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Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Not the most "powerful" of lists, but I have been running it as of late. I put the Mad Dok and Zogwort in with the 'ard boyz and take off. Any thoughts?

Zogwort
Mad Dok

30 'ard boyz (w/ nob-PK)
30 Slugga boyz (w/ nob-PK)
30 Slugga boyz (w/ nob-PK)
30 Shoota boyz (w/ nob-PK)
3 big shootas
10 Gretchin W/runtherd

8 Kommandos w/ Snikrot

10 Tankbustas (2 w/tankhammers)

13 Lootas


 
   
Made in ca
Hauptmann





Calgary AB, Canada

This is one of the lists I think kommandos work, as it forces your opponents to deploy farther forward to prevent rear charges and the like.

I also like the number of models your putting on the field, its very imposing

On the other hand, tankbustas and ard boyz are rather useless IMO, especially if your opponent has any sense of target priority

I would drop the tankbustas and replace them with a couple suicide koptas (buzzsaw, tl rokkits) This is a far more effective way to deal with enemy armor IMO, and in addition, your opponent can't exploit the tankbustas to block your other units LOS, something that has happened to me in the past.

I would also suggest getting rid of the ard boyz and just running another unit of normal boyz. Ard boyz are overpriced for what they do.

Lastly, consider dropping both HQ to take a KFF mek and gazzie. Both work well with this type of list IMO

Just my 2 cents

 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

I hear what you are saying. I take the tankbustas over the deffkopta because it just fits the mood.

I have had a great deal of success with the 'ard boyz, especially with the Dok attached. Zogwart just adds a bit of "flavor" to the game that I cannot resist. There is nothing, and I mean NOTHING, better than turning a 220 pt IC into a squig.

 
   
Made in ca
Hauptmann





Calgary AB, Canada

I see what your saying with the tankbustas fitting the fluff, its just I don't think they're the most effective unit, especially when compared to the suicide kopta

As for there being nothing more satisfying, what about turning an IC into a Chaos Spawn using Gift of Chaos? I've managed to make Ghazzie himself serve the Chaos Gods

Just my 2 cents

 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

orkboy232 wrote:As for there being nothing more satisfying, what about turning an IC into a Chaos Spawn using Gift of Chaos? I've managed to make Ghazzie himself serve the Chaos Gods


Fungus for the Fungus God and no other. I will not be tempted into the filth of the warp by that.

 
   
Made in ca
Hauptmann





Calgary AB, Canada

In time you will realize the futility of your ways haha

Back on topic though, the only reason I suggested dropping the ard boyz is because of the prevalence of blast weapons in my FLGS. Because of the high numbers of vanilla russes I face, ard boyz make no sense, as they don't get a save anyways

Just my 2 cents

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Green is Best! wrote:Not the most "powerful" of lists, but I have been running it as of late. I put the Mad Dok and Zogwort in with the 'ard boyz and take off. Any thoughts?

Zogwort
Mad Dok

30 'ard boyz (w/ nob-PK)
30 Slugga boyz (w/ nob-PK)
30 Slugga boyz (w/ nob-PK)
30 Shoota boyz (w/ nob-PK)
3 big shootas
10 Gretchin W/runtherd

8 Kommandos w/ Snikrot

10 Tankbustas (2 w/tankhammers)

13 Lootas

Here is my advice
* Increase your grots to 19. You need 1 runtherder for every 10 grots

* Make sure you take some burna's with snikrot. The free burna templates can be devastating on the right target. I take 10-15 kommandos with my snikrot, but that's because I like to multi-assault vehicles when I enter the board with him.

* Tankbustas out of vehicles can be dodgy. Ive had good luck with them, but they have been more lackluster than not.

* Take your lootas in 2 units of 5 lootas each. 13 lootas is just begging to get shot off the board.

* I'm in the minority on this, but I take 3 big shootas with my slugga boy squads. The ability to pop off 9 STR 5 shots the turn you assault is a nice added bonus. It also gives my green tide a few options while playing. I can snipe at targets on turn 5-7 when my slugga boys can't do much of anything else. (like camping an objective in the middle of the board).

Aside from that it looks like a fun list.




Automatically Appended Next Post:
orkboy232 wrote:I suggested dropping the ard boyz is because of the prevalence of blast weapons in my FLGS. Because of the high numbers of vanilla russes I face, ard boyz make no sense, as they don't get a save anyways
Have you tried congo-lining your boys? Spread them out in a line, and put the PK nob in the front. Keep the boys 2" apart. You can congo-line across the long or short edge of the board.

If you congo-line like that, your 3 boys will be hit per template. Odds are more than half of them will be in cover or out of site from the 'russ so you will get cover from the shots.
The HB sponsons on the russ will be a bigger threat to your boys.

The only template weapons to give my boys serious pause are flamers or eldar doomweavers.

This message was edited 1 time. Last update was at 2011/03/24 14:56:43


 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

labmouse42 wrote:Here is my advice
* Increase your grots to 19. You need 1 runtherder for every 10 grots

* Make sure you take some burna's with snikrot. The free burna templates can be devastating on the right target. I take 10-15 kommandos with my snikrot, but that's because I like to multi-assault vehicles when I enter the board with him.

* Tankbustas out of vehicles can be dodgy. Ive had good luck with them, but they have been more lackluster than not.

* Take your lootas in 2 units of 5 lootas each. 13 lootas is just begging to get shot off the board.

* I'm in the minority on this, but I take 3 big shootas with my slugga boy squads. The ability to pop off 9 STR 5 shots the turn you assault is a nice added bonus. It also gives my green tide a few options while playing. I can snipe at targets on turn 5-7 when my slugga boys can't do much of anything else. (like camping an objective in the middle of the board).

Aside from that it looks like a fun list.


I think I only have 17 grot models right now. I may experiment with increasing the size.

I had the burnas in with Snikrot, but they are 25 points a piece to field. My main focus for Snikrot was to get him in the backfield and take out a vehicle lurking in the back. Most of the time, my Kommandos go in, kill something, and then get blasted away from all the surrounding units. So, the question is do I field the cheapest unit of Kommandos I can just to get Snikrot back there or do you spend the full 235 points and take 15, Snik, and 2 burnas? They may survive a round, but they are usually done in short order.

The tankbustas I am taking because I lack any sort of ranged anti-tank. I may go back to my original list which would remove the grots and TBs, max out Snikrots squad to 15 with burnas and go to 15 Lootas. I am just not sure. I have only used my tankbstas a once or twice and they were killed before they could get a shot off. So, I have yet to really try out their effectiveness.

I like the idea of having a squad of gretchin coming from reserve to hold any objective without having to dedicate a 30 man squad of boyz.

So, with your suggestions it would look like:
HQ
Zogwort
Mad Dok
TROOPS
30 ard boyz (w/nob&PK)
30 slugga boyz(w/nob&PK)
30 slugga boyz(w/nob&PK)
30 shoota boyz(w/nob&PK, 3 BS)
16 Gretchin w/runtherder
ELITES
15 Kommandos (w/Snikrot & 2 burnas)
7 Lootas
8 Lootas

169 models on the board at 1850 makes me smile an evil, green smile...

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Green is Best! wrote:I had the burnas in with Snikrot, but they are 25 points a piece to field. My main focus for Snikrot was to get him in the backfield and take out a vehicle lurking in the back. Most of the time, my Kommandos go in, kill something, and then get blasted away from all the surrounding units. So, the question is do I field the cheapest unit of Kommandos I can just to get Snikrot back there or do you spend the full 235 points and take 15, Snik, and 2 burnas? They may survive a round, but they are usually done in short order.
Go with Snikrot, 14 kommandos, with 2 burnas. I have run this dozens of times in my footslogger list, and it always proves worthwhile.

To understand the value of this, don't think "Will this get its points back?" 40k is not about points any more, its about VPs or objectives. So the question you should ask is 'Will this help me get more VPs or claim more objectives?" The answer is a resounding yes.

The real advantage of Snikrot is the psychological game it helps you play. When Snikrot and krew come from reserves, you can expect them to do good damage to a unit or two. Ive managed to tie up/kill oblits, crack russ tanks, and generally cause havoc on the back lines of your enemy.

Most enemies will place their heavy support near the edge of the board. Support such as Manticore can really ruin a footslogger army's day, and snikrots crew can remove that worry for you. I have used Snikrot's krew to kill 3 oblitrators multiple times, and they have even killed 30 boys before using the two flamers and assault. After your assault, consolidate Snikrot's krew into cover if you won.

Without fail, when I have used Snikrot's krew for such a purpose, the enemy turns and unloads everything into that squad. He will move as many of his units into position to fire on them, or move to assault with his troops. This is what you want, as that will allow the rest of your army to run an extra turn without much fire. He will do everything in his power to kill those models.
Given that the game takes 5-7 turns to play, if he directs his entire army to wipe out that one unit and leaves the rest of your army alone, thats a huge benifit!

Other times, your opponent will be afraid of snikrot, and will deploy his entire army more than 12" from his board edge. This assists by bringing his army closer to your boys! Thats worth the investment in itself. If you WAAAGH! on the turn snikrot comes on the board, he can assault up to 18"

The end result is always the same --- a good thing for the boys!
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

I agree. I love the support Snikrot gives footslogging units for the reasons you have mentioned. In the past, I have always run a maxed out Kommando squad. However, given that they die just as easily as other boys, I wonder how much should I invest in them. While I love the 2 burnas, are the extra 30 points worth it compared to the value of 5 more boys, 2 lootas, etc?

The majority of the damage comes from Snikrot himself. So I wonder is should I min out the squad just to get Snikrot on the board or go with the maxed out option?

I think I am going with the maxed out option for this weekend. Hopefully, it works out well for the greenskins.

 
   
Made in us
Mekboy Hammerin' Somethin'





I saw the original list and the updated list and I was a bit sad to see that you had left out the tankbustas. This was one of the more interesting lists I had seen. I think you can take the tankbustas in mobs up to 10 or 15, I don't have my codex on me. That's a lot of Str 8 Ap 3 shots going down field to vehicles, even with bs 2. The only problem I see would be the glory hogs rule, as you'd have to fire at vehicles out of range, and being a foot list, that can happen a lot.

In short, replacing the tankbustas with the regular slugga boyz is far more competitive. But tankbustas are a wonderful flavor unit, and they have awesome models. Hopefully when the next ork dex comes out...in...2020 they'll get a redo.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

gpfunk wrote:Hopefully when the next ork dex comes out...in...2020 they'll get a redo.
Given the historical trends, it won't be quite that long, but it will be close. I started playing 40k in 1990, and in that time I have seen 3 Ork codex updates.

The first were some cool 'WAAAGH' books, with great rules for the shock attack gun. I think it came out in 1991.
The second was a book published in 1999 (or at least my copy was, I just pulled it off the shelf)
The latest update was published in 2007 or 2008, I can't remember.

I am thinking it will be 2015 for a new ork codex update.
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Well, nothing is set in stone. I have to admit, I was curious to see how the tankbustas would fit in roaming about the field. It would be even more interesting to drop Zogwort in with them and hope for a really successful 'ere we go!

So, rev. 3

HQ
Ol Zogwort
Mad Dok

TROOPS
'ard boyz (w/ nob&PK) x 30
Slugga boyz (w/ nob&PK) x 30
Slugga boyz (w/ nob&PK) x 30
Shoota boyz (w/ nob&PK and 2 BS) x 20
Gretchin w/Runtherder x10

ELITES
Kommandos w/Snikrot and 1 burna x 13
Tankbustas x 12
Lootas x 15

 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

15 lootas is complete overkill for whatever they want to shoot at.

Lootas are really great for taking down light-medium armor. They can tear apart rhinos like nothing else.

You only need 5 of them to have a good shot to do the job. 10 assures success. 15 is just overkill.
Take those 75 points and put them elsewhere.
   
Made in us
Liche Priest Hierophant






@Orkboy

You do realize that you've basically just said "I don't like your list. Run this list instead" to the OP? That seems to be a dissapointing trend here.


anyways, yeah, go for the Tankbustas. I think your's is actually the first list I've seen that has different units in each of its Elite slots.

Hmm... How well would an Ork army fare with a different unit in each slot?...

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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