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Made in us
Been Around the Block





So i posted some stuff a few days ago, and im going to try again. i havent played 40k in some time, and im really in need of updated info. I would like to run a speed freaks army, but im having issues balancing things out. i had some folks tell me that stormboys and bikes are no good, but my counter argument is always that stormboyz and bikes dont need to disembark, making that close combat rush that much quicker. so here is my army list (1500 and 2000 point versions). im looking for ideas as to what i should leave in, and what would be wise to replace.

1500 point is as follows:

135 point Warboss
Warbike
Cybork Body
Power Klaw

340 point Nob Bikers (5) (All with Cybork Bodies)
1 Painboy with Bosspole
1 Nob with Big Choppa and Shoota/Skorcha
1 Nob with Big Choppa
1 Nob with Waaagh! Banner and Power Klaw
1 Nob with standard equipment

398 point Nob Bikers (6) (All with Cybork Bodies) (Unit counts as Troop Choice)
1 Painboy with Bosspole
1 Nob with Waaagh! Banner and Power Klaw
1 Nob with Big Choppa
1 Nob with Big Choppa and Shoota/Skorcha
1 Nob with Big Choppa and Ammo Runt
1 Nob with standard equipment

152 points Boyz (12) (11 Boyz and 1 Nob)
1 Nob with Power Klaw and Bosspole
1 Trukk with Red Paint Job

152 points Boyz (12) (11 Boyz and 1 Nob)
1 Nob with Power Klaw and Bosspole
1 Trukk with Red Paint Job

184 points Stormboyz (12) (11 Stormboyz and 1 Nob)
1 Nob with Power Klaw and Bosspole

135 points Deffkoptas (3)
all have Twin Linked Rokkit Launcher


2000 point version:


135 point Warboss
Warbike
Cybork Body
Power Klaw

340 point Nob Bikers (5) (All with Cybork Bodies)
1 Painboy with Bosspole
1 Nob with Big Choppa and Shoota/Skorcha
1 Nob with Big Choppa
1 Nob with Waaagh! Banner and Power Klaw
1 Nob with standard equipment

398 point Nob Bikers (6) (All with Cybork Bodies) (Unit counts as Troop Choice)
1 Painboy with Bosspole
1 Nob with Waaagh! Banner and Power Klaw
1 Nob with Big Choppa
1 Nob with Big Choppa and Shoota/Skorcha
1 Nob with Big Choppa and Ammo Runt
1 Nob with standard equipment

85 point Weirdboy
Warphead

146 points Boyz (11) (10 Boyz and 1 Nob)
1 Nob with Power Klaw and Bosspole
1 Trukk with Red Paint Job

152 points Boyz (12) (11 Boyz and 1 Nob)
1 Nob with Power Klaw and Bosspole
1 Trukk with Red Paint Job

280 points Stormboyz (20) (19 Stormboyz and 1 Nob)
1 Nob with Power Klaw and Bosspole

280 points Stormboyz (20) (19 Stormboyz and 1 Nob)
1 Nob with Power Klaw and Bosspole

180 points Deffkoptas (4)
all have Twin Linked Rokkit Launcher

My ultimate goal was to have an army that stuck to a theme, but could do well in several situations. My first goal was to make a Speed Freaks army that could move in and cause some melee mayhem. My second goal was to make sure that all my units were at least some what all considered threatening units. My third goal was to at least some what cover my weaker points. Between the Bikers, Boyz in Trukks, and Stormboyz, i figured that my goal of quick melee was covered. I added the Deffkoptas in as a way to deal with a few troublesome vehicles, and also because they can be great mobile backup. Moving up to my 2000 point version, my initial ideas was to add a Big Mek with a Kustom Force Field, but seeing as how i dont have many vehicles and my Bikers all have Cybork Bodies, i felt that it would be overkill. After several days of reading the codex from front to back, i decided that a Weirdboy Warphead would be a fun addition to the group. His powers are not bad, and the randomness has a great "Orky" feel to it. And seeing as how orks are horrible shooters, the auto hits are a warm welcome. Im not sure how well this army will do competitively, so im really looking for some feedback from the community. I also have a few questions that i think will help further:

What happens when its the shooting phase and my Weirdboy is in his trukk?

Other than killing my opponent as fast as humanly possible, and setting my objectives in my opponents starting zones, what other tips are useful for competitive play of Orks?

I feel that unless I'm playing Seize Ground, Gretchin are a horrible troop choice. Even then, Orks are not made to just sit around any ways. for competitive play, should i have 1 group any ways, or are there any other ways to minimize this dilemma?

That you guys, and i really look forward to what you guys think and every piece of advice you can offer.

Thanks again community, Kalzruk

The Ashbringer Legion 2000 point Chaos Daemons 1W-1L-1T 
   
Made in us
Stealthy Grot Snipa





Right behind you. No, really.

lose the weirdboy and the second squad of stormboys to get boss zaggstruk in the first uniit and more boyz.

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(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination

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Unlike you lot I love playing my space Hindu utilitarian anime robot fish cow people.

WAAAGH! dumbuzz-1500pts

Tau cadre-1500 (almost) 
   
Made in us
Been Around the Block





I would like to avoid using special characters, as most games i will be playing in do not permit them, or apply penalties if they are killed.

The Ashbringer Legion 2000 point Chaos Daemons 1W-1L-1T 
   
Made in us
Yellin' Yoof




salem, OR

keep weird boy for fun play but ditch him for the tourny. Cool in theory but not reliable. maby pick up a Big mek w/ KFF and throw him in a trukk for some biker esc cover saves. Also maby find a wat to get a buzzsaw or two on your koptas. Those are awseome utilitie units First turn tank killer or tag team with another unit in close combat.

 
   
Made in us
Calm Celestian






My Nob bikers have participated only in Apocalypse, so I won't comment on their usefulness in 40K. In Apocalypse they do crazy things, but that's a squad of ten. If your friends play missile launcher spam, or any of the currently fashionable multiple-small-unit armies, expect most of your bikers to get whacked fairly quickly.

My Stormboyz have failed miserably in the few times I've tried them, but that's also Apocalypse. Zagstruk does keep them in line until they're all dead, but he doesn't really help accomplish anything.

My trukk boyz don't make out for regular 40k much either. They are a little weedy; there just aren't enough units they can reliably take down. If folks play lots of combat squads or just small marine squads or IG in your neck of the woods, then fine, they can take care of those.

Deff Koptas with Buzzsaws can be crazy good. Play them in units of one, as they will not survive either way. Plan on them dying on turn one and be pleasantly surprised on the occasions they make it until turn two. Always outflank if you don't get to go first. Just head for that Medusa or Hydra squadron and let 'er rip!

Leadership will be your biggest problem. Your 1500-point list has no units that won't be taking morale tests pretty much right away. The 2,000-point list isn't much better in this respect.

I may have to take that back; vehicles may be your biggest problem. Outside of the Koptas, you've got nothing but Klaws to open them up. Boarding planks would provide a little safety for your boyz; the Nob could bash things without risking explosion casualties. Oops, I forgot about the Warphead, he may get a vehicle now and then.

If you're really looking for an effective list, you should probably dump the Stormboyz and the bikers and concentrate on getting more boyz and some rokkit shooting. A squadron of rokkit buggies would be helpful. They don't have the highly reliable first-turn kill capability of the Deff koptas, but they won't run away. A KFF Big Mek is almost a requirement, I would think. I certainly never send my boyz out without one, usually two.

Frankly, if I were going to try mechanized Orks, I would prefer Battlewagons to bikers; you can get some squads big enough to hold on for a while. The trukks can be used for more boyz, or for suicide Nob or Meganob squads.

But if bikers and stormboyz are your thing, then good luck with it.

The Little Sisters of the Apocalypse in the Triple EX! Road Show

The 10K Waagh!

Iron Warriors Local 631: Khorne-forsaken CSM

The Tallarn 2nd (Hand): "Towel Heads" to you! 
   
Made in us
Been Around the Block





So am i best off ditching the speed freaks idea all together and going with a massive foot slogging force?


Automatically Appended Next Post:
I guess maybe a good starting question should be: what is the most competitive way to field an ork army? there are foot slogging shooters, foot slogging choppers, speed freaks, mechanized, and the like. what tends to be the most effective?

This message was edited 1 time. Last update was at 2010/09/06 03:27:10


The Ashbringer Legion 2000 point Chaos Daemons 1W-1L-1T 
   
Made in us
Guardsman with Flashlight




Pennsylvania

o.k. Instead of two nob biker mobs take one, 10 strong nob biker mob with a painboy and cybork bodies. Drop the exta equipment and give them all power klaws. Yes, I know it is expensive, but it works, I know because I have been on the recieving end of one. Take an 'Ard boyz mob with slugga/ choppa combo give them a rocket launcha put them in a truck and load yor warboss in with them. As to the Warphead, keep him, yes they can be random, but warpheads get a re roll which can be useful. Put him in a truck with a boyz mob. If you want to use Stormboyz just stick with a small mob of 5-8. They are also kind of random but can be useful. Try using them to contest objectives( since they can't capture them anymore), or tying up an elitew unit for a turn or three. Deffcoptas are a good idea. My buddy gave them kustom mega blastas and big bomz and used them to attack my artillery( I play Imperial Guard when he and I play). Buggies/ trakks can also be useful , especially if you use skorchas. Just some ideas for you, alot from personal experiece. I play orks occasionaly myself, but ti is normally IG for my main army. Hope I helped you out!
   
Made in us
Calm Celestian






Kalzruk wrote:So am i best off ditching the speed freaks idea all together and going with a massive foot slogging force?


Automatically Appended Next Post:
I guess maybe a good starting question should be: what is the most competitive way to field an ork army? there are foot slogging shooters, foot slogging choppers, speed freaks, mechanized, and the like. what tends to be the most effective?


Probably.

Battlewagons accommodate 20 boyz. They will stick around longer than 12. Stormboyz get shot up very easily. Battlewagons are pretty tough, especially with a 4+ cover save.

People play mechanized Orks. They used to play Nob bikers a great deal, but the new codexes and fifth edition rules have reduced their competitiveness.

Kan Wall seems to be currently popular, that what I usually play in 40K.

If you are starting from scratch, Kan Wall is a good choice, Battle wagon spam is probably better than bikers, but there are options. I've seen hordes accompanied by one big squad of Nob bikers, it can be effective - at least against some armies.

You certainly shouldn't do anything radical based on my opinion. But I would look at options long and hard before I built an army based on bikers and Stormboyz. That may get it done where you play, I don't think it would with my crew.

A 2,000-point Marine or Space Wolf army can put a dozen missiles and five lascannon - possibly twin-linked - shots down range a turn. When you get within twelve inches, those five lascannon could be replaced - or worse, joined - by ten plasma shots. And that's not counting anything the troops can do. Two turns of that, and then you might get charged by a Wolf Lord on a Thunderwolf with his buddies. Squads of twelve Orks have no business going after Grey Hunters. Obliterator spam would be no fun either, and one should shudder to think what Khorne Bezerkers do to Orks.

Whatever you do, play a big Mek, play an army that is all mech or nearly none. That is, an army that moves at the same speed. Small fast elements will be destroyed and then the rest will follow. KFF's add the durability you need, Kans or Battlewagons are the best things going in front.An exception can be made for suicide Deff Koptas with rokkits and buzzsaws. They fit in any list. Personally, I think two KFF Meks is the way to go, although a Biker Boss is undoubtedly a load of fun. I play mine only in Apocalypse, at least so far.

I may try a KoS list some day; I've got plenty of models. I've got Bikers as well as Nob Bikers. I've got Zhardsnark from IA8, more Deff Koptas than reason should permit. I'm a little short on trukks and buggies and I've got only three Battlewagons built, but I think I could do it, but just for fun.

I prefer to bring the Stompas, the Skullhamma, the Green Tide, and especially Gaz and the Bully Boyz when I play Orks. 8,000 is a pretty good level, 10,000 is really a bit too much. 6,000 makes for a decent little game.

Read some more posts, find a good blog, see what shows up in tournaments. But mainly, you have to see what your friends are playing. If they are as cut-throat-competitive as my regular opponent, then you will need a solid list and you will need to play well. If they think Deathwing is cool, then play whatever you feel like.

The Little Sisters of the Apocalypse in the Triple EX! Road Show

The 10K Waagh!

Iron Warriors Local 631: Khorne-forsaken CSM

The Tallarn 2nd (Hand): "Towel Heads" to you! 
   
Made in us
Regular Dakkanaut





Speed freak lists are pretty damn nasty.

Use Wazdakka and ork bikers

Warboss to make Nobz troop. PK, cybork, squig, bike

1 nob squad. 4 Nobz + painboy. 2 PK/2 BC. cybork, banner (PK), bosspole (BC)

(4) 6 warbikers + nob, pk/bosspole = nastier than boyz in trukks. 4 cover save (3 save turboboost) and 5 toughness! Plus 3 TL 5str shots hurts!

13 Gretchin + Runtherd in reserve to hold that rear obj while the rest of your army speeds up.



Now you have 6 troop choices and 2 NASTY HQ models for those pain in the ass land raiders.

This message was edited 1 time. Last update was at 2010/09/06 22:21:38


   
 
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