Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/09/16 22:51:16
Subject: 2000pt orks: fastest improvement
|
 |
Fresh-Faced New User
|
****INTRO****
Ok, Here is my 2000pt list as I played with it yesterday. I used it in my first 2000pt game yesterday. it was vs space wolves and i got pwned hardcore, a lot of termy wolf gaurds in that one.
Needless to say, it needs a lot of work. But as there is an open tourney tomorrow at my local gw it needs a fast fix.
****LIST****
HQ
warboss w/ pk, bp, cybork, kombi-scorcha, squig - 120
big mek w/ kff, pk, cybork, squig, bp - 140
TROOPS
7 Nobz w/ painboy, 7 cybork, waagh! banner, kombi-skorcha, 1 BP, 3 PK, 2 BC, 1 'eavy - 320
dedicated trukk w/ armor, red, ram - 55
11 shoota boyz w/ nob, pk - 101 (joined by warboss)
dedicated trukk w/ armor, red, ram - 55
11 shoota boyz w/ nob, pk - 101 (joined by big mek)
dedicated trukk w/ armor, red, ram - 55
30 shoota boyz w/ nob, pk, bp - 220
ELITES
7 Nobz w/ painboy, 7 cybork, waagh! banner, kombi-skorcha, 1 BP, 3 PK, 2 BC, 1 'eavy - 320
dedicated trukk w/ armor, red, ram - 55
8 kammandos w/ 2 burnas, snikrot - 195
FAST ATTACK
5 deffkoptas w/ 3 tl rokkits, 2 bigbomms, 1 buzzsaw - 260
total = 1997
****JUSTIFICATIONS****
I made the trukks the focus of this list.
kff for obvious reasons. the other options on the big mek were so each trukk would have >1 deadly pk.
the deff koptas are to draw fire from the trukks, and/or pop some tanks in the ass.
kommandos are to draw fire from the trukks ond/or harass some heavy squads. unfortunately the game i played had absolutely no heavy weapons squads which made them as good as a free kill point.
30 boyz seemed like it would offer something, another capturing unit, idk. i know it doesn't fit really, but it seems orky.
****OPTIONS****
i have a few readily available options. The kommandos are a complete experiment. I chose them to possibly be another distraction from the trukks, but they didn't work that well in the other game.
ok here are what i have available to me:
- 1 deff dred
- more nobz
- more boyz
- 9 nob bikers (requires some extreme assembling and even proxying, honestly they probably won't get ready b4 tomorrow)
- 5 deffkoptas (requires assembly and i'd be proxying a buggy for the last one)
Otherwise i will be going and buying a battle wagon tonight. if you think that single purchase should be something else let me know. I'm willing to make single purchase.
I was leaning toward the battle wagon in place of the kommandos as it is something i need eventually anyways and i noticed i really need a more reliable transport for my nobz. maybe also fielding the other 5 deffkoptas.
so what are your thoughts? i welcome all critiques and comments even if they are of the list as a whole. if you feel like you would like to comment on the list as a whole go ahead, but please also include a quick fix.
you can see my entire ork model list here: http://www.dakkadakka.com/wiki/en/User:victorman
so the point is not to get this list from its current state to orky supreme list, but just to improve it quickly.
|
This message was edited 3 times. Last update was at 2011/09/16 23:31:49
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/16 23:46:26
Subject: Re:2000pt orks: fastest improvement
|
 |
Longtime Dakkanaut
|
I would go for sluga boys for the trukks as they should go flat out and then charge into the enemy.
I would also go for some more trukk boyz replacing the elite nob trukk. You only need one deathstar and you could do with the spare points.
Let's Add stuff.
You only have 4 trukks. You need more trukks you will not get enough boyz across the board without them. You'll need at least two battlewagons for target saturation so I would go with extra trukks.
more bikers and more koptas sound great. You should aim the non trukk stuff to attack the things the trukk boyz can not reach. The nob trukk aims for the stuff trukk boyz can not hurt.
nob bikers are expensive and you already have a deathstar unit so I think I wouldn't go with this.
Two things that work well with trukks are stormboyz and buggies. Buggies increase target saturation and are cheaper then koptas. Stormboyz can follow up behind and can charge the units that are being protected.
I would usually use the warboss with snikrot as the commandos lack punch. Having the enemy away from the edge should be good for you if snikrot did this then it worked well.
Hope that helps and makes sense  .
|
This message was edited 2 times. Last update was at 2011/09/16 23:53:55
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/16 23:58:32
Subject: 2000pt orks: fastest improvement
|
 |
Fresh-Faced New User
|
i get your meaning.
what if i dropped both nobz squads. added the nob bikers. dropped the kommandos for the rest of the deffkoptas. and put 24 of the 30 boyz in the extra trukks (by this i mean drop the 30 boyz for two 12 boy units)? i suppose i'd still be down some necessary trukkboyz.
|
This message was edited 5 times. Last update was at 2011/09/17 00:12:00
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/17 03:51:27
Subject: 2000pt orks: fastest improvement
|
 |
Bonkers Buggy Driver with Rockets
|
You want to maximize it? Drop dead weight and inefficient selections. Not to chop up your list, but since you want it fixed:
(posting this to let you know something is forthcoming) Automatically Appended Next Post: IC's get singled out in CC. Your Big Mek is just a super juicy targetwith only the stats of a nob(with Ld 8)
1. Remove PK, Attack Squig, CB, and BP from your Big Mek. Extra points on an IC that dies far too easily. For that matter, remove the BP from your warboss. It should go with the nob, who dies last in the unit. +60 points.
2. AP is too expensive for a 35 point AV 10 transport. The trukk is needed for 2 turns. RPJ is optional, but again, often not worth 5 points for that 1" move. How often does this 1" make a difference? Usually, good strategy and tactics eliminate the need for it. I run my trukks with a RR, to blaze through cover/difficult terrain. +60 points
3. Increase your trukk boyz by one to 12 each and add a BP to the nob. -22 points.
4. Leave those trukk boyz as slugga/choppa wielding gits. They start attacking turn 2, and will be assaulting. They aren't going to hide inside an AV 10 vehicle to shoot.
5. Remove the unit of 30 boyz. They're footslogging disrupts the synergy of your army. Your army should be able to strike simultaneously, or opponents will get to ignore the slower units for a turn or two and focus on the fast ones. +220 points.
6. Go ahead and remove the Kommandos. The unit is too small and can be eliminated quickly. It has a 50% chance of hitting in the 2nd round, IF someone is within assault distance. Some people throw Ghaz or a warboss in with them to ambush and wreak havoc, but let's avoid that tactic for now. +195 points.
7. I see what you're doing, and I've done the same. Wound allocation with Deffkoptas isn't anywhere near as efficient as it is with Nobz. Replace that unit with three single suicide koptas. TL-Rokkit Launcha and Buzzsaw. Now there are 3 targets, and EACH can seriously threaten anything with a rear armor less than 14. +50 points.
Okay, we've got 566 points to play with now, right? First things first, drop the trukks from both nobz(+80), and add two Battlewagons w/Deffrolla, AP, Big Shoota(-250).
393 points left. Let's throw in some immediate threats that can take out infantry and light armor alike. 20 Lootas, two units of 10 each. -300 points.
93 points left, you can spend them as you wish. I'd be tempted to turn a trukk mob into a battlewagon mob of 20, but you'd have to get another 40 points from somewhere. You could add 3 nobz w/cybork and options, or 6 more lootas!
So, I've removed some extras off the big mek(who rides with nobz in a BW, and can stay embarked and protect and fix the BW while it rolls around). You now have 5 immediate light armor threats. Three buzzkoptas and two loota units, any of which can take out AV13 or less, and the lootas can tear up infantry as well. You have lost a unit of 30 boyz, but gained more firepower, and are threatening more targets each turn now, and sooner. You also have 2 Battlewagons w/Deffrollas, and are practically guaranteeing the nobz make it to assault....and they SQUARSH enemy units and excel at popping vehicles.
|
This message was edited 1 time. Last update was at 2011/09/17 04:37:55
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/17 22:50:14
Subject: Re:2000pt orks: fastest improvement
|
 |
Longtime Dakkanaut
|
Well you have suggested a completely different list  . As such I shall not comment on your list.
Trukkspam works.
To reiterate having one battlewagon is not a good idea. I say this just as people try to combine different views and get an average list.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/18 02:05:52
Subject: 2000pt orks: fastest improvement
|
 |
Lead-Footed Trukkboy Driver
|
Brother Taurinus wrote:You want to maximize it? Drop dead weight and inefficient selections. Not to chop up your list, but since you want it fixed:
(posting this to let you know something is forthcoming)
Automatically Appended Next Post:
IC's get singled out in CC. Your Big Mek is just a super juicy targetwith only the stats of a nob(with Ld 8)
1. Remove PK, Attack Squig, CB, and BP from your Big Mek. Extra points on an IC that dies far too easily. For that matter, remove the BP from your warboss. It should go with the nob, who dies last in the unit. +60 points.
2. AP is too expensive for a 35 point AV 10 transport. The trukk is needed for 2 turns. RPJ is optional, but again, often not worth 5 points for that 1" move. How often does this 1" make a difference? Usually, good strategy and tactics eliminate the need for it. I run my trukks with a RR, to blaze through cover/difficult terrain. +60 points
3. Increase your trukk boyz by one to 12 each and add a BP to the nob. -22 points.
4. Leave those trukk boyz as slugga/choppa wielding gits. They start attacking turn 2, and will be assaulting. They aren't going to hide inside an AV 10 vehicle to shoot.
5. Remove the unit of 30 boyz. They're footslogging disrupts the synergy of your army. Your army should be able to strike simultaneously, or opponents will get to ignore the slower units for a turn or two and focus on the fast ones. +220 points.
6. Go ahead and remove the Kommandos. The unit is too small and can be eliminated quickly. It has a 50% chance of hitting in the 2nd round, IF someone is within assault distance. Some people throw Ghaz or a warboss in with them to ambush and wreak havoc, but let's avoid that tactic for now. +195 points.
7. I see what you're doing, and I've done the same. Wound allocation with Deffkoptas isn't anywhere near as efficient as it is with Nobz. Replace that unit with three single suicide koptas. TL-Rokkit Launcha and Buzzsaw. Now there are 3 targets, and EACH can seriously threaten anything with a rear armor less than 14. +50 points.
Okay, we've got 566 points to play with now, right? First things first, drop the trukks from both nobz(+80), and add two Battlewagons w/Deffrolla, AP, Big Shoota(-250).
393 points left. Let's throw in some immediate threats that can take out infantry and light armor alike. 20 Lootas, two units of 10 each. -300 points.
93 points left, you can spend them as you wish. I'd be tempted to turn a trukk mob into a battlewagon mob of 20, but you'd have to get another 40 points from somewhere. You could add 3 nobz w/cybork and options, or 6 more lootas!
So, I've removed some extras off the big mek(who rides with nobz in a BW, and can stay embarked and protect and fix the BW while it rolls around). You now have 5 immediate light armor threats. Three buzzkoptas and two loota units, any of which can take out AV13 or less, and the lootas can tear up infantry as well. You have lost a unit of 30 boyz, but gained more firepower, and are threatening more targets each turn now, and sooner. You also have 2 Battlewagons w/Deffrollas, and are practically guaranteeing the nobz make it to assault....and they SQUARSH enemy units and excel at popping vehicles.
You wrote my list! my two cents is that I prefer burnas in a battlewagon over lootas, throws off the armies mojo, more stuff heading at the enemy. I just had a game today where my burna wagon took out an imperial command squad, 2 blob squads, a leman russ and a chimera, oh and ran a heavy weapons unit off the board. Suffice to say, if you're facing any sort of 5+ save, the burnas are really a nasty unit and if you're playing anything with a low initiative(necrons, other orks, tau, some tyranids), you go first with power weapons. But it's better to stay in the vehicle and flame unless you can go first in combat.
Also, to increase the durability of your trukk units. I run one unit as hard boys and one unit with my warboss. it lets you assault a tac squad or something like it and still come up with a victory rather than the usual tie or worse getting swept.
|
This message was edited 1 time. Last update was at 2011/09/18 02:07:14
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/19 00:20:42
Subject: Re:2000pt orks: fastest improvement
|
 |
Fresh-Faced New User
|
So there ended up being no tourney, because only one other person showed up. But i played a game with that person.
He played BA and his list was as follows as far as I could tell:
2 Librarians with jump packs.
6 10 man assault squads with jump packs. each squad had a power fist and 2 plasma guns or 2 flamers
2 sanguinary priests with jet packs.
My list was as follows:
HQ
warboss 115
big mek w/ kff 95 (put it in the bw)
Troops
3 * (12 boyz w/ pk nob in a truck 147) 441
11 boyz w/ a pk nob in a truck 141
19 shoota boyz w/ a pk nob 154 (put them in the bw)
8 nob bikers w/ 2pks, 3bcs, painboy, waagh!, etc. 520
Fast Attack
5 deff koptas as above 260
2 * (deff kopta units w/ buzzsaw and tl-rokkits 70) 140
Heavy Support
Battle wagon w/ deff rolla, armor, grot, big shoota 130
total: 1996
result: disaster
dropped foot sloggers, komandos, nobz
took slugga boyz in the trukks over shoota boyz. I should have put slugga boyz in the bw as well.
i didn't get the lootas, I def plan on getting some soon, but it wasn't happening over night.
i dropped the upgrades on the trukks and the big mek.
added biker nobz.
added single deffkoptas, which didn't help against that list, no tanks.
overall i think i could have had a chance by making better tactical decisions, but it is definitely a tough list.
I shouldn't have let my deffkoptas get assaulted, that is obvious, not sure what i was thinking by putting them where i did.
a few instances where i didn't put my nobs w/ pk's close to the IC's; taking out the sanguinary priests should have been a priority.
I shouldn't have assaulted one squad with both my bikers and my boyz; the boyz were just and extremly squishy target that made me overwhelmingly lose the assault and my nobz turn tail to get walked off the board by an assault squad.
thanks for the advice though, i'll try to build up to those lists you guys recommended.
|
This message was edited 2 times. Last update was at 2011/09/19 00:21:53
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/19 05:05:32
Subject: Re:2000pt orks: fastest improvement
|
 |
Bonkers Buggy Driver with Rockets
|
victorman wrote:
a few instances where i didn't put my nobs w/ pk's close to the IC's; taking out the sanguinary priests should have been a priority.
An independent character acts as a separate unit during assaults. You only need a PK Nob within 2" of a model in base contact to target the IC.
Blood Angels lists are hard on orks. Like 'nids(often), your strategy has to change, and you work to deny your opponent the charge, which is different from playing to get as many of your units to charge as you can. Having enough dakka is important, and while orks may not be as well rounded as tactical marines individually, the army list truly allows for versatility.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/09/19 09:33:07
Subject: Re:2000pt orks: fastest improvement
|
 |
Longtime Dakkanaut
|
Brother Taurinus wrote:Blood Angels lists are hard on orks. Like 'nids(often), your strategy has to change, and you work to deny your opponent the charge, which is different from playing to get as many of your units to charge as you can.
^This^
'nids are not so hard on orks I find. BA especially jump packers especially played well is really hard. I think I would have gone the wild west approach - make a circle of empty trukks and put your boyz behind it. Thus they have to destroy trukks, before the boyz.
|
|
 |
 |
|
|