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![[Post New]](/s/i/i.gif) 2010/06/22 22:17:10
Subject: 1250 Orks (and now for something completely different...)
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Decrepit Dakkanaut
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I need some advice...
On Saturday I'm in an interesting team tournament. 2 players per team, 1250 each, 4 rounds. You play separately, and the score of the team member who scores the most points in each round is the score that's kept for the round. (and perhaps there's a 2-on-2 in round 4... can't remember).
My partner is a very accomplished ork player, who typically runs his kult of speed army to great effect. But occasionally, he ends of with a bad pairing and things go poorly. I figure for us to do well, I don't have to accomplish the great victories (I'm not very good with my orks yet), but I need to be consistent with my army so that when that bad match-up comes for my partner... my score for the round has a good chance of being decent, so our average stays up there. So, I don't need to be awesome... but I need to be "in there" pitchin' each round... at least to the best of my abilities.
List limitations: No more than... 1 HQ, 1 Elite, 3 troop, 1 FA & 1 Heavy, with one floater unit (i.e. an extra slot in any category, so long as my partner and I don't take the same extra slot).
Figure limitations: (i.e. what I've got)
2 battlewagons
2 trukks
3 kans w/ RL or GZ
Deff Dred w/ 3 CCW & skorcha
30 shoota boyz
30 slugga boyz
20 aard boyz (slugga)
15 lootas
15 tankbustas
9 burnas
10 grots + herder
zapp gun battery (3)
9 bikes + nob
10 regular nobs w pain boy
2 deffkoptas w/RL's, 2 w/ buzz saws & RLs
warbosses, ghaz, zoggy, wierdboy, mek w/SAG & mek w/KFF
Assume a healthy variety of PKs, heavy weapons and vehicle upgrades for above.
Again, I'm looking for a solid force that can be "in there" each round in hopes of turning in a consistently decent score, mainly to cover my partner's bum when things go horribly wrong for him. Any suggestions on army composition and tactics for same would be greatly appreciated.
Thanks!
OH, I guess my inclination would be to start with the Kans and two big mobs and build from there, but I will be listening to any and all opinions...
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This message was edited 4 times. Last update was at 2010/06/24 02:00:45
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![[Post New]](/s/i/i.gif) 2010/06/22 22:49:00
Subject: Re:1250 Orks for a team tournamet (2 players, separate games, highest score earned is kept) - help
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Mekboy Hammerin' Somethin'
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I'd take all the boyz you can get your hands on. Try and get three mobs of 30 shoota preferably but sluggas if you have to, looks like you have to mix and match which is fine. Next I would take the Lootas as your elites to pop transports. Big Mek with KFF for HQ and the Kanz with the Rokkit launchas. Maybe a Deff Dread also, you can switch from heavy to troops depending on if your team-mate needs it.
Orks excel at lower point limits due to the hordes. It's hard to get enuff firepower to stop them.
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![[Post New]](/s/i/i.gif) 2010/06/23 14:35:13
Subject: Re:1250 Orks for a team tournament
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Decrepit Dakkanaut
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OK, here's what I came up with (roughly... going from memory)
HQ: Big Mek w/ KFF & PK
Elite: Lootas (10)
Troop: 30 shoota boyz, 3 RL, nob w/ heavy armor, boss pole & PK
Troop: 30 slugga boyz, 3 RL, nob w/ heavy armor, boss pole & PK
Troop: 10 grotz w/ runtherd
Fast: 2 deffkoptas w/ RL & buzzsaws
Hvy: 3 Killa Kans w/ RL
Hvy: (floater) Deff Dread w/ 3 CCW & skorcha
Think it comes out to exactly 1250 pts.
I know the KFF Big Mek is is the obvious choice but it's so over-used... plus I have to convert and paint a really cool FW fig by Friday night... don't like rushing like that. Guess what I'm asking is if there's any other viable HQ for this army at this point value? I do have a painted Big Mek w/ SAG, warbosses and Zoggy as options.
I suppose I could dump the dread and grots for another unit of boys (slugga's are all I've got).
Any comments? Floater may not be an HQ or troop.
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This message was edited 1 time. Last update was at 2010/06/23 14:38:28
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![[Post New]](/s/i/i.gif) 2010/06/23 15:12:05
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Growlin' Guntrukk Driver with Killacannon
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Zogwort could work if you throw him in the shoota boyz mob.
I don't like Rokkits in Boyz mobs. I'd put big shootas in the shoota mob and nothing in the slugga mob (they should be running).
Use those points to get more lootas.
Your nobz don't need 'eavy armor. By the time you're using it, it's too late.
Deff Dreads are pretty bad, but it doesn't look like you have too many other options.
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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) 2010/06/23 15:20:08
Subject: Re:1250 Orks for a team tournament: (list for review and comment please)
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Decrepit Dakkanaut
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Zogwort's special ability has come in handy from time to time, his psychic's less so (rolling well is not my strong suit).
The rokkits in the mobs are new to me, I ususally do big shoota's since they and the shoota boyz are all firing at infantry & it gets me an extra 6 shots, but I've had good players tell me that every RL is a good RL in an army that has little anti-vehicle shooting capacity (for Rhinos and such which have always given me headaches).
You make a good point about the sluggas... just feels weird to give them no firepower what-so-ever.
Good point on the 'eavy armor.
My Deff Dread gets played a lot (I just like the model) but you're right, he rarely actually does anything. He does however, keep by Kans alive longer by being a higher priority target... and that in itself has value.
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This message was edited 1 time. Last update was at 2010/06/23 15:20:57
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![[Post New]](/s/i/i.gif) 2010/06/23 15:37:19
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Growlin' Guntrukk Driver with Killacannon
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The problem with Rokkits is that you have to assault what you shoot at. If you fire at a Transport and pop it, you can't get at the squishy bits inside until next turn. You also waste 27 other boyz' firepower on something they can't hurt.
Boyz mobs need to be firing at the infantry they are about to assault to soften them up a bit. Rokkits are a waste of points to achieve this goal.
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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) 2010/06/23 15:46:10
Subject: Re:1250 Orks for a team tournament: (list for review and comment please)
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Decrepit Dakkanaut
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I was kinda figuring the rokkits would be firing at the transports a turn or so before assault, so there would be some infantry TO assault (az da cowardly gitz is allwayz hidin' in doze mettal boxez)... but then they boyz wouldn't be able to get that extra run in to close the distance (I mostly seem to roll 1s and 2s for my "run" rolls anyway)... so I'm a bit conflicted by the whole thing. Which is probably why I'm not a very good ork player to begin with. I love my orks... just not very good at using them...
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This message was edited 2 times. Last update was at 2010/06/23 15:47:36
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![[Post New]](/s/i/i.gif) 2010/06/23 15:50:11
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Growlin' Guntrukk Driver with Killacannon
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Your lootas should be able to handle light transports and your Koptas should be fine to take care of most everything else.
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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) 2010/06/23 17:03:21
Subject: Re:1250 Orks for a team tournament: (list for review and comment please)
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Decrepit Dakkanaut
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O.K. will give it a shot. Thanks for the help!
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![[Post New]](/s/i/i.gif) 2010/06/23 22:44:01
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Mekboy Hammerin' Somethin'
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Claypool wrote:The problem with Rokkits is that you have to assault what you shoot at. If you fire at a Transport and pop it, you can't get at the squishy bits inside until next turn.
wrong
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![[Post New]](/s/i/i.gif) 2010/06/23 22:58:21
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Grovelin' Grot Rigger
Conyers GA
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u can assualt a unit if you blew up their transport
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Da Red Ones Go Fasta
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![[Post New]](/s/i/i.gif) 2010/06/23 23:17:29
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Growlin' Guntrukk Driver with Killacannon
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AoBR rulebook pg. 33 "A unit that fired in the shooting phase can only assault the unit that it shot at"
I may indeed be wrong but I can't find somewhere that says I am.
EDIT:
It's on pg. 67
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This message was edited 3 times. Last update was at 2010/06/23 23:22:13
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) 2010/06/24 01:56:33
Subject: Re:1250 Orks for a team tournament: (list for review and comment please)
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Decrepit Dakkanaut
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And now for something completely different.... 6 inches to the left of a gamer's naughty bits....
So, reading the other ork list thread and taking into account what was said there as well as what was said here... I've come up with a totally different list. It is more focused... more of a pure hoard. Made to be set up in a layered deployment with cascading invulnerable saves.
HQ: Mad Dock Grotsnick
Elite: Lootas (10), cybork bodies
Troop: 'Aard Boy Sluggaz (20) + nob w/ pole & PK, 1 Big Shoota, (Grotsnick will run with these guys in front as the screen)
Troop: Slugga Boyz (30) + nob w/ pole & PK, 3 RL (second rank)
Troop: Shoota Boyz (30) + nob w/ pole & PK, 3 RL (third rank)
Hvy: Killa Kans (3) w/ 3 grotzookas (4th rank)
With the exception of the Loota's, the whole thing lines up in ranks and charges forward, the two slugga boyz squads run, the shootas and kans either run or not depending on if there's anything appreciable to shoot at. The loota's were given the cybork bodies c/o Grotsnick in order to increase their survivability and allow me more freedom of placement so I'm not trapped into burying them in cover. They supply long range fire support for the assault and will hopefully absorb some fire that would otherwise be re-directed at the assault.
Dropping the cybork bodies would get me 3 more lootas and one more Aard boy.
I could also pull the rocket launchers from the boyz squads to get 2-3 more lootas, but that's putting a lot of eggs in one basket.
My thought with this list is that it pretty much forces me to play the orks with a clear strategy... preventing me from getting distracted and losing focus.
Thoughts?
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This message was edited 2 times. Last update was at 2010/06/24 01:59:43
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![[Post New]](/s/i/i.gif) 2010/06/24 02:02:55
Subject: 1250 Orks for a team tournament: (list for review and comment please)
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Sybarite Swinging an Agonizer
Alabama
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Claypool wrote:AoBR rulebook pg. 33 "A unit that fired in the shooting phase can only assault the unit that it shot at"
I may indeed be wrong but I can't find somewhere that says I am.
It's on pg. 67
Page 67 of the rulebook right above where it says Dedicated Transports
"However, if a transport is destroyed (either result) by a ranged attack, the unit that shot it may assault the now disembarked passengers, if it is allowed to assault according to the assault rules."
Automatically Appended Next Post:
Gitsplitta wrote:
HQ: Mad Dock Grotsnick
Elite: Lootas (10), cybork bodies
Troop: 'Aard Boy Sluggaz (20) + nob w/ pole & PK, 1 Big Shoota, (Grotsnick will run with these guys in front as the screen)
Troop: Slugga Boyz (30) + nob w/ pole & PK, 3 RL (second rank)
Troop: Shoota Boyz (30) + nob w/ pole & PK, 3 RL (third rank)
Hvy: Killa Kans (3) w/ 3 grotzookas (4th rank)
The Lootas, Personally I would split into 2 squads of 5, that gives you more vehicle popping power as you can now shoot 2 vehicles instead of just 1; You can however just shoot 1 if you still want =D
Grotsnik is kind of cool but I don't like units that MAKE me do somthing, thats just me personally tho, and the Kans won't benefit from it.
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This message was edited 2 times. Last update was at 2010/06/24 02:14:01
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![[Post New]](/s/i/i.gif) 2010/06/24 02:42:15
Subject: 1250 Orks (and now for something completely different...)
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Decrepit Dakkanaut
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Eh, he's an extra PK in that front line and essentially gives it 2 4+ saving throws, or if people shoot at what's behind it that unit will get an invul (4+ ?) from the unit in front. Just a ploy to keep the mob alive until they can get into hand-to-hand.
Unless my team-mate needs the extra elite slot, I can split the Lootas in two, which makes them smaller and easier to hide in cover... so... probably won't need the cybork thing = more lootas!
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![[Post New]](/s/i/i.gif) 2010/06/24 07:32:38
Subject: 1250 Orks (and now for something completely different...)
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Growlin' Guntrukk Driver with Killacannon
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I love the mad doc!
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This message was edited 2 times. Last update was at 2010/06/24 07:33:05
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) 2010/06/24 14:13:07
Subject: Re:1250 Orks (and now for something completely different...)
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Decrepit Dakkanaut
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My one concern is that a couple of battlewagons with deffrolla's could flatten the entire army.... and our whole FLGS is vehicle happy to begin with, so I can see the whole mob being tank shocked all to hell by turn 2 or 3. But... maybe I just take my chances and let the chips fall where they may.
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![[Post New]](/s/i/i.gif) 2010/06/27 05:49:44
Subject: Re:1250 Orks (and now for something completely different...)
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Decrepit Dakkanaut
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Just thought I'd post the results of the tourney as a way of saying "thanks" to those who helped me with my list.
Final list:
HQ: Old Zogwort
Elite: Loota's (15)
Elite: Tankbustas (15)
Troop: Slugga Boys (30), nob w/PK
Troop: Shoota Boyz (30), 3 RL, nob w/ PK
Hvy: Killa Kans (3), 3 grotzookas
Total: 1250 pts
All games were on 4x4 tables, with primary and secondary objectives... as well as a number of ways to earn bonus points. Deployment varied from game to game.
Game 1: Space wolves w/ 2 long fang squads w/ 5 MLs each, one relentless, two small groups of terminators in pods, dread.
I thought I was going to get wiped out as his first volleys from the long fangs wiped out half of one of my boys squad. Luckily he had issues with deviating blast markers and failing saves on his terminators (I did shoot at him a LOT though) and I managed to knock his scoring units off the primary objective before the end of the game. My shoota boy squad made a million cover saves which helped tremendously (14 out of 17 at one point). Victory Bad Moons.
Game 2: Blood Ravens w 2 tac squads, termies, legion of the damned, scouts
Again got lucky, termies and legion never got on the board. In part because play was so slow... I didn't purposely slow play (quite the opposite, I was going nuts trying to move figures as fast as I can) but with 90 infantry things just went slowly. I didn't manage to kill any of his units, but the reserves that didn't come on counted as kills for the scenario so victory for me. I did have 2 units down to 1 guy each though and the third was badly shot up.
Game 3: Bad Moons w/ 6 kans, battlewagon w meganob and (normal) nobs, 2x trukk mobs
Eventual tourney winner... just cleaned my clock. I put up a struggle there for a bit and killed a number of kans & some boys, but the turn 2 charges from the nobs, kans and trukk mob were just too much (quarters deployment, and my 90 guys were packed wall-to-wall.. pretty much the story of the day for me. Major loss. Beautifully painted army though, very striking.
Game 4: Demons w/ who knows what... I don't keep track. Lots of squiggly, squishy stuff with pointy 'aard bitz around the edges.
Very frustrating for both of us. We each got to pick our own primary objective, and through no fault of our own neither one of us was able to accomplish it. Draw (though I guess technically he won 10 - 9.
Epilogue: The loota's were utterly useless. Not once did they contribute in any meaningful way to any battle. Out of 14 opportunities to shoot, they rolled 1 shot 13 times, and 2 shots once. More than 2/3 of their shots would miss, sometimes all of their shots would miss. They accounted for 3 casualties total, for 4 games. I'd be better off with gretchin, at least they'd get a boss and can hold objectives. Tankbustas, choppa squad & the kans did most of the heavy lifting.
Thanks again, had a great time, learned a lot. OH, and my objectives won the best objective competition, so that's nice!
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