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1500pt Orks - Sluggas or Shootas :S  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Stinky Spore



Melbourne

Here's a list i put together that i'm finalising on. Can't quite decide to go with shootas or sluggas for the boys in the wagons. Seen plenty of math-hammering and opinions on when to switch your boys from sluggas tro shootas. Not really that much of a big deal but trying to get a decision so i know how you put my boys together from out of the box lol.

HQ

Warboss - PK, 'Eavy Armour, Attack Squig, Cybork Armor
Big Mek - KFF

TROOPS

19 Boys w/ Nob - BP, PK
19 Boys w/ Nob - BP, PK
20 Boys w/ Nob - BP, PK

ELITES

10 Kommandos - 2 x Burnas
Snikrot

FAST ATTACK

3 Deffkoptas - TL Rokkits, Buzzsaw

HEAVY SUPPORT

3 Battlewagons - 1 x Big Shoota, Armor Plates, Deff Rolla, RPJ, Grot Rigger


Big Mek and Warboss in the BW's with the 19 boys groups and the other group of boys in the other wagon.
Deffkoptas to hassle transports and Kommandos to add cause to concern when opponent deploys.

Thoughts?
   
Made in lt
Stinky Spore




East Coast, NC

I think you should make your boyz shootas. It will add flexibility to your army. If you have all sluggas you don't really have any firepower and have to pray that you can make it into CC as soon as orkily possible.

"Orkses never lose a battle. If we win we win, if we die we die fightin' so it don't count."
-Commonly held Ork view of warfare  
   
Made in gb
Tower of Power






Cannock

Your HQs are fine. Never been a fan of kommandos as they cannot do a lot and don't last long. Yours will outflank and attack some infantry, possibly kill them in assault and then be shot at next turn.

Seems you're in wagons take shoot boyz. You need sluggas if getting into assault quickly, like with trukks. But because you can move 12" and then assault out it's worth taking shootas to lay down fire power and either assault after or stay safely tucked in your wagon dishing out the pain.

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
Fixture of Dakka





Feasting on the souls of unworthy opponents

Orkus wrote:I think you should make your boyz shootas. It will add flexibility to your army. If you have all sluggas you don't really have any firepower and have to pray that you can make it into CC as soon as orkily possible.


Hey - who are you?

Your location says East Coast, NC; wondering where you are from and if I know you!


Automatically Appended Next Post:
OP:

Ork boyz in vehicles should have sluggas and choppas...period. Moving 12" per turn you're not shooting. Moving 6" per turn so that you can shoot the shoota...that's a wasted vehicle, might as well put them on foot. An open-topped battlewagon with a narrow front profile isn't exactly a game-lasting winner; its real objective is to deliver an assault unit safely into combat as quickly as possible. Presuming you play against semi-decent players, when you're in assault range from the battlewagon, their units are either embarked or in cover; unless the fates line you up precisely so that when you disembark out you're 1" away from multiple models....what happens when you shoot them with your shootas and kill some? Suddenly you need to roll 2d6 and get a decent roll just to make it into assault.

The fates DON'T line themselves up nicely for you, the board and your opponents will NOT regularly allow you to make easy assaults at close range from disembarking models through open ground. Don't screw with your probabilities.

-------
On a separate note, you should kick your battlewagon boyz down to 18 apiece. If you lose the wagon with the KFF in it as it stands now, your choices are thus:

1. Abandon your Warboss and put your KFF into it so they all keep moving forward.
2. Your KFF stays out and neither of your other battlewagons get any more saves as they trukk up the field.
3. You disembark a whole troop choice of 20 to make room for your KFF.

You *WILL* lose the KFF wagon in games. Leave yourself wiggle room. As long as one battlewagon is still alive, your HQs have no reason not to be mobile.
-------------
On a separate note, deffkoptas should be in units of 1, with the same configuration; that way you have three targets to get shot at instead of 1, and the ability to alpha-strike multiple targets across a wide range.
------------
On a separate note, Kommandos are great, as is Snikrot, but not for your army and your needs. You need anti-tank. For the cost of Snikrot (85) you could you get 5.75 Lootas. Why don't you give up the kommando squad and put in two squads of 5 Lootas? That gives you the ability to shake or better the things battlewagons are afraid of: Manticores, vendettas....all the AV12 IG stuff, not to mention disembarking rhinos and enemy battlewagons so that you have a free charge when you get there against a disembarked enemy.

This message was edited 1 time. Last update was at 2010/05/10 16:39:52


   
 
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