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Made in us
Screamin' Stormboy





Texas

I recently wrote up a new 1500-2000pt list and was wondering if its a waste to run dreads along with battlewagons.

My thoughts were the dreads could back up the boys squads to hold objectives if needed since the mobs aren't full strength, or the dreads can contest enemy held objectives. In anihilation the dreads pretty much just follow the boys across the table. Would it be better to just abandon using dreads in the list? (that would make me alittle sad since the new plastic dreads are awsome )

the metagame around my area is a little bit of everything; chaos, dark eldar, vanilla marines, eldar, tau, and blood angels, and grey knights coming soon.

here's the current list

1500pts
warboss, pk, bp, cybork
big mek, kff

shoota boyz x20, nob, bp, pk
sluuga boyz x20, nob, bp, pk
deff dread, dccw, dccw, armor plates
nobs x6, pk, bp, painboy, big choppas x4, cyborks
dedicated battlewagon, deffrolla, armor plates, big shootas x2, grot riggers

deffkopta, rokkits, buzzsaw
deffkopta, rokkits, buzzsaw
deffkopta, rokkits, buzzsaw

burnas x12

battlewagon, armor plates, big shootas x2, grot riggers
(for burnas)

2000pts adds on
deff dread, dccw, skorcha, armor plates

nobs x7, pk, bp, painboy, big choppas x5, cyborks
dedicated battlewagon, deffrolla, armor plates, big shootas x2, grot riggers


Any tips or feedback are welcome.


Awww Yeah! 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

I run 3 BW's with a tagalong squadron of Killa Kans behind them in my 1850 list. The Kans run half the time and help with midrange firepower and helps deflect charges. They are also a good distraction unit from the BW's. And they are my best painted unit and a helluva lot of fun. I run them with Grotzookas since they run half the time anyways.

I've been toying with the idea of throwing in the Troop Dred now and again.

Don't know if it's the best use of points but they are a lot of fun!


Fighting crime in a future time! 
   
Made in us
Screamin' Stormboy





Texas

I hadn't thought of using kans...

the grotzookas they bring might be nice since they actually might hit something, the dreads i had planned just to run up behind the boys to finish off tough assaults.

Awww Yeah! 
   
Made in us
Been Around the Block





In my opinion an Ork army works best if the whole thing moves at the same speed like a wave. Anything gets ahead it gets targeted, to far behind picked off by outflankers or missess the waaagh. That being said I use a Deff Dread with my Killa Kans in the front. I don't want to buy 9 kans but I use the same strat as the Kan wall with 3 but for my Deff not my Boyz. My boyz stick hover around my Big mek. Running across the field with my 4sv from the Kans. This gets my Deff into the fight quick, where he should be. Then as he busts through the kan wall to assault the Kans start unloading grotzookas.

If you do this don't put your boys behind them. If for any reason something becomes immobilized, stunned or shaken they become big metal roadblocks for the rest of the army. I don't know how many times I've had my Deff just immobilized on the field swinging his arms shouting "come to me come to me!"

You can put your Looted Wagon with a boom gun behind them though . This give the Looted wagon cover sv. And if you move it in pace with your Wall it should still be able to fire it primary gun. But best of all if Don't press that rolls a 1 it immediatly bumps into the wall and stops moving. There by not moving more than 6in and still able to fire primary gun.

Boom Gun is under valued in my opinion. Pie plate, high st low AP, long range. Absolute must for an ork army. IMO.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Kans should always have either Rokkits or KMBs.


anything else wastes the valuable BS3 of the grot.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Mekboy Hammerin' Somethin'






I have used 6 Kans in a KOS list... their job was to lob templates, clean up assaults, and guard the grots.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Grey Templar wrote:Kans should always have either Rokkits or KMBs.


anything else wastes the valuable BS3 of the grot.


The grotzooka is great enough to miss out on the +1 BS

For the dread: I've been playing my battlewagon list together with a KoS army against guard and eldar multiple times, and the walkers we fielded allways seemed to arrive when the action was already over, or were immobilized/destroyed somewhere in the midfield by fast units. They're simply to slow to keep up with the bw, one bad roll when running and the deff dread is left behind. It might still work for you, but it didn't work for me.

This message was edited 1 time. Last update was at 2011/04/03 09:58:34


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Mekboy Hammerin' Somethin'






The Anti-Tank that we gain is the DCCW (A modified Klaw). I have found that the grotzooka helps kill things like THSH Terminators with FNP, Purifiers, Genestealers, and anything else we really do not want to assault.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

cassiaus wrote:In my opinion an Ork army works best if the whole thing moves at the same speed like a wave. Anything gets ahead it gets targeted, to far behind picked off by outflankers or missess the waaagh. That being said I use a Deff Dread with my Killa Kans in the front. I don't want to buy 9 kans but I use the same strat as the Kan wall with 3 but for my Deff not my Boyz. My boyz stick hover around my Big mek. Running across the field with my 4sv from the Kans. This gets my Deff into the fight quick, where he should be. Then as he busts through the kan wall to assault the Kans start unloading grotzookas.

If you do this don't put your boys behind them. If for any reason something becomes immobilized, stunned or shaken they become big metal roadblocks for the rest of the army. I don't know how many times I've had my Deff just immobilized on the field swinging his arms shouting "come to me come to me!"

You can put your Looted Wagon with a boom gun behind them though . This give the Looted wagon cover sv. And if you move it in pace with your Wall it should still be able to fire it primary gun. But best of all if Don't press that rolls a 1 it immediatly bumps into the wall and stops moving. There by not moving more than 6in and still able to fire primary gun.

Boom Gun is under valued in my opinion. Pie plate, high st low AP, long range. Absolute must for an ork army. IMO.


True dat ! When I can, I like to run three. Murders marines, and most everything else too. 36" range is not bad at all either. They need a bit better armour, though. Like, 13/11/10 or even 13/12/10.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Screamin' Stormboy





Texas

I have noticed the dreads do tend to get left behind if they roll any bad runs also.

It's nice to back up the footslogging boys but for the same amount of points as the dread i can get another battlewagon transport for the sluggas (without a deff rolla). It still leaves the shoota boys to hoof it across the table but maybe its a better investment for the points.



This message was edited 3 times. Last update was at 2011/04/04 22:32:39


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