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![[Post New]](/s/i/i.gif) 2012/07/23 21:50:14
Subject: Ork army list for critique, come on in!
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Swift Swooping Hawk
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So this should end up close to 1500pts or so, but I haven't done the numbers dead on yet.
Here goes!
Big Mek w/ SAG and Cybork Body
Warboss w/ PK, Cybork Body and Attack Squig
x8 Burnas
X20 Shootas, x2 Big Shootas, Nob w/PK
X20 Shootas, x2 Rokkits, Nob w/PK
X12 Choppas, x1 Big Shoota, Nob w/Big Choppa in Trukk
Deff Dread w/ x2 extra DCCW
X10 Stormboyz, with Zagstrukk (11 total models)
X1 Ork Fighta
X1 Ork Fighta
X3 Kans w/ KMBs
So the questions I have are:
What kind of Ork Fightas would benefit this list the best?
Are the Kans worth it like that?
Anything else? Lol
Thanks!
T-
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let the galaxy burn
 Let your passion for battle burn like the fires of the forge.  2000pts and growing!

starting up! |
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![[Post New]](/s/i/i.gif) 2012/07/23 21:55:52
Subject: Ork army list for critique, come on in!
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Battlefortress Driver with Krusha Wheel
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KMB's are sadly, even less worth it now than ever.
Dakkajets are best for most lists right now, this one included.
The Kans might do better with a Mek or two to do repairs.
The choppas are going to get killed first round.
You'll want riggers, and maybe plates on that Dred.
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![[Post New]](/s/i/i.gif) 2012/07/23 22:35:36
Subject: Ork army list for critique, come on in!
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Bounding Black Templar Assault Marine
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I think your list may be a smidge over 1500 but that could depend on how you kit out the planes.
Dakkajets with the extra Supa Shootas are definetly the way to go on that issue.
I prefer Killa Kans with Grotzookas myself and they may be better now in the new rules.
At 1500 points you do not have many troops and I would make them all Shootas myself. Also if you do have a small unit like the one I would leave them back someplace covering my own objective in cover rather than driving them forward to die. Also why the Big Choppa in that unit instead of a PK?
I think if you drop the trukk, and use the 2 Dakkajets with full upgrade and give the kans Grotzookas, you could have the following in the 1500 point list:
HQ:
Big Mek, 105 pts; Mek's Tools; Cybork Body; Choppa; Shokk Attack Gun;
Warboss, 110 pts; Attack Squig; Cybork Body; Slugga; Power Klaw;
Elite:
8x Burna Boyz, 120 pts
Troops:
19x Boyz, 165 pts; Shootas; Big Shoota x2; w/Boyz Nob; Slugga; Power Klaw;
19x Boyz, 175 pts; Shootas; Rokkit Launcha x2; w/Boyz Nob ; Slugga; Power Klaw;
14x Boyz, 110 pts w/ Boyz Nob; Slugga; Big Choppa;
Deff Dread, 105 pts; Dreadnought CCW x2; Dreadnought CCW x2
Fast Attack:
10x Da Vulcha Boyz, 205 pts w/ Boss Zagstruk
2x Dakkajets, 270 points; extra Twin-Linked Supa Shootas; Fighta Ace; Red Paint Job
Heavy Support:
3x Killer Kans, 135 pts; Grotzooka x3
Total Roster Cost: 1500
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![[Post New]](/s/i/i.gif) 2012/07/23 23:33:09
Subject: Ork army list for critique, come on in!
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Longtime Dakkanaut
Beaver Dam, WI
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For a green tide list it seems a bit mixed. Mixed is something that orks cannot afford. You have the makings of a green tide shooty list and I would fine tune that a bit.
Big Mek - w KFF instead of shokk attack gun. You are going to be running across the board so you need something to survive that is what the big mek is for.
Warboss - he is tuff hitting but costly - perhaps use your big mek with the KFF instead. A warboss is great if you want to take nobz as troops but save him for 1850 battles.
Skorchas are kind of meh on foot. They are golden in trukks or battlewagons. I think you would be better served by lootas.
Your boyz with choppas should either be replaced with shootas or save the points and lose the trukk and big shoota.
Zaggstrukk is a bit pricey replace them with a 2nd dreadnought
for more dependability.
So:
HQ:
1 Big mek with KFF 105
1 Big mek with SAG 95
200
Elites:
8 Lootas 120
Troops: 615
20 shootas: Nob with boss pole and PK, 2 Big shootas 165
20 shootas: Nob with BP and PK, 2 Rokkits 175
20 Shootas: Nob with BP and PK, 2 Big shootas 165
1 Deff Dread with 2 extra CCW 105
1 Deff Dread with 2 extra CCW 105
Fast: 270
2 Dakka jets
1205
To go on-foot I would spam the lootas - so 285 gets you 21 more of them. Then I would go two units of 10 and one unit of 9. Perhaps trim off 4 of them to add a grot unit to sit back on the board and provide some cover for the lootas and the ability to sit on an objective.
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![[Post New]](/s/i/i.gif) 2012/07/24 08:57:29
Subject: Re:Ork army list for critique, come on in!
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Swift Swooping Hawk
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Thanks for all the replies so far! I appreciate the insights.
There's a decent chance I'm going to run up against some high AV targets, like Land Raider Crusaders, Monoliths and Doomscythes in addition to Raiders/Ravagers and other lower AV units, so based on the models listed, what's my answer to that?
Total models available are:
Warboss, PK, KombiScorcha, Attack Squig
Big Mek, SAG
Big Mek, KFF
X10 Lootas
X8 Burnas
X5 Meganobz
X10 Nobz and x1 Painboy
X60 odd Shoota Boyz
X40-50 Slugga Boyz
X10 Grotz
X15 Stormboyz and Zagstrukk
X3-6 Deffkoptas
X2 Ork Fightas
Battlewagon w/ Kannon
Looted Wagon w/ Boomgun
X3 Zzap Guns
X2 Deff Dreads w/ additional DCCWs
X3 Kans w/KMBs
X2 Kans w/Rokkits
X1 Kan w/ Grotzooka
X3 Kans w/Scorchas
X2 Trukks
I think that's about everything, any ideas based on that?
Thanks!
T-
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let the galaxy burn
 Let your passion for battle burn like the fires of the forge.  2000pts and growing!

starting up! |
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![[Post New]](/s/i/i.gif) 2012/07/24 10:24:52
Subject: Ork army list for critique, come on in!
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Longtime Dakkanaut
Beaver Dam, WI
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Well my list works but with only 10 lootas, you have 255 points left over...
Choices are go kan wall.
or add a 30 man unit of slugga boyz with a nob. 220
or reduce the numbers and give them heavy armor. This unit should run every turn. If you can keep the KFF mech in range, it will have a 4+/5++ save and provide cover for all the following orks.
It should die but it will keep you 3 x 20-boyz shoota squads intact.
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![[Post New]](/s/i/i.gif) 2012/07/24 11:22:47
Subject: Re:Ork army list for critique, come on in!
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Swift Swooping Hawk
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Do you still think going with two Dakkajets is the way to go with this list?
Like I said, I'm not really sure how I would get rid of the higher AV vehicles. I like Zzap Guns but (typical Ork) they aren't completely reliable to really punch when you need it.
The only other thing is to get a PK all up on someones tank or whatever and hope for high rolls haha
Thanks!
T-
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let the galaxy burn
 Let your passion for battle burn like the fires of the forge.  2000pts and growing!

starting up! |
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![[Post New]](/s/i/i.gif) 2012/07/25 06:24:56
Subject: Ork army list for critique, come on in!
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Fresh-Faced New User
Washington State, USA
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I am not sure if I have the best answer for you as it really depends on your play style, get in and assault, semi shooty seem to be your two options. within your options, try to determine what your opponents you usually play with would like to get rid of first and then try to field multiple threats. Make your opponent make choices for target priority. The more choices, the more times they pick the wrong one.
So, with what you have, a Kan Wall is the most complete force that you have to build from. Both meks will give you the option of 9 kans and 2 dreds. The dreds use armour and riggas. My favorite armament is 3 ccw and one scorcha. Swap out the scorchas on the can trio for rokkits if you can. I would swap out the KMBs for grot zukka or more Rokkits.
for your boys, take more rokkits, stick with 20 boy mobs or larger if you go on foot.
Walk the KFF mek with dreds and boys
consider keeping the SAG mek attached to your lootas and get a boss pole.
The idea of the kan wall is run run run, get close then shoot and charge.
What most opponents do is focus first on the kans, or they choose to focus on the dreads (they make a choice- right or wrong) this gives your mobs to come up fast and hard.
They may want to focus on your lootas and mek in the back as that unit can be a real pain if left alone. (again, another choice)
use your 10 grots to stay back to support your lootas from flanking units and grab objective if needed. They usually get left alone. (again, a choice to leave them alone may be a problem if they cannot get to them later in the game, or they can focus on them and stronger units come at them)
an option, may be to lose one kan unit in favor of the battle wagon. as you only have one wagon, it will be a large target. If you have the ability to get or convert a deff rolla, I would recommend it. put additional weapons on it, grot riggas and heavy armour. Keep that thing moving. It can go 18 inches in turn one or 12 and snap shot. (boys all get shootas in this army) If you have points more rokkits, if light, big shootas. with new rules, you can shoot all 4 rokkits or big shootas if you move 12 inches with snap shots if you have a 20 boy unit on it, with 2 rokkits, you should hit with one rokkit on something, 8 against 10-11-12 vehicles is near guarantee penetrate.
The troops aboard can also snap fire even if the deff rolla attempts a ram. Deff rolla is strength 10, move it immediately against the armour 13-14 vehicles. Force your opponent to shoot at it or pay the price (again a choice). It will likely allow your foot sloggers the better part of a turn or two to move closer and you may be able to place your wagon between your opponents walker killing units and yours. Normally I would say put the big mek in there, But only if you had multiple wagons.
I hope this helps. I tired to use the strongest units you have.
Use the 10 lootas for sure and do not split them up, size does matter.
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