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![[Post New]](/s/i/i.gif) 2012/09/15 19:57:22
Subject: 2k ork blood axe list for tomorrows game. Need help finetuning.
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Sneaky Kommando
Gothenburgish
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Bah! I got a game tomorrow morning, and I just can't get my list done..
Dunno if I'll face guard, BA, SM, Eldar, DE or IG.
Here's where I'm at:
Warboss, bp, pk, cybork, attack squig, kombiscorcha
(goes with trukk boys)
Bigmekk with kff (goes with the 25 shootaboys)
3x 12 kommandos. 2 rokkits, nob with bp and pk.
25 shootaboys, 2 bigahootas, nob with bp & pk
2x trukk shoota boys, boys have bigshoota and bp,pk nob, trukk has ram and rokkit. One has room for WB.
2 dakkajets
2 rokkitkoptas
2x3 lobbas. Full grot options
3 kannons, full grot options.
ADL with quad.
2k points.
Plan is to have the boys advance slowly, trukks holding back 'till the kommandos have arrived, then make sure there's 3 units on one flank, and 2 on the other. Kannons and koptas to blast armour, along with the trukk rokkits. Kommandos will enter into terrain, take rokkit potshots untill atleast 2 squads have arrived then move when they can charge. Big shoota mob and 6 lobbas will soften up infantry units for the trukk and kommandos charges. Dakkajets and the quadgun will handle enemy air units.
I can't decide if I should run this, staying true to my bloodaxe ways, or if I should merge the trukk-shootas to a big boy squad, and toss the kommandos into trukks, and call 'em slugga boys... Or if I should change places between the WB and the Kff mek, and have the big shootaboy squad hunker down behind the ADL... Or simply exchange the bigmekk for a warp 'ead (hunkering down behind the ADL... All powers might be usefull.. Blast against inf, zzap against 'eavy armour, waagh for the dakkajets and 25 shootaboys teleporting to within firing range could be fun...)
What are your thoughts? Keeping in mind that I have a strong dislike for lootas (yes I know they're good).
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![[Post New]](/s/i/i.gif) 2012/09/15 21:04:16
Subject: 2k ork blood axe list for tomorrows game. Need help finetuning.
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Mutilatin' Mad Dok
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Surprised to see you running Kommandos, since so many have sworn off them now that you can never assault the turn you arrive from reserve.
I'd also say you'd need at *least* 3 trukks for them to work, but seeing as you have no other vehicles, the enemy's anti-vehicle fire is going to have an easy time choosing targets. I'm also not sure why you've but shootas in there.
What's the entirey of your collection that you have access to?
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![[Post New]](/s/i/i.gif) 2012/09/15 21:25:58
Subject: 2k ork blood axe list for tomorrows game. Need help finetuning.
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Sneaky Kommando
Gothenburgish
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Let's see...
Warboss with uge choppa and 'eavy/cybork armour
Warboss with PK, kombiscorcha and 'eavy/cybork armour
Mega armoured warboss
Kff mek
Mek with kmb
Warphead
45 kommandos. 3 kommando nobs, 6 kommando burnas, 6 kommando bigshootas, 6 kommandos with rokkits.
19 'ard boys with slugga/choppa. 1 'ardboy pk nob
2x24 shootaboys, 4 pk and bp nobs, 4 bigshootas.
3 trukks with ram and rokkit
27 grots (used as extra big gun crews) 3 runtherders
6 rokkitkoptas, three with magnetized saws.
3 rokkit buggies
2 dakkajets
6 lobbas
3 kannons
1 looted demolisher
1 battlewagon
1 dread
3 kanz with 'zookas
//Calle
Edit: Oh, almost forgot: 12 boys with shuricen rifles, cone helmets, eldar backpacks. 2 with shuricen cannons
Snikrot
Looted tau piranha with rokkits.
3 lootas
2nd edit: darnit... Looted rhino.
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This message was edited 2 times. Last update was at 2012/09/15 21:31:52
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![[Post New]](/s/i/i.gif) 2012/09/15 21:45:00
Subject: Re:2k ork blood axe list for tomorrows game. Need help finetuning.
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Dakka Veteran
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I have to agree with Kharrak. My first thoughts looking at the list was, you have 3 pieces: kommandos, trukks, footsloggers.
From my experience, I always go one way with my orks. Either transport army or huge foot slogger army. Otherwise I seem to allow my opponent to focus and destroy me piecemeal.
Looking at your list, if you like kommandos, thats fine. But you have to put pressure on your opponent to let your kommandos survive that 1st round they enter, so they can do some damage/annoy stuff. You need to make him to worry about other high priority targets.
I would try and fit in: the Battlewagon, the looted vehicle (as a transport), with the three trukks. Then load them and drop the footslogger idea. With this load your opponent will have to decide whether to shoot the transports coming full of the ladz or kommandos that just popped up behind him.
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![[Post New]](/s/i/i.gif) 2012/09/15 21:51:54
Subject: 2k ork blood axe list for tomorrows game. Need help finetuning.
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Mutilatin' Mad Dok
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Hmmm. Well, I've always been of a mind that if you want vehicles, you need enough to get some target saturation.
So, your three trukks, plus the Battlewagon, plus the Dread should help for starters. You can use your BW as a mobile firing platform - slot the Big Mek into it, and you can repair hullpoints and a larger KFF generator.
The Trukks are unlikely to survive past turn 2, so I generally use them as a delivery platform - putting sluggas into them.
You could have your looted Rhino as a counts-as Trukk to have four trukks, which is great stuff. Combine that with two units of Shoota Boyz on foot, and you have a strong troops presence.
I'd certainly play that the Trukks don't have the rockets, though - save those points!
Toss in two units of Grot Artillery (great unit in 6th), keep the two Dakka Jets (with both upgrades!) and you should have about 200pts left to fill in those gaps - likely toss them into Elites, get some of yoru Kommandos out there.
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This message was edited 1 time. Last update was at 2012/09/15 21:53:05
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![[Post New]](/s/i/i.gif) 2012/09/15 23:12:35
Subject: 2k ork blood axe list for tomorrows game. Need help finetuning.
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Sneaky Kommando
Gothenburgish
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Liking the input so far.
In my humble experience, having run kommandos since could carry a shoota (I started inthe shift between 2nd and third ed),
Besides Snikrot, kommandoes seldom managed to get a charge off the turn they arrived, and I usually used my 2nd and third kommando unit to open up transports with rokkits, or run the turn they arrived (keeping in cover, there's usually some cover within 7-12" from the side they enter, I'll even deploy them on the side of my own deploymentzone if need be)). That's why I have thoughts to run 3 kommando units this way.
Last ed, it was usually snikkys unit (with a tag-along warboss) getting a charge off, and me hoping that the two other kommando units ended up on the same flank. Hence my idea for a "strategic reserve" of a trukkload of 'ardboys, who could zoom off either aline down one flank, if I was lucky and got both kommando units on the other, zooming down to help them if enemy oresence was high on their side, or down the other if they were doing okay, or if they ended up on opposites, helping the one closest to the enemy.
As stated, trukks seldom survive two turns, which is why I run shootas in'em, for those times they don't get blown within charge range. I was hoping to keep these two trukks hidden untill I see which flank gets the least amount of kommandoes, and send 'em down that one. The rokkits are there to help with antitank on anything that can draw Los on 'em. Their rokkits along with either kannons and/or rokkitkoptas pop the offending enemy vehicke, and if it's a transport, the 24 shootaboys in the trukks, with the help of the 6 lobbas should pulp it.
The big shootaboy squad usually advances slowly, or not at all, to grab a close objective and double back to protect the big gunz from any transports that get through, or deep strike/droppodders. That's the reason I haven't bought a fourth trukk, and split 'em up into two trukks, or tossed half into my leftover trukk and let 12 "guard" an objective and the big gunz. 12 boys aren't enugh to give the enemy pause at taking out the big gunz, 25, with a kff, usually is (and can handle a drop pod or two). Keeping the rear secure got even more important with the inclusion of flyers (and hence the mandatory quad-gun).
With battlewagons, I' ve noticed that you generally need three for them to work, as trukks are hardly a distraction for enemy anti-tank (they'll pour their fire into the lone BW, leaving you hoping it leaves a crater to hide in when it blows), and those times it's better to leave it on the shelf. The trukks will get blown to pieces no matter what you do, but you're better off trusting their speed, and terrain (hence my rams, as they usually move through dense forests/ruins) to keep you alive long enugh to get where (or in the vicinity of where) you were intending to get.
The dread, as much as I love my conversion, just isn't viable unless paired with some kans, under kff protection, especially not since any joe marine with a krak grenade, will now make short work of it. My 2nd lobba unit was the replacement for my 3 'zooka kans, their range making up for the extra umph that the kans had. It was a fine line in fifth if I should replace the kans with lobbas for the extra range, 6th just made the choice simple.
I hope it doesn't come off as I'm ignoring your input. The idea of tossing the big shootaboy squad into trukks, in order to rush the enemy with 4 trukks under kff protection IS very tantalizing but it would leave me without much staying power on an objective, nor the ability to protect the artillery and quad. I've considered ditching the KFF mek, in favour of a grot-squad to hold a home objective, buying time for a trukkload or two to double back if need be, as the loss of kans, and inclusion of ADL has rendered it less of a "must have" for me...
//Calle
edit: whoa, this turned into a wall of text, of me getting my mind straight. It helped alot. I split up my wall-o-text a bit, and added the emphasis in bold at the end, hoping not to come of as one of those asking for advice, then saying everybody else is wrong, and ignoring them. This highly constructive and well thought outcritique actually helped ALOT.
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This message was edited 1 time. Last update was at 2012/09/15 23:18:07
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