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![[Post New]](/s/i/i.gif) 2011/11/29 12:30:33
Subject: 1k footsloggin' dakka-orks
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Navigator
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Big mek w/ kustom force field, 'eavy armor = 90 (not taking shokk attack gun 'cause I'm totally out of luck with it)
15 Ork kommandos w/ 2 burnas, nob, power klaw, 'eavy armor, bosspole = 225 (for those who's in heavy cover or who is too far away)
20 Ork boyz w/ shootas, 2 big shootas, nob, 'eavy armor, bosspole = 150
20 Ork boyz w/ shootas, 2 big shootas, nob, 'eavy armor, bosspole = 150
30 Gretchins w/ runtherd = 100 (meatshield for mek)
3 Big guns w/ kannons, ammo runt, 6 grots, runtherd = 91
3 Big guns w/ kannons, ammo runt, 6 grots, runtherd = 91
3 Big guns w/ lobbas, 6 grots, runtherd = 103
1000 p
I've not much experience in orl playing and would be glad to have a little of words 'bout this list.
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"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." - Samuel Beckett © |
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![[Post New]](/s/i/i.gif) 2011/11/29 14:34:03
Subject: 1k footsloggin' dakka-orks
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Fresh-Faced New User
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Orks can have a really strong gun line, most people will argue this, but try it and see. They can out shoot most armies. So you have a good idea, but it's not quite there yet. First of all, you have almost 1/4th of your army in kommandos. Kommandos are fun, but they are essentially 10point boys. Overpiced, and die quickly. Without Snikrot, they're not much use. So drop the kommandos, and take lootas. You want to shoot everything to bits, and then use the boys to keep the danger away from the shooty guys. Also, looking at the points, you have 1 runtherd and 30 gretchin, this is not allowed. 1 runtherd for every 10 gretchin. You can do 29 grots and 2 runtherds for 107 points... Another suggestion, take 2 ekstra grots with each unit of gunz, this will reduce the chance of them running a lot! Last, drop the big mek 'eavy armour. He will only use this in close combat, because the grots will take all the wounds from shooting. In CC, he will die, so it won't really help him then either.
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This message was edited 2 times. Last update was at 2011/11/29 14:37:40
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![[Post New]](/s/i/i.gif) 2011/11/29 15:38:18
Subject: Re:1k footsloggin' dakka-orks
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Navigator
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Grots are taken at maximum, I meaned 6 additional grots at every battery.
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"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." - Samuel Beckett © |
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![[Post New]](/s/i/i.gif) 2011/11/29 16:42:37
Subject: 1k footsloggin' dakka-orks
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Sneaky Kommando
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List looks fun, but there are some issues in it for sure. Ill rework the units best I can but don't have codex in front of me for points.
HQ- Mek is fine, I like PK+Armor+Cybork. But if you are gonna do that just bring warboss w squig and scorcha.
15 lootas 225
or
7+ 7 lootas in seperate units.
20 Ork boyz w/ shootas, 2 big shootas, nob, 'eavy armor, PK,bosspole = 175
(taking the PK is really not an "option", you have to have it, why? one sinlge dreadnought gets into CC with you he will kill the whole unit-that's why.
Trust me, the Boyz mob is baically just a 20 wound powerklaw when it comes down to it.)
20 Ork boyz w/ shootas, 2 big shootas, nob, 'eavy armor, PK,bosspole = 175 (again bring the Klaw)
19 Gretchins w/ runtherd = 67 (meatshield for mek) (you need a runtherd for every 10 grots, but only 1 for 19)
3 Big guns w/ kannons, ammo runt, 6 grots, runtherd = 91
3 Big guns w/ kannons, ammo runt, 6 grots, runtherd = 91
3 Big guns w/ lobbas, 6 grots, runtherd = 103
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This message was edited 1 time. Last update was at 2011/11/29 16:43:12
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![[Post New]](/s/i/i.gif) 2011/11/29 19:13:02
Subject: 1k footsloggin' dakka-orks
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Waaagh! Warbiker
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Ammo runts are amazing for Big Gun Batteries, take as many as you can (except on the Lobbas).
Take as many units of Lootas as you can in an Ork Shooty Army, i would suggest either one unit of 15, OR 3 untis of 5. One large unit will increase their durability, but they can only shoot at one target per turn. 3 smaller units are individually easier to kill (or run away), but they are also three different targets as well as being able to shoot at 3 different things per turn. It really is personal preference on this one. But nonetheless, Lootas are a MUST in an Ork Gunline.
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4000
1500 W:7 D:2 L:2
WAAAAGH!!!!
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![[Post New]](/s/i/i.gif) 2011/11/29 19:22:35
Subject: 1k footsloggin' dakka-orks
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Flashy Flashgitz
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Yeah, I would also say that adding in the Kommandos is not preferable to having Lootas in an Ork Dakka list. If you do take Kommandos, I think it's almost a necessity to have Snikrot so you can determine what table edge they enter from.
With a Dakka list, you want to be putting as much firepower out early. Rolling for reserves for a CC based unit to come out doesn't work as well with the list.
With Lootas, you have 48'' range, so that should help you take out far away targets.
The KFF Big Mek isn't a bad idea, but personally I really like the SAG. You only have a 1 in 5 chance of misfire and only a few of those will be detrimental to you.
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![[Post New]](/s/i/i.gif) 2011/11/29 23:08:52
Subject: Re:1k footsloggin' dakka-orks
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Navigator
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So, tonight I played my first game (Orks & Space Wolves vs Eldars & IG, with me going last, in nearly empty field  ) with this list, and what can I say about everything:
Mek - went down on turn 1 due to Sly Marbo - haven't proved himself or disappointed;
Kommandos (who was taken in 2 squads of 5) - made some mess, but wer rather meh;
Ork boyz - were mediocre, shooted well, killed a squadron of eldar walkers in 2 turns with shooting and charging each;
Gretchins - killed Marbo and Dire avenger dual sabres-exarch with 4 dire avengers - 'nuff said;
Kannons - killed lots of stuff;
Lobbas - disappointed me.
So now I'll try to play with something like this:
Big mek w/ kustom force field, 'eavy armor = 90
5 Lootas = 75
5 Lootas = 75
5 Lootas = 75
20 Ork boyz w/ shootas, 2 big shootas, nob, bosspole = 145
20 Ork boyz w/ shootas, 2 big shootas, nob, bosspole = 145
28 gretchins w/ 2 runtherds = 104
3 Big guns w/ kannons, 3 ammo runts, additional6 grots, runtherd = 97
3 Big guns w/ kannons, 3 ammo runts, additional6 grots, runtherd = 97
3 Big guns w/ kannons, 3 ammo runts, additional6 grots, runtherd = 97
1000 p
Oh, and we won.
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"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." - Samuel Beckett © |
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![[Post New]](/s/i/i.gif) 2011/11/29 23:12:31
Subject: Re:1k footsloggin' dakka-orks
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Nasty Nob
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 good win for da orks.
Being str 5 lobbas will have a hard time cracking open vehicles, so using them against Guard isn't easy.
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![[Post New]](/s/i/i.gif) 2011/11/29 23:22:39
Subject: Re:1k footsloggin' dakka-orks
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Navigator
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Who shocked me most are gretching: getting down marbo with only 3 casualities and dire avenger dual sabres-exarch with 4 dire avengers with only 2, all without runtherds in combat - that's damn tough.
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"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." - Samuel Beckett © |
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![[Post New]](/s/i/i.gif) 2011/11/30 02:55:44
Subject: Re:1k footsloggin' dakka-orks
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Flashy Flashgitz
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Gretchins - killed Marbo and Dire avenger dual sabres-exarch with 4 dire avengers - 'nuff said;
Definition of a humiliating defeat, good job.
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![[Post New]](/s/i/i.gif) 2011/11/30 18:06:53
Subject: 1k footsloggin' dakka-orks
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Waaagh! Warbiker
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Congratz on the win, you've got some tough Grotz!
I like the look of your new list, but you NEED to find room in there somewhere for both of your Boyz squads to have Power Klaws, they are absolutely necessary in every Boy squad in every Ork army. As proven in your last game; your Shoota Boyz got into CC, and they would have done MUCH better in CC with the addition of PK's. Fact is, no matter how shooty your army is, your Boyz are going to end up in CC sooner or later.
Other than that; looks fun, and keep winning!
Rock on dude, and good luck.
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4000
1500 W:7 D:2 L:2
WAAAAGH!!!!
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![[Post New]](/s/i/i.gif) 2011/12/01 00:30:38
Subject: Re:1k footsloggin' dakka-orks
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Longtime Dakkanaut
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Your new list is pretty great. The troops I would go for would be 2 squads of 30 boys with PK and bosspole, actually the bosspole is less important.
Congratulations on the win
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![[Post New]](/s/i/i.gif) 2011/12/01 07:06:49
Subject: Re:1k footsloggin' dakka-orks
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Navigator
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2 squads of 30 boyz as a klaws to boyz doesn't fit by points. As i have 3 squadrons of kannons, I think they're just not a "must-have", the only option for them is to reduce grots, and I will ned somebody to take care of some tough and foolish enough guys
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This message was edited 1 time. Last update was at 2011/12/01 07:07:34
"Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better." - Samuel Beckett © |
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