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![[Post New]](/s/i/i.gif) 2012/11/29 09:22:43
Subject: 1850 Starting orks
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Regular Dakkanaut
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I was trying to decide what my xenos army should be. I currently run loyalist DA and Heretics Daemons. I thought I'd just make the trifecta and get a xenos army as well. Was considering orks as a good one to attempt, but getting sick of all those elite units that cost milions of points to use =P. Always have wanted a horde army and since we have 3 tyranid players and 0 ork players around here thought I'd give it a whirl.
85 Big Mek w/ Kustom Force Field
85 Big Mek w/ Kustom Force Field
50 Aegis Line
150 10x Lootas
150 10x Lootas
220 30x Boyz w/ Nob, Power Klaw, bosspole
220 30x Boyz w/ Nob, Power Klaw, bosspole
220 30x Boyz w/ Nob, Power Klaw, bosspole
220 30x Boyz w/ shootas, Nob, Power Klaw, bosspole
220 30x Boyz w/ shootas, Nob, Power Klaw, bosspole
220 30x Boyz w/ Nob, Power Klaw, bosspole
This is what I was looking at for a Green tide pretty much. Yes I know my lootas won't be fearless if they take even 1 wound, but I'm just gonna have em hang out behind the aegis line and proceed to go to ground anytime anyone tries to shoot me. This seems to me like it could likely work in most scenarios minus a full on guard template line. What do you think dakka or if you can toss me ideas that would help out immensely also. Would prefer to hang away from vehicles as well as mega-nobz, A. Those models are stupid expensive unless custom built and B. I dislike vehicles especially any type of walker.
The idea of this list is shootas in front of the boys taking the shots with the meks near enough to give them cover saves of their own. Lootas in the back to pick off those annoying fliers / vehicle transports while everyone else just goes forward in an unending waaaaggghhhh.
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![[Post New]](/s/i/i.gif) 2012/11/29 14:52:13
Subject: 1850 Starting orks
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Fresh-Faced New User
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By all means play Orks there fun in 6ed, well if lossing every game you play is fun.
Ratlings/any sniper unit will pick off your Big Meks.
your right to stay away from mega-nobz as they can't run in 6ed
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![[Post New]](/s/i/i.gif) 2012/11/29 15:43:33
Subject: 1850 Starting orks
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Mutilatin' Mad Dok
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To give you some actual *helpful advice*...
Where will you be putting the Big Meks?
additionally, I'd ask you to consider making ALL the boyz units Shoota Boyz, since it grants them considerable many additional options overall. They will have better Overwatch, and can fire into a unit when they assault it, as well as just shoot at things around them.
If you do do so, I'd further recommend giving them some Big Shootas.
With that many boyz, you should be able to (if you know how) keep your Nob back far enough so that he can't be challenged, but still allow him to move forward in his initiative phase and whack things. Or, depending on who is challenging, accept the challenge and krump stuff.
Green tides can be risky depending on what you're facing, and they take a WHILE to play (time taken up by moving all the models), but they can be effective. You will be putting yourself at a lot of risk against things like the Doom, or BA Shredder dreads, but hopefully you will so much on the table your opponent won't be able to kill nearly enough before you reach him.
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![[Post New]](/s/i/i.gif) 2012/11/29 17:14:30
Subject: 1850 Starting orks
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Regular Dakkanaut
Wichita
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Drop 1 unit of boyz
Make all the boy units shoota boyz
Add another group of lootas Automatically Appended Next Post: soloing the world wrote:By all means play Orks there fun in 6ed, well if lossing every game you play is fun.
Ratlings/any sniper unit will pick off your Big Meks.
your right to stay away from mega-nobz as they can't run in 6ed
Mega nobz can work in 6th ed. You have to run them in battlewagon rush lists with mad doc grotsnik to give one unit feel no pain.
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This message was edited 1 time. Last update was at 2012/11/29 17:32:27
Mantic Games Pathfinder
KoW: Basilean Legacy Dwarfs
Warpath Corperation
Warhammer Invasion LCG
Dark Elves Mill Deck
Ironclaw Aggro Deck
Nurgle Control Deck |
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![[Post New]](/s/i/i.gif) 2012/11/29 18:25:27
Subject: 1850 Starting orks
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Regular Dakkanaut
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As far as snipers go, I technically have a 2+ save against snipers using LoS to cover for the big meks. I was considering the all shootas list, since I'm going to run with so many boys though I figured with how fearless works and everything else that I could run boys behind the shootas so that they can almost gaureenteedly get the charge with the extra attacks. Is it worth it for that or just run all shootas just in case.
As far as where my big meks are going, they are going into one of the back units near the front to give my front squad the same cover save, but also not in the front squad so they don't get pulled into an early assault. Yeah I was planning on keeping my nobs near the back so that they couldn't get locked into horrible challenges.
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![[Post New]](/s/i/i.gif) 2012/11/30 09:28:31
Subject: 1850 Starting orks
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Mutilatin' Mad Dok
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"Soloing the world" is a multi-account troll, ignore what he says.
Nobs are scared of non-generic sergeants in regards to challenges, past that they can take the general majority of anything else (and may even issue challenges themselves).
Also consider Big Guns. New artillery rules mean that all the grot crew are toughnes 7, and the kannons can provide you with relatively accurate str8 fire.
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![[Post New]](/s/i/i.gif) 2012/11/30 10:29:50
Subject: Re:1850 Starting orks
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Shas'ui with Bonding Knife
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Love the idea of SOOOO many boyz mashing there way across the battlefield! never did it myself, always ran battlewagon heavy with shoota boyz.
Personally i would make them ALL shoota boyz, 360 shots plus all the lootas? YES PLEASE and you stil have a bucket load of attacks in CC. i wouls always take shoota boyz over slugga boyz.
understand the idea behind 2 meks with KFF, but with that many bodies on the board and the now minimum one terrain piece per 2x2 board section, you can get that cover save either from terrain or bodies so easily i think its a waste of HQ slots and points.
i think you would get more for your money if you dropped the aegis line and both meks. that gives you enough points to take a fighty warboss and a wierdboy.
Warboss for his Waaagh. that many orks on a waaagh is pants pooing time for the enemy. and the weirdboy can add some really useful buffs/weapons and even start a waaagh of his own.
other than that i hope you have fun with them. orks for me were certainly the most comical and fun army i've ever played with, even if not the most competitive.
just my 2 cents
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2012/12/01 09:56:13
Subject: Re:1850 Starting orks
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Shas'ui with Bonding Knife
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I would also b tempted to drop one boyz unit in favour of another loota squad
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2012/12/01 20:12:51
Subject: 1850 Starting orks
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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I really dont hope you meet IG with tons of templates and flamer templates
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Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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