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![[Post New]](/s/i/i.gif) 2012/10/24 10:05:30
Subject: Ork player struggling against Nids
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Lead-Footed Trukkboy Driver
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I have to second Jidmah : the Weirdboy is a very fun character and he can be devastating if the stars align at the right time... But most of the time, he'll end up doing things that you actually don't want to happen (like teleporting you on the other side of the board because you chose to re-roll the 'Ead Banger result, right before you were about to make a game winning assault...).
I've played the last 6-8 months without my KFF mek in favor of a Weirdboy (with upgrade), and really, even with a Dakkajet it's hardly competitive (to date, I've never managed to get a Waaagh! result while my Dakkajet was on the table or in a shooting position...). Sure, he destroyed a Land Raider, blew up countless rhinos and I even managed to get that S6 AP3 against some tightly packed Power armored guys, but in the end the bad thing he did were just as numerous (if not more).
And as far as Nids are concerned, my Weirdboy has never felt so useless than against them... :(
Lately I got back to my KFF, and trust me, when I play to win he's the only one I bring.
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Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2012/10/24 11:28:56
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Yea, even though the KFF took a hit on vehicles, seriously, I keep finding myself taking at least one. I play mostly a horde with a few sprinkles of other things, and they ALWAYS make their points back just in saving lives, even on a 5+. The times I played foot Orks and didnt bring one, I found myself regretting it by turn 2. Automatically Appended Next Post: Alltheones wrote:Yer I think I am going to try some kannons, the rooster writer I have says you can only have 3 of one type pretty sure this is wrong?
I would love a dakka jet but they are a bit pricey tbh.
Rockits in boys mobs may be unreliable but it may be nice to have a few extra AP3 weapons at my disposal. I agree with lootas they are a must high strength and volume means they are the perfect unit, shame i cant put a markerlight in their squad lol
ATO
For every unit of BigGunz, the gunz you choose have to be the same type yes. So if you take say, 2 biggunz and another unit of 3, unit x2 must be all the same, and the other can be a different type of gun, but all three have to be the same type of weapon. So lets say x2 kannons and then x3 lobbas
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This message was edited 1 time. Last update was at 2012/10/24 11:34:56
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![[Post New]](/s/i/i.gif) 2012/10/24 12:39:57
Subject: Re:Ork player struggling against Nids
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Murrdox wrote:You've gotten a lot of really great advice so far. I'll add some bits to it.
- Don't bother with Kans or Deff Dreads. Monstrous Creatures just destroy them now and Hive Guard will shoot the hell out of them since your Kustom Force Field won't protect them.
- Give your KFF Meks PowerKlaws. That way when you are challenged, you can refuse, and the Nob can't attack, but the Big Mek will still have a PowerKlaw to attack with!
- Always give your Boyz Shootas against nids. Sluggas just don't cut it as well.
- Nids have lots of things you want S8 and AP3 on, so load up on Rokkits. Buggies with Rokkits, Looted Wagons with Boom Guns, and Rokkits in your Boyz squad if you can afford them (but Big Shootas are arguably just about as good and cheaper). Try to instant-death those Zoanthropes and focus-fire to take down the Tervigons.
- I've had great luck against Nids with squads of Nobz in 6th edition. A couple Power Klaws and a few Big Choppas with a Painboy will wreck just about anything Tyranids can throw at you. Put them in a sacrificial Battlewagon.
I don't think i agree with your statement about the Big Mek + PK it's fine in theory but alot of points to invest only to get 1 special weapon, normally i reside myself to attempt a challenge because anything that can kill a nob quickly i would rather lose 1 model than 5 or 6, especially since the PK is so damn expensive. Just a thought anyway.
Also, I've been running into excellent results with burna boyz against all nids even MC's because if they're charged they attack with SO MANY hits before the MC even throws a single slice their way. up to 45 hits but more on the average of 25 is pretty much the equivalent of an entire assualt phase. However also making them ap3 init 2 is powerful stuff against even the mighty tervigon's init 1 and cut armor. Most the nids MC's are armor 3+, which means a burna used as a power weapon will cut that stuff
Just depend, if the MC has 1-2 wounds left i would say use WALL OF DEATH, if it is full wounds you should bite the bullet and use the Power weapons for more wounds and hopefully wreck it
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/10/24 13:33:48
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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I tend to agree with BMWurrzog. A Bigmek is certainly not the place to be pumping points away on. And I also agree that depending on whats attacking, Id rather the nob be overkilled then lose a gak load of boyz and possibly end up losing a combat/unit entirely. Again, thats situational, but yet another reason to keep a Nob nice and cheap. They can be the perfect sacrificial guy in certain situations
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![[Post New]](/s/i/i.gif) 2012/10/24 14:45:01
Subject: Re:Ork player struggling against Nids
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Dakka Veteran
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Normally I'd agree with you, but here's what happens in my games against Nids.
I shoot / assault a Trygon or Tervigon. Normal Boyz wound on 6's and the MC gets a 3+ save. Even when charging, you'll be lucky if the MC fails more than one save. Often the MCs will have Feel No Pain as a result of Psychic powers or the Tervigon's ability. That makes getting a wound even less likely. The Tervigon / Trygon will challenge the Nob, forcing you to refuse the challenge and not use your Nob. So you don't get your 4 Power Klaw attacks which will score you on average about as many wounds as your entire Boyz squad put together. After your charge, then you're tarpitted with an MC you're unlikely to be able to finish off without help.
Add in a Big Mek with a Power Klaw and now suddenly your opponent can't deny your Power Klaw attacks anymore. Instead of the Boyz becoming tarpitted, losing fearless after a couple rounds of combat, and then fleeing and getting cut down, you have a good chance of finishing off that Monstrous Creature.
I play against Nids quite a bit. Yes, without a doubt it sucks having to spend all those extra points to give a Big Mek a Power Klaw. I totally understand. But for me against Nids, it has come in handy and worth the sacrifice. It's mostly an anti-Tervigon, anti-Trygon, anti-Hive Tyrant strategy, but those three units make up the core of the Tyranid army and you're almost guaranteed to face one or more of them in just about any Tyranid battle.
YMMV
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![[Post New]](/s/i/i.gif) 2012/10/24 15:10:17
Subject: Re:Ork player struggling against Nids
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The Hive Mind
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Murrdox wrote:I shoot / assault a Trygon or Tervigon. Normal Boyz wound on 6's and the MC gets a 3+ save. Even when charging, you'll be lucky if the MC fails more than one save. Often the MCs will have Feel No Pain as a result of Psychic powers or the Tervigon's ability. That makes getting a wound even less likely. The Tervigon / Trygon will challenge the Nob, forcing you to refuse the challenge and not use your Nob. So you don't get your 4 Power Klaw attacks which will score you on average about as many wounds as your entire Boyz squad put together. After your charge, then you're tarpitted with an MC you're unlikely to be able to finish off without help.
Only Trygon Primes (not normal Trygons) can challenge. And a Nob with a Klaw will swing at the same time as the Tervigon, so you will still cause wounds.
If your boys are being tarpitted by a Trygon Prime (minimum 240 point model) I'd argue you're winning that "fight".
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/10/24 15:17:30
Subject: Re:Ork player struggling against Nids
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Murrdox wrote:Normally I'd agree with you, but here's what happens in my games against Nids.
I shoot / assault a Trygon or Tervigon. Normal Boyz wound on 6's and the MC gets a 3+ save. Even when charging, you'll be lucky if the MC fails more than one save. Often the MCs will have Feel No Pain as a result of Psychic powers or the Tervigon's ability. That makes getting a wound even less likely. The Tervigon / Trygon will challenge the Nob, forcing you to refuse the challenge and not use your Nob. So you don't get your 4 Power Klaw attacks which will score you on average about as many wounds as your entire Boyz squad put together. After your charge, then you're tarpitted with an MC you're unlikely to be able to finish off without help.
Add in a Big Mek with a Power Klaw and now suddenly your opponent can't deny your Power Klaw attacks anymore. Instead of the Boyz becoming tarpitted, losing fearless after a couple rounds of combat, and then fleeing and getting cut down, you have a good chance of finishing off that Monstrous Creature.
I play against Nids quite a bit. Yes, without a doubt it sucks having to spend all those extra points to give a Big Mek a Power Klaw. I totally understand. But for me against Nids, it has come in handy and worth the sacrifice. It's mostly an anti-Tervigon, anti-Trygon, anti-Hive Tyrant strategy, but those three units make up the core of the Tyranid army and you're almost guaranteed to face one or more of them in just about any Tyranid battle.
YMMV
Ah ha so see you just started giving your own tactics here without realizing it. So FNP is getting you bent out of shape (don't worry we all get mad) sounds like you need to focus your firepower on the tervigons first, I never have a problem taking them down with kannons + Lootas. The terrivgon also has incentive to move within range of cannons because if termies are huffing it that far away they are dead before they arrive.
I agree that Power klaws can make all the difference in the world, and back in the day when a nob could hide his klaw within the 30 boyz it was a great time to be a greenskin. HOWEVER you now need to be smart and avoid MC's that have the character status. Nids are not to be taken lightly in CC, and you shouldn't assault one till it is at least 2-3 wounds down from full strength this garantees that when you move in to shoot it, then assualt it you can either decline the challenge or accept knowing the trygon isn't going to be doing too hot anyway. (simply put 52 shootas, 1 slugga and 9 bigshootas/3 rokkits should be overwhelming to something like a trygon... if not; then 87 strength 4 attacks should finish the job. Lets do the math hammer.)
17 shoota hits, slugga miss more than likely, 3 big shoota hits/1rokkit
3-4 shoota wounds, 1 big shoota/1 rokkit wound
1 failed 3+ armor save, 0 big shootas /1 rokkit (due pene armor)
5+ save for both t resist so literally 1 -2 wounds is more or less a garantee for shooting
Now to assualt
29 normal boyz striking = 87 attacks on the charge +4 nob attacks
Now the Trygon goes first prepare to lose 6 orks it's just gonna happen you can't stop it.
69 Strength 4 attacks converts to 35 hits
35 hits will wound 6 wounds
3+ armor reduces this to 2 unsaved wounds
5+ FNP = 1 wound probability. without factoring in the nob.
so about 2-3 wounds can be done... ironically here I am going to point out something very important to note
Ork set to receive the charge or on the charge have no higher to wound the Trygon... in other words no real known advantage... did you notice how the shooting phase that rokkit really paid off if it hit? Well You should just shoot, Overwatch and take the reduced possibility of CC because in the end orks on overwatch are almost as dangerous and the advantage of allowing yourself to be charged is if you kill the trygon on his own charging turn you will be ready to continue moving around and killing the hordes. Infact the only advantage to charging the MC rather than receiving the charge would be to use CC as a shield from enemy shooting so if the Nid player is shooting heavy (HA! ... but it can happen  ) you also might want to consider that course of action
In other words you have two tactics against MC's Dakka DAKKA DAAAAAAKA or SHOOT, SMASH, STOMP they are both viable tactics but hopefully you see the power AP3 has in reducing the probability of Nid survival.
Kannons, Rokkits Launchas, TL- Rokkit buggies and Deff koptas with Tl-Rokkits, Boom Guns and when push comes to shove shootas, Lootazs and Dakka jets to deal with minions or just compression fire. are all the ways to go against nids otherwise you will be tarpitted too effectively. Until orks get upgraded melee selections like Power mauls, axes, swords ect we are just gonna struggle on armor 3+ and lower... just the sad fact of things right now. CC is great for orks but only if done right and MC's just are the antithesis to orks at this time being tougher than we can punch and with armor and FNP it makes them a nightmare to deal with because anything we can crack their armor with goes so slow and is instantly killed that ... well they are worthless.
Automatically Appended Next Post: rigeld2 wrote:Murrdox wrote:I shoot / assault a Trygon or Tervigon. Normal Boyz wound on 6's and the MC gets a 3+ save. Even when charging, you'll be lucky if the MC fails more than one save. Often the MCs will have Feel No Pain as a result of Psychic powers or the Tervigon's ability. That makes getting a wound even less likely. The Tervigon / Trygon will challenge the Nob, forcing you to refuse the challenge and not use your Nob. So you don't get your 4 Power Klaw attacks which will score you on average about as many wounds as your entire Boyz squad put together. After your charge, then you're tarpitted with an MC you're unlikely to be able to finish off without help.
Only Trygon Primes (not normal Trygons) can challenge. And a Nob with a Klaw will swing at the same time as the Tervigon, so you will still cause wounds.
If your boys are being tarpitted by a Trygon Prime (minimum 240 point model) I'd argue you're winning that "fight".
Exactly, sometimes with nids you just need to accept that you will lose a quote and that a unit maybe even without a nob is what you consider your sacrificial unit. just 30 boyz no special weapons other than maybe rokkits(depends on if you want to sacrifice or make it bait) and no nob and walk toward the thing getting ready to hit into your lines the deepest or what you are most worried about. Buying yourself time is a GORKSEND when you need to focus your fire elsewhere like on tervigons and hivetyrants
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This message was edited 1 time. Last update was at 2012/10/24 15:20:41
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/10/24 18:24:28
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Yup, playing against Nids with Orks is definitely a learning curve. It took me a few games to figure out how best to deal with Genestealer blobs. Shoot the piss out of them, let them charge, overwatch the piss out of them. They will more then likely lose the combat and against a blob of stealers, probably be swept.......on their turn. Soooo you just shoot the piss out of the rest and enjoy the victory more or less. Youll learn that sometimes, it is indeed best to let units be killed off, so your positioning is that much better on your turn
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![[Post New]](/s/i/i.gif) 2012/10/24 19:56:43
Subject: Re:Ork player struggling against Nids
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Dakka Veteran
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Big Mek Wurrzog wrote:
In other words you have two tactics against MC's Dakka DAKKA DAAAAAAKA or SHOOT, SMASH, STOMP they are both viable tactics but hopefully you see the power AP3 has in reducing the probability of Nid survival.
Yes, absolutely. My most successful lists against Nids since 6th edition dropped have been (unsurprisingly) Dakka lists filled with Lootas, Looted Wagons, Kannons, and Shoota Boyz.
It doesn't have to be the lynchpin of your entire strategy, but I'm just saying spending 25 points to give your Big Mek a Power Klaw can help against the Nids due to challenges. If you're running Warbosses instead you probably don't have this issue.
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![[Post New]](/s/i/i.gif) 2012/10/25 03:36:15
Subject: Re:Ork player struggling against Nids
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Murrdox wrote: Big Mek Wurrzog wrote:
In other words you have two tactics against MC's Dakka DAKKA DAAAAAAKA or SHOOT, SMASH, STOMP they are both viable tactics but hopefully you see the power AP3 has in reducing the probability of Nid survival.
Yes, absolutely. My most successful lists against Nids since 6th edition dropped have been (unsurprisingly) Dakka lists filled with Lootas, Looted Wagons, Kannons, and Shoota Boyz.
It doesn't have to be the lynchpin of your entire strategy, but I'm just saying spending 25 points to give your Big Mek a Power Klaw can help against the Nids due to challenges. If you're running Warbosses instead you probably don't have this issue.
I've been finding that other than nids most armies are ill-equipped to handle dedicated Assualt units like MANZ, it really pays off. and a Warboss is so damn points effective that... well no point in not spending the 125 pts to make your army dead killy.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/10/25 07:08:37
Subject: Re:Ork player struggling against Nids
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Lurking Gaunt
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Why are kannons T7
EDIT: Cause the rulebook says so, dummy.
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This message was edited 1 time. Last update was at 2012/10/25 07:12:01
On the plains of hesitation lie the blackened bones of countless millions who at the dawn of victory lay down to rest, and in resting died. |
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![[Post New]](/s/i/i.gif) 2012/10/26 11:51:50
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Big Mek Wurrzog wrote:Murrdox wrote: Big Mek Wurrzog wrote:
In other words you have two tactics against MC's Dakka DAKKA DAAAAAAKA or SHOOT, SMASH, STOMP they are both viable tactics but hopefully you see the power AP3 has in reducing the probability of Nid survival.
Yes, absolutely. My most successful lists against Nids since 6th edition dropped have been (unsurprisingly) Dakka lists filled with Lootas, Looted Wagons, Kannons, and Shoota Boyz.
It doesn't have to be the lynchpin of your entire strategy, but I'm just saying spending 25 points to give your Big Mek a Power Klaw can help against the Nids due to challenges. If you're running Warbosses instead you probably don't have this issue.
I've been finding that other than nids most armies are ill-equipped to handle dedicated Assualt units like MANZ, it really pays off. and a Warboss is so damn points effective that... well no point in not spending the 125 pts to make your army dead killy.
For realz, a Warboss is crazy badass on the table. And weather you go for mega armor, or a bike, they both are just incredible. One is super hard to hurt, and the other can save from damn near anything.
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![[Post New]](/s/i/i.gif) 2012/10/26 20:11:15
Subject: Ork player struggling against Nids
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Water-Caste Negotiator
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Wow some really great advice so I thank you all in advance. You guys have given me alot to think about. I am definately gonna try a few kannons out, with a bigger blob of boys even though i am worrid about mawlocs coming up on them.
As for the weirdboy i have used one, i love them but having to roll extra dice for leadership is a pain and dont think its worth it.
So in my new list I may have over done it with HQ as I am thinking of warboss with power klaw, and a big mek with mega armour to sit in front of my lootas to protect them, is this over kill? Just had a few points left and wasnt sure what to do with them. My opponent knows the damage the lootas can do so alwys shoots them first.
So this is my list so far, feel free to tear it apart!
HQ
Big Mek - burna + mega armour
Warboss - Cybork, eavy armour, shoota/skorcha and PK
Elites
Lootas x10
Troops
19 boys + Nob with PK
29 Boys + Nob with PK + 3x Rockits
Heavy Support
3x Kannons + 3 extra crew + 2 ammo runts
3x Kannons + 3 extra crew + 2 ammo runts
BW with 2x Big shootas RPJ Kannon and DR
Total 1003pts
This is my list so far but up for lots of help lol. Models I have 2 BWS, 9 Burnas, Big Mek, Warboss, 2x Rockit Buggies, 50 Boys, Looted wagon (hammerhead  ). Not much I know but hence the 1000pt limited to begin with.
Thanks so far guys appreciate it!
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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![[Post New]](/s/i/i.gif) 2012/10/26 20:15:18
Subject: Ork player struggling against Nids
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The Hive Mind
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I would field the Burnas - throw them in the BW and go melt some bugs. The vehicle won't get charged much what with the 18 average Overwatch hits, and 9 templates is just fun.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/10/27 00:19:43
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Id personally ditch the Boss w/PK against Nids. Reason being, either he is going to be cut down by weight of attacks before he gets to kill things, OR he will be going against a MC that will for certain kill him. Try and see what you can build without the boss. I know we were just talking the Boss up, but against Nids, the Warboss is just the odd man out
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![[Post New]](/s/i/i.gif) 2012/10/27 09:35:06
Subject: Ork player struggling against Nids
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Alltheones wrote:Wow some really great advice so I thank you all in advance. You guys have given me alot to think about. I am definately gonna try a few kannons out, with a bigger blob of boys even though i am worrid about mawlocs coming up on them.
As for the weirdboy i have used one, i love them but having to roll extra dice for leadership is a pain and dont think its worth it.
So in my new list I may have over done it with HQ as I am thinking of warboss with power klaw, and a big mek with mega armour to sit in front of my lootas to protect them, is this over kill? Just had a few points left and wasnt sure what to do with them. My opponent knows the damage the lootas can do so alwys shoots them first.
So this is my list so far, feel free to tear it apart!
HQ
Big Mek - burna + mega armour
Warboss - Cybork, eavy armour, shoota/skorcha and PK
Elites
Lootas x10
Troops
19 boys + Nob with PK
29 Boys + Nob with PK + 3x Rockits
Heavy Support
3x Kannons + 3 extra crew + 2 ammo runts
3x Kannons + 3 extra crew + 2 ammo runts
BW with 2x Big shootas RPJ Kannon and DR
Total 1003pts
This is my list so far but up for lots of help lol. Models I have 2 BWS, 9 Burnas, Big Mek, Warboss, 2x Rockit Buggies, 50 Boys, Looted wagon (hammerhead  ). Not much I know but hence the 1000pt limited to begin with.
Thanks so far guys appreciate it!
ATO
For a optimal build against nids i suggest you change a few things
1, Drop current Big mek build [1) because you can't take mega armor + burna 2) because 2+ armor against godzilla nids is pointless] Instead give yourself a Kustom force field or Shokk attack gun if you are feeling lucky, The KFF is best bet to give your entire orkish horde 5+ cover saves since nids can't easily cut cover saves especially if you focus fire against that enemy
2, completely remove Warboss [1) melee vs MC's which can become strength 10 at init higher than 1 = dead boss and thus... wasted points, 2) those points could help you overkill the nids even more]
3, The lootaz are fine though some people prefer to run them in 2 minimal squads for more consistent firepower, i personally don't like that because it's easier to break /wipe the unit
4, YOU LACK BOYZ! BOYZ BEFORE TOYS!  Seriously tho, in 1000 points against nids you probably shouldn't be taking a battlewagon less you are making an investment for a Burna battle wagon combo... which is still a very serious gamble i don't advise it if you are looking for victory by any means. you need 60+ boyz bare minimum also you should really drop the nobs.. much of a pain as it is you won't have the ability to even use that nearly 41 point model if it's challenged which it sounds like you can never avoid. 41 pts per squad frees up alot more utility against bugs
5, the ammo runts ... while a good idea to use since you need every hit you can get against godzilla nids trust me on this front... you don't need extra crew the artillery is so nearly damn unkillable due to t7 that they are ignored till charged which no amount of grots will keep that thing in check keep em cheap and keep em worth the investment 60 pts is much easier to swing per squad than 75
6, The battlewagon, unless accompanied by a those burnas... you have NO NEED for the battlewagon it's literally 135 pts with no purpose in the match. Deff rolla allows a death of glory even by monsterous creatures which will surely destroy your wagon for tank shocking it. Also all the nids are fearless so they can simply less you pass with minimal damage and normal armor saves.
by my count you are burning at least 200-300 pts of this list with less than useful tools against your enemy, which is fine but again not what i see as optimal for ripping the throat out of your enemy which is more or less what you are suggesting. For a 1000 pt list I would suggest this list it allows you to utilize the Battlewagon's size to create a large bubble of cover for your advancing horde to abuse with a large amount of rokkits and kannons as well as WOD and burna tom foolery. Your list simply needs to avoid assualt till the enemy is left with 1-2 wounds or are not t6 multi-wound monsters.
1000 Pts - Codex: Orks Roster
HQ: Big Mek (1#, 100 pts)
1 Big Mek, 100 pts (Bosspole; Cybork Body; Kustom Force Field)
Elite: Burna Boyz (9#, 135 pts)
9 Burna Boyz, 135 pts
Elite: Lootas (8#, 120 pts)
8 Lootas, 120 pts
Troops: Boyz (30#, 210 pts)
30 Boyz, 210 pts (Rokkit Launcha x3)
Troops: Boyz (30#, 210 pts)
30 Boyz, 210 pts (Rokkit Launcha x3)
Heavy Support: Big Gunz (9#, 60 pts)
3 Big Gunz, 60 pts
6 Gretchin
Heavy Support: Big Gunz (9#, 60 pts)
3 Big Gunz, 60 pts
6 Gretchin
Heavy Support: Battlewagon (1#, 105 pts)
1 Battlewagon, 105 pts (Armour Plates; Big Shoota x1)
Composition Report:
HQ: 1 (1 - 2)
Elite: 2 (0 - 3)
Troops: 2 (2 - 6)
Fast: 0 (0 - 3)
Heavy: 3 (0 - 3)
that is a 1,000 pt list exactly btw
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This message was edited 1 time. Last update was at 2012/10/27 09:35:36
" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/10/27 10:16:01
Subject: Re:Ork player struggling against Nids
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Water-Caste Negotiator
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Really nice advice Big Mekk and King.
Firstly I just have a few tactics questions regarding Nobs and Boss with PK. So i was under the impression you can dodge the challenge by placing your boss and nobs out of the challenge range, then at iniative step 1 go in a smash face with PK? I may have been doing this totally wrong.
Secondly I have a list building app that said I could put mega armour and a burna on my mek so perhaps the app is busted lol.
SO regarding your suggestions
1+2) I am happy to take the big mek and KFF as this used to be my default, just found that the warboss could mow down lots of things with his PK (but if I have been doing the challenges wrong then maybe that is why?) - Do you guys know which Nids can challenge may be useful to know.
3) I prefer one block of lootas because as the new rules revolve KP's more I prefer have a massive block else they tend to run easy.
4) I dont have 60 boys but if thats what it is going to take I had best get buying building and painting lol, I always liked taking some in a battlewagon but I guess that against nids I want to let them come to me a bit more, my opponent doesnt like seeing BW's i guess thats why i use them. My only concern about that many boys is his Tyranofex. Last game my opponent had one with a nasty flamer weapon and assualt 20 weapon which i fear would shred the big unit of boys apart.
5) Artillery are T7 what save do they get 6+?
6) I think i would like to run a BW with Burnas as it will be a nice distraction unit that could cause all sorts of issues to his little bugs.
BW - minimal weapons sounds fine maybe an extra big shoota?
Lootas + Burnas - sound good
Boys - Worrid about tyranofex and mawlocs
Big Guns - Great
HQ - Good.
My concerns are nothing to deal with AP 2. The list gives me plenty of AP3 weapons to tackle carnies and mawlocs and tervagons. However armoured shell hive tyrant and tyranofex with a 2+ save concerns me that I am not going to be able to knock many wounds off them before they eat me. Any tactical suggestions with this list?
Really appreciate the help guys!
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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![[Post New]](/s/i/i.gif) 2012/10/27 12:01:34
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Well some of your questions are really meant for YMDC but what the hell, Ill answer the ones I can. Challenges and your Nobz/Boss - You cant really do that whole staying out of challenge thing with a small unit of nobz +boss. Some people swear you can, but in all honesty, you normally cant, AND that argument is mostly based around nobz in boyz mobs, as a large boyz mob can be big enough to keep the Nob out of range, but again, you get a large enough charge range, that nob will have to move in close enough, and if he really IS too far away to be challenged, he still gets a 3 inch move in his initiative step, so he will either be in challenge range or he will be too far to attack anyways. So its kind of moot. Now if your boss was with say, BOYZ you could just have the nob take the challenge and then let your boss hulk smash to his delight. Lootas - I personally, prefer small units of lootas unless they are stuck in a BW. But thats me, Lootas are like coffee, so many flavors, and no one is ever truly wrong in how they take it. Boyz - Your playing Orks, boyz are our bread and butter, and the butter dish, and sometimes the knife that spreads the butter, and possibly even the refrigerator that keeps everything cool. So yea, get boyz, get too many boyz. Artillery - This is where 6th made us happy pandas. you use the T of the gun and its save, which is T7 and 3+ save. Pretty dag on sweet. BW + Burnas - This is pricey, and at 1k points makes you hit that point where its all or nothing. Either you win with it, or its your downfall. Something I have done against Nids is run 20shoota boyz in a BW at small points. It can eb a pretty tough cookie to crack in low points. Just keep that rear armor safe and youll be pretty good to go. AP2 - Dont worry about it. Basic rule of thumb for Orks when it comes to 2+ armor saves, is just weight of attacks, or PK. If an armored shell tyrant is a pest, then take some MANz, throw them in a trukk, and wait for the tyrant to be in the right place. Then, coem out from behind that rock, haul ass towards the Tyrant, and dump those MANz on his head. Sure youll lose MANz, but a group of MANz WILL, for certain, kill a Tyrant with little effort.
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This message was edited 1 time. Last update was at 2012/10/27 12:28:31
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![[Post New]](/s/i/i.gif) 2012/10/27 13:45:23
Subject: Re:Ork player struggling against Nids
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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KingCracker wrote:Well some of your questions are really meant for YMDC but what the hell, Ill answer the ones I can.
Challenges and your Nobz/Boss - You cant really do that whole staying out of challenge thing with a small unit of nobz +boss. Some people swear you can, but in all honesty, you normally cant, AND that argument is mostly based around nobz in boyz mobs, as a large boyz mob can be big enough to keep the Nob out of range, but again, you get a large enough charge range, that nob will have to move in close enough, and if he really IS too far away to be challenged, he still gets a 3 inch move in his initiative step, so he will either be in challenge range or he will be too far to attack anyways. So its kind of moot. Now if your boss was with say, BOYZ you could just have the nob take the challenge and then let your boss hulk smash to his delight.
Lootas - I personally, prefer small units of lootas unless they are stuck in a BW. But thats me, Lootas are like coffee, so many flavors, and no one is ever truly wrong in how they take it.
Boyz - Your playing Orks, boyz are our bread and butter, and the butter dish, and sometimes the knife that spreads the butter, and possibly even the refrigerator that keeps everything cool. So yea, get boyz, get too many boyz.
Artillery - This is where 6th made us happy pandas. you use the T of the gun and its save, which is T7 and 3+ save. Pretty dag on sweet.
BW + Burnas - This is pricey, and at 1k points makes you hit that point where its all or nothing. Either you win with it, or its your downfall. Something I have done against Nids is run 20shoota boyz in a BW at small points. It can eb a pretty tough cookie to crack in low points. Just keep that rear armor safe and youll be pretty good to go.
AP2 - Dont worry about it. Basic rule of thumb for Orks when it comes to 2+ armor saves, is just weight of attacks, or PK. If an armored shell tyrant is a pest, then take some MANz, throw them in a trukk, and wait for the tyrant to be in the right place. Then, coem out from behind that rock, haul ass towards the Tyrant, and dump those MANz on his head. Sure youll lose MANz, but a group of MANz WILL, for certain, kill a Tyrant with little effort.
agreed I personally wouldn't take a battle wagon at all, i was trying to keep him within the models he had without many proxies. I personally would spend the points on either a dakka jet or boomgun
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/10/27 16:01:49
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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DAKKAjet for sure. I would take one of those, in any game, over a battlewagon. Specially on a WAAAGH!! You want to blow something off the table? Thats how you do it
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![[Post New]](/s/i/i.gif) 2012/10/27 20:55:12
Subject: Ork player struggling against Nids
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Water-Caste Negotiator
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Cheers again guys. The artillery is very nice indeed. I have not really looked at flier rules so I cant really judge on the effectiveness of dakkajets but im sure they are awesome as you guys seem to swear by them lol. It looks like the only time to take a nob is with a warboss aswell so atleast one of them can attack. I am a bit funny about BW, I dont feel safe without one lol so I would find it tough to drop both.
It is clear I need more boys and some kannons shame they are dang expensive lol!
So in your experience what targets are prio against nids!?
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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![[Post New]](/s/i/i.gif) 2012/10/27 21:06:19
Subject: Ork player struggling against Nids
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The Hive Mind
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Tervigons.
After that, whatever is about to get into close combat.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/10/27 21:20:04
Subject: Ork player struggling against Nids
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Water-Caste Negotiator
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Haha fair enough  I was gonna go with tyranofex lol
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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![[Post New]](/s/i/i.gif) 2012/10/27 22:58:43
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Tyrannofex isnt scary. Id say either Tervigons or genestealers when spammed. Stealers are a mother fether against Orks, they are just simply too good against us. And you never seem to shoot enough of them down. Youll figure out quickly what you can basically ignore, and what is priority
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![[Post New]](/s/i/i.gif) 2012/10/28 00:23:12
Subject: Ork player struggling against Nids
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Mekboy Hammerin' Somethin'
Kansas City, Missouri
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Alltheones wrote:Cheers again guys. The artillery is very nice indeed. I have not really looked at flier rules so I cant really judge on the effectiveness of dakkajets but im sure they are awesome as you guys seem to swear by them lol. It looks like the only time to take a nob is with a warboss aswell so atleast one of them can attack. I am a bit funny about BW, I dont feel safe without one lol so I would find it tough to drop both.
It is clear I need more boys and some kannons shame they are dang expensive lol!
So in your experience what targets are prio against nids!?
ATO
you realize though since you aare wanting the double claw for challenges that if you refuse the challenge one has to stop fighting... and any rolls of 6 are able to be applied to anyone the character wants right with percision strikes. That means if it challenges and you decline it could just kill your nob since i has 6 attacks in the first play that re-roll to hit and wound right? It's not as big of a garantee as you'd think.
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" I don't lead da Waagh I build it! " - Big-Mek Wurrzog
List of Da Propahly Zogged!!!
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![[Post New]](/s/i/i.gif) 2012/10/28 08:35:58
Subject: Ork player struggling against Nids
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Water-Caste Negotiator
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Yer Genestealers are nasty, my only concern with the tyranofex is the assualt 20 and flamer template as the flamer would ignore my cover save. But I understand what you are saying.
As for the double klaw, that is true and makes sense. I guess I am so used to taking PK's lol just its a habit that I need to get out of lol.
I am looking forward to my kannons taking done some nasty bugs in a few turns lol.
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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![[Post New]](/s/i/i.gif) 2012/10/28 10:21:54
Subject: Re:Ork player struggling against Nids
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Nurgle Predator Driver with an Infestation
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Ive faught a couple of players multiple times that played Tyranid. I learned fairly quickly that Rokkits (Deff Koptas, Buggies, TankBustas) and Power Claws (Nobs). So my 1000 pt list was:
Warboss- Pwr Claw, Boss Pole, Attack Squig, Eavy Armour, Cybork, Ammo
Nobz- x5 Pwr Claws, Eavy Armour, Cybork, Maddok, Orderly, 3x with Eavy Armour, Cybork and Choppas (Wound Takers)
Trukk- (Usually dies quick)
Boyz-20 Nob Pwr Claw Bosspole 2 rokkits
Tank Bustas or Lootas x2 squads of 10 on either side of your depolyment, for easy line of sight
x2 Lobbas (never tried Kannons but after this post ill try them)
With 7 Points to play with. (an extra boy or 2 grots for the lobbas or trukk upgrades or nob upgrades the last points i usually just get grots)
Ive won 6 games with 2 ties its best to practice and learn from your enemy... I fear the Bugs No More!
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![[Post New]](/s/i/i.gif) 2012/10/28 10:45:47
Subject: Ork player struggling against Nids
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Water-Caste Negotiator
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Sounds good maddok,
My only issue is that I practically have none of the units you listed lol. I guess having the nobs squad eliminates the issue with the challanges.
The group of 20 boys seems a bit small to be running on their own? and with whole challange issues does it not make your PK nob useless?
I love tankbustas but they are pretty expensive tbh. I think kannons are a good shout as they have both types of shots for little bugs and big bugs.
Whats the hardest thing you come up against in your opponents list then?
Thanks,
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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![[Post New]](/s/i/i.gif) 2012/10/28 12:12:39
Subject: Re:Ork player struggling against Nids
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Decrepit Dakkanaut
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Maddok_Death wrote:Ive faught a couple of players multiple times that played Tyranid. I learned fairly quickly that Rokkits (Deff Koptas, Buggies, TankBustas) and Power Claws (Nobs). So my 1000 pt list was:
Warboss- Pwr Claw, Boss Pole, Attack Squig, Eavy Armour, Cybork, Ammo
Nobz- x5 Pwr Claws, Eavy Armour, Cybork, Maddok, Orderly, 3x with Eavy Armour, Cybork and Choppas (Wound Takers)
Trukk- (Usually dies quick)
Boyz-20 Nob Pwr Claw Bosspole 2 rokkits
Tank Bustas or Lootas x2 squads of 10 on either side of your depolyment, for easy line of sight
x2 Lobbas (never tried Kannons but after this post ill try them)
With 7 Points to play with. (an extra boy or 2 grots for the lobbas or trukk upgrades or nob upgrades the last points i usually just get grots)
Ive won 6 games with 2 ties its best to practice and learn from your enemy... I fear the Bugs No More!
Agreed, when my wife finally got a decent sized Nid force, I struggled against her big time. I was losing at a high rate. But I started learning through trying what to do against Nids. And unlike most armies, once you figure out the way to fight Nids, the army build doesnt matter much (Nids wise) you play against them the same way regardless.
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![[Post New]](/s/i/i.gif) 2012/10/28 12:36:04
Subject: Ork player struggling against Nids
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Water-Caste Negotiator
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Fair enough so its just a learning curve and learning what not to do and who to focus on! Understood! lol
ATO
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1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. |
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