly out of my reach... maybe not for the entire game but long enough to deal a considerable amount of damage. I want to avoid being easy prey for such tactic...

    With the Trukks and Buggies, it gives me two options;
  • Place them in front of my boyz with a 4+ cover save and save tons of boyz from getting shot up while dealing out dakka.
  • (Like a Kan Wall but without the point cost and the S10 attacks in CC.)
  • Deploy them in the flank of my army, allowing me to quickly harass vehicles and shooting units alike.



  • 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 gb
    Tower of Power






    Cannock

    Foot slogging orks are ok, but doing mech and foot can be difficult. You're going to have problems when half the army zooms ahead and the others lag behind. Plus the big mek's KFF will only give 5+ cover to the orks, not great. What you want is killa kanz. Make a kan wall and they will give 4+ cover to the boyz and the kff will give them 4+ cover.

    As for the list, deffkopters are better than warbuggies. They don't take terrain tests, can scout and the t5 puts them nearly as tough as armour 10, but they have 2 wounds instead plus they can fight in close combat as well.


    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 
       
    Made in us
    Mekboy Hammerin' Somethin'






    Who says something that can zoom ahead will...

    I think of buggies as kans that fire a TL S8 shot (effectively BS 3.5) with av 10 instead of 11, but cost 35 points each not 45 points...

    152 points to take out a take out a MEQ troop choice seems good to me... The Trukks are there to tie up shooty troops...

    Being behind the Warbuggies lend a 4+ cover save while the KFF does lend a 5+ cover save... you take the better of the two...

    When you have a 4+ cover save, Av 10 matters a little bit less... Also any fire that 105 points draws over 220 point unit...


    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 gb
    Tower of Power






    Cannock

    No one says they have too, but its a very good tactic if you get first turn as you can lay waste to vehicles early on before your opponent moves. Even better if you have a buzzsaw as auto hits because the vehicle hasn't even moved yet

    Buggies aren't nothing like kanz. Kanz can fight in combat and don't move as quick. You cannot really compare them as two very different kettle of fish.


    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 
       
    Made in au
    Sinewy Scourge




    Downunder

    Nob in the first Boyz mob shouldn't have Eavy armour, unless you are allocating wounds to him. If you are, then I suggest you put down your 40k minatures and pick up a nice game of snakes and ladders, without the snakes.

    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
    Mekboy Hammerin' Somethin'






    Maybe this question would be better for the you make the call, but I heard that you can assign the last wound to the Nob... allowing you to save a boy... (as long as the last wound would not instant kill the Nob or be the second wound on the Nob)

    Anyway, that is what the other players at the LFGS encouraged me to do...

    anyway fixed the problem by adding the armor to the big mek

    mercer wrote:No one says they have too, but its a very good tactic if you get first turn as you can lay waste to vehicles early on before your opponent moves. Even better if you have a buzzsaw as auto hits because the vehicle hasn't even moved yet


    I just had a bad experience with deff koptas, the local meta has adapted to the first turn charge of the koptas... I only meant they were like the kanz only for the wall aspect... they provide the same 4+ cover save to the lads behind them, while receiving the same 4+ cover save from a KFF...



    This message was edited 2 times. Last update was at 2010/01/12 16:37:38


    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
    Waaagh! Warbiker






    QuietOrkmi wrote:Maybe this question would be better for the you make the call, but I heard that you can assign the last wound to the Nob... allowing you to save a boy... (as long as the last wound would not instant kill the Nob or be the second wound on the Nob)


    Yes, you can assign a wound to the nob. It can be the first, the last, whatever. You could put one nob on the nob for him to try to pull off a save every round of combat if you wanted, or multiple when there are enough wounds to go around through all the boyz more than once.

    What you are talking about doing is essentially trying to keep boyz on the board by letting the nob take a lump, and it is a completely viable way to play. However, just like letting your warboss take the lump for boyz, you are putting something considerably more valuable at risk. As the boyz get widdled down through shooting or CC, you may find yourself wishing that the wound that HAS to land on your nob due to every model taking a wound or more, would have been better saddled on a nob that still had 2 wounds. You can find that 1 full health nob running around with a crew of 2 boyz can still destroy quite a few things, while a group of 3 boyz with no nob simply can't do anything except luck out and grab an objective on a far corner of the board.

    In either case, the unit will usually be dead before it comes down to a handful of models left, but I've collected 1000 points of enemy models with a single trukk full of boyz when the stars align properly. They can't do what they do without the nob, and anytime you think about allocating a wound on the nob for any reason, you should keep it in mind. When he fails his first armor check, he's 1 step closer to retirement.
       
     
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