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Made in us
Mekboy Hammerin' Somethin'






A tournament is coming up and I have a dilemma... run the same list or change it...

My current list runs the following...

01 Ghazghkull
01 Grotsnik
08 Meganobz (cybork bodies)
in a Battlewagon: Big shoota, Grabbin Klaw, Boarding Plank

x2
01 Nob (Powerklaw & Boss Pole)
19 Boyz (slugga & choppa)
in a Battlewagon: Big shoota, Grabbin Klaw, Boarding Plank, reinforced ram

x4
01 Nob (Powerklaw & Boss Pole)
11 Boyz (slugga & choppa)
in a Trukk: Big shoota, Boarding Planks

I am looking to replace the Meganobz and grotsnik (520 freed up) with something but I keep running into the same problems...

Ghazghkull no longer is fearless, no longer has FNP and no longer has 37 powerklaws to divert attacks to... His unit can wipe most ARMIES if their elite hunters are not in the fight... the slow but purposeful is not a problem because of the 6" Run and their ride never gets shot from under them as I set his battlewagon behind the other two battlewagons... I hit most armies T2 like a sledgehammer unless we are doing a classic "Benny Hill chase scene" with transports... In KP games this unit is a champ by killing over 3 kill points... In capture and control, this unit can tie up a lot of troops and force my opponent to deal with them, wasting valuable time.

I thought about running complex nobz (406 points), this would allow him to keep FNP, but not fearless... My biggest issue is losing the first round of combat. If he loses combat, he could run and get cut down... Grotsnik stops that from happening by making the unit fearless... The 2+ armor save and Feel No Pain pretty much means that I take about 1 fearless wound (If I lost by a lot)

I was wondering if anyone could help me by suggesting something that could fulfill the same role as Grotsnik and meganobz... I have been trying to fit a KFF in my army for the longest time.

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
Wolf Guard Bodyguard in Terminator Armor







Gazzy is a badass no matter who he is with.

One of my FLGS's best players uses him with 'ardboys in a battlewagon, with a second battlewagon with a bigmek for the KFF obscure save, VERY tough to stop AV14 with a 4+ save rolling at you, near guarenteed 2nd turn charge, and gazzys unit generally wins combat, with gazzy used like a sniper for your opponent ICs, they generally dont steamroll units on the charge if the charged models are dedicated CC units, but they will stay stuck in untill the end of the following assault phase, which means gazzy isn't out in the open to get shot.

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
Regular Dakkanaut






Isn't he fearless when he calls his WAAAGH! though?

 
   
Made in se
Dakka Veteran





Precisely, he's fearless during the Waagh (so your turn, AND your opponents turn), as is everyone else in your army.

He also has LD9 with a re-roll (bosspole)....
   
Made in no
Ork Boy Hangin' off a Trukk





Oslo

Have you ever felt that Ghazzie + Grotsnik + 8 meganobz (EDIT: ANY KIND OF NOBZ) in one unit is... overkill? I'd just flank you with a land speeder and draw you from my lines.

This message was edited 1 time. Last update was at 2010/02/03 20:23:51


Paintin' the green tide... one Ork at a time.  
   
Made in us
Grovelin' Grot





United States

One side dish that goes well with a full serving of boyz is a open-topped battlewagon filled to the brim with burnas and a big mek. Because you have a Thraka move, you have the option of either using your flame templates OR disembarking, running 6 in. and charging with 10+ power weapons. Of course the big mek will keep your burna numbers up with its kustom forcefield, so your numbers in combat will increase the units success rate. I personally plan to take this unit but haven't adequately play tested it yet. (only downside is that you can't start the game with the burnaz in the wagon)

p.s. This unit would make a great fire magnet to take some notice off of good ole Ghaz.

This message was edited 2 times. Last update was at 2010/02/03 20:50:03


 
   
Made in us
Auspicious Skink Shaman





Not sure how the KFF keeps the burna's numbers up - KFF doesn't work in cc. I assume you meant that the KFF keeps the wagon alive?

   
Made in us
Grovelin' Grot





United States

A durable wagon means the boyz can move around with a little less to worry about. Plus, if for some reason the wagon is immobilized and you want full use of the thraka move, the burnaz can disembark and will survive a little longer with the KFF than without it. (They are also fearless that turn too ) It provides a little more diversity in my opinion.

This message was edited 2 times. Last update was at 2010/02/03 20:59:04


 
   
Made in se
Dakka Veteran





DaBoyz wrote:One side dish that goes well with a full serving of boyz is a open-topped battlewagon filled to the brim with burnas and a big mek. Because you have a Thraka move, you have the option of either using your flame templates OR disembarking, running 6 in. and charging with 10+ power weapons. Of course the big mek will keep your burna numbers up with its kustom forcefield, so your numbers in combat will increase the units success rate. I personally plan to take this unit but haven't adequately play tested it yet. (only downside is that you can't start the game with the burnaz in the wagon)

p.s. This unit would make a great fire magnet to take some notice off of good ole Ghaz.

Pretty sure you CAN start the Burnas inside the wagon. The only thing you cannot do, is start them inside another squads dedicated transport. Like, if you had a nob unit and they took a battlewagon, you couldn't start the burnas inside it. But if you use a heavy support wagon I think it's fine.
   
Made in se
Brainy Zoanthrope




Sweden

DaBoyz wrote:(only downside is that you can't start the game with the burnaz in the wagon)


ehrm, yes you can. The only restriction for deploying in transports is if the transport in question is another units dedicated transport.

OT: Ever thought about just dropping Grotsnik and adding a KFF and something more.. like another meganob or 2?

On the other hand, with 10 diversified Nobz you are prectically fearless because of the mob rule and since you can stack wounds on different models + Ghazzys Waaagh, you will be fearless anyway most of the game. And you get FNP to boot.

My vote would actually be on the Nobz + a KFF and something else if the points are sufficient. Maybe RPJ?

 
   
Made in us
Grovelin' Grot





United States

That's what I get for not double checking the codex before posting. My bad. . .
   
Made in us
Mekboy Hammerin' Somethin'






Kveldulv wrote:Have you ever felt that Ghazzie + Grotsnik + 8 meganobz (EDIT: ANY KIND OF NOBZ) in one unit is... overkill? I'd just flank you with a land speeder and draw you from my lines.


The unit is not meant to assault one unit... but rather 3 units - the entire enemy army, a 2+ armor save backed by a 4+ FNP means I am pretty much immune to small arms fire... BTW... what land speeder? I can hit everything on the board T2, in addition I block line of sight with trukks. The only thing that would make this better is if I had a KFF... hence why I am trying to fit it in...

Demogerg wrote:Gazzy is a badass no matter who he is with.


I understand that... I currently like burna boyz because they can melt units with 15 flame templates or charge with Ghazghkull with 15*3 power weapon attacks. (I just have to remember that I can only move 6" if I want to melt units.)

Dropping Grotsnik and changing the meganobz into 'Ard Boyz means that I have 80 points left... dropping the bosspole from the Nob in Ghaz's unit means I can pick up a KFF... I also use the extra points to turn 2 units of boyz into 2 units of burnaboyz, I exchange the boarding plank and grabbin klaws that the burna boyz would be using for grot riggers and trade their big shootas for Rokkit Launchas...

Sound Good?

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 se
Brainy Zoanthrope




Sweden

QuietOrkmi wrote:

Dropping Grotsnik and changing the meganobz into 'Ard Boyz means that I have 80 points left... dropping the bosspole from the Nob in Ghaz's unit means I can pick up a KFF... I also use the extra points to turn 2 units of boyz into 2 units of burnaboyz, I exchange the boarding plank and grabbin klaws that the burna boyz would be using for grot riggers and trade their big shootas for Rokkit Launchas...

Sound Good?


I assume you mean to turn the big Boyz mobs in Battlewagons into Burnaboyz. If so, that sounds good, although one unit of 15 Burnas would normally be sufficient. Atleast consider to swith one of the units to Brunas and keep the other as boyz. Also, swapping out the Grabbin klaws and Boardin plank makes sense on the burna-wagon.

Overall I'd say it now looks really good


 
   
Made in ph
Fresh-Faced New User




ARD NOBZ!! normal nob + painboy + power klaws and big choppas
   
Made in no
Ork Boy Hangin' off a Trukk





Oslo

QuietOrkmi wrote:BTW... what land speeder? I can hit everything on the board T2, in addition I block line of sight with trukks.

It's just something one of my opponents have been fiddling with - Grotsnik has to charge / zoom his transport towards the nearest enemy unit and can't leave a unit he has joined. A fast, expendable unit can delay your sledgehammer by flanking it, forcing the BW with Grotsnik towards it. Since movement happens before shooting you can't shoot it beforehand - Grotsnik wheels around. Fine when it's just him, a problem if he also drags Ghazzie and nobz along. Either way it's too many eggs in one basket.
QuietOrkmi wrote:Dropping Grotsnik and changing the meganobz into 'Ard Boyz means that I have 80 points left... dropping the bosspole from the Nob in Ghaz's unit means I can pick up a KFF... I also use the extra points to turn 2 units of boyz into 2 units of burnaboyz, I exchange the boarding plank and grabbin klaws that the burna boyz would be using for grot riggers and trade their big shootas for Rokkit Launchas...

Switching the nobz with ard boyz is a good idea, I think, but I also think 2 full units of burna boyz are overkill. I think the spirit of the original list is great - a sort of mechanized horde that spams regular trukk boyz. Too fast to avoid, too numerous to kill. Your enemy will really struggle with target priority, as you don't rely on gimmicky units, and you can sustain a lot of losses before you begin to fold. Actually, I dig your approach!

Paintin' the green tide... one Ork at a time.  
   
Made in us
Mekboy Hammerin' Somethin'






Kveldulv wrote:It's just something one of my opponents have been fiddling with - Grotsnik has to charge / zoom his transport towards the nearest enemy unit and can't leave a unit he has joined. A fast, expendable unit can delay your sledgehammer by flanking it, forcing the BW with Grotsnik towards it. Since movement happens before shooting you can't shoot it beforehand - Grotsnik wheels around. Fine when it's just him, a problem if he also drags Ghazzie and nobz along. Either way it's too many eggs in one basket.


An interesting Tactic, I will have to watch out for that. I might have to use a similar strategy against bugs that are out of synapse range... Move a trukk 18" near them and force their assault, bugs are less scary when they hit on 6s and glance on 6s (5s for the genestealers)

Kveldulv wrote:Switching the nobz with ard boyz is a good idea, I think, but I also think 2 full units of burna boyz are overkill. I think the spirit of the original list is great - a sort of mechanized horde that spams regular trukk boyz. Too fast to avoid, too numerous to kill. Your enemy will really struggle with target priority, as you don't rely on gimmicky units, and you can sustain a lot of losses before you begin to fold. Actually, I dig your approach!


Thanks, currently my LFGS is plagued with people who use "Super Units" so I had to adapt from 30 boyz with a powerklaw because they would all die even if they charged. The Meganobz squad is one of the hardest hitting things the ork codex can spit out... losing Grotsnik means the meganobz no longer have a 5++ save and will be dropped as well. My main problem is what ever unit fills its slot will have some pretty big shoes to fill.


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.
 
   
 
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