Poll |
 |
|
 |
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) 2012/02/26 22:28:04
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Krazed Killa Kan
|
I am maxing out my Boyz as troop choices. Yes that's 180 Boyz. Unit composition will be classic... 26 Boyz. 3 heavy weapons (rokits). A nob w PK/BP. I am trying to keep it WYSIWYG.... mostly. I will add some extra bits (maybe) to further denote a mob of 'ard Boyz. I was going to do 90 shootas and 90 Sluggas. So 30 of them can be 'ard Boyz, but won't be in every game. To be nice to my opponent id like to separate them somehow further by adding bits. As you can imagine, I will not want to just add a 7th mob to switch out. I have enough to paint as it is.
My question:
Do you like 'ard Boyz as Sluggas or Shootas? Automatically Appended Next Post: C'mon? Nobody has an opinion? This IS dakkadakka isn't it? I thought this could even ignite a red state - blue state argument!
|
This message was edited 1 time. Last update was at 2012/02/26 22:42:55
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/26 23:07:45
Subject: Re:'Ard Boyz... Shootas or Sluggas?
|
 |
Powerful Chaos Warrior
Northampton United Kingdom
|
Im not a ork player but if my opinion helps id assume slugga's as shootas will 90% of the time should be in cover 4+ or mek since thats their role while slugga's its all about getting their as quickly as possible so the 4+ could save you against guard lasguns (but then again whos watching out for lasguns when there is battlecannons ) or other lop ap guns the only difference i can see if if you come up against a space marine assault list like BA rhino/razor rush because they will fine it difficult with a mob of 4+ save boys to chew threw without IC help same goes for space wolves.
However i think the general opinion is (from what ive observed) more boyz> better boyz*with cover so prominent its mainly because orks are so cheap and effective for their main purpose the 4+ is nice but its just not worth it when the ap4 guns start firing
*in your case for maxing out your troops more boyz = filling out more slots in FOC rather than making your normal boys more expensive for a minor increase in survivability
**if this is green tide i suggest kommandos for backfield madness (personal choice rather than 100% competitive.
Saves in general
6+ 5+ 4+ band 1 3+ band 2 2+ band 3 thats when the jumps become most prominent
6+ not great expect everything to tear you to bits but expect to have more than enough models to absorb the brunt
5+ pretty much the same but its more with models with more than one wound or numbers again not much difference tactically
4+ still not much change expect 60% of the firepower to break you armour keep to cover and choose you battles its a average save so this is a tricky save you can play it agressive if you have the model count and low ap templates are outta view
3+ tactically massive jump here most guns will grant you a save and its better than cover so unless you see a geared up squad or tank play without fear knowing you pretty much gonna come out the other end alright from most things and if your not get into cover! they most likely don't have many dangerous shots!
2+ another big tactical swap its going to be on your elite units so watch out for low ap hunter units who are gonna most likely be high costing elite units themselves but otherwise play these units to their strengths and no much can go wrong.
sorry for the essay i hope it helped
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/26 23:19:14
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Resentful Grot With a Plan
|
I'd skip the 'ard boyz. For the extra points per models you can run a squad of 30 grots to give a mobile cover save//objective squatter//tar pitter, and free up 130 points to go into other mobs.
If I had to chose 'ard boyz I'd run it on a squad of sluggas because they are going to be running (I'm assuming) to get stuck in as fast as possible, and the 4+ will help in most close combat situations. Shoota boyz have the option of sitting behind the slugga boyz and offer supporting fire instead of charging if you cannot get them stuck in as well.
I'd also run 2 squads of slugga boyz and 4 squads of shoota boyz if I didn't take grots. I anticipate heavier losses in the assault than probability lends to, and I prefer the thought that each dead enemy before they get to swing in assault saves 1 boy, and each dead slugga boy is a loss of an attack.
|
The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/26 23:40:36
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Probably not even 2 cents worth of malarkey, but since so many more ranged weapons are AP4 or better than CC weapons, I would go with Sluggas, as their 4+ save will matter more in CC.
|
I don't write the rules. My ego just lives and dies by them one model at a time. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/27 00:09:18
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Lead-Footed Trukkboy Driver
|
The save will be helping you much more in assault because ork losses tend to be heavy to fearless wound and having your guys 3x as survivable in assault is huge. So sluggas on the hard boys, and try to go 4 shoota squads if you have the bits.
beware a huge assault army of blood angels though, they will rock you with their feel no pain 3+
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/27 00:47:42
Subject: Re:'Ard Boyz... Shootas or Sluggas?
|
 |
Hurr! Ogryn Bone 'Ead!
|
Sluggas all the way - boyz are meant to chop stuff, non of this dakka dakka stuff
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/27 03:48:41
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Nasty Nob
|
Sluggas for the reasons already said.
I would also advise against taking 3 rokkits per mob. A 30-man mob of sluggas should spend every unengaged shooting phase running towards the enemy.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/27 03:52:54
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Bounding Assault Marine
Nocturne
|
Sluggas FTW. But as for rokkits on sluggas, I run a single 30 man mob of sluggas in my list w/ 3 rokkits, and I use them primarily to hold objectives. The extra attacks from two CCWs help if somebody tries to assault them, and they can at least make three shots with their rokkits if nothing is in slugga range. Plus having an S8 AP3 assault weapon fire a few times before you assault definitely helps thin out the number of models you have to kill in the assault.
|
This message was edited 1 time. Last update was at 2012/02/27 03:54:30
Sun Tzu "All warfare is based on deception"
Into the Fires of Battle! Unto The Anvil of War!
2500 pts
1500 pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/02/27 10:45:17
Subject: 'Ard Boyz... Shootas or Sluggas?
|
 |
Bonkers Buggy Driver with Rockets
|
It's been explained. Sluggas for 'ard boyz. Don't bother with special guns, they should be running.
To one of the previous posters, no, he can't spend the points on gretchin, because he's maxing out 6 troops already.
|
|
|
 |
 |
|