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![[Post New]](/s/i/i.gif) 2010/05/22 16:33:37
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Flashy Flashgitz
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I realize that this is a relatively simple army, but I'm really going for the "Green Horde" Ork army.
HQ:
Big Mek - 95 Pts
KFF, Bosspole, 'Eavy Armor
Troops:
Da Boot Straps - 245
26 Choppas
3 Rokkits
1 Nob, Pk
Da Choppas - 245
26 Choppas
3 Rokkits
1 Nob, Pk
Da Slashas - 245
26 Choppas
3 Rokkits
1 Nob, Pk
Da Rippas - 245
26 Choppas
3 Rokkits
1 Nob, Pk
Da Red Hand - 245
26 Choppas
3 Rokkits
1 Nob, Pk
Fast Attack:
Da Whirly Burds - 90
2 Deffkoptas, TL RL
Da Spinnin Tings - 90
2 Deffkoptas, TL RL
Total - 1500
General Tactics:
Troops march up the field under the cover of the KFF. If no good light vehicle or walker targets present themselves, they will run during shooting. The Koptas will either fly normally and take shots at light vehicles or (more likely) they will turbo boost to get behind hard terrain so on Turn 2 they can move out to get side shots on heavy vehicles.
My concerns are how to deal with large template weapons (Leman Russ), fast moving shooty armies (Ravenwing, Eldar), and armies with alot of bullets to fling into my boyz (Tau). I'm also unsure how to deal with AV14 vehicles such as Land Raiders or Monoliths. However, I don't feel that the all AV14 vehicles could ever make up their point cost against my army.
I think this army will fare well against:
Light Vehicle Transport Armies (Rhino's, Wave Serpents, Trukks, etc)
Walker Armies (Dreads, Sentinels, War Walkers, etc)
Elite Armies (Low Model Count such as Space Wolves or Blood Angels)
Melee Armies (Chaos Khorne, Blood Angels)
I think the army will be average against:
Other Horde Armies (Footsloggin Orks, Tyranids) - Mostly due to a lack of Big Shootas
I'll fare poorly against:
High Model Count Shooty Armies (Tau, Necrons)
Large Template Weapon Armies (Imperial Guard)
Fast Moving Shooty Armies (Eldar, Dark Angels Ravenwing)
Possible modifications I am considering:
Drop the rokkits from the boys and buy two 5-man squads of Lootas. This will pull the anti-vehicle out of my melee squads and put it in a dedicated squad. The disadvantage is that Loota's, like all orks, are delicate, so I can lose my anti-vehicle ability much more easily. This would allow the boyz to run every time on the first turn.
Drop the Koptas and bring in a Warbike mounted War-Boss instead. He could fill a similar roll, using melee with a PK instead of rokkits. I would be worried about him getting cut down too easily, however, as he would have to be on his own for this role. On the other hand, str 10 attacks against the side armor of a Russ aren't anything to ignore.
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![[Post New]](/s/i/i.gif) 2010/05/22 17:43:38
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Growlin' Guntrukk Driver with Killacannon
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Drop the Rokkits and get Lootas for sure.
Run three Deffkoptas in units of one to prevent Ld issues, consider Buzzsaws.
Shoota Boyz footslog; Choppa Boyz get Trukks.
You'll need two KFF's for that many boyz, no way you fit 5 mobs within 6" of one Big Mek
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/05/22 18:14:15
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Mounted Kroot Tracker
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The Tau won't be as large of a problem as you make them out to be. If they get enough shots to actually cripple you, then they'll also be cramped up into a corner, where all it takes is one of your large squads to assault them all simultaneously and kick their butts.
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Night Watch SM
Kroot Mercenaries W 2 - D 3 - L 1
Manchu wrote: This is simply a self-fulfilling prophecy. Everyone says, "it won't change so why should I bother to try?" and then it doesn't change so people feel validated in their bad behavior.
Nightwatch's Kroot Blog
DQ:90-S++G++M-B++I+Pw40k08#+D+A--/cWD-R+T(S)DM+
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![[Post New]](/s/i/i.gif) 2010/05/22 18:27:57
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Flashy Flashgitz
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Thanks for the replies!
I'm planning on running two or three of the five mobs up front, with the others behind, so the ones in back will benifit from a 4+ cover save while advancing. So I feel I can get by with only one Big Mek.
I know the conventional wisdom is that Shootas go on foot and Slugga/Choppas in Trukks, but in a Trukk you're limited to 12 Boyz. Being that most armies (Variations of SM, Chaos, Tyranids) are I4, that means that even on a charge they will be striking first. I don't think I'd have enough boys left after this if I only start with a dozen.
Also, I'm building everything I can using AoBR Orks, so currently I don't have any Shootas nor the bitz to convert the Choppas. I will rework the Big Shoota boys into Lootaz and just run more normal boys in those mobs. Given that I need 8 sets of boyz from AoBR (Thank god for eBay), I will have plenty of Big Shoota models to play with.
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![[Post New]](/s/i/i.gif) 2010/05/22 18:59:41
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Regular Dakkanaut
Charleston, SC
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The trick with usign truk boyz is to use 2 or 3 units to hit one of theirs. Once you wipe the unit, consolidate on of the squads in front of the others - providing cover for the others squads.
Its heresy on this site to say that choppas on foor are fine, but they can be. A lot depends on what armies you will likely face and how the palyers in your area play. In my area, I never get the benift of the shootas - it is better to have the extra attacks because even imperial guard will assault orks - its better to assault them than be assaulted.
The rokkits in the boyz squads need to go. Orks hit in shooting 33% of the time. With 3 rokkits, you can expect to hit once. One str 8 hit is not worth denying 30 bloodthirsty orks the chance to get 6 inches closer to CC.
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![[Post New]](/s/i/i.gif) 2010/05/23 00:00:39
Subject: Re:Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Flashy Flashgitz
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Revised List:
HQ:
Big Mek - 95 Pts
KFF, Bosspole, 'Eavy Armor
Elites:
Dat's Mine! - 75 Pts
5 Loota
No, It's Mine! - 75 Pts
5 Loota
Troops:
Da Boot Straps - 215
29 Choppas
1 Nob, Pk
Da Choppas - 215
29 Choppas
1 Nob, Pk
Da Slashas - 215
29 Choppas
1 Nob, Pk
Da Rippas - 215
29 Choppas
1 Nob, Pk
Da Red Hand - 215
29 Choppas
1 Nob, Pk
Fast Attack:
Da Whirly Burds - 90
2 Deffkoptas, TL RL
Da Spinnin Ting - 45
1 Deffkoptas, TL RL
Whup Whup - 45
1 Deffkoptas, TL RL
Total - 1500
Ok, so I dumped the Rokkits and bought two 5-man Loota squads. This should give enough shooting to slow down transports while allowing my Boyz to run in the shooting phase. I also split one of the Kopta squads into two single Kopta's to avoid leadership issues, as well as allowing them to split their shots.
I also dig adding even more models to my army. 165 models with 175 wounds total is a lot to wipe out in a game.
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![[Post New]](/s/i/i.gif) 2010/05/26 15:09:12
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Decrepit Dakkanaut
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Let's see what to do with this list... Your idea is to plow foward with as many orks as possible and get them into combat via footslogging. Let us go down the list here and see what could be improved upon: HQ- Big Mek Your Big Mek is okay. Some would suggest removing the 'eavy armor for cybork, as cybork protects against everything and 'eavy armor is decent but not that great. Other than that, some like to give the Big Mek a scorcha or a powerklaw, but I do not think you need it here. Elites-Lootas 5 or 15. That is what people say Loota squads should be, unless you are squeezing the points into other portions of the list. Benefits of a small squad are point costs are not terribly high, so losing the unit is not a terrible loss unless you are going for kill points. Having several small squads also means that you can have each one target a different transport/tank. Also fine. Just keep in mind that 2 wounds and there is a good chance they break and run, so be careful. Flankers and deep strikers will also wipe the Lootas, but if they do, chances are they will not affect anything else the rest of the game as positioning of the Lootas in far corners away from objectives mean an opponent will not be able to do squat with that unit. Troops- Ork Boyz Boy squads look fine. What I would do though is convert 3 of those boyz unit into shoota squads. Shootas give your orks an extra shot and 6" of range for damage potential. In a turn when you know combat is close, moving 6" shooting a bajillion times, and then charging into combat could inflict those extra casualties to an enemy, enough so that your boyz do not have to worry about staying locked in combat. Fast Attack-Deffkopta Remove 1 Deffkopta from the 2 man unit, and give each a buzzsaw. Deffkoptas are the ork suicide transport poppers. In effect, this is how they start the game: Scout 12", move 12" inches, shoot rokkits, then charge in on side or rear armor and pop whatever is inside. Or you could throw the deffkopta at an opponent and swamp the unit they are engaging. Otherwise, list is okay.
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This message was edited 1 time. Last update was at 2010/05/26 15:09:31
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![[Post New]](/s/i/i.gif) 2010/05/26 15:54:27
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Tower of Power
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Mek is ok. Needs a cybork body as AP4 will wreck eavy armour. I'd also take two meks so your army isn't bunched up.
Boyz should have shootas for long range fire power; not choppas. A shoota boy is better than a choppa
Make the dual dethkopter unit a single.
You need killa kanz for a 4+ cover save - a 5+ cover save isn't anything to write home about.
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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
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![[Post New]](/s/i/i.gif) 2010/05/26 16:00:12
Subject: Gole Toof's Waaagh! - 1500 Pt Footsloggin Orks
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Decrepit Dakkanaut
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mercer wrote:
You need killa kanz for a 4+ cover save - a 5+ cover save isn't anything to write home about.
If you do take the Kan route, removing two units of ork boyz and the Lootas should suffice in giving you enough points to get 9 kans with rokkit launchas.
Of course though it changes the composition of your army, but makes it harder to take down (in another way).
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