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![[Post New]](/s/i/i.gif) 2010/10/14 09:52:41
Subject: Advice on my Ork footsloggers
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Norn Queen
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Hi all, just looking for some advice on my 1500 Ork footslogger list.
It'll be up against MechWolves (with 3 podding Dreadnoughts), a mixed Eldar army and and most likely Mech IG.
Im aware that terrain will play a big part in my tactics, an open battlefield and Im going to get pie-plated but any tweaking or advice is appreciated.
I dont have the Codex at hand so forgive any mistakes on this:
Bigmek - PK, KFF, heavy armor.
2 x 7 man lootas
5 x 14 man shoota boys each led by a Nob with PK/combi skorcha and armor
15 x Gretchin led by a runtherder
10 x Gretchin led by a runtherder
3 x Killakans with rokkits, rigger and oiler
2 x Killakans with rokkits, rigger and oiler
Deffdread with 4x CCWW
The basic tactics I had were to put the Lootas in a position with good LOS/height and cover. If cover wasnt available on said terrian I planned to use the 10 man Grot squad as a meat shield.
The Bigmek should allow me to KFF 2 boys squads and the second Grot squad will meatshield the other 3 boys units. I know this is terrain dependant and in reality the grots will only probably cover 1 mauybe 2 boys squads but its better then nothing.
The Dreadnought is the hard hitter I feel and will hopefully either tank hunt (relying on the lootas to get some shaken results) or go in with a boys unit to take out squads.
Im taking the Killakans mainly for anti tank since I dont think a few scattered Nobs will be enough. They are also decent enough in hth.
I plan on basically running the boys flat out turn 1/maybe 2 as the KKs try and pick apart vehicles and then unleash their shootas (if my maths is on it should be 56x2 shots which isnt to be sniffed at).
I took two lootas units as opposed to a big one as I wanted to keep target selection as open as possible.
I think in an objective game I have a lot to C&C/contest. Im less convinced if its annhilation though as the KKs and grots could give away some very easy points.
Thanks.
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/10/14 14:21:33
Subject: Re:Advice on my Ork footsloggers
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Roarin' Runtherd
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Hi
To be frank, this list has plenty of room for improvement. Frist off, the current list is illegal with 7 troop choices.
If you are running foot sloggers, units of 14 boyz are too small to be useful. At 4 casualties, you are taking morale tests, which is bad, and without bosspoles, very bad indeed. A really good opponent will have 4/5 units testing every turn, and by turn 3 those test on Ld 7 will really start to have an impact.
Here is what I would do to improve the list:
The Big Mek: He is way too expensive for a character that doesn't actually want to see combat. Drop the klaw and the armouy, freeing up 30 Points
The lootas: at this size, I would run them at 5 each, and not care about them sticking or fleeing. If you opponent pours firepower here it is great for you as your boyz advance. This frees 60 Points.
I'll leave the Boyz to the end... but I'll start with cutting the combi-skorchas as they aren't a legal option for a boyz nob, and dropping the armour for now as well, reducing all squads to 119 points (14 including the nob).
Drop the unit of 15 grotz to make the list legal, freeing 55 points
The Kans - you really don't need the plates (I am assuming that is what you mean by oiler) or the riggers in squadrons - an immobilized result is destroyed, and stunned is reduced to shaken in the squadron rules. Cutting this out frees 75 points.
The Dread, on the other hand, can actually use the plates and riggers - I would toss these on, costing 15 points.
Your total points expended is 1240, leaving 260 to spend... all on the boyz.
Hmmm... some quick tweaking, including the cutting out of one Kan... gives you 4 units of 30 boyz, led by a Nob with a Power Claw and a Boss Pole, and leaves 25 points to play with... which can be used to add some big shootas or rokkits to the boyz squads (which is what I would do), or you can cut some boyz to get that kan back, or with your now freed troop slot you can tweak to add grots back in, or you can move the dread into that slot and split the Kans, or put the claw back on the Big Mek, or add armour back onto the nobz.
Regardless of what you choose to do with those last few points, you now have a solid foundation for a footslogging horde.
Cheers,
Nate
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Sons of Shatner - Adepticon 40K Team Tournament: 2010 Champions, 2011 Best Tacticans (2nd Overall); 2012 Best Display (9th Overall); 2013 2nd Overall
Astronomi-con Toronto 2010 & 2012 Champion
Da Boyz GT 2011 2nd Overall
Nova Open 2012 Invitational: 4-1, second on Ren Man |
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![[Post New]](/s/i/i.gif) 2010/10/14 15:05:08
Subject: Advice on my Ork footsloggers
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Norn Queen
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Thanks Nate, the list was built with AB which dosent seem to pick up the 7 troop choice illegality. Over reliance on the old AB Im afraid :(
It also didnt highlight the combi skorcha illegality. Oh well.
Unfortunately I dont have 4 x 30 boys, the max I can muster is about 70.
Would 19 x 3 + a nob in each work?
Excellent observation re: the Kan wargear, hadnt thought of that at all.
Can you clarify 2 x 5 man loota squads or 3 x 5?
I think I had bosspoles on the nobz. Are they worth it?
Thanks for help though, I'll get reworking tonight.
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/10/14 17:19:07
Subject: Advice on my Ork footsloggers
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Roarin' Runtherd
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Hi
If you only have 70 Boyz...
I would choose to run 2 x 30. In my view, 30 is always the anwser for units of footslogging boyz - 20 casualties before testing is the way to go. Armed with shootas, your threat footprint is incredible for a troop choice. And yes bosspoles are definitely worth it. 5 points for a second chance at a morale test is gold, regardless of the size of the unit.
I was thinking 2 units of 5 lootas, but given your limitations on the number of boyz, 3 x 5 would be alright.
Do you have other stuff at your disposal?
If you have a trukk or battlewagon, taking the last 10 boyz, adding a nob, and using it as a distraction might be OK depending on the amount of LOS blocking terrain you use locally.
A big unit of storm boyz would add a nice fast element to that army.
Buggies could help reduce the amount of incoming fire directed the boyz way.
Cheers,
Nate
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Sons of Shatner - Adepticon 40K Team Tournament: 2010 Champions, 2011 Best Tacticans (2nd Overall); 2012 Best Display (9th Overall); 2013 2nd Overall
Astronomi-con Toronto 2010 & 2012 Champion
Da Boyz GT 2011 2nd Overall
Nova Open 2012 Invitational: 4-1, second on Ren Man |
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![[Post New]](/s/i/i.gif) 2010/10/14 18:14:09
Subject: Re:Advice on my Ork footsloggers
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Norn Queen
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Hi again Nate,
Retweaked the army to this from AB:
HQ: Big Mek
1 Big Mek Mek's Tools; 'Eavy Armour; Kustom Force Field; Power Klaw;
Elite: Meganobz
4 Meganobz Mega Armour; Stikkbombs; Power Klaw; Twin Linked Shoota; Shoota/Skorcha Kombi-weapon x4;
1 Trukk Armour Plates; Red Paint Job; Stikkbomb Chukka; Big Shoota
Elite: Lootas
6 Lootas Deffguns
Elite: Lootas
6 Lootas Deffguns
Troops: Boyz
29 Boyz Stikkbombs; Shootas; Big Shoota x1;
1 Boyz Nob 'Eavy Armour; Bosspole; Stikkbombs; Power Klaw; Big Shoota
Troops: Boyz
29 Boyz Stikkbombs; Shootas; Big Shoota x1
1 Boyz Nob 'Eavy Armour; Bosspole; Stikkbombs; Power Klaw; Big Shoota
Troops: Gretchin
16 Gretchin @ 58 pts
1 Runtherd Squig Hound; Grabba Stikk x1; Slugga;
Heavy Support: Killer Kans
3 Killer Kans Dreadnought CCW; Rokkit Launcha x3)
Heavy Support: Killer Kans (2#, 100 pts)
2 Killer Kans Dreadnought CCW; Rokkit Launcha x2)
Heavy Support: Deff Dread
1 Deff Dread Armour Plates; Grot Rigger; Dreadnought CCW x2; Dreadnought CCW x2)
I included the meganobz in a trukk as a distraction more then anything else, not too concerned if it gets shot up, they can hop out and footslog if needs be with the rest of the army (or is that a bit of a waste?).
I also have 3 bikes, 9 koptas, 3 artillary cannons, 2 more trukks, and a battlewagon at my disposal but want to try and keep it "footsloggy" (thats a word right?!). I can also get my hands on 8 blood axe commandos.
Not too concerned on the terrain/LOS issue, usually the battlefields have a good mount of cover.
Thanks.
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/10/14 23:05:47
Subject: Re:Advice on my Ork footsloggers
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Calm Celestian
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Koptas are awesome with Rokkits and Buzzsaws - awful without. One or two of these should be in every Ork army.
Three MANZ can be easily diversified; one Rokit, one Scorcha. That way they don't lose a model until the fourth wound. It's got potential as a suicide or counter-charge unit. If you've got another Kan, it will be more useful than the fourth MAN.
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