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![[Post New]](/s/i/i.gif) 2011/02/08 05:47:26
Subject: Ork normal army not complete yet. looking for suggestions.
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Hollerin' Herda with Squighound Pack
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HQ:
Warboss with power klaw twin-linked shoota and bosspole 95 points
Weirdboy with warphead 85 points
Fast Attack:
5 Deffkoptas with twin-linked rokkit launchas 245 points
5 Stormboyz 60 points
Elites:
6 Nobz 120 points
Troops:
30 Boyz with 2 big shootas and 1 rokkit launcha 200 points
30 Boyz with 3 big shootas 195 points
12 Boyz with 1 big shoota led by Nob with powerklaw and bosspole 115 points
8 Nobz 160 points
w/ Trukk as dedicated transport 70 points
w/armour plates, boarding planks, wreckin' ball, reinforced ram
total: 1345 points
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Why walk when you can WAAAAAGH!!!!!
Starting my Ork army over
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/02/08 08:08:04
Subject: Ork normal army not complete yet. looking for suggestions.
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Fresh-Faced New User
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I love deffkoptas w/ rokkits! I take them every chance I get. The damage they can do is crazy.
The look of your list doesn't look it's a shooty list so I would recommend dropping the heavy weapons in w/ the squads of 30 boyz. You want them running, not shooting. I'd also recommend having a nob in the squad with a BP and PK. The bosspole stops them from running away when they lose numbers (6+ save doesn't stop too much...) and the PK gives the squad that extra little crunchin power. I'd recommending getting that squad of 12 boys up to 30 also unless you're planning on putting them in a trukk too.
In the case of both squads of nobs, give them a pain boy. It's a must and 30 points is nothing compared to all the good it brings. I usually do cybork bodies too. So you've got 2 wound models going up with a 5+ save followed by a 4+. Pretty great
Last note, Weirdboyz are fun but not competitive. I'm not even a competitive player but I've never won a game that I've used one. Just worth remembering when you go into battle.
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![[Post New]](/s/i/i.gif) 2011/02/08 12:47:14
Subject: Ork normal army not complete yet. looking for suggestions.
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Hollerin' Herda with Squighound Pack
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Thank You. I think I've figured out what I wanna run but I'm still working out the kinks out of it all. The Weirdboy is just cause i like the prospect of him but hes not all that effective so far. I'm working on getting a painboy for my nobs and getting the squad of boyz up to 30 just so i dont have to worry about them too much. might actually switch it back to 3 even squads instead of two full squads and one small squad. haven't quite decided just yet.
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Why walk when you can WAAAAAGH!!!!!
Starting my Ork army over
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2011/02/08 13:10:04
Subject: Ork normal army not complete yet. looking for suggestions.
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Decrepit Dakkanaut
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For the one Trukk, it's really all or nothing for an Ork list when it comes to transports.
Your list is pretty much all over the place.
Let's start top to bottom on fixin' it.
Overall list- We will assume it is a footsloggin' list.
HQ-
Warboss- everything is fine with him, except if you have some kind of squiggly beast model for an attack squig, slap it on somewhere and give him that extra attack.
Weirdboy- fine enuff. What you use him for are extra Waaagh!!!z and for teleporting boyz around the board to mess with the opponent.
Troops-
Boyz- Not enuff of 'em? Split the squads into 3 20 man units until you get more boyz. I'd fill in the rest with either extra boyz bought off ebay, or trades for more boyz.
Make sure each squad has a Nob with Powerklaw.
Elite-
Nobs- remove the trukk unless you can proxy/buy more of 'em to fit most of your boyz into.
The reason: It will be the first thing the opponent will target for death. If you can get more trukks, the better.
Now for the Nobs, if you have any extra sprues or weapons, start making Big Choppas and Powerklaws to convert some of the Nobs weapon choices. Add in a Waaagh! banner by getting a long plastic stick, add Ork icons to it, and maybe some severed heads and stick it on a Nob's fist.
Short version: Diversify their wargear for the eventual Painboy (who you can make right quick- make a gun look like a needle, get a bosspole with a skull, and alittle bit of clay/greenstuff over the mouth for a surgeon's mask, and 'ere ya go- Painboy).
Ask around about Wound Allocation if you do not know, especially in the context of Nobs and their various wargear.
Lootas-
I would take anything with a special weapon right now, and fit it into a Loota squad for long ranged fire support. Make more? Add as many guns as can be glued onto an ork to count it as a Loota.
Minimum squads of five are all that is needed. Place in cover, and shoot down opponent tanks and such.
Fast Attack-
Stormboyz- unless their model count gets higher, they serve no roll right now in your army. Place them aside for the time being until you get more models or convert boyz into them (a bit harder). Getting some air dry clay and making rokkit packs would be fine! Roll a cylinder and add a point and maybe some wings, and there you go!
Obligatory Nob with Powerklaw needed.
Fast Attack-
Deffkoptas- Chop off a chainsaw sword from an ork and stick it under a deffkopta and call it a buzzsaw upgrade!
Take three- one in each Fast Attack slot, and solo-suicide them at the opponent's transports or lightly armed tanks. Remember they can move 24" in a scout move, 12" in a regular move, shoot a rokkit, and assault a thing, especially if you go first!
And there is the beginnings of an ork sloggin' army.
If you do go Mech route, add in more trukks and maybe a Battlewagon or two (Trukk with heavier armor essentially), and a Big Mek with KFF (Ork with light bulbs pretty much).
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![[Post New]](/s/i/i.gif) 2011/02/08 15:29:01
Subject: Ork normal army not complete yet. looking for suggestions.
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Tower of Power
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Warboss badly needs a cybork body or else is going to get the smack down laid on him in combat.
Weirdboy is meh :(
Your single Trukk is going to get hammered and will get blown up quickly.
Seems you're mostly on foot best stick that way, either go Grots to give your Boyz a 4+ cover save or Killa Kanz and do a Kan wall which has a 4+ cover save thanks to Big Meks with kustom force field
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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) 2011/02/10 10:17:18
Subject: Ork normal army not complete yet. looking for suggestions.
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Hollerin' Herda with Squighound Pack
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Thank you for the advice. Right now i'm laid up for a couple weeks with a broken leg so im working on what units i want and how im going to go about getting them. either making them from scratch or buying something to start with then converting. (will work on this as time goes by.)
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Why walk when you can WAAAAAGH!!!!!
Starting my Ork army over
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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