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![[Post New]](/s/i/i.gif) 2010/01/25 06:03:15
Subject: Ork 1500pts Tourny List "BW Brigade"
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Regular Dakkanaut
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BW BRIGAGE
225 Ghaz
135 B. Mek (KFF, Cybork, Squig, Eavy, Burna)
225 15 x Burna Boyz
270 4 MaNZ (2 K-Skorcha) in BW ( Ram, Big Shoota)
170 20 x Shoota Boyz- (Nob w/ Pk, Bp)(2 Big Shoota's)
170 20 x Shoota Boyz- (Nob w/ Pk, Bp)(2 Big Shoota's)
105 BW (Ram,2 x Big Shoota's)
100 BW (Ram, Big Shoota)
100 BW (Ram, Big Shoota)
1500pts
Tactics- Ghaz and Manz will seek combat, Ghaz may go alone if needed
Shooty boyz will either drive around shooting or a unit will support the Manz
and the other unit of shoota boyz will support the
Burna boyz who will drive around with the KFF Mek, 16 flame templates
If the Burna's or Manz Bw are destoryed, the shoota boyz can bail out and they "should" still have a BW to ride
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![[Post New]](/s/i/i.gif) 2010/01/25 07:46:33
Subject: Ork 1500pts Tourny List "BW Brigade"
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Yellin' Yoof on a Scooter
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All I Need To Say Is Sweet Idea, but Big Shootas on a BW are silly as is the ram, se if you cant scrape together enough points for a Deff Rolla on each wagon
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This message was edited 1 time. Last update was at 2010/01/25 07:46:54
"i Should invent sum kinda machine, that makes walkin fastaghhhh |
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![[Post New]](/s/i/i.gif) 2010/01/25 10:33:12
Subject: Ork 1500pts Tourny List "BW Brigade"
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Grovelin' Grot
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cr3470r wrote:All I Need To Say Is Sweet Idea, but Big Shootas on a BW are silly as is the ram, se if you cant scrape together enough points for a Deff Rolla on each wagon
I'd have to disagree, as without those Big Shootas, those BW are going to be immobilized as soon as a Weapon Destroyed result rolls up on the Vehicle Damage table. I'd actually suggest 2 Big Shootas per BW if you can afford it point wise. And the rams are probably there because he couldn't find any spot to scrape the extra points needed for 3 Deff Rolla upgrades. But I do agree that Deff Rollas are better than Reinforced Rams. Maybe to save points you could use an outfitted Warboss instead of Ghazzy. I know that means that you lose a lot of stuff, but it's a thought.
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Avatar stolen from here
Playing Orks in Warhammer 40k. Contemplating playing: Anything but IG or Eldar. |
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![[Post New]](/s/i/i.gif) 2010/01/25 10:38:16
Subject: Ork 1500pts Tourny List "BW Brigade"
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Yellin' Yoof on a Scooter
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maybe lower the boy squads to 18 each and you can aford 1
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"i Should invent sum kinda machine, that makes walkin fastaghhhh |
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![[Post New]](/s/i/i.gif) 2010/01/25 10:46:14
Subject: Ork 1500pts Tourny List "BW Brigade"
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Agile Revenant Titan
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It depends on your local enviornment about the Deff Rolla ruling. I like having 1 Deff Rolla regardless, but if they can't hurt vehicles, don't take 3.
Either way, you have to have a Reinforced Ram/Deff Rolla and at least 1 Big Shoota on every BW (which you've done)
Not sure why you have Shoota Boyz in a BW spam list. This list excels at getting in close for the assault. Having the option of shooting only complicates whether you want to move 6" or 12" with the Battlewagons. Simple answer is to move 12" and get stuck in. This is one part of why Ghaz is so important to these lists.
Otherwise, very tight list at 1500 points.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2010/01/25 20:18:58
Subject: Ork 1500pts Tourny List "BW Brigade"
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Regular Dakkanaut
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well i could easily switch the a BW full of shoota boyz to slugga's and put the 10pts towards another B. shoota on two more BW's,
I only though I would drive around shooting things until a BW is destroyed, then have shoota boyz on foot with B. shoota's, although i do think more often than not those MANZ are going to need some help
IMO the ram is a must if no rolla- just for driving through terrrain, and the fact that he will get an armour save is really bad,
though im not sure what the ruling is at my LGS as i always run a horde, saving this BW surprise for the tourny
How may weapons in the game can take out multipule BW's in a turn ?
ie- What should i watch out for?
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![[Post New]](/s/i/i.gif) 2010/01/25 21:12:28
Subject: Re:Ork 1500pts Tourny List "BW Brigade"
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Grovelin' Grot
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You should be fine as long as you keep your Wagons out of CC and within 6" of the Wagon with the Big Mek in it. Most things will usually just bounce off, just try not to expose your flank as that 12 av won't stop much anti-tank, with or without that 4+ cover save. Not sure how you're army is going to fare against Tank heavy armies, like Tau or IG, as the only notable anti armour units you have are your MANZ and Ghazzy. Instead of just whipping this out, play test it against armies that you think you might face in the tourny, as it'll give you a good feel for your army and what it's weaknesses are. Best of luck to you.
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Avatar stolen from here
Playing Orks in Warhammer 40k. Contemplating playing: Anything but IG or Eldar. |
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![[Post New]](/s/i/i.gif) 2010/01/25 23:09:40
Subject: Ork 1500pts Tourny List "BW Brigade"
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Dakka Veteran
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Think you should find the points to add boarding planks. Getting out of a vehicle to hit tanks/dreads just sucks soooooooooooo hard and leads to you taking massive, massive casualties just so your PK nob can strike :-(
Maybe cut 1 boy from one unit, put KFF there, then cut 2 boyz from the other unit and put Ghaz there - and add 3 planks? I think in theory it makes sense to not have all your valuable units in one wagon (ie squishy troops + ghaz + KFF all in one wagon makes that wagon pretty damn obvious as a target), but I dunno if the fact that you basically tie the KFF to following the Ghaz wagon (kinda) hurts more. Eitherway, it's the same whether you remove 3 from one or 2/1 split.
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This message was edited 1 time. Last update was at 2010/01/25 23:12:49
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![[Post New]](/s/i/i.gif) 2010/01/25 23:12:31
Subject: Re:Ork 1500pts Tourny List "BW Brigade"
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Major
far away from Battle Creek, Michigan
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I agree with the above post about the necessity of boarding planks.
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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) 2010/01/26 01:23:19
Subject: Ork 1500pts Tourny List "BW Brigade"
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Waaagh! Warbiker
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WAAAGH! wrote:well i could easily switch the a BW full of shoota boyz to slugga's and put the 10pts towards another B. shoota on two more BW's,
I only though I would drive around shooting things until a BW is destroyed, then have shoota boyz on foot with B. shoota's, although i do think more often than not those MANZ are going to need some help
IMO the ram is a must if no rolla- just for driving through terrrain, and the fact that he will get an armour save is really bad,
though im not sure what the ruling is at my LGS as i always run a horde, saving this BW surprise for the tourny
How may weapons in the game can take out multipule BW's in a turn ?
ie- What should i watch out for?
Your biggest weaknesses are as follows:
- You have no boarding planks, no grabbin' klaws, and hence, no way to deal with armor. Throw a klaw on 1 to 3 of the battle wagons, and planks on the 3 wagons that are carrying power klaws around to avoid having to get out to take a swing at a vehicle.
- You are over-spending on your mek. Why does he need cybork, 'eavy armor, and attack squig?
- You are severely limited on total bodies on the field. To say that another way, if you start to lose boyz, your options are going to become very limited very quickly.
- Monstrous creatures, particularly Str 8 monstrous creatures, power fists, and anything else with AP2 and Str 8+ makes those meganobz that you exchanged all 160 discretionary points for, will disappear fast. That's normally not that big a deal, but with fully 1/4 of your total non-vehicle, non- HQ on the field being threatened by it, it's worth mentioning. Just beware of where you put them in relation to assault and counter-assault.
Those are the specifics. Now for the general:
Mech orks biggest difficulty is in facing armies that can field 1) plentiful heavy artillery, and 2) cost effective and plentiful counter-assault options. Between your inability to keep your vehicles around, and your inability to find a soft target to smash into while the vehicles are around, you lose your mobility and board clearing assaults, which are your two chief strengths in a mech ork list. Nidzilla in the previous Tyranid codex was a good example of this type of difficult nut to crack. Between having venom cannons firing str 10 shots that eat open topped vehicles and genestealers that eat boyz that aren't in vehicles, they made a very difficult 1-2 punch that could knock a mech ork list onto the defensive when played well.
Nothing is unbeatable, but that combination tends to present the most difficulty of anything that I have faced. Mech orks can typically wipe 500 or more points of enemy models on the assault, though, so if you can quickly converge, isolate, and eliminate by turn 2 or 3 on exposed opponents, you should see the table heavily slanted in your favor.
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![[Post New]](/s/i/i.gif) 2010/01/26 05:26:44
Subject: Ork 1500pts Tourny List "BW Brigade"
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Regular Dakkanaut
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Wow thanks for that
I re-worked the list a bit
Mega Armour Boss(cybork, squig, Bp, mega Armour)
Big Mek(KFF, Burna)
14 Burna's
4 MaNZ (2 K-Skorcha) in BW ( Ram, Big Shoota)
20 x Shoota Boyz- (Nob w/ Pk, Bp)
20 x Slugga Boyz- (Nob w/ Pk, Bp)
12 x Slugga Boyz- (Nob w/ Pk, Bp) in Trukk ( Ram)
BW (Ram, 2 x Big Shoota)
BW (Ram, 2 x Big Shoota)
BW (Ram, Big Shoota)
im not sure if losing Ghaz and a Burna is worth a trukk full of boyz
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![[Post New]](/s/i/i.gif) 2010/01/26 13:01:52
Subject: Ork 1500pts Tourny List "BW Brigade"
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Dakka Veteran
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Still no boarding planks... find 20 points for them already  !!
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This message was edited 1 time. Last update was at 2010/01/26 13:02:37
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![[Post New]](/s/i/i.gif) 2010/01/26 14:04:08
Subject: Re:Ork 1500pts Tourny List "BW Brigade"
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Noise Marine Terminator with Sonic Blaster
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Just a quick random thought.... if you are going to take boarding planks, why max out the squad with boyz? Why not take the 3 boy minimum, upgrade one 1 a nob and give him a klaw. If you have a Warboss with a klaw, don't even take a nob for that group of boyz. 2 Warbosses let you take 2 nobz as troops (only take 3 with one klaw) plus 3 more groups of nobz as elites lets you take 5 wagons as dedicated transports. Plus 3 more for heavy.....
I don't have my codex handy, but I do have my spreadsheet I cheat with, but:
Warboss w/ klaw and squig BW1
3 Nobz (Troops) - 1PK BW 2
Warboss w/ klaw and squig BW 3
3 Nobz (Troops) - 1PK BW 4
3 Nobz (Elite) - 1 PK BW 5
3 Nobz (Elite) - 1 PK BW 6
3 Nobz (Elite) - 1 PK BW 7
3 Boyz (Troops) BW1 (w/WB1)
3 Boyz (Troops) BW3 (w/WB2)
3 Boyz (Troops) 1 Nob w/ PK BW 8
8 Battlewagons with RPJ, 1 Big Shoota, and 1 boarding plank each
Cost: 1449 points.
Granted, if your boyz disembark, you are done. But every battelwagon has 1 powerklaw (since you can only make one attack). This would be a true BW Brigade. Just random thoughts on potency.
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![[Post New]](/s/i/i.gif) 2010/01/26 15:02:22
Subject: Ork 1500pts Tourny List "BW Brigade"
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Dakka Veteran
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Unfortunately, Boyz come in a min-squad size of 10  Gotta cut a wagon for 1500 pts I think.
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![[Post New]](/s/i/i.gif) 2010/01/26 15:55:39
Subject: Re:Ork 1500pts Tourny List "BW Brigade"
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Noise Marine Terminator with Sonic Blaster
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Fair enough. Could not remember offhand. But you could still take 5 sets of 3 Nobz with one klaw, and 2 warbosses with a klaw and place one klaw in 7 battlewagons with boarding planks for the bargain basement price of 1445.
I was just wondering what some of the seasoned veterans would think to the efficacy of such a system. The logic being if you're going to use a boarding plank to attack with a power klaw, the other boyz are just lounging about in the back. So take it to the extreme and don't bring 'em. I cannot imagine this being terribly effective, but it would make for an interesting change of pace I would imagine.
For some reason, I just have the vision of 7 battlewagons with a bunch of angry nobz in them yelling out "Wez not comin' out and you 'umiez can't make us!"
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![[Post New]](/s/i/i.gif) 2010/01/26 17:31:53
Subject: Ork 1500pts Tourny List "BW Brigade"
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Waaagh! Warbiker
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Green is Best! wrote:Fair enough. Could not remember offhand. But you could still take 5 sets of 3 Nobz with one klaw, and 2 warbosses with a klaw and place one klaw in 7 battlewagons with boarding planks for the bargain basement price of 1445.
I was just wondering what some of the seasoned veterans would think to the efficacy of such a system. The logic being if you're going to use a boarding plank to attack with a power klaw, the other boyz are just lounging about in the back. So take it to the extreme and don't bring 'em. I cannot imagine this being terribly effective, but it would make for an interesting change of pace I would imagine.
For some reason, I just have the vision of 7 battlewagons with a bunch of angry nobz in them yelling out "Wez not comin' out and you 'umiez can't make us!"
Ork vehicles don't really work like that. The chief value of a mechanized ork list is not that it is impossible to kill. That type of playstyle is reserved for landraiders, monoliths, and a few other select types of heavy armor. Ork vehicles will invariably be easier to kill, due to being open topped, making holing up and yelling, "Wez not comin' out and you 'umiez can't make us!" an inherently untrue statement.
The strength of an open topped vehicle is that your boyz can assault out of them the turn they unload, and that's really the chief value in having them around. They make the effective threat range for your boyz go from 12" (or 13" to 18" on the Waaagh!) move out to 25" (or 26" to 31" on the Waaagh!).Being able to move 2 feet in an assault is a huge benefit. There are a few side benefits, such as effectively shutting down their small arms fire until you get out of your vehicles to assault due to AV14 front being impenetrable to most infantry.
But given that the only reason that you get a vehicle heavy army is so that you can get out when and where you choose, then krump, you don't want to be that restricted on your number of krump-ers. The phrase small groups and the word orks just don't play well together.
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This message was edited 2 times. Last update was at 2010/01/26 17:33:19
Goffs |
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![[Post New]](/s/i/i.gif) 2010/01/26 22:05:44
Subject: Ork 1500pts Tourny List "BW Brigade"
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Regular Dakkanaut
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i dont like the idea of more BW's
i only have 4 anyways
So myplan with the new list
(Do you approve switching Ghaz and 1 burna boy for a MA Warboss, and trukk full of boyz)
deploy BW's either in line or "L" with trukk behind all in KFF range
-everything moves forward 12", Turn2 Assault with MANZ and warboss, Trukk boyz and slugga boyz, while BW's with burna and shoota's tankshock and shoot
-if i lose any BW's -the MANZ and burna's will get into the surviving ones or trukk if need be, shoota boyz will be the first choice for walking it
-if all the BW do survive i plan to shoot the B shoota's on them(not very likely though)
-i think this list is better in now i will keep the Warboss with the MANZ for the BP and extra CC power
-IMO having the extra trukk of boyz cant hurt either
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This message was edited 1 time. Last update was at 2010/01/26 22:07:16
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![[Post New]](/s/i/i.gif) 2010/01/26 22:48:17
Subject: Ork 1500pts Tourny List "BW Brigade"
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Waaagh! Warbiker
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That's true, but if you really want extra boyz (and you should), I would switch out those shootas. They aren't bad, but they aren't as good as sluggas for KoS. Shootas have their place, but it's really not here.
If you give up Thraka, you may or may not end up finding that to be a mistake. Thraka's immunity to instant death and 1 extra wound is enough to justify his points. Add to that that he can kill anything when he Waaaghs!, guarantees your Waaagh! distance, and has more attacks than a regular warboss on the assault... There's just very little downside to him.
When I completely revamped for KoS from green tide, I largely disagreed with the sycophant praise of Thraka because he is just sooooo expensive. I was quickly brought into the fold as I sat staring at my assault opportunities on turn 2 and found that I couldn't guarantee a solid hit on the opponent's frontline without a guaranteed run distance. That's particularly true on DoW games where you are deploying off the back edge of the board, and need to haul it to get into combat on turn 2.
Moreover, your troops will be shot at by whatever the opponent has left regardless of how many of his guys you take out on the assault. Being fearless on the first round that you present a target means most, if not all, of your klaws will be walking directly into the next combat on turn 3, or jumping back in their trukks largely unmolested to do the exact same thing as they did on turn 2 when turn 4 rolls around. I can't stress the value of fearless for 1 turn when you are dealing with such small groups to begin with due to vehicle capacities.
Truth be told, the cookie cutter exists for a reason. It is extraordinarily effective, and Thraka is one of the keys to cooking that flawless batch of cookies.
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Goffs |
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