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![[Post New]](/s/i/i.gif) 2011/03/18 15:53:53
Subject: 1250 mega ork list advice
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Mekboy on Kustom Deth Kopta
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I normally play with a group of friends every saturday, we play 1250 points matches
my oppent army withh be random, and sometimes we even play teams 2v2 not that i'd tailor my list anyway but keep in mind it could literally face any possible army
unit 1
1 warboss w/ mega armor
5 mega-nobs
in a trukk w/ ram and armor plates
unit 2
6 mega-nobs
in a trukk w/ ram and armor plates
unit 3
killa kanz x 3 w/ grotzookas
unit 4
killa kanz x3 w/ grotzookas
unit 5
15 boyz
1 nob w/ eavy armor and power claw
fast attack in seprat units
3x deff kopta w/ twin linked rokkits and buzz saws
the idea is to bring the kopptas scouting up, and ty to pop any possible shooting vehicles /transports or to kite mostrous creatures
bring the trukks up w/ thier payload of meganobz to get them in cobat quickly
kanz w/ grotzookas advance giving some artilary fire backup and try to get in close combat eventually with thier ccw
boyz mob depending on game type either holds objective tring to say in/near cover or if a killpoint match have after the transports drop off thier loads bring them back and maybe get the boyz in a transport if they have been whittled down far enough to fit, otherwise foot slogging while running to get in on the action
if kill points try to get the trukks away completely to limit kill points given once all orks in assaults.
so: the question is
do you think this will be effective of not?
how would you change this points for points to make it better?
any better suggestions on changing my strategy with this list
any input is appreciated I'm new to warhammer and this will be my 4th saturday there and i'd like to try to get my first win
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![[Post New]](/s/i/i.gif) 2011/03/19 01:49:52
Subject: Re:1250 mega ork list advice
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Decrepit Dakkanaut
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Its nice to see someone taking trukks, trukks were the first build I went with on my boyz. So big  for that. But at this points level, if your going trukks, youll need more then just 3. 3 will get you shot to hell on the first turn, some armies will laugh at only 3 trukks. So if thats how you want to go at it, dump the meganobs in the entire army first, and replace them with boyz + pk/nob in trukks. Thatll get you at least 1 more trukk in the list. Also vehicle heavy builds will need a KFF BigMek to be viable. Against armies like Tau/ DE and armies that can spam the hell out of anti vehicle SM/ IG and the like, you will NEED and pray for that 4+ cover save.
If your sticking with the mega nobs ( MANz) theme, then instead of taking them in mobs of 6, take them in mobs of 3. I know, your asking yoruself 3?!?!? Yes 3. With 3, you can take a normal, non upgraded MANz, 1 w/kombi skorcha 1 w/kombi rokkit. Thats 3 wound grounds so you can get a little bit of a wound allocation going on there. So sticking them in a trukk with that load out is 165 points. You can stick a bunch of those in your army and have a bil ol MANz missile army. I personally like the MANz, as Ive kicked ALOT of ass with them and always in small groups. Infact when I break away from my BigMeks, Ill take a Mega Boss and run a MANz mob or 3 for kicks. Remeber they are the cheapest PK you can buy in the dex, and that 2+ takes people by surprise as they are used to us rolling 4+ or 6s. Heres what Id go with as far as MANz would go for the trukk list
Megaboss 130pts
cybork
mega armor
attack squig
bosspole
Megaboss 130pts
same as above
MANz Mob 165pts
x3
kombi skorcha
kombi rokkit
trukk
MANz Mob 165pts
x3
kombi skorcha
kombi rokkit
trukk
Thats only 590 pts, and youve got the FOC cleared as well as a megaboss in each unit there. That leaves 660 points for the rest of your build, thats plenty in the Orks
Also I would at least make one of the Kanz mobs have rokkits. Orks can spam rokkits like nobodies business (its the build I go with right now) and we almost never have a BS3 way of shooting rokkits. You can keep one unit with the grotzookas for templates, just be prepared that if your opponent is spread out, you wont hit much. Rokkits are good anti vehicle as well as a sure fire way to down a few MEQs. The best mate for these fellas are a KFF, as a 4+ cover makes them tough as nails. But if your not taking one, youll need to use cover, other wise they will be blown to bits.
Your list seems a bit all over the place at the moment though. Im seeing aspects of many different builds in here. Something you might want to think about though, is getting more boyz, at least another mob, and the one youve got now, should be at least 20 strong if they are on foot. The best thing for holding objectives is grots, they are cheap, and I read a battle report where someone held onto 2 or 3 objectives with just 1 mob of 20 strung out in a line. It was genius
Anywho, thats all Ive got for you right now anyways. Hope some of that helped. Let us know how you faired in your games
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![[Post New]](/s/i/i.gif) 2011/03/19 15:16:20
Subject: 1250 mega ork list advice
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Mekboy on Kustom Deth Kopta
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Well truthfully I've been playing to try out everything.
I know some people hate deff koptas, but i find running them as solo units with buzz saws and TL rokkits i have managed to get them to always pay for themselves.
I like the idea of smaller groups of meganobz I am doing the large groups of them this time i think due to being to cautious, I keep running groups of boys that get slaughtered before they can even get into combat.
honestly i think part of the problem for me is the terrain we play with, its always similar with the same pieces used the same way , there is alot of it always put out for a shooty army to get behind and hide thier stuff behind, so i need to go through or around to reach my assailants. i'm sure its not intentional and i am defiantly making my next army be a shooty army (thinking chaos space marines)
against IG the manticore rapes me
against space marines the terminators run our and eat my boyz
against nids the termigots (forget the name) kept crapping out more little guys than i could beat in an assault and trygon is scary
then tau just shot the heck our of the boys before they could get anywhere.
i think the kff tactic seems like an excellent idea, was planning on trying that next weekend, a couple battle wagons with 20 boys and trukks with meganobs x 3 and grots holding stuff down (don't have any grot models though, i'll have to proxy some of the space marine stuff i got to mod to chaos marines
also i had an idea for a 2 mek build one with a SaG to sit back as artillery with the grots on an objective and have all the wounds allocated to the cheap grots , dunno if I'll go with that idea or not but was just a thought. with an all mobile army i'd probably need to use the 2 big meks for kff on the vehicles
**add**
i also found i loved playing the kanz, they are pretty tough, assault well, and with grotzookas they do amazing things against everything ,they can eat up some nids or space marines fairly easily
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This message was edited 1 time. Last update was at 2011/03/19 15:18:22
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![[Post New]](/s/i/i.gif) 2011/03/19 16:07:06
Subject: 1250 mega ork list advice
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Never-Miss Nightwing Pilot
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Kingkracker has an excellent point about the meganobz. Any ork player knows that 1 PK can do a lot of damage, so 3 can do a hell of a lot, if you look away from the fact the units will be small then you realise that it can work.
Add a KFF in there for extra protection. I agree with you on the deffkoptas and like the bit of variation with the kans.
So keep on loading up trukks with meganobz and boyz, until you have 4 or 5 and along with the deffkoptas and the kans it should be a good list.
If, in the process of loading up on trukks, you go over 1250pts, start dropping some of the kans.
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"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann
Armies at 'The Stand-still Point':
Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3
Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.
Eldar armies of various sizes W-D-L 26-6-3
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![[Post New]](/s/i/i.gif) 2011/03/19 17:22:16
Subject: 1250 mega ork list advice
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Liche Priest Hierophant
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Something you ought to get away from is the idea of 'units paying for themselves' or 'getting their points back'. Maybe in a MEQ army, that's important, but Orks, surprisingly enough, are all about Synergizing. It doesn't matter if your Koptaz are killed first turn, as long as they managed to either pop a transport or two, or just distracted the enemie's shooting for that round. You'll find that some units die incredibly quickly for their points costs, and other survive and do a lot of damage, despite being cheap, and that's the way it should be with Orks.
I'm definitely with King Cracker about giving the warbosses Cybork. It's incredibly useful, when assaulting Tac marines or whatnot (groups with only one power weapon) to be able to allocate those wounds to someone with an Invuln save, though wound allocation shenanigans and the two wounds on your Manz will help with that regardless. I've actually found that Manz absoltely wreck MEqs, when given the chance.
Something else to remember is to not worry so much about Terrain with Manz. If the trukks have Reinforced rams (which they should) they can usually just barrel through intervening cover (rerolling failed saves), and MAnz got Slow and Purposeful, as well as Stikkbombs, so they pretty much ignore terrain.
If you go with KC's base build, of two trukks of MAnz and MAWz, I'd suggest putting a third small MANz mob into a bare-bonez Battlewagon (that is, Deffrolla, Big shoota, and riggers/armour/rpj), just to split enemy fire even more. (Trukk with Warboss, Trukk with Warboss, or Battlewagon?)
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GENERATION 8: 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.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/03/20 00:03:47
Subject: 1250 mega ork list advice
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Mekboy on Kustom Deth Kopta
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yea, we played today, i faced nids... the mekanobz were way to many, the group with the warlord ate up a hive tyrant the first turn, the second group on the second turn decimated gene stealers when they were assaulted , only lost one meganob and that was on the hive tyrant
she had two of the things that drop termagonts my kans were elimitating the termagonts before they could do much.
the one group that got off in the first place fell to the shoota boys
the deff koptas held thier own one died first turn but i forgot to use my scout move when she went first... dumb on my part.
unfortunately its not a real win, it was annihilation, i had more kill points at end of turn 2 1/2 it was my turn on the 3rd turn and my wife wasn't feeling good so we called it a draw, but i liked the list alot, i'm gonna try to drop the meganobs numbers down. might drop the kans down to one group of 3, and do anvil's idea of a wagon for the big boyz group, head em by a big mekk with kff and have the two trukks with meganobs on the sides, charge in and get my boys in place... then a gretchin throw away group to hold objectives
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This message was edited 1 time. Last update was at 2011/03/20 00:05:07
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![[Post New]](/s/i/i.gif) 2011/03/20 18:15:06
Subject: Re:1250 mega ork list advice
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Decrepit Dakkanaut
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Weird, I play Orks, and my wife plays nids......go figure. Like I told you before, alot of learning how to deal with other armies, just comes from playing against them. Youll find that assaulting a Hive Tyrant with a boyz mob usually ends bad for you. But throw a MANz/nob/warboss mob at one, and they go bye bye fairly easy. Terminators are scary against nobs/MANz Warbosses, but oddly enough, throw 20+ boyz at that same terminator unit, and the boyz will kick the piss out of them. Trygons and other MCs in the nids dex are a bit scary at first, specially when you arnt sure how to deal with them, I mean the fething huge and throw tanks around like nothing. But their weak point is having a 3+ armor save. And oddly enough, Orks can throw AP3 around really easy, rokkits come to mind. If you know theres going to be MCs just start sticking rokkits everywhere you can afford to. Its a 2 to wound and they get no saves, so a Trygon will fall to rokkits and mass shootas really easy. The only really scary MC in a nids list is the Tyrant,and you already found out how to deal with those. And yea, Kanz are friggin fantastic. Easily the best unit in our codex. Tau - They are aweful and then some in assault, so anyway you can get yourself into CC is where you want to go. Remember you can get a 26inch assault using those trukks, if you use it on the 2nd turn with a WAAAGH! that takes players by surprise alot. They arnt expecting you to cover that much board in one shot. Also use koptas and kommandos. They get you right where the Tau DONT want you to be, in their ranks, and behind them. Not to mention if you have Snikrot (or counts as) he does alright popping weak rear armor. Space Marines - this depends largely on how your opponents build them. But some tips. Never sent nobs/MANz against terminators, only attack the commanders and the like with them if you know youll beat them. Boyz are for taking on terminators and tying up things. If your friend kicks your ass with a dred or 2, then tie those up with boyz as well, because the dreads dont do enough attacks to really matter, and the PK in their has a decent chance of doing bad to the dreads. Kanz/Dreds are great at taking on pretty much everything in the army, but again, shy away from terminators a bit only because if you dont kill enough on your charge, those powerfists will do some bad things to you. IG - I havnt played IG in a long time so Im a bit rusty on how to handle them. Honestly, Id ask any IG players on dakka how they would go at it. They know what kicks their ass, so they would know how to use your Orks to beat up on your friends.
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This message was edited 1 time. Last update was at 2011/03/20 18:21:35
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![[Post New]](/s/i/i.gif) 2011/03/21 19:43:11
Subject: Re:1250 mega ork list advice
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Mekboy on Kustom Deth Kopta
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I see how what i typed read
it was my wife not feeling good, she doesn't play, she and one of the other player's wife i play with (he plays the space marines soone to be grey knights) usually hang out at the mall while we play warhammer (its a place to play warhammer/ magic/ pc/console games in the mall)
it was against another friend's wife, she plays nids, he plays dark eldar and imperial guard
We might be uppign the points to 1750 frmo 1250 which i like alot, would allow much more fielding of boys . and I'd like to try some grot autillary doing heavy support in the back holding points with grots ... but i need to buy me some grot models
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![[Post New]](/s/i/i.gif) 2011/03/21 20:08:57
Subject: Re:1250 mega ork list advice
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Paingiver
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Brings wife swapping to a whole new level. I like the idea of a mega nobz list though and will be looking into it so let us know how it works out for you, however you go about it.
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Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. |
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![[Post New]](/s/i/i.gif) 2011/03/28 13:22:17
Subject: 1250 mega ork list advice
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Mekboy on Kustom Deth Kopta
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well 2 games this weekend, changed it up for the second one as we agreed to a points increase to 1500
1st battle was pitch battle against some space wolves. the mega nob groups did great. he had his forced as hunkered down in a large piece of terrain as possible shooting out at the horde
deffkoptas as usual did great and not only ate 2 of his 3 transports but absorbed almost all his fire in his turn (i had siezed initiative)
he had a large group of guys now in pne place kanz with grotzookas by my turn 2 were putting templates into his blobs of space marines and my trukks on second turn thanks to going full out the first turn and waaghing out the second turn wer in assault on turn 2, 2 groups of meganobz absoilutly wrecked him, thanks to his placment in the terrain i caught 3 groups in the assault lost 1 mega nob but toop out alot of marines that turn. oblitarated one squad freeing up the group of 6 meganobs who got our of terrain turn 3 to eat all them marines
... by the end the warboss remained unharmed with all his meganobz dead but they had chewed through 4 squads of space wolves
group 2 of 6 meganobs lost 3 but killed 2 groups
2 kanz were los tin one squad but they took out a transport and the squad inside.
kannoinz kept his team of wolf scout things pinned in the woods unable to advance, even got a few of them killed with havey templates from cannonz
i liked it, concession by end of turn 3 but it was partially due to his build and made some changes I'll type that up later
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