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![[Post New]](/s/i/i.gif) 2011/08/30 12:52:35
Subject: Advice against certain builds using orks.
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Tzeentch Veteran Marine with Psychic Potential
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Greetings Dakka. I have a 2k point game on thursday against someone I know in passing from my local club. I've never played him before, and I dont know what army he will be taking. Ive seen him using kanwall orks & razorspam bloodangels, both lists optimised, but I dont know which he'll be taking. If memory serves he might also have a guard list that could pop up too. In any case, I can only muster 1500 points of Orks, however a friend has offered me use of his sizeable ork collection to make up the remaining 500 points. So my question is this: What would I be best off taking? My list looks like it needs to be take all comers. My first draft of a 2k list was something to the effect of: KFF mek Boss w/ big choppa, cybork body, armour, skorcha, squig. 15 lootas 15 lootas tricked out unit of 7 nobs in a trukk. 20 boyz + nob w/klaw 20 boyz + nob w/klaw 20 boyz + nob w/klaw tricked out unit of 5 nobz in a trukk. 2 kans 2 kans 2 kans Is it worth taking two units of nobz? Do I swap the nobz out for deffkoptas? or something else? Any thoughts appreciated. - Jack
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This message was edited 1 time. Last update was at 2011/08/30 17:47:31
=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======
"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."
- Lord_Blackfang on moving large units
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![[Post New]](/s/i/i.gif) 2011/08/30 13:04:10
Subject: Advice against certain builds using orks.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Before anything, get those kan units up to 3 each. The whole point of a kanwall is forcing your opponent to shoot your kanz or shoot through them, so more are better.
Definitely drop one unit of nobz. You are entirely missing stuff that can put your opponents backfield in danger, so adding koptaz, kommandoz or buggies will do a lot for you. When you've done that, simply get more boyz, 60 really isn't that much for a kan wall.
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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. |
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![[Post New]](/s/i/i.gif) 2011/08/30 13:05:06
Subject: Re:Advice against certain builds using orks.
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Decrepit Dakkanaut
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Firstly, is there a reason your just sticking to a choppa on the boss? No BC? No PK? Seems a little odd but if youve got an idea going then more power to ya.
Id personally swap the small unit of nobs with some koptas, because of their utility on the field. Your not REALLY sure what hes bringing, and being able to either scout move into position so you can tie up or pop some template droppers, or sit in reserve and outflank is nice. It can buy you some time to figure out what your going after or to get there.
Another option would be to drop the boss entirely and take a 2nd KFF so you can fully cover the kan wall and 4+ everything. Also youll want a BP in those boyz mobs. Some people dont like them, but Ive relied on mine so many times, and ended up winning combats because of them just from staying in there and whittling down the enemy, I cant see never taking them.
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![[Post New]](/s/i/i.gif) 2011/08/30 13:18:55
Subject: Advice against certain builds using orks.
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Tzeentch Veteran Marine with Psychic Potential
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@kingcracker. Yes, sorry! it is supposed to be a big choppa on the boss! My mistake in typing that.
I was going for redundancy with the second unit of nobz, cos my first always performs so well, but really theyre so expensive that you might be onto something.
If I cut one unit of nobz that allows me to take 3 units of lootas instead of 2. I dont have the points for any more, but what about instead of taking a big unit of 10 & two units of 5? This will give me more flexibility as far as deploying in cover goes, & the cost of the 10 lost lootas & the lost nobz allows me to take some deffkoptas.
So, do I take the bomms and the buzzsaws on deffkoptas? and the twin linked rokkits? whats the most efficient loadout? (Ive not used them before). Two units of two or one unit of 3 or 4?
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=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======
"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."
- Lord_Blackfang on moving large units
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![[Post New]](/s/i/i.gif) 2011/08/30 16:16:01
Subject: Re:Advice against certain builds using orks.
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Decrepit Dakkanaut
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When it comes to koptas, most the time they are suicide units. Some people say you shouldnt play them that way, but I say its preference, and personally I use mine in that light when I use them. Typical builds are TL rokkits and buzzsaws, and usually take 3, one for each fast attack slot, so you have 3 separate kopta units to either go at 3 potential targets, or you can tag team them onto single units.
If you go first, you use their turbo boost scout move before the game starts to get them right up on your targets. then you shoot them with the rokkits and if that fails, assault. Thats if its vehicles that drop pie plates. If its a unit of devastators or something similar, then shoot and assault to tie them up for a turn or two. If you go 2nd/last, then hold them in reserves and outflank them into your enemy lines. They can turbo boost, and so get a 3+ cover save when you do that, so they shrug off shots pretty easily, and then either bolster assaults that need it or same as before, take out tanks/transports/pie plate droppers.
Lootas - Personally I run them in units of 5, so 2 x5 or 3 x5 depending. Then if you can set them up to where their fire lanes cross around the middle of the table, so they can shoot the same target if need be, and if not, then you can potentially drop 2 or 3 transports a turn with them. Best art is, your opponent has to use 3 units to fire at each loota mob, and thats less shooting at your main force. I cant tell you how many times my opponents will chose to fire at my lootas, even being in cover, instead of my boyz mobs or my scarier units. Personally I say go for it, waste your time shooting down a 75pt unit, my nobz will STILL kick your ass because they are untouched.
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![[Post New]](/s/i/i.gif) 2011/08/30 17:10:08
Subject: Advice against certain builds using orks.
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Tzeentch Veteran Marine with Psychic Potential
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Yeah, good call with the lootas. I usually run a mob of 5 & a mob of 10 at 1500 points & try to give them crossfire zones for more options.
Right, my opponent has revealed that he will in fact be playing nids, and I even have a copy of his list:
HQ: Tyranid Prime & Tervigon
Elites: 3 units of 3 hiveguard
Troops: Tervigon
15 Termagants
3 units of 8 genestealers
Heavy Support: 3 Carnifexes with TL devourers
Ouch. Looks nasty. Ive not fought 'Nids since 3rd edition. What should I be wary of?
my own list now looks to be:
KFF mek
Boss w/Big choppa, cybork body, armour, skorcha, squig.
15 lootas
5 lootas
5 lootas
tricked out unit of 6 nobs in a trukk.
20 boyz + nob w/klaw
20 boyz + nob w/klaw
20 boyz + nob w/klaw
2 Deffkoptas
1 Deffkopta
1 Deffkopta
2 kans
2 kans
2 kans
thoughts?
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=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======
"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."
- Lord_Blackfang on moving large units
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![[Post New]](/s/i/i.gif) 2011/08/30 17:17:42
Subject: Re:Advice against certain builds using orks.
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Anointed Dark Priest of Chaos
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KingCracker wrote:Firstly, is there a reason your just sticking to a choppa on the boss? No BC? No PK?
I found that odd as well. Since you are going to go last most times anyways based upon initiative, you might as well take a klaw...
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This message was edited 1 time. Last update was at 2011/08/30 17:17:54
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![[Post New]](/s/i/i.gif) 2011/08/30 17:47:14
Subject: Re:Advice against certain builds using orks.
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Tzeentch Veteran Marine with Psychic Potential
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CT GAMER wrote:KingCracker wrote:Firstly, is there a reason your just sticking to a choppa on the boss? No BC? No PK? I found that odd as well. Since you are going to go last most times anyways based upon initiative, you might as well take a klaw... I did mention to KC that was a typo. It's supposed to be the big choppa. The boss is striking at I4 which is respectable. Warbosses are S5 to begin with. +2 for the big choppa, +1 for furious charge. You're strength 8, which is enough to double out marines and wound almost everything on 2+, and you're I5 on the charge with furious charge too. I'd rather have that than a klaw, which strikes last and only has 1 more point of strength than the nobz in the unit that have klaws. (S4x2 +1 on the charge = 9; the boss would get 10)
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This message was edited 1 time. Last update was at 2011/08/30 17:48:11
=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======
"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."
- Lord_Blackfang on moving large units
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![[Post New]](/s/i/i.gif) 2011/08/31 10:54:27
Subject: Advice against certain builds using orks.
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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As before, not using all 9 possible kanz is a big mistake, especially given how good rokktis are vs tyranids.
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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. |
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![[Post New]](/s/i/i.gif) 2011/08/31 12:31:24
Subject: Re:Advice against certain builds using orks.
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Anointed Dark Priest of Chaos
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somecallmeJack wrote:CT GAMER wrote:KingCracker wrote:Firstly, is there a reason your just sticking to a choppa on the boss? No BC? No PK?
I found that odd as well. Since you are going to go last most times anyways based upon initiative, you might as well take a klaw...
I did mention to KC that was a typo. It's supposed to be the big choppa.
The boss is striking at I4 which is respectable. Warbosses are S5 to begin with. +2 for the big choppa, +1 for furious charge. You're strength 8, which is enough to double out marines and wound almost everything on 2+, and you're I5 on the charge with furious charge too. I'd rather have that than a klaw, which strikes last and only has 1 more point of strength than the nobz in the unit that have klaws. (S4x2 +1 on the charge = 9; the boss would get 10)
The fact that the klaw ignores armour saves is the bigger factor imho, pretty much anything a warboss with a klaw hits is dead with a klaw...
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![[Post New]](/s/i/i.gif) 2011/08/31 12:49:42
Subject: Advice against certain builds using orks.
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Tzeentch Veteran Marine with Psychic Potential
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You make a good point.
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=====Begin Dakka Geek Code=====
DQ:80-S---G+MB-I+PW40K00#-D++A+/fWD-R++T(M)DM+
======End Dakka Geek Code======
"I just scoop up the whole unit in my hands and dump them in a pile roughly 6" forward. I don't even care."
- Lord_Blackfang on moving large units
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