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Made in gb
Bonkers Buggy Driver with Rockets






Now you're deviating from the normal horde idea... or at least mine I mean if you begin exploring into kans and nobs and stormboyz then its not really hording so much. A Green Tide to me is boyz - lots and lots and lots of boyz. In thsi short scale of points, nobz won't be that worth it - expensive buggers. Stormboyz adds some real front line attacking speed and the ability to ruin his lines, but they're not exactly durable. Lootas aren't viable here to be quite honest; you need to get him not have a shooting contest. If you wanted a shooting contest you best get more dakka, a LOT more dakka. And you still won't have much luck outgunning him.

You can keep the kans for another match if you want. If you want to stick with them, go ahead. But expect them to explode before they hit the Tau lines. Stormboyz may work if placed right - needs a klaw and some targetting to get rid of pesky units you don't like. 2 mid-sized squads would do nicely, but really they'd be good as an alternative for koptas. Lootas - I'd say no only because Tau are meant to shoot you, not you shoot them, it's a lost fight. Nobz are a no-no as well because of their pricetag and considering you can get so many more boyz for the pts.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I agree with some parts of what Juvieus said.

KEep the kans, if you want to use them, by all means friggin do it. Kans are just cool, and are one of the few things in the Ork dex that can shoot worth a crap, not to mention they can maul vehicles. BUT just keep in mind, that Tau are pretty decent/awesome (depending on build and player) at taking out vehicles. Infact the XV88 is arguably one of the best anti tank unit in the game. Yea the KFF will save you from some shots, but its still only 50%, and all a railgun needs to make you cry is 1 shot lol. Im not saying dont buy them or take them. Just saying at this points cost its a figure out what your fighting and what you want to do.

Lootas, not good against Tau? Since when man? They are ap4, so no Tau is getting a save from those, not to mention your rolling 2s for wounds. A turn of shooting all those lootas into a FW squad or the like, you can kiss them goodbye. But what about the suits you may say? Yea, they get better saves but uh your looking at upto 30 shots from the lootas in his list a turn. Thats going to make a real nice mess of things for the Tau player.

The thing the OP needs to ask him self at this points level is, how do I keep the important units alive long enough to do their thing? Well koptas are cheap enough to be worked into this list nicely. But as Ive said from the start, 1 isnt going to cut it. Now if you take 2 or 3, they can scout move/turboboost in before the game starts, yes thats a 24inch move before the game. Then move/boost again. So on the Taus first turn, youve got 2 or 3 koptas w/buzzsaws right there in his face. They get a nice 3+ save from the turbo boost so they can take a serious pounding. So that will give you a couple turns anyways of the Tau trying to get rid of those guys. You can pretty much guess he might try and shoot a few things at your army, but the KFF will make that pretty much a wasted shooting phase. Thats a full turn or two of marching up to the Tau lines, by then hopefully the XV88s are down and possibly something else.

Nobs. At a 1k? You can put them in at 1k, but youd basically need to completely rewrite the list you made. Youve already started down one path, you might as well just keep going. Youve got some PK from the boyz mob, the lootas can rape light vehicles/troops. Your boyz will kick the piss out of Tau in CC not to mention overwhelm any suits in CC, specially with PK nobs in there. Id suggest forget about nobz with this build, it looks good enough already.
   
Made in gb
Bonkers Buggy Driver with Rockets






KingCracker wrote:Lootas, not good against Tau? Since when man? They are ap4, so no Tau is getting a save from those, not to mention your rolling 2s for wounds. A turn of shooting all those lootas into a FW squad or the like, you can kiss them goodbye. But what about the suits you may say? Yea, they get better saves but uh your looking at upto 30 shots from the lootas in his list a turn. Thats going to make a real nice mess of things for the Tau player.

I stress that no looters are taken for the simple matter that despite their awesome guns, they are juts as fragile as the next Boy and then there's the BS...
I think I remember seeing that Tau actually have terrible BS as well but they make up with as many targetters as possible. Heck you can make it cumilative to give a squad BS5 against one squad. With so many markers a good few volleys fo fire from the fire warriors and suddenly most of your guys are dead. It's a touch-and-go subject in hindsight. Does the OP know how many targetters the Tau army has? That would settle the issue better.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yea Ill agree with that one.

Redizdead - you have any idea what your Tau friend is bringing? And possibly the ML situation?

Because base Tau are bs3 right? Thats half their shots missing going by averages.


But even still, it would be hard for a FW unit to be able to shoot on a lootas nest. They got some serious range on them deffguns

This message was edited 1 time. Last update was at 2010/11/05 22:27:21


 
   
Made in gb
Kovnik




Bristol

If he runs Broadsides, surely you'd rather a Kopta going after that, as it'll be in combat and immune to enemy fire as long as it survives, and any means to stop those Str 10 guns firing is worth the points, hell knock one out and points well spent in my opinion.

And if he is inclined to play Broadsides in squads, well then, those men won't be any good when they can't shoot

Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Chaos Lord Gir wrote:If he runs Broadsides, surely you'd rather a Kopta going after that, as it'll be in combat and immune to enemy fire as long as it survives, and any means to stop those Str 10 guns firing is worth the points, hell knock one out and points well spent in my opinion.

And if he is inclined to play Broadsides in squads, well then, those men won't be any good when they can't shoot


Thats pretty much what we are all saying. Thats why I was saying, he needs more then 1 kopta. 2 or 3 will be able to kill off those XV88s, which is really the scary guys on the board. MAN I love XV88s. I almost picked up a Tau army once because of those guys.


Automatically Appended Next Post:
Also this is a good time to bring up taking the koptas in single units. They are FAr more useful then taking 3 in one unit. Having 3 separate units does many things. 1 Your opponent will have to shoot at them one at a time, instead of 1 unit possibly killing 3 koptas, he would need at least 3 units to kill 3 koptas. And they can attack different units at the same time. Sure its probably suicide (hello thats wht they are taken for) but thats at least 1 turn that 3 units wont be shooting the rest of your army

This message was edited 2 times. Last update was at 2010/11/05 22:35:46


 
   
Made in ch
Flashy Flashgitz





First of all, let me thank you very much for your time and advice! Your game experience is GOLD for me! WAAAGH to you all

Regarding my Tau friend, he usually plays with:
- 1 squad of 2-3 Broadsides
- 1 Hammerhead
- A very expensive HQ very hard to beat who deals a lot of dmg with missiles S7 AP4 (1 Boss + 2 guards and lot of drones)
- 1 squad of markers
- he never used Kroots so far, but I'm pretty sure he will against me.

Regarding my army, after reading your advices, we have:

HQ - Big Mek with KFF

ELITE - 2x5 Lootas

FAST ATTACK - 3x1 Buzzkoptas

HEAVY SUPPORT - 2x2 Kanz, 2 Rokkit, 2 Zookas (wall for the 2 Troops here below)

TROOPS - 2x25 Shootas, 2x2 Big shootas, 2x1 Nob with PK and Pole.

What's your opinion? I'm afraid of 1 thing, is that I just have 2 Troops, which is quite limited to claim objectives.

To follow some of your inputs, another solution may be to add Snikrot+4 Boyz with 2 burnas.
I can do this by removing:
- all the Koptas or
- all the Lootas or
- all the Kanz

This message was edited 2 times. Last update was at 2010/11/06 10:52:50


 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Being a tau player, I can tell you exactly what you need to do to stop that kinda tau list.

First, drop the lootas. seriously. Points better spent on kommandos.

You need to either take deffkoptas in groups of 1 or 5 so they can actually do something without breaking.

The cans work well, especially when the KFF is nearby, keep the mek safe.

Your boys mobs should really be 29+ nob, always. Boss pole in both too, always.

I don't know what else you have so that's all I can say.


In terms of the battle, proceed with the following:

Use your deffkopta horde to either kill the broadsides or the pathfinders, then use your kommandos to finish off the other unit. Once both of these are down (get the pathfinders first) you basically win. Just unload a few rokkits in the tanks sides or better the rear and enjoy the fireworks.

Remember to spread your boys out so they don't get massively hit by the railheads submunitions.

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Made in ch
Flashy Flashgitz





Good to be in the ennemy's secret

Thank you for your advice Juraigamer!

I'm really short on points to put more than 2x25 Boyz in my 1000pts army at the moment... And and don't see what I shall drop.

Do you all guyz agree on the swap between Kommandos <-> Lootas vs Tau?

This message was edited 1 time. Last update was at 2010/11/06 18:13:10


 
   
Made in gb
Bonkers Buggy Driver with Rockets






Oh absolutely. You could even drop one kopta since those things can get expensive quite fast. Grotzookas you may not need - rokkits are your friend. And all those points save = more boyz



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in ch
Flashy Flashgitz





Ok ok ok, so!

Following your advice, here is my 1000pts army up-to-date:

HQ
Big Mek - KFF

ELITE
5 Kommandos - 2 Burnas, Snikrot

FAST ATTACK
2x 1 Buzzkopta

HEAVY SUPPORT
2x 2 Kanz - 2x zookas, 2x rokkits

TROOPS
30 Shootas - 3 Big shootas, Nob, PK, Pole
27 Shootas - 2 Big shootas, Nob, PK, Pole

I really think this WAAAGH will be a pain for my opponent. Lot of boyz, sneaky Kommandos, fast koptas and 4+ inv sav kanz.

What do you think? What about the big shootas in my troops?

Thanks!
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Big shootas depend on who you talk to. Personally I love the things. Assault 3 str5 shots at 36 inches is pretty damn good. But they are also one of those things where if you dont have the points, you dont need them.


I have to say that your current list is looking really good. Youve got the kanwall going with some good sized boyz mobs, so those will be tough as nails to break. Then on the flip side, you got scouting buzzkoptas as well as Snikrot coming in wherever the hell you want to just mulch up stuff. Keep in mind that those burnas are flame weapons AND power weapons. If it were me, Id try to get Snikrot and crew to face off with his HQ unit. Dont use the burnas as flamers, save them for the pwoer weapon attacks. Do that, and your going to pulverize those suits in CC.

If you cannot get them to his HQ in a reasonable fashion though, dont sweat it, Id rather see them kick the crap out of some Tau or light vehicles if he has any, and those broadsides. Again the burnas ignore armor saves, (I cant find my Tau codex to save me, but Im fairly sure XV88s dont have an INV save) so those are most likely going to be near a table edge of some kind, simply because they have incredible range, and people like to maximize the shots they throw out.
   
Made in ch
Flashy Flashgitz





Ok so I'll keep the Big Shootas, I just love them And I want to fire as much dakka as possible.

The main target of the Kommandos/Koptas are the Broadsides and Hammerheads. Then it's all about their HQ.
   
Made in gb
Bonkers Buggy Driver with Rockets






I'd still think the grot-zookas aren't that important and you could benefit from the 27 boyz squad being 30 boyz. The big mek might be good with an alternate save but otherwise, looks good.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
 
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