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Made in gb
Nurgle Predator Driver with an Infestation




Dover

Hey, now that infantry is back in and hull points are like milk and cookies for meks, i thought i'd give this ago, also with artillery being T7 they become much more viable, and a good road block frankly.
Let me know what you think of this list I'll be taking personal warlord traits, ideally he gets the outflank rule on a hammer of wrath game, but thats rare and nasty


Warboss /w Mega Armour + Cyb – 110
4x Meganobz – 160 (Troops)
Battlewagon /w DR – 110 (Dedicated)
Big Mek /w KFF – 85
10x Loota’s /w 2x Meks /w Grot Oiler - 155
Battlewagon /w Killkannon, 4x Big Shoota’s – 160
20x Shoota Boyz + 2x Big Shoota - 130
20x Shoota Boyz + 2x Big Shoota – 130
20x Shoota Boyz + 2x Big Shoota – 130
5x Tankbusta’s /w Tankhammer + Bomb Squig - 80
Dakkajet /w T/L SS – 120
6x Nob Bikers /w Painboy + 6x Cyb + 2x PK + WB + BP – 385
3x Kannon /w 2 Ammo Runts – 66
3x Kannon /w Ammo Runt – 63
1750

UPDATED[u]

Plan is running the dakkawagon in the middle of the boyz, providing the 5+ save around the tank as well as it goign at their speed, 6 inches, so it can fire regularly. As well as this, tankbusta's will help to pop open rhino's and maybe stop a dreadnought or two in the pack. 60 shoota boyz does alot of damage, especially if i get to overwatch its much better, and seeing as you can run and charge anymore they are statistically better than slugga boyz. Loota's can snap fire out of the wagon, not a big difference for them really, and nob bikers can zoom off to screw over a manticore (they can glance its side armour 10 to death with 9x T/L S5 shots. Zzap Gun road block tank pop

Thoughts and Strengths and Weaknesses please + Would merging the shoota's into 2x 30 be a better idea than 3x 20??

This message was edited 2 times. Last update was at 2012/07/11 17:57:01


W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

I like it aside from the zapps. Too random. This army needs a little more dependability.
   
Made in gb
Nurgle Predator Driver with an Infestation




Dover

Well i didnt think of adding another dakkajet in, i tend to forget i have one when i make a list and panic add it later ;p I spose ditching the zzaps for a dakkajet would be good but then i lack 12x T7 wounds camped on an objective :/ Not quite sure

W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
Made in gb
Longtime Dakkanaut




First 6th edition list I have replied to I am so excited.

You are running at the enemy with only 2 battlewagons and a jet, their various antitank/field guns will have a field day. Seriously it will be quite easy to single out each threat and respond with entirely different units.
I would propose another battlewagon to dilute the enemy fire.

I suspect meganobs may not be so great as they are slow and I think we'll see plenty of plasma guns in this edition.

The lootas make a the wagon a big target, then they will suffer a lot of causalities when it does blow up. I think foot slogging lootas is going to be great, replace the two meks with more lootas.

I think tankbustas need some transportation as their range is too small and you want tanks/marines dead as soon as possible.

You'll want a boss pole for the nob bikers and they all get or none at all cyborg bodies.

Kannons are way better than zzap guns. The ap2 isn't enough to take them over kannons, Then you want to have all the crew and runtherdz and ammo runts. The ammo runts make you about BS4 and then the crew all have toughness 7, so why not.

So in general I would have list looking like 4 battlewagons with a couple squads or so of lootas at the back, with jet for fun. If you want more fast attack, I would suggest before the nob bikers getting 5 rocket deff koptas with a warboss on a bike else another jet.
   
Made in gb
Nurgle Predator Driver with an Infestation




Dover

Some good points, but -

The meganob battlewagon shouldnt die in turn 1, the troops will disembark and assault turn 2 (potential assault range of 18inches that turn), as well as this the dakkawagon needs to get blitzed in one turn, as 3 meks is a potential 3 hull points repaired each turn! That should captivate them as well as the KFF.

48 board width, 12inch deployed on, 24inch guns, im only 12inch from edge so turn 1 i can shoot up to 6 inches meaning tankbusta's should be in range If they're deploying on board edge a transport wouldnt matter, board edge means turn 1 i have to run regardless!

I agree with the nob biker part, need to read more on the wound shizzle and cant believe i forgot a bosspole!

I see what you mean with 6 kannons, and ammo runts, that works Dont think need extra crew tho seeing as wounds get allocated to gun at all times, when crew gain the ability to die, they are basically dead

Thanks for the feedback, but throughout 5th ed ive ran a triple wagon nob krunchin team army and i dont think that's viable now, i think the green tide is coming back I need to buy another jet...thanks

W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
Made in gb
Longtime Dakkanaut




Orkaswampa wrote:Some good points, but -

The meganob battlewagon shouldnt die in turn 1, the troops will disembark and assault turn 2 (potential assault range of 18inches that turn), as well as this the dakkawagon needs to get blitzed in one turn, as 3 meks is a potential 3 hull points repaired each turn! That should captivate them as well as the KFF.

In practice the enemy will hit av12 and you get a 5+ cover save, then you are open topped. 1750 point enemy should be able to deal with straight away if they needs be.

Orkaswampa wrote:
48 board width, 12inch deployed on, 24inch guns, im only 12inch from edge so turn 1 i can shoot up to 6 inches meaning tankbusta's should be in range If they're deploying on board edge a transport wouldnt matter, board edge means turn 1 i have to run regardless!

It never works like that in practice, 24'' is too short, if you put them in a vehicle the extra inchs of movement will work wonders.

Orkaswampa wrote:
I agree with the nob biker part, need to read more on the wound shizzle and cant believe i forgot a bosspole!

Wound allocation now sucks for them. toughness 5 and FNP and 4+ cover is still pretty handy.

Orkaswampa wrote:
I see what you mean with 6 kannons, and ammo runts, that works Dont think need extra crew tho seeing as wounds get allocated to gun at all times, when crew gain the ability to die, they are basically dead

The wounds go to the closest model so the enemy will have to shoot through up to 10 toughness 7 models before stopping any gun from firing. Barring running off the board


Orkaswampa wrote:
Thanks for the feedback, but throughout 5th ed ive ran a triple wagon nob krunchin team army and i dont think that's viable now, i think the green tide is coming back I need to buy another jet...thanks

Not sure which way the wind blows for orks. We will have to see.
   
Made in gb
Nurgle Predator Driver with an Infestation




Dover

I suppose thats true, but against everyone i play i can normally get my AV14 facing their AT, with one side up against a building, meaning its quite safe 90% of the time! Tankbusta's meh, i havent the spare poitns fro a trukk

W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
 
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