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Made in gr
Sneaky Lictor





Greece

I tried my hand at Mechanized Ork on Sunday and need some advice
Here’s what I fielded:
HQ
Ghazghull Thraka
Big Mek with KFF

ELITES
Snikrot plus 4 kommandos 2 with burnas
15 Burnaboys

TROOPS
1x 3 Meganobz with kombi rocket, kombi flamer in a Battlewagon
1x 17 Boyz plus Nob with PK, BP
3x 11 Boyz plus Nob with PK, BP with Trukk

FAST ATTACK
2x 1 Deffkopta with Buzzsaw and TL Rockets

HEAVY SUPPORT
2x Battlewagons

My Trukks have Reinfoced rams, Rockets and Boarding planks
My Battlewagons have Deffrollas, Boarding planks, Big Shootas, Armor plates and Grot Riggers

My opponents played an alliance of Ultramarines and Blood Angels.
Their list was (approximately)
Ultramarines:
1 librarian
1 venerable dreadnought
1 ironclad dreadnought
2 predator destructor
2 tactical squads (ML and melta)
Blood Angels
1 Captain (I think)
3 baal predator
3 razorback (assault canons) (5 assault marines)
1 dreadnought (melta and ML)

The mission was seize ground, 3 points and deployment was pitched halves. They go first and in the end I won holding 1 points and contesting 1.
Now I don’t know if my list is suboptimal or if theirs is especially good but I had a lot of trouble and had they rolled a little better I might have been disembarked from 2 battlewagons on their second turn which I don’t think I would have recovered from easily.
I went into this battle hopping for a rofflstomp and where as I didn’t loose bragging rights I was a little disappointed..

What suggestions can you offer? Is Blood Angels maneuverability coupled with a few Dreads a natural counter to an Ork Meck list?

TY

FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Sneaky Kommando




Hemet california

well considering that they had between the two of the 5 heavy support choices and that mutch anti tank in the army you should be happy with the outcome you got.

nice job stick it to those pesky space nerds!!!!

Diplomacy is the act of saying good doggie until you can find a big enough gun!!!
 
   
Made in us
Nasty Nob on Warbike with Klaw





Buzzard's Knob

You won and you're still complaining? Any win against space marines is one to be proud of. The nerve of some people...

WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

Its a good list and you should be proud that you won.

Blood angels are very manouverable, as they can deep strike land raiders and all their vehicles are fast.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in au
Sinewy Scourge




Downunder

First of all: WAAAAAAAAAAAAAAAAAAAAAAGGHHH!!!! STOOPID HUMIES!!!

Secondly: Try dropping the Trukk Mobz, Snikrot and the Deffkoptas. The Trukk mobz are fine, but when you hav mixes of Wagons and Trukks, the trukks just fail to draw attention off the Wagons. Snikrot, while on the whole a nice little bastard, doesn't completely fit here, while he does have the potential to storm the back line, its not a necessity as your army is Mech. Deffkoptas are also good for what they can do, but lets build the core of the list first and then look at them.

With those points try to squeeze in more wagons. Another Boyz squad is mandatory at this point size. Plain Nobs help, kit them out as tough, complex but not too big squad size, make all the wagons the same. You should have five wagons on the table, 3 for scoring, and 2 carrying super units. Can't really guess what else to get, maybe a small Meganobz unit with another wagon, 5 should be right for that.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I would agree with using your 3rd hvy slot for another battlewagon. The delivery of a second burna boy or a full nobz squad would make sense. More harassing deffkoptas would support the assault. 3 singles with TL rokkit and buzzsaw would do nicely. If you want to use the trukks - buy one with a unit with shootas and deploy it on an objective on foot and have a 12-boy hurty unit take their place... (Say a 12 man burna unit.)

2000
2000
WIP
3000
8000 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

I'd also recommend dropping Snikrot for another Battlewagon. I've never been terribly impressed with Meganobz, except in Deffwing, I'd consider dropping those too.

Also, Rokkits on Trukks? I'd get RPJ first.

I think 5 Wagons is a little much. Three should be fine and I'd keep a Trukk or too.

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  
   
Made in au
Sinewy Scourge




Downunder

I wouldn't run a second Burna wagon outside of an Apoc match. While they're going to really hurt the enemy, they're too specialized to justify taking more of them over more broadly usable units. In Apoc however you get enough infantry units on the table for 2 or 3 burna wagons to really help out.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Lord of the Fleet





Texas

Drop boarding planks. You have a deff rolla. Might want to drop the meganobz as said. And maybe reconsider either tailoring the list to either wagons or trukks

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

kenshin620 wrote:Drop boarding planks. You have a deff rolla. Might want to drop the meganobz as said. And maybe reconsider either tailoring the list to either wagons or trukks


Disagree. I'll gladly take an extra 4 S9 attacks if my Deff Rolla doesn't wreck face for five points. A couple Trukks make a great harassment unit when paired with Wagons. They'll survive longer while still posing a threat.

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  
   
Made in gr
Sneaky Lictor





Greece

Thanks for all the input. Here are some thoughts:
Deffkoptas and Snikrot are there to take out stuff that the transports cant reach. Fast vehicles and artillery mainly. They give me various tactical moves so that I am not solely relying on my "fist in your face wagons" In this specific game Snikrot claimed a predator turn 2 and the Koptas immobilised 2 Bhaals turn 3 and 5. It's hard to complain about them yet
5 Wagons is a not for me.
Boarding planks: They are the ultimate the Ork AV. 5 points lets a model make 4Str 9 or 7Str 10 attacks. They stay!
2 Lots of burnas are not usefull.. No one fields that much infantry to require it and burnas are completely useless against vehicles since they dont have access to a claw.
Rockets on trukks: Since I run 3 trukks and they are fast I can get 2 or 3 rolls on the damage chart per game, probably penetrates. That is worth 15 points to me and the alternative big shootas don't do much in my list.
Meganobz.. alas a weakness. I love them! They look freaking awesome and they are the cheapest claw in the codex. I have them because they are troops, they are bullies and can double up as AV. They are also not too fragile if caught in the open

So... say I added a BW. It would have to be with 20boys otherwise I am look on scoring units. I would have to drop at least 2 trukks and maybe I have just enough points
Is it worth it? 1 BW with 20 boys (deffrola, 1 klaw) vs 2 Trukks 24 boys (2 rockets, 2 klaws). To me it feels like a no... I can send the trukks of alone and not worry too much about themas it's a cheap investment and may kareen into the enemy anyway, where as the BW has to stay with the groop to protect it's weak sideand is expesive...
I mixed here.. Does anyone have a similar list to suggest (yes i have seen Dashofpeppers list and also mercers 5 wagons double nobz)


FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
 
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