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![[Post New]](/s/i/i.gif) 2010/11/01 03:47:02
Subject: 2000 Points - Kan Wall - For Tourney
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Angry Blood Angel Assault marine
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So i am getting my Orks Ready for a Touney - Give me some help with my list!
So, I have thirty Points to spare at this point in time, I know i could free a lot of points in various places, however, where would i put them? More lootas?
So after i buy another deff dread this would be my entire orks collection - so when you give me suggestions - understand i got to pay for these new models too.
1970 Points
HQ - KFF w/ Cybork - 95
HQ - KFF w/ Cybork - 95
Elite - Lootas (5) - 75
Elite - Lootas (5) - 75
Elite - Snikrot, 10 Kommandos, 2 Burnas - 215
Troop - Boys (30) 2 Big Shootas, Nob+PK - 230
Troop - Shoota Boys (20) 2 Big Shootas, Nob+PK - 170
Troop - Boys (30) 2 Big Shootas, Nob+PK - 230
Troop - Deff Dread - 2 Kustom Mega Blastas - 105
Troop - Deff Dread - 2 Kustom Mega Blastas - 105
Fast - Kopta - Buzzsaw , Rokkits - 70
Fast - Kopta - Buzzsaw , Rokkits - 70
Heavy - 3x Kans, Rokkit - 150
Heavy - 3x Kans, Rokkit - 150
Heavy -3x Kans, Grotzooka - 135
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![[Post New]](/s/i/i.gif) 2010/11/01 04:29:58
Subject: Re:2000 Points - Kan Wall - For Tourney
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Devestating Grey Knight Dreadknight
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I don't like the KMBs on the dreads. They won't hit much anyway. I like to take skorcha and extra CC arm on my dreads,
You should also drop the cybork on the big meks.
I prefer rokkits in my boyz mobz but it's a personal preference. They don't hit much either.
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DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++
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![[Post New]](/s/i/i.gif) 2010/11/01 04:38:23
Subject: 2000 Points - Kan Wall - For Tourney
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Growlin' Guntrukk Driver with Killacannon
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Snikrot's mob is too big. He's not going to do much anyway as he's more of a psychological advantage, so you don't need to throw points away on him.
I'd take more Lootas instead.
KMB's on the Dreads are a bad idea. You should run them as 2xSkorcha, DCCW/Skorcha, or 2x DCCW. Also, they need Grot Riggers and Armor Plates.
Troops should be all Shoota boyz. You'll want that extra Dakka. Also, consider a 67pt Gretchin unit to hold your own objective.
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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) 2010/11/01 04:51:51
Subject: 2000 Points - Kan Wall - For Tourney
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Shas'la with Pulse Carbine
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I actually like snikrots mob at that size. Its effective at 10.
Any shooty weapons on deff dreads is generally a bad idea because of their bs. Let the kans do the shooting. DD are better with one cc and skorcha, double skorcha or double cc and ya they need grot riggers and armour plates. Kans dont need. Shootas aren't really needed. You could get more lootas if you take them out. YOu should get some bosspoles on the nobs to. General rule of thumbs is pk and bosspole. Automatically Appended Next Post: Armour on the meks are only for when you have extra points.
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This message was edited 1 time. Last update was at 2010/11/01 04:52:11
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![[Post New]](/s/i/i.gif) 2010/11/01 04:58:22
Subject: 2000 Points - Kan Wall - For Tourney
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Growlin' Guntrukk Driver with Killacannon
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Bosspoles you need. I'd keep the shootas in the mobz. Moar Dakka never hurt anybody.
10 Kommandos is too many. You're paying over 200pts for a squad that will come in, maybe take out a unit, and then die. They'll never be able to handle a dedicated assault unit, so there's no point in beefing them up. Use them to scare your opponent away from his board edge, and maybe take out a heavy weapons team. Other than that, you're just wasting points that you need to spend elsewhere.
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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) 2010/11/01 05:13:16
Subject: 2000 Points - Kan Wall - For Tourney
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Angry Blood Angel Assault marine
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Considering that the rest of my army will be sitting still in some situations - shouldn't i have my dreads armed with weapons to offer flexibility?
Claypool - How do you suggest i run my snikrot squad then?
Also- I realize i should be running shoota boys, i just need the models.
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This message was edited 1 time. Last update was at 2010/11/01 05:15:24
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![[Post New]](/s/i/i.gif) 2010/11/01 05:49:27
Subject: 2000 Points - Kan Wall - For Tourney
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Growlin' Guntrukk Driver with Killacannon
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The problem with running heavy weapons on your Dread is that you are paying premium points for a weapon that will only hit 1/3 of the time. You're better off keeping it cheap with Skorchas or running it to combat with 2x DCCW's, than paying for weapons that will likely not do anything.
I would run 5xKommandos with Snikrot and 2x Burnas. This will put the hurt on any squad that might be sitting in the opponent's deployment zone without eating up too many points. The Law of Diminishing Returns means that the more points you spend on Snikrot's Boyz, the less likely it is that you will make your points back.
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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) 2010/11/01 06:01:50
Subject: 2000 Points - Kan Wall - For Tourney
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Angry Blood Angel Assault marine
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But when my entire army could quite possibly be sitting back wouldn't it be a bigger waste of points to be having it not doing anything?
And for the Kommandos - i see your point. I am going to try and get some more Lootas to fill in points.
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![[Post New]](/s/i/i.gif) 2010/11/01 06:05:53
Subject: 2000 Points - Kan Wall - For Tourney
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Growlin' Guntrukk Driver with Killacannon
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If you're doing it right, your army should never be sitting back.... You should be advancing 6" at a time and firing every gun you can find.
Kan Wall =/= Static Gunline. You need to be moving up to get your Boyz in combat.
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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) 2010/11/01 09:07:41
Subject: 2000 Points - Kan Wall - For Tourney
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Mekboy Hammerin' Somethin'
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Claypool wrote:I would run 5xKommandos with Snikrot and 2x Burnas.
Disagree here 10 points for a Kommando is a steal. One squad of Space Wolves Long Fangs would eat 5 Kommandos and Snikrot for lunch. Unless you don't plan on fighting Space Wolves I would upgrade 10 Kommandos minimum Automatically Appended Next Post: Claypool wrote:If you're doing it right, your army should never be sitting back.... You should be advancing 6" at a time and firing every gun you can find.
I disagree here to. You should be advancing 7"-12" at a time. You need to get across the board as fast as your stubby green legs can move you, so you need to move then run for the first two or three turns. Only when your close enuff to assault should you be firing.
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This message was edited 1 time. Last update was at 2010/11/01 09:13:18
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![[Post New]](/s/i/i.gif) 2010/11/01 14:07:06
Subject: 2000 Points - Kan Wall - For Tourney
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Angry Blood Angel Assault marine
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Claypool wrote:If you're doing it right, your army should never be sitting back.... You should be advancing 6" at a time and firing every gun you can find.
Kan Wall =/= Static Gunline. You need to be moving up to get your Boyz in combat.
Woah, Woah, Woah. I just lost all respect for you. Blood Angels, Chaos Space Marines, Deamons, and almost any army that has a lot of elite close combat guys or CAN have elite close combat guys will eat boys for breakfast. They also have the mobility to pull the assault on me. This might be my first list at 2000 points, but at 1500, 1750, and 1850 i find myself sitting back and shooting with my boys surrounded by a nice armored wall. In a recent game with CSM i killed a predator and 3 rhinos on turn one with just some good shooting, and then had the kans come up and Nom on some 'Zerkers. As a general rule, if the army has better shooting then me then i move forward, if not i let them come to me.
General_Chaos wrote:Claypool wrote:I would run 5xKommandos with Snikrot and 2x Burnas.
Disagree here 10 points for a Kommando is a steal. One squad of Space Wolves Long Fangs would eat 5 Kommandos and Snikrot for lunch. Unless you don't plan on fighting Space Wolves I would upgrade 10 Kommandos minimum
Those were my thoughts as well. I use him to help push the shooty armies forward a bit, for when i do have
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![[Post New]](/s/i/i.gif) 2010/11/01 14:42:56
Subject: 2000 Points - Kan Wall - For Tourney
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Tower of Power
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Kommandos aren't that cool; what they going to do? Outflank and assault a unit which will probably beat them or tie them up for a bit. Waste of points Kommandos.
Boyz should always be shoota Boyz so you can drop the big shootas; get max number of rokkits per unit if you can, means you can move up pop and tank and assault or next turn open fire and assault.
Deff Dreads, meh :( cool models but not that good. You shouldn't take KMB on them, mass DCCW and burna will do.
All Kanz should have rokkits.
Should ok with the changes.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/11/01 14:55:51
Subject: 2000 Points - Kan Wall - For Tourney
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Angry Blood Angel Assault marine
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mercer wrote:
Deff Dreads, meh :( cool models but not that good. You shouldn't take KMB on them, mass DCCW and burna will do.
So you want me to have 2 100 point models that could quite possibly sit there and do nothing the entire game or get immobilized and do the same?
They are there to achieve more armor saturation, a bit more firepower, and to protect my boys from elite close combat guys as well.
You could argue me to downgrade them to rokkits, or argue tactics for how to use them when i decide to be a gunline, but dont just give me the normal netlisting advice when i am trying to create a list with its own synergy and tactics here.
Also, just so we all know here, I would have them all as shoota boys, but i need the models
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![[Post New]](/s/i/i.gif) 2010/11/01 15:34:04
Subject: 2000 Points - Kan Wall - For Tourney
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Tower of Power
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Where you getting sit there from? I didn't say for them to see there did I? I said Deff Dreads are a bit meh, they're not that good but the models are sweet - they're best with multiple DCCW and a burna - said this already. Run them forward and burn before assaulting.
So what you on about sit there or get immobilised for? Btw BS2 KMB don't add more fire power
What you on about net listing? This entire army is a net list full stop. If you read properly I never said get rid of them, I said they're a bit meh so why don't you chill out a bit, eh? And if you're going gunline then you want big shootas on them, if you're going to start telling me about synergy you best look at the weapon synergy you have on them first because KMB do not work.
Proxy then....still Orks..
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/11/01 16:01:33
Subject: 2000 Points - Kan Wall - For Tourney
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Growlin' Guntrukk Driver with Killacannon
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If you want to run this list as a static gunline, then at least put Big Shootas on your Dreads instead of KMB's. The massive amount of shots will help mitigate the terrible BS.
Again, 5 Kommandos is plenty. Law of Diminishing Returns.....
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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) 2010/11/01 16:35:05
Subject: 2000 Points - Kan Wall - For Tourney
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Sneaky Lictor
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Very few things eat boys for breakfast or a points for cost basis. The Kan wall is always moving forward. If it does not threaten to reach CC then it willl gradually be snipped down. I like your list, my changes would be the KMB on the Dreads which are rather bad and I tend to warbuggies over koptas in the wall as for the same cost you get 4TL rockets and much better survivability. Don't get me wrong, the koptas are good it's just they can often fail miserably
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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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![[Post New]](/s/i/i.gif) 2010/11/01 18:04:05
Subject: 2000 Points - Kan Wall - For Tourney
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Numberless Necron Warrior
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Stubby wrote:mercer wrote:
Deff Dreads, meh :( cool models but not that good. You shouldn't take KMB on them, mass DCCW and burna will do.
So you want me to have 2 100 point models that could quite possibly sit there and do nothing the entire game or get immobilized and do the same?
They are there to achieve more armor saturation, a bit more firepower, and to protect my boys from elite close combat guys as well.
You could argue me to downgrade them to rokkits, or argue tactics for how to use them when i decide to be a gunline, but dont just give me the normal netlisting advice when i am trying to create a list with its own synergy and tactics here.
Also, just so we all know here, I would have them all as shoota boys, but i need the models 
1. if your dreads are sitting around doing nothing it's your own fault for either not paying for riggers or not running into CC with them. they are not rifleman dreadnoughts. they are deff dreads, with a potential 6 str dccw attacks. they are cheap for how many models they can evaporate in just one round of cc. know what's better than providing cover for your boyz with a deff dread? running that dread into the unit of shooters and denying them the opportunity to shoot.
2. normal netlisting advice is exactly what this list needs, because an oversized suicide unit, inefficient guns on blind and vulnerable platforms and lack of bosspoles is going to lose you games. my list is pretty similar to yours.
HQ
1x Big Mek w/ KFF
1x Big Mek w/ KFF
Elites
5x Lootas
5x Lootas
5x Kommandos w/ Snikrot & 2x burnas
Troops
30x Boyz w/ Nob, PK, BP
30x Boyz w/ Nob, PK, BP
30x Boyz w/ Nob, PK, BP
16x Grots w/ Runtherd
1x Deff Dread w/ armor, riggers, 1x DCCW, 1x skorcha
1x Deff Dread w/ armor, riggers, 1x DCCW, 1x skorcha
Fast Attack:
1x Deffkopta w/ TL rokkits & buzzsaw
1x Deffkopta w/ TL rokkits & buzzsaw
Heavy Support:
3x Kanz w/ Rokkits
3x Kanz w/ Rokkits
3x Kanz w/ Grotzookas
Total: 1998 pts
now, i don't play my list like you do, i get my boyz into CC as soon as possible because that is where I can make the biggest difference, even equipped with shootas. you're right though, blood angels and other cc monsters need a bit more softening up before they are ready to be charged, but charge i do! and win! because green is best!
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![[Post New]](/s/i/i.gif) 2010/11/01 20:43:38
Subject: Re:2000 Points - Kan Wall - For Tourney
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Mekboy Hammerin' Somethin'
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If the plan was a Gunline you should take Lootas three squads of 15 lootas I use my Kanz to make a Kan Wall not a Kan bunker
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This message was edited 1 time. Last update was at 2010/11/01 20:45:18
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![[Post New]](/s/i/i.gif) 2010/11/01 23:04:17
Subject: Re:2000 Points - Kan Wall - For Tourney
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Calm Celestian
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More of the same here; if you have to run Dreads, scorcha and and extra klaw is good, blasta or rokkit are not good. If you can run something else, do it. Dreads kinda suck, although they might survive a little better hiding behind the Kans.
I like Rokkits on my boyz as well. It's not always best to run, and sometimes the boyz will wreck something with the Rokkits.
In place of the Dreads, you could run another Buzzkopta, because Buzzkoptas are SWEET! You could also run a couple of Rokkit buggies.
A grot squad wouldn't hurt; put them in reserve and tell them not to come in until turn five and then to go to ground immediately.
As far as the Kommandos; do some play testing. Figure out how many boyz you need to accomplish whatever you intend for them to do. If it's tie up or take out five or six Long Fangs, then see how it goes. You need enough to soak up a wound or three, otherwise your burnas are going to die too quickly. Five is probably just about enough, ten is probably a few extra, I can't say for sure as I use Kommandos only in Apocalypse - and they have always failed there.
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