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![[Post New]](/s/i/i.gif) 2010/04/19 06:54:11
Subject: 2500 Point Orks
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Mekboy Hammerin' Somethin'
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{~} means that this is apart of the same unit, either as a transport or an IC. Hq: 01 Warboss: PK, Attack Squig, Boss Pole, Cybork Body, 'Eavy Armor 01 Big Mek: Kustom Force Field ------------------------------------------------------------------------------------------ Troop: 19 Ork Mob: Slugga & Choppa Nob: Powerklaw, Boss Pole {Big Mek: Kustom Force Field} {Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks} 10 Nobz: Slugga & Choppa, Powerklaw, Boss Pole, Waaagh! Banner, Painboy 01 Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks 12 Trukk Boyz: Slugga & Choppa Ork Nob: Powerklaw, Slugga, Bosspole 01 Trukk: Big Shoota, Reinforced Ram, Boarding Planks 12 Trukk Boyz: Slugga & Choppa Ork Nob: Powerklaw, Slugga, Bosspole 01 Trukk: Big Shoota, Reinforced Ram, Boarding Planks 12 Trukk Boyz: Slugga & Choppa Ork Nob: Powerklaw, Slugga, Bosspole 01 Trukk: Big Shoota, Reinforced Ram, Boarding Planks 01 Deff Dread: 3 DDCCW, Skorcha, Extra Armor, Grot Riggers ------------------------------------------------------------------------------------------ Elite: 15 Kommandos: Choppa & Slugga, 2 Burnas, 01 Snikrot 15 Tank Bustas: 1 Tankhammer, Rokkits {Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks} 15 Burna Boyz: Burnas {Warboss: PK, Attack Squig, Boss Pole, Cybork Body, 'Eavy Armor} {Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks} ------------------------------------------------------------------------------------------ Fast Attack: ------------------------------------------------------------------------------------------ Heavy Support: 01 Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks 01 Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks 01 Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks The initial Idea was to take advantage of specialty ork units by taking 1 unit that is great against a type of army... Kommandos are great against gunline armies, Tankbustas are great vs TMC, Burnas are great vs things that are not vehicles... To keep everything running smoothly, I decided on throwing everyone in a transport... In addition I had a little over 100 points left so I grabbed a deff dread that I had purchased early in my ork career. I figure he will hobble his way down to the enemy by turn 4 and proceed to clean up enemy units with his 6 S10 attacks... I also noticed a lot of armies that deep strike so I also figured that the Deff Dread may see some action before then... In addition, I am still thinking on how I can play this list at 2000 points... I was thinking about cutting the deff dread, kommandos, and the grot riggers for the Big mek's Wagon.
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This message was edited 1 time. Last update was at 2010/04/19 15:39:36
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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![[Post New]](/s/i/i.gif) 0048/04/19 07:15:54
Subject: 2500 Point Orks
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Decrepit Dakkanaut
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The biggest weakness of the list is in dealing with an opponent's tanks and transports early in game. Tankabustas are great, but one massed unit of them is good only against one tank or transport a turn. I feel a second unit dedicated to tank hunting is needed, such as a suicide kopta as you have the fast attack slot open for at least one. Removing one unit of trukk boyz could also lend you two single hunter units of suicide koptas as well. As for the Burna wagon with the Boarding Plank; not sure if it will be that effective for them as they would want to template rather than CC from the BW. Same with Grabbin Claw for said Burna wagon. Warboss with 'eavy armor and cybork to me seems a waste, but then again, 'eavy armor is +4 while cybork is +5... No scorcha for the KFF Big Mek so he can add templately doom along with the Burnas? Nobs also do not have enough differences to make them maximize wound allocation, but I guess in a ten man squad that may not be as important as say five nobs. Still... What do you think?
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This message was edited 1 time. Last update was at 2010/04/19 07:17:13
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![[Post New]](/s/i/i.gif) 2010/04/19 09:18:28
Subject: 2500 Point Orks
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Longtime Dakkanaut
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As Warone has said I don't think the boarding plank upgrade should be considered unless you're planning on putting a PK (Warboss or upgraded a PK on the MEk) in there too, that's the trick you know  The same is true for having both the BP and GK on every wagon - because you are running them all with rollas you're either going to run them down or their going to stand and fight, you shouldn't ever have to 'keep' a vehicle still with 4 rollas in your list having both is a bit or a win more button, something it took me a while to over with GK's took me many games to find out why their almost always worht the points - they are like ramms, but it's harded to engenieer ways to use them
As Waronesaid - you need to find points for 5 more upgrades on the Nobz = S/S, S/R, AR, 'EA, BC is only 25 points = 5 more wounds.... (Seriously eveyone like is it sooo hard to do that/afford it same as a PK it just Neeeds to be done - this isn't actually directed @Orkmi just everyone who's more than once failed to itemise nobs for any reason like you could just drop 4 boys... only four like it's sinch and ups the Nobz killing power by like a factor of one bazjillion...ok not that much but enough you know  )
With the DD, I'd go full CCW - Don't like tromping sooo far only to go 'whoosh' and hit 3 guys where that one extra attack would have gaurenteed the result - if your taking it as the 'must extra' I'd actually recommend the KMB if there is the points to spare, the flexability of them are often misunderstood - even if you're only hitting 1/3 of the time Str 8 Ap 2 - once bitten twice shy
One more note Lootas are actually much much better agains TMCand the like, but I'm thinking you wan the in a wagon right?
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"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H |
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![[Post New]](/s/i/i.gif) 2010/04/19 14:43:27
Subject: 2500 Point Orks
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Tower of Power
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The warboss is fine however the big mek will have survivibility problems once out the transport, which isn't particularly hard with ork rides. Kill the big mek's unit and the mek will take wounds easily with the lack of armour, bye bye mek and bye bye KFF protecting the last of the vehicles.
I don't see the point in the deff dread. Everything moves at 12" and the deff dread will hang behind. Its also a easier target as its on its own unlike the mass of battlewagons. I feel its just a point filler and your taking it because you can, it doesn't really fit the list as mentioned.
Kommandos? What are these meant to do? Orks in the open are dead orks and these do not have move through cover, they might have stealth but I cannot remember. They'll die rapidly once they coem on and only threaten infantry.
Tank bustas aren't that good either, though at least you've got a transport for them.
TBH I'd ditch all elite unites apart from the burnas and go lootas. The only elites from orks which are good are burnas, nobz and lootas. With these you can fill the limited anti tank role and have range too.
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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) 2010/04/19 15:30:10
Subject: 2500 Point Orks
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Mekboy Hammerin' Somethin'
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You guys do know the the Big Mek does not have to get out of the vehicle... right?
You guys do know the Snikrot comes from ANY table edge that I choose... right?
You guys do notice that everything is in a transport... and the Warboss is with the Burnas, to provide something to boarding plank with... right?
You guys do know that skimmers can avoid the deff rolla on a 3+... right?
You guys know that Lootas are heavy weapons and thus are isolated... in a time where Deep striking is common and accurate.... right? [FYI: A single dakka wagon is a bad idea because it will not benefit from the KFF because it is way behind and is immobile]
Kommandos have Infiltrate and move through cover... they also have grenades... I also understand the power of complex nobz but I also understand how much time they absorb from rules clarification, and the effects of the points lost on sportsmanship...
To defend the lone Deff Dread... It is something I bought early on and really want to use. It also gives me something to defend my rear from deep strikers in addition to something to mop up units after my initial assault. Shooty deff dreads are just terrible... I would rather take killa kans but because there are no slots for the kans, I will take the DD and ensure he is equipped to assault things, run until he gets there, and wipe things that are in cover with a Skorcha...
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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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![[Post New]](/s/i/i.gif) 2010/04/19 17:11:47
Subject: 2500 Point Orks
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Tower of Power
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I know the big mek doesn't want to get out, but not wanting and doing is two different things. Like I said pop the transport and the mek is on foot and has little ways of surviving. As the big mek is a I.C you can direct assault attacks on it too. You did know that...right?  So tooling up your big mek with cybork body and a burna or perhaps power klaw would be a benefit if the worse did happen.
Yes I know that snitrot comes in ANY table edge. But what exactly is those kommandos going to do? Oh, yeah, die..
You'd actually find I pointed out tank bustas are in a transport and I know everything is on wheels, though not sure if you're talking to me about that one.
Your orks can move fast enough to counter any deep strike unit which is coming in from behind. The deff dread simply isn't fast enough and doesn't fit the mech list where everything can move 12" more or less. Personally I'd drop the deff dread and get several deffkopters with rokkits and buzzsaws which not only keep up with your army but can turn out and turbo boost back towards deep strikers if you want, I mean even if they move 12" they can fire 24" still. Much better for hassling deep strikers.
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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) 2010/04/19 17:46:09
Subject: 2500 Point Orks
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Regular Dakkanaut
Charleston, SC
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I think the list looks great for a tourney. The multiple different units should score well. One thing to consider though is the duplicates you have. Your 3 trukk boyz squads are the same - maybe make on a shoota squad?
If you really want to use the dread - have fun. But don't expect it to work against deep strikers. Most deep strikers are loaded with melta. I don't use dreads but I understand the desire to play cool looking models.
Good luck with the Kommandos. Maybe its that in our group nobody plays gun line armies but I've never been able to get my points back with them or even cause enough of a distraction to justify them. Snikrot's ability is great but in my experience if you don't get enough killed in the 1st turn they come in they will never live thru the shooting that comes their way.
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![[Post New]](/s/i/i.gif) 2010/04/20 14:44:33
Subject: 2500 Point Orks
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Tower of Power
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I think the list looks great for a tourney. The multiple different units should score well. One thing to consider though is the duplicates you have. Your 3 trukk boyz squads are the same - maybe make on a shoota squad?
You don't want shoota boyz in trukks because they move 18" mostly and you cannot shoot. Because they're getting into combat quicker you want the more attacks.
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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) 2010/04/20 15:14:38
Subject: 2500 Point Orks
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Sinewy Scourge
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You realize that your making the burna boyz redundant with the Boarding Plank. That's for a PK armed Warboss to crump a tank or something with... The burna boyz want to chase large infantry mobs. So either the boss just sits back in his seat and whine "Are we there yet?" or you have flamers attempting to bust vehicles....
I can't really say where to put him as you don't have anywhere to put him. Get a nob squad and a wagon for them. Or just drop him for another KFF Mek.
Snikrot is ok for this list, but he is pretty much a one-hit wonder. The whole point really is just to push your opponent closer to the middle of the table more than anything else.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 15:24:35
Subject: 2500 Point Orks
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Mekboy Hammerin' Somethin'
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The Warboss is there so I have yet another PK in every unit and to provide LD for the Burna Boyz.
At 2500 points, I need all the Anti-Tank I can get as I expect to see list that run 4 LR... or 3 Monoliths.
Having the Warboss in any other unit makes him really redundant...
Nobz: Too much killing power in one spot.
Tankbustas: Should not be in combat.
Kommandos: Do not feel like bringing up a rules arguement
Boyz: Tempting but they already have a boss pole and Powerklaw.
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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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![[Post New]](/s/i/i.gif) 2010/04/20 15:25:48
Subject: 2500 Point Orks
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Sinewy Scourge
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Burnas should always be mounted in the wagon. They don't get out, if their wagon gets busted stick them in the Boyz wagon.
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This message was edited 1 time. Last update was at 2010/04/20 15:26:32
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 |
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![[Post New]](/s/i/i.gif) 2010/04/20 18:07:04
Subject: Re:2500 Point Orks
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Impassive Inquisitorial Interrogator
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I've got a couple pieces of advice to give.
QuietOrkmi wrote:The initial Idea was to take advantage of specialty ork units by taking 1 unit that is great against a type of army... Kommandos are great against gunline armies, Tankbustas are great vs TMC, Burnas are great vs things that are not vehicles...
The thing to remember is that other units do these things well, plus, the basic Boyz mob can do all three of the things mentioned here for a lower cost.
With that in mind, let me make my recomendations.
QuietOrkmi wrote:
Warboss: PK, Attack Squig, Boss Pole, Cybork Body, 'Eavy Armor
Big Mek: Kustom Force Field
One KFF is simply not enough coverage for 4 Battlewagons and 3 Trukks. At least 2 of your units are going to have to be out of KFF range, or, worse, you'll have to center all of your transports in a big cluster in the middle of the field. This means that when you move transports for units to go after their respective targets, some will be left behind and popped.
This is especially true since you have a mixture of melee units (Boyz and Nobz), and shooty units (Tankbustas and Burnas). The shooty units are only going to want to move 6", and the assaulty ones are moving 12".
You may think that the number of transports you have will protect you, but 7 vehicles won't survive long against a 2500 points gunline. Especially an IG parking lot.
QuietOrkmi wrote:
Nobz: Slugga & Choppa, Powerklaw, Boss Pole, Waaagh! Banner, Painboy
Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks
This unit is already running you 275 for the Nobz. For another 125 you could diversify them all, add in another Klaw, a couple of Big Choppas, and Cyborks for everyone. Like it or not, a tooled out Nob squad is your best chance to beat a dedicated CC unit. Mobs of Boyz don't work well enough against TWC or units with multiple independent characters.
QuietOrkmi wrote:Deff Dread: 3 DDCCW, Skorcha, Extra Armor, Grot Riggers
This guy is going to get left behind, and by the time he makes it to whatever you want him to kill, either his target will already be dead, moved, or he'll be dead. Too slow in an all mech environment without a footslogging list.
Drop him to make more for more anti-tank or to improve your Nob mob.
QuietOrkmi wrote:Kommandos: Choppa & Slugga, 2 Burnas, Snikrot
These guys just don't do all that well, really. They can barely hurt vehicles, and once they're on, they're on foot. Yes, they can come on from any table edge, but what do you expect them to do? Eat a backfield unit of Devastators or some artillary? They can do that well, but then they're standing out in the open, dead.
QuietOrkmi wrote:Tank Bustas: 1 Tankhammer, Rokkits
{Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks}
My biggest complaint with Tankbustas is that for them to be effective, your Wagon can only drive 6", which means they'll fall behind the KFF, and they can only hit 1 vehicle per turn.
If you find you can overcome those limitations, then more power to ya. Personally, however, I'd rather have 15 Lootas. 48" range and no Glory Hogs make them more reliable, number of shots overcomes the 1 less strength, and they're just as surivable as your Tankbustas. A BW in melta range is less survivable than 15 guys in cover 36-48" away.
QuietOrkmi wrote: Burna Boyz: Burnas
{Warboss: PK, Attack Squig, Boss Pole, Cybork Body, 'Eavy Armor}
{Battle Wagon: Big Shoota, Deff Rolla, Grot Riggers, Grabbin Klaws, Boarding Planks}
Love me some Burnas, but why is the Warboss in there? That's wayyyy too many points for Boarding Plank support. You already have a Deffrolla, which should be enough. And for the leadership boost, their numbers and being in a BW help them out there.
If you can't find any other place for the Warboss, drop him. Put in another KFF and save some points.
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Overall, I like what you're trying to do, it just needs some changes. For one, you have barely any anti-tank. Boarding planks and Deffrollas are fun, but that's all melee range. Your Tankbustas are the only Rokkits you have, and that's a problem.
Competitive Orks need 4 things: Mech, Meks, Rokkits, and Lootas. You've got the first down. For the second, you need another Mek. And you need more Rokkits and Lootas.
I would change the list as follows:
Drop the Warboss, Kommandos, Tankbustas, and Deff Dread.
Add in another Big Mek with KFF, a unit of 15 Lootas, 3 units of 2 Deffcoptas with Rokkits, and, on the Nobz, add in a PK, 3 Big Choppas, Cyborks, and 'eavy armor + Kombi-weapons to diversify them all.
Then, drop 2 Trukks, add in more Boyz, and fill in the 2 empty Battlwagons with Boyz.
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"Don't put your trust in revolutions. They always come around again. That's why they're called revolutions. People die, and nothing changes."
In the grim darkness of the 41st millenium... there is only brand loyalty! |
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