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![[Post New]](/s/i/i.gif) 2010/02/01 05:17:46
Subject: 2000 point ork footslogging horde, for fighting new nids
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Regular Dakkanaut
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So, gonna get a chance soon to try orks out vs the new tyranids, and putting together a list for that battle. stuff about the list after.
Gonna note here first though, that ghazghkull probably will be walking up the field unattached hugging cover like crazy, yea he will get the crap shot out of him, but he cant be ID'd and his mega armor isnt too much of a hassle as he can roll the test on 3d6 from move through cover, and he wont be slowing down the nobz.
Ghazghkull 225
Big mek /w kff 85
9x lootas 135
9x lootas 135
7x nobz /w painboy, 3x power klaw, 2x big choppa, 7x eavy armor, 2x kombi skorcha, waaagh banner, bosspole ammo runt grot orderly (diversely equipped) 328
30x boyz /w nob /w bosspole and power klaw 220
30x boyz /w nob /w bosspole and power klaw 220
30x boyz /w nob /w bosspole and power klaw 220
30x boyz /w nob /w bosspole and power klaw 220
28x boyz /w nob /w bosspole and power klaw 208
I'm not too sure how i feel about the new nids, i normally play mechanized but with hive guard and the fragility of trukks i opted to go for an overhwhelming horde, even if i play a pure swarm 5 tervigon list, i dont really care, as ill still outnumber him, and boyz are quite a bit better than crappy gaunts, granted poison from the terv makes them more viable wounding on 4s, but theyll get stomped good and proper once its my turn to fight
i know ill be facing a trygon/mawloc, i think 2 actually, probably a doom of malantai and gargoyles, also some warriors, and possibly carnifexes, though i dont think theyre very viable nowadays.
i can see the gargoyles being kind of annoying with the 6 autowound, but i see them getting stomped and swept in that turn of combat they assault the boyz ... trying to tarpit a unit thats gonna swing back like 50-75 times is basically just giving me a free d6" move towards you minus a few boyz, of which there are plenty more.
Doom of malantai could be pretty annoying with cataclysm, but im not too afraid of the whole soul sucking thing, ooo i lose 1-4 ork boyz, he has 10 wounds ohnoes the world is ending ... oh wait he just got cut in half by a power klaw never mind.
trygons though give me a bit of pause, theyre fairly monsterous in cc esp if upgraded to a prime after all, and they could screw up my entire plan if they managed to assault da boss, but i wont let that happen, nobz are sittin comfy some orky bubblewrap til its time for them to stomp some chitinous faces in they wont have to worry about the mcs, with 3 pwoer klaws in the unit, and 2 big choppas wounding on 4s.
anyways lemme know what ya think ... and god thats a massive bit of text x.x
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![[Post New]](/s/i/i.gif) 2010/02/01 08:36:36
Subject: 2000 point ork footslogging horde, for fighting new nids
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Long-Range Black Templar Land Speeder Pilot
Beijing,China
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Crappy gaunts?
30 toxin hormagaunts charge(they have fleet, correct?)you.
I5, they strike first.
90 attacks.
52.5 hits (reroll 1's).
26 wounds.
And a 30x boyz squad would have ____ guys left.
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![[Post New]](/s/i/i.gif) 2010/02/01 12:23:06
Subject: 2000 point ork footslogging horde, for fighting new nids
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Regular Dakkanaut
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except if youre list has a 30 strong unit of hormagaunts ill probably win, because the rest of your army list will probably be just as bad ... theyre a great unit but not anywhere near worth their points at all.
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![[Post New]](/s/i/i.gif) 2010/02/01 12:25:15
Subject: 2000 point ork footslogging horde, for fighting new nids
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Waaagh! Warbiker
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Full strength groups shouldn't be hitting his line. If he's bringing shootas, it doesn't matter if they are fleet or not. They'll be in range of shooting for 1 round before they assault, and that round should be enough to guarantee him the unit is weakened before it hits him. He also has the Waaagh!, which is guaranteed to go full distance with Thraka, meaning technically he can out range the gaunts on one turn with the assault.
That said, Thraka won't be around for long if you keep him unattached and on his own. A few zoanthrope shots is all it takes to send him packing.
Another thing you should keep in mind is that close to 100% of the new big nids are toughness 6 w/ 3+ save. I don't think you have a better unit in the codex than a tankbusta squad for dealing with Tervigons.
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![[Post New]](/s/i/i.gif) 2010/02/01 14:31:34
Subject: 2000 point ork footslogging horde, for fighting new nids
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Tower of Power
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Thraka, on his tod will get wiped out pretty sharply.
Honestly, if your doing a foot slogging list kan wall is the best with dual big meks with KFF. Everything gets a cover save then
Atm you have your 30 boyz, which are fine, though should be shootas. You now have Ghaz walking on his own and might not move that fast and a elite nobz unit walking as well, these units need transport. Loota units should be minimum 10, really.
As for the hormagaunts, yeah they're pretty quick. But 30 won't make the assault and 30 won't all get into base to base contact so won't be that many attacks at all.
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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) 2010/02/01 14:52:50
Subject: Re:2000 point ork footslogging horde, for fighting new nids
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Ghazghkull does have move through cover which grants him 3d6 (see page 72), but it isn't re-rollable.
That's the least of your problem though - you suffer from a lot more issues. =p
I haven't got long, so I'll give you the most important note: I think you need to max out your Loota squads. 9? Seriously? 5, 15, or 0. Nothing in between.
In a foot slogging list, I *do* think Lootas are a good fit, and you should have three units of them; 45 in total. either way, using 15, 30, or 45, one of your troop choices should be a unit of gretchin, who form a semi-circle around your Lootas on the back table edge and prevent anything from getting to them. Mawlocs can still come from beneath (and probably will), but it will at least prevent assaults against you. And in lists with Mawlocs, you can do fancy things with spreading your unit out to minimize the impact of that deep strike.
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![[Post New]](/s/i/i.gif) 2010/02/01 15:29:58
Subject: 2000 point ork footslogging horde, for fighting new nids
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Waaagh! Warbiker
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For foot sloggers, your primary concern is termagaunts and tervigon spam. With those in mind, you need to be equipped to kill them both. I would say your current list is likely to kill a lot of gaunts, but in a standard tervigon spam list, you are going to have to deal with ~50 gaunts popping up on the board for the first 2 to 3 turns, and at that rate, they will outnumber you severely. Moreover, you have close to 0 answer to the tervigons themselves as all of your shooting is short ranged with the exception of your oddball number of lootas.
What that means for you is that there will be more termagaunt groups appearing than you can feasibly suppress, and the tervigon buffs will remain on them the whole game because you can't effectively get the tervigons to go away. To put that another way, 5 tervigons standing right behind the termagaunt lines can summon 10 guys apiece, which are guaranteed a chance to shoot and assault that turn since you don't get to react between when he poops and when they hit you. With toxin sacs, furious charge, and FNP conveyed to tervigons, you are looking at a very bat combat round:
10 gaunts shoot
5 hit
2.5 wounds
~2 dead depending on saves available.
10 gaunts assault
20 attacks
10 hit
7.5 wound (due to reroll as they are strength 4 plus poison on the assault)
~6 dead
5 similarly equipped tervigons of that type run 195 apiece, so 975 points. That means in addition to that, he has warriors running around which are death incarnate, or tons more gaunts, making those number insidiously bad for the orks as they are outnumbered 2 to 1 by turn 2. As shown, above, gaunts will take out their point costs in boyz when shooting/assaulting, so being out numbered 2 to 1 is a losing scenario for boyz.
Summary: Tervigons must die, and they must die quickly.
You have two out of the box answers to tervigons: Lootas and tank bustas. They have range, which means they don't care how many gaunts are between them and the tervigons, and they have high strength, which is a key requirement of eliminating them. Tank bustas are ideal, since they also come in with AP3, which negates the tervigons armor save, but they lose some of their luster in that they need to be 24" away instead of 48" (read: they are going to get shot, particularly once the opponent realizes you are putting 4 or 5 wounds per turn on his tervigons with them starting turn 1).
So, comparing them:
Tank bustas will reliably put 4+ wounds on a tervigon. If he is putting his FNP on the tervigons, they will only rack up ~2 wounds apiece, but that still amounts to 1 dead tervigon per turn starting on turn 1, and no FNP on his gaunts. Restricting him from putting FNP on his gaunts is in itself a big deal and worth celebrating.
Lootas will on average get 2 shots apiece, planting 10 hits, or 8 wounds, and around 2 or 3 wounds after saves, so they are half as effective. They are however more than twice as likely to survive the whole game due to out-ranging your opponent.
If you are building an all comers list, I would go lootas, because lootas have usefulness in every battle. If you are building a list that is specific to the upper eschelon of tyranid lists, I would suggest going with tank bustas. They will dominate his monstrous creatures, and in the end, if the gaunts aren't supported by tervigons, they aren't worth the plastic they are minted from. A sample list I would suggest:
2 KFFs (170 points)
4 groups of 30 shootas with heavy shoota upgrades, nobs, and power klaws (940 points)
3 groups of tank bustas maxed out, all with rokkits (675 points)
Spend the other 215 points as you see fit. I'd probably toss in kommandos since they can come in behind the gaunt line and devastate some of his artillery, or flame a bunch of gaunts then claim them in an assault.
If you insist that what you have is the best way, and you go without any method to eliminate tervigons, then you should at least come in with a screen. If you build an effective screen, you might be able to stave off a few waves of the endless hordes of gaunts, which may buy you the time you need to thin their numbers before they come charging through the lines into your boyz.
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Goffs |
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