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![[Post New]](/s/i/i.gif) 2012/04/08 21:13:42
Subject: Building an Ork army. Need advice on getting to 1850
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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Howdy. So I have been a devoted chaos player for many years and have started an Ork army for fun. The theme I am going for is fast and shooty Deathskulls, with some assault. I am trying to avoid the Nob death star thing. Here is what is in the list as of now:
HQ: Big Mek KFF, Eavy armor(joined to 1st shoota boy squad)
Elites: Lootas x 14
Lootas x 14
Troops: Shoota boyz x11
Big shoota, Nob w/PK+eavy armor,
Trukkw/ red paint& ram
Shoota boyz x 12
big shoota, Nob w/ PK+eavy armor
Trukk w/red paint & ram
Shoota boyz x 12
big shoota, Nob w/ PK + eavy armor
Trukk w/ red paint & ram
Slugga boyz x 12
big shoota, Nob w/PK +eavy armor
Trukk w/ red paint & ram
Grots x10 w/ runtherd
Grots x 10 w/ runtherd
Fast : Deffkoptas x3
All w/ TL rokkits, 1x buzzsaw
Deffkoptas x3
All w/ TL rokkits, 1x buzzsaw
Warbuggies x 3
TL rokkit launchas
This comes in right around 1650ish, leaving about 200 points to play with. I also own 2 battlewagons w/ dethrollas, some bikes,and lots more orks. I can pretty much convert stuff to make anything from the codex. Again, trying to avoid the whole Nob thing, but I am open to all suggestions. I always model, paint and play to the "fluff", and, again, my army is Deathskulls if that helps. Thanks.
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![[Post New]](/s/i/i.gif) 2012/04/08 22:31:47
Subject: Building an Ork army. Need advice on getting to 1850
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Roarin' Runtherd
Arizona
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drop the 'eavy armour on the nobz in the boyz not worth the points. So doing that would leave you with 220 points and you could pick up 2 Looted Wagons with boom Guns, nice and fluffy and with 'uge gunz will divert fire away from the trukks
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![[Post New]](/s/i/i.gif) 2012/04/08 23:07:17
Subject: Building an Ork army. Need advice on getting to 1850
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Pyromaniac Hellhound Pilot
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Yes, drop the 'eavy armor on the nobz. You can add two nicely equiped deff dreads with those points. One can be a troop choice thanks to the big mek.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2012/04/09 00:08:18
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Ork-Hunting Inquisitorial Xenokiller
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i disagree on the evy armour. Most people dont use it right.What you do it keep taking wounds on the nob till he fails one. For 5pts you can save a 6pt model 50% of the time this is great in CC as you wont lose as many boyz and be able to deal that much more dmg.With trukks dreads are a waste since they are too slow .some burnas in a wagons would be a nice touch for a salvage team . From a game play aspect i would take one wagon with burnas,one wagon full of shootas with a kff , 1 trukk with ard boy sluggas ,1 trukk with sluggas,2 trukks with shootas then fill the rest with lootas and fast attack.I like 9 rokkit buggies since they are dirt cheap and awsome with a KFF or 6 rokkit buggies and one kopta with buzzsaw and rokkitz ,which are great at tying up those psyflemen dreads or long fangs.
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![[Post New]](/s/i/i.gif) 2012/04/09 00:20:59
Subject: Building an Ork army. Need advice on getting to 1850
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Irradiated Baal Scavanger
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Get rid of the evy armour its not necesary
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I'm da big boss of da Blood Angels. But this what Orks do when they see my power |
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![[Post New]](/s/i/i.gif) 2012/04/09 00:47:11
Subject: Building an Ork army. Need advice on getting to 1850
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Stealthy Grot Snipa
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I second the Boomguns on looted wagons, they are a terrific heavy support choice despite what you hear.
Maybe give the Big Mek a PK, adds more str8-9 to the fight.
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![[Post New]](/s/i/i.gif) 2012/04/09 01:11:07
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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Thanks for all the helpful advice. I have been considering making a looted wagon conversion. This may be just the excuse I need  . I have a question about the deff dread. Can I still make that a troops choice since I already have all 6 troops slots filled? I'm thinking not, but is this an exception? Thanks again.
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![[Post New]](/s/i/i.gif) 2012/04/09 01:22:52
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Ork-Hunting Inquisitorial Xenokiller
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you can only have 6 troops but you can drop a grot squad and take it or make a 20 man grot sqaud .You really dont want your KFF in combat a pk is kind of a waste of points.Unless you give his ride a plank then it would be good for drive bys
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![[Post New]](/s/i/i.gif) 2012/04/09 02:39:38
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Stealthy Grot Snipa
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azgrim wrote:you can only have 6 troops but you can drop a grot squad and take it or make a 20 man grot sqaud .You really dont want your KFF in combat a pk is kind of a waste of points.Unless you give his ride a plank then it would be good for drive bys
Oh, forgot. He is not fielding green-tide or Battlewagon rush. Actually... wouldn't his big mek end up in combat anyways? If it sat around while everything is in combat not making use of the coversave, he is sitting out there getting shot. Might as well get him stuck in, wouldn't you agree?
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![[Post New]](/s/i/i.gif) 2012/04/09 12:02:21
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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@ Da Komizzar: I have only played a few games with this army, Most of which have been at 1750 or less, so this may be just a noob mistake on my part. I have been trying to keep heim in the trukk and, when the boys jump out, he drives off to where his KFF might be more useful. I try to keep him out of CC as long as posssible.
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![[Post New]](/s/i/i.gif) 2012/04/09 15:42:26
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Ork-Hunting Inquisitorial Xenokiller
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Thats pretty much how i play mine although i give mine a burna so he can roast from the safety of his ride and if he does end up in CC I3/4 powerweapon attacks are great.
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![[Post New]](/s/i/i.gif) 2012/04/09 23:26:39
Subject: Building an Ork army. Need advice on getting to 1850
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Longtime Dakkanaut
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Like the list.
Maybe have less grots as they should just be there to hold objectives.
I would prefer 9 rocket buggies.
Else 2 single koptas and the 3 buggies.
Groups of 3 koptas are not so effective.
I think I prefer having a squad of 1 and a squad of 5, to take advantage of 25% rule. Also they then have different roles.
Take care
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![[Post New]](/s/i/i.gif) 2012/04/10 00:29:27
Subject: Re:Building an Ork army. Need advice on getting to 1850
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Cackling Daemonic Dreadnought of Tzeentch
Ellenton, Florida
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Lots of great advice. I like the " drive by burna" idea for the Mek. I have also heard great things about rokkit buggies from several people, so I suppose I will have to throw together some conversions and give 'em a go. If I go for the single deffkopta and squadron of 5, what is the best way to kit the 5 out?
Thanks again for all the help!
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![[Post New]](/s/i/i.gif) 2012/04/10 00:51:56
Subject: Building an Ork army. Need advice on getting to 1850
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Stealthy Grot Snipa
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Rokkit buggies are great conversions from deffkoptas, believe me.
Equiping a single deffkopta for me is always a TL rokkit and nothing else. I never take full squadrons unless I am unleashing the full might of my "Arrer Forz" (Air Force). Because it consumes points like there is no tommorrow and the large threat generally gets them shot down as soon as they open up once.
I run KFFs a lot recently and find that they help a lot in combat if given a PK, if one PK is feared imagine two. KFFs do grant a decent rallying point though!
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