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![[Post New]](/s/i/i.gif) 2011/02/07 00:56:32
Subject: Ork green horde army 1500-2000 pts
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Regular Dakkanaut
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Sorry if this list is repetitive. Some guys I met yesterday told me the ork green horse is a very effective army. I never thought it would be, but the more I think about it, it sounds like it'd work.
Here's the gist.
2000 points:
29 Orc boyz + 1 nob
3 rokkits, nob has powerclaw 245
29 Orc boyz + 1 nob
3 rokkits, nob has powerclaw 245
29 Orc boyz + 1 nob
3 rokkits, nob has powerclaw 245
29 Orc boyz + 1 nob
3 rokkits, nob has powerclaw 245
29 Orc boyz + 1 nob
3 rokkits, nob has powerclaw 245
29 Orc boyz + 1 nob
3 rokkits, nob has powerclaw 245
Big Mek w/ powerclaw and kustom forcefield 110
Big Mek w/ powerclaw and kustom forcefield 110
That makes 1680 points. (I think)
My questions about this list are:
Should the boyz have slugga/choppa or shoota?
Are there any obvious weaknesses that I missed?
How would you try to beat this army if you played a game and 180 boyz were across the table from you?
And obviously, how would you fill up the last 300+ points?
I was thinking either tank bustas, kommandos, or lootas would compliment it well. The idea of nob bikers with power claws is also not a bad idea. Maybe even a death kopter or some killa kans.
Thanks in advance for any input or ideas.
Automatically Appended Next Post: Self-edit:
If I were to make this 1500 points, 5 slightly smaller units or 4 full sized units could still easily be fielded without any extra other than boyz and big meks.
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This message was edited 1 time. Last update was at 2011/02/07 01:02:22
Record:
8th edition:
Tyranids: 5-4-3
Orks: 4-2-1
5th edition
Orks:18-5-1
Tyranids: 17-10-4
6th edition
Tyranids: 6-4-1
Orks: 3-1-0 |
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![[Post New]](/s/i/i.gif) 2011/02/07 03:54:26
Subject: Ork green horde army 1500-2000 pts
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Regular Dakkanaut
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i your goina foot slog your way to victory you need a wall of killacans in front other wise your boys will get shot to pieces.boys suck at sooting slugga choppa all the way and youdont want rokits or shootas put rikits on your cans. itsallways a good idea to have a 40 pt unit of grots to stay behind and hold objectives
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![[Post New]](/s/i/i.gif) 2011/02/07 03:57:08
Subject: Re:Ork green horde army 1500-2000 pts
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Land Raider Pilot on Cruise Control
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I would:
- Drop the Powerklaws on the Big Meks
- Get rid of the Rokkits on the boyz
- Large Ork mobs on foot should have Shootas IMO
- To expand, I would take 3 squads of 3 Killa Kans with Grotzookas and then take a squad of 7 Lootas to fill the last bit of points.
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![[Post New]](/s/i/i.gif) 2011/02/07 10:03:59
Subject: Ork green horde army 1500-2000 pts
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Regular Dakkanaut
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Thank you guys for the replies. My list is nigh getting buried in this forum.
My friends think sluggas and choppas are better than shootas because you're going to run almost every turn. They also said there is almost nothing that can kill all of those boyz before they reach combat and do a ton of damage.
I thought the shootas might be better with the rokkits. 27 shootas could do a lot of damage, but shooting priority targets with the rokkits has to come first.
I was thinking lootas and maybe 2 kans, especially since I have exactly 2 kans (old metal ones).
Griever: The rokkits are necessary to take out tanks. They're not reliable to take out a land raider or a russ, but transports and skimmers, no problem. If I take off the rokkits, I have to assault to kill any vehicle and punch it with the power claw.
Strugglingfish: How would you shoot up 180 boyz, all with cover saves even in the open? (kustom forcefield) You'd better have double digit flamers.
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Record:
8th edition:
Tyranids: 5-4-3
Orks: 4-2-1
5th edition
Orks:18-5-1
Tyranids: 17-10-4
6th edition
Tyranids: 6-4-1
Orks: 3-1-0 |
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![[Post New]](/s/i/i.gif) 2011/02/07 10:09:53
Subject: Ork green horde army 1500-2000 pts
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Sneaky Lictor
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Hello friend, I have been considering the horde list for a while. The main thing you will need is to upgrade the 5+ cover they have to a 4+. This can be done by marching 1 squad in front of the others, marching grots in front or Killa Kans. If you go Killa Kans then you are looking at a Kan wall with alot less boys which I will assume is not your aim (if it is then you can find many lists on the forum as it is quite a popular build). So grots or boys at the front? I would go grots as the forward unit will take alot of hurt and wont reach the other side so you might as well keep it as cheap as possible. Now I am not sure the Mek is necessary in this list but definitely drop one of them and add Ghazghkull. He will give you an 18inch charge tablewide and can deal with walkers that can take a heavy toll on you boys. Boys should be shoota instead of slugga as this makes them a serious threat at 18-12 inches as well, and you don't have to worry about intervening terrain as much (even if you dont charge you are still pumping out 54shots and 3 rokkits per squad! Statisticaly 4 dead marines). If you want I can see the tactical possibilities of 1 squad being sluggas but this is down to personal taste. The rest of your army should be lootas, deffkoptas or kommandos. Nothing else is really worth considering. Lootas can take out transports so your boys can assault the soft stuff inside. Deffkoptas can alpha things that you fear most (vindicators etc) and make a nuisance of themselves till your boys cross the table. Finaly kommandos with a nob can force your opponent towards the centre of the table closer to your main assault... Hope this helps
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This message was edited 2 times. Last update was at 2011/02/07 10:32:25
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) 2011/02/07 12:53:01
Subject: Ork green horde army 1500-2000 pts
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Regular Dakkanaut
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The whole idea of having 180 boyz is that you can lose so many and the army can still function. They are to run up and assault anything they can, using the lone nob to powerclaw anything to death that can't be chopped up.
I may agree about killa kans being good support but a shieldwall seems a bit like putting the cart before the horse. Grots would be a better shield but might just get in the way of 180 boyz.
Kommandos are a cool idea. I thought about them. Lootas for sure, maybe tankbustas but I don't like that tank frenzy rule. Lots of rokkit shots are cool.
As far as distance, think of it this way. Move up 6, run (average 3 or 4 inches), then wait. Get shot. You have advanced maybe 10 inches. Next turn, scream WHAGHHHHHHHHHHH and move 6 inches, fleet 3-4 more. Now you have advanced on average 19 inches. Assault 6 more. That's 25 inches. If your opponent has been avoiding you and moving back, save the whagh for round 3 and shoot him in round 2 instead of running.
If you go first, your opponent has little chance to do much before he is overwhelmed. Absolutely overwhelmed.
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Record:
8th edition:
Tyranids: 5-4-3
Orks: 4-2-1
5th edition
Orks:18-5-1
Tyranids: 17-10-4
6th edition
Tyranids: 6-4-1
Orks: 3-1-0 |
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![[Post New]](/s/i/i.gif) 2011/02/07 13:02:06
Subject: Ork green horde army 1500-2000 pts
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Ultramarine Chaplain with Hate to Spare
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You need 9 killa kans for this army. I'd also go all shoota. Running isn't always a no brain choice, consider whether running will in fact get you into combat a turn earlier if not don't bother. Running turn 1 always but turn 2-3 will not always be the case. Particularlyy if the Kans are in front just moving 6 so they can shoot...
9 Kans with Grotzookas should be your first purchase of rthe amy then as many lootas as you've points left for. Dropping the 2 PKs from the big meks. I'd also consider dropping the rockets. With this wave approach you can smash armour in assault whilst your Kans wittle down transports in turns 1 and 2.
Do that and you have a Tournament ready army. Unimaginative true and beatable but very difficult to deal with and highly competitive. Automatically Appended Next Post: get a 4+ coversave from the KFFs and is why they make a great wall. They are also fairly difficult to deal with being armour 11 and with a 4+ cover save.
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This message was edited 1 time. Last update was at 2011/02/07 13:04:22
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![[Post New]](/s/i/i.gif) 2011/02/07 13:33:11
Subject: Ork green horde army 1500-2000 pts
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Sneaky Lictor
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bucheonman wrote:As far as distance, think of it this way. Move up 6, run (average 3 or 4 inches), then wait. Get shot. You have advanced maybe 10 inches. Next turn, scream WHAGHHHHHHHHHHH and move 6 inches, fleet 3-4 more. Now you have advanced on average 19 inches. Assault 6 more. That's 25 inches. If your opponent has been avoiding you and moving back, save the whagh for round 3 and shoot him in round 2 instead of running.
If you go first, your opponent has little chance to do much before he is overwhelmed. Absolutely overwhelmed.
I dont know how much you have played this list but practically it doesn't work like this. The boys have such large footprints that you are guaranteed to be walking through terrain most of the time unless you bunch up (which you wont as there are blast templates out the and units with flamers etc). So you will be moving between 7-9 inches per turn.
Your opponent will of course avoid combat unless he can beat you at it so even in the best situation (pitched battle) at the end of turn 2 you will be (12+8avg+8avg =28 inches up the table) That leaves another 18 to the table edge so even a turn 3 assault may be hard ( 2d6+1d6waaagh+2d6because he will have his troops in terrain if he can play =maybe 13 inches?) No guarantee that you have made it to combat and also all in this scenario you haven't fired a single shot. The main reason that I suggested Ghazghkull is that he gives you the 6auto waaagh which will guarantee your turn 3 assault.
What I would aim for is a turn 1 run, then turn 2 probably run unless there is a great shooting opportunity and the turn 3 shooting. You are missing out on the shooting capability of this list. With 150 boys you pump out 270str 4 shots and 15Str 8 which averages 50 wounds against MEQ 5 of which are AP3 Haowz dat?
Ps I didn't even mention the distraction you opponent will put in your path. If he drops an empty rhino or a Landraider 2' inches from your front line (so you dont gain inches by assaulting) then you will either have to go round it (1 more turn of movement) or assault it which a) bunches you up as you dont consolidate b) pulls you back towards the vehicle
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This message was edited 1 time. Last update was at 2011/02/07 13:38:39
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) 2011/02/07 13:50:58
Subject: Ork green horde army 1500-2000 pts
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Decrepit Dakkanaut
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Things to consider for a Green Tide army:
Look at the local meta a bit. Does it seem players are packing large amounts of blast templates in case they run into 'Nids or other horde armies?
Which disruption unit would you want to put into your armt?
Deffkoptas- to take away some dakka from your guys slogging it, and a turn 1 pop a transport or lightly armed tank if you go first or a fire magnet for opponents who fear the deffkopta assault.
Kommandos (with Snikrot)- who can help shrink the field by coming out of nowhere to hammer a unit hanging back.
Lootas- In cover with minimum squad counts at 75 points, good for shooting at and being shot at without breaking the bank.
Now you can combine all three, but at your point cost, you will have competition in any other slot of your army to fill.
Unit composition on the boyz- Agreed on making a thin screen of gretchin as the lead unit. Or shoota boyz. Depends on what you want to do.
The first 1-2 units in the lead of the army can be Shoota boyz, who help stretch the threat range of their attacks. Countercharge and second wave orks following up on this should all be slugga and choppa boyz.
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![[Post New]](/s/i/i.gif) 2011/02/07 14:10:22
Subject: Ork green horde army 1500-2000 pts
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Sneaky Kommando
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Unless you are playing against friends with this list, I would highly suggest not using it.
You will get at most 3 turns done with per round in tournaments. You spend the first 2 turns running, and will only get 1 maybe 2 turns of assault. That is just not enough to break most opponents.
Coupled with your generally low mobility, you will not be able to contest enough objectives or get to your opponents in seize and control missions. Conversely, if your opponents have anything that can zoom 24 inches, assuming you went first (which an opponent will generally give an army like this with almost no shooty elements), they will just plop a model to contest your objective.
Also, I've heard people say they are unable to deploy their entire force in spearhead and DoW missions, and had to reserve a part of their armies.
While in theory, 180 orks should be really hard to deal with if you play 5+ turns. However, due to the amount of time it takes to play with 180+ models, more often then not, you are not getting to play the full 5 turns.
TLDR version: Play this list only in friendly games here there is no time limit.
For said games, drop the rokkits from the boyz, drop the pks from the big meks and add 3x units of rokkit killer kans. Or add 3x3 kannon batteries and a coupld buzzcopters. Or looted wagons + buzzcopters.
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![[Post New]](/s/i/i.gif) 2011/02/07 14:54:02
Subject: Ork green horde army 1500-2000 pts
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Sneaky Lictor
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War One, it sounds like you have run one. More info please
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This message was edited 1 time. Last update was at 2011/02/07 14:54:14
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) 2011/02/08 11:58:27
Subject: Ork green horde army 1500-2000 pts
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Regular Dakkanaut
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sn0zcumb3r, I have never run this list, that's why I am asking.
Yes, the tournament idea is a valid thought to keep in mind. I have lost tournament games to a slow start and running out of time. It sucks balls when you know darn well you're going to win and the judge calls it.
The point about terrain slowing the army down in another valid thought. I think one unit may be able to funnel around the terrain but one unit may have to be bogged down. It's better than two units getting clipped by terrain.
The claws off the big meks is a decent idea, but there are many instances when it could be useful. I will consider taking them off if I need points. I think I still need 2 Big Meks to cover most of the army, most of the time.
I don't think dropping the rokkits is a good idea. Tanks would be too difficult to deal with, and even a rhino could be hard to crack if most of my kans get blown up on round 1.
I want to go with mostly slugga and choppa for the inevitable assault that will happen. The number of attack is staggering once the orks pile in.
Nob bikers is another idea that got thrown out there. On paper it looks weak but people have told me it's super effective.
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Record:
8th edition:
Tyranids: 5-4-3
Orks: 4-2-1
5th edition
Orks:18-5-1
Tyranids: 17-10-4
6th edition
Tyranids: 6-4-1
Orks: 3-1-0 |
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![[Post New]](/s/i/i.gif) 2011/02/08 12:10:51
Subject: Ork green horde army 1500-2000 pts
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Sneaky Lictor
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Kans? Have you decided to go Kan Wall? Then just search the forum for some list. There are lots and it is a great build.
Here is one I win with all the time at 1750
HQ
BM+KFF
Elites
5xLootas
5xLootas
10xKommandos Snikrott+2Burnas
Troops
25xBoys with Nob,PK,BP and 2 Big Shootas
20xBoys with Nob,PK,BP and 2 Big Shootas
20xBoys with Nob,PK,BP and 2 Big Shootas
10Grots with Runherd
Fast Attack
1 Deffkopta with Buzzsaw and TL Rokkits
3x Warbuggies with rokkits
3x Warbuggies with rokkits
Heavy Support
3x Killer Kans with Rokkits
3x Killer Kans with Rokkits
3x Killer Kans with Rokkits
But this is totaly different to a horde and plays differently as well
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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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