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![[Post New]](/s/i/i.gif) 2013/01/11 17:41:36
Subject: 1,499 Point Ork Mob
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Lead-Footed Trukkboy Driver
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This is a list I made today for (atleast) one 1,500 point game. I'm expecting to go up against Tau, possibly Tyranids, and/or Imperial Guard. I kinda want an jack of all trades thing going on here, because I don't know what I'm going to be fighting against. My plan is to hopefully distract the enemy with my Bikers while running up with my Troop squads. Gretchins will provide cover for the Shoota boys behind as the Shootas soften the enemy target. (I'm expecting to fight against cover, so shooting through my own squads is irrelevant.) Behind the shootas I'll have the squad of Choppa/Slugga boys without the PK ready to charge in and mix it up with melee. (All three of those squads will/should be covered by the KFF mek.) The Choppas led by the PK Nob and Tankbustas flank around, either killing tanks, or Suits, or just causing more damage. Lootas will stay back shooting anything they can get a clear shot at, and something they can't, likely from behind cover to Go to Ground if need-be. Kannons will provide utility with either template shots or shells, either of which will hopefully deny armour saves of the targets.
Tell me guys what you think. Thanks.
HQ - 85 Points
Kustom Force-Field Big Mek - 85 pts
Troops - 537 Points
Gretchin Squad - 19 Grots, 1 Runtherd - 67 pts
Shoota Boy Mob - 20 Shoota Boyz, 2 Big Shootas, 1 Nob w/ PK + Boss Pole - 170 pts
Choppa Boyz - 20 Choppa Boyz, 1 Nob w/ PK + Boss Pole - 160 pts
Choppa Boyz - 20 Choppa Boyz, 1 Nob w/ Big Choppa + Boss Pole - 140 pts
Elite - 540 Points
Lootas x10 - 150 pts
Lootas x10 - 150 pts
Tankbustas x15, 1 Nob w/ Boss Pole - 240 pts
Fast Attack - 265 Points
Biker Mob - Warbikers x9, 1 Nob w/ PK + Boss Pole - 265 pts
Heavy Support - 72 Points
Big Gun Battery - 3 Kannons, +2 Extra Krew, +2 Ammo Grots - 72 pts
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This message was edited 1 time. Last update was at 2013/01/11 17:41:46
"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) |
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![[Post New]](/s/i/i.gif) 2013/01/11 18:05:44
Subject: 1,499 Point Ork Mob
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Krazed Killa Kan
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Looks ok. I've never used tankbustas, but they've always seemed expensive to me. Why not put the other PK with the sluggas/choppas instead of the shootas. Are the grots providing cover for the shootas who in turn provide cover for the sluggas. This will be pie plate heaven for the tau and IG. Bikers are a good call especially vs the Tau. Not sure about the tankbustas. Meh. Curious about the Kannons? Have you had good luck with them? I've never gotten around to fielding any.
G Automatically Appended Next Post: Oh and you might consider putting the Slugga/choppas on the flanks so they can run in T1&T2 and Waaagh!
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This message was edited 1 time. Last update was at 2013/01/11 18:07:06
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![[Post New]](/s/i/i.gif) 2013/01/11 18:15:48
Subject: 1,499 Point Ork Mob
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Lead-Footed Trukkboy Driver
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doktor_g wrote:Why not put the other PK with the sluggas/choppas instead of the shootas.
That's actually a pretty good idea I may end up trying. That would leave the shoots more free to cause some damage at range rather than forcing be to charge in to make use of the PK.
doktor_g wrote:Are the grots providing cover for the shootas who in turn provide cover for the sluggas. This will be pie plate heaven for the tau and IG.
Pretty much this. My hope is that the grots will be annoying enough to either absorb enemy fire, or just plain provide a cover save. Shoots are there to both soften up the target (42 shots is nothing to sneeze at), and absorb some more fire for my Choppas. They'll get into melee and do the real damage.
doktor_g wrote:Not sure about the tankbustas. Meh. Curious about the Kannons? Have you had good luck with them?
I've never fielded any Tankbustas or Kannons, but I'm expecting the high strength-high AP to be useful against any sort of suits the Tau uses, and I know he uses alot. He could upgrade them to 2+, but that'd get expensive. Fifteen shots at 24" that wound on +2 with instant dead and no armour saves for most Tau units I think is reasonable. I've heard good things about Tankbustas, and if there's a vehicle there, they may help me pop it. (Then again, they may just get kited around.) As for the Kannons... They're dirt cheap 7 Toughness Grots with 3' range and pretty nasty shots. Hell, just the fact that they're BS 3 makes them worth trying in my opinion.
doktor_g wrote:Oh and you might consider putting the Slugga/choppas on the flanks so they can run in T1&T2 and Waaagh!
It's an idea I'm toying with. Though I may do that with the squad of Choppas and Tankbustas. Though Waagh is somewhat lack-luster in 6th, it could still be useful. 2d6 Assault range with rerolls isn't too bad I suppose.
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This message was edited 1 time. Last update was at 2013/01/11 18:17:25
"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) |
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![[Post New]](/s/i/i.gif) 2013/01/12 02:20:24
Subject: 1,499 Point Ork Mob
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Let's see... you got tons of lootas and you got a kannon crew.. know what works perfect with those two? A AEGIES DEFENCE LINE! *cough* taking the kannon crew along with the quad gun and rest of lootas having a blast behind the cover
also.. i would prefer going all shootas when having footsloggin' tend to do more dmg that way.
Also how are the tannk bustas working out for you? using the boyz as meatshield or something?
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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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![[Post New]](/s/i/i.gif) 2013/01/12 03:01:55
Subject: 1,499 Point Ork Mob
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Lead-Footed Trukkboy Driver
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Well, I'm back from the game, while I'm going to probably put a battle report up... a Defense Line would have been...good...
The lootas held up in a Bastion that was part of the terrain, giving them a +4 cover save when they were on the top, and great field of fire over the field... And then my opponent made it explode with railguns. No survivors. D':
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"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) |
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![[Post New]](/s/i/i.gif) 2013/01/12 04:46:53
Subject: 1,499 Point Ork Mob
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Fresh-Faced New User
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I would recommend dropping the tankbustas and a few warbikers to free up some points to add a nob warbiker squad. Include a painboy and 2 power klaws in the nob warbikerbsquad....expensive, yes, but definately worth it. They will chew through tanks and troops alike, and with 2 wounds each, T5, FNP, and a 4+ cover save they are practically impervious to small arms fire, and it will take a helluva lot of plasma/melta shots to put one if these beastsbdown. As an imperial guard player, these are a true headache to deal with because they reach my lines so fast, and wreak carnage, yet they require tremendous firepower to kill, and often killing them means throwing nearly all my army's firepower into them, leaving the rest of the ork force to advance realtively untouched. When i play my orks and run nob bikers, i often find that they are well worth their points just for the distraction value they have. Not to mention the fact that they will shred hammerheads, leman russes, and terminators with contemptous ease...
Keep in mind, however, that in friendly games the nob bikers might be considered cheesy, and take away fron your opponents gane experience...
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This message was edited 1 time. Last update was at 2013/01/12 04:57:58
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![[Post New]](/s/i/i.gif) 2013/01/12 06:16:54
Subject: 1,499 Point Ork Mob
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Lead-Footed Trukkboy Driver
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The only issue with that is Bikes are painfully expensive money wise. Eventually I'll work up to a Biker Nob Squad, but for right now, they're just not an option.
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"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring
Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) |
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![[Post New]](/s/i/i.gif) 2013/01/12 07:26:30
Subject: 1,499 Point Ork Mob
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Growlin' Guntrukk Driver with Killacannon
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If you play guard why do you struggle with Nob Bikers. The Manticore is the best Nob Biker killer out there any models wounded suffer ID with no FNP rolls allowed with a 50/50 chance of being removed from the board if you manage to hits with them say bye bye Nob Bikers.
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![[Post New]](/s/i/i.gif) 2013/01/12 07:26:57
Subject: Re:1,499 Point Ork Mob
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Camouflaged Zero
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For a foot slogging horde with a bit of covering fire there is a few things I'd suggest changing;
Take all shoota boys rather than sluggas. The extra shots and range, plus being assault weapons far surpass the extra attack. Sluggas can typically only prove their worth in trukks where they can close in fast before too many of them die. It would be very nice to get all 3 nobs to have power klaws.
Tankbustas. I've had mine for a while and run them sporadically, but pretty much what I've found is that against AV10/11 they are good choices, but is still closely met by lootas. Anything beyond that the fire volume of lootas makes them better. The only thing for AV14 is really a pk. To rokkit a russ to death from the front is on average, 54ish rokkits.
I like the notion of the warbikers in the mix so I'd leave them in but probably drop 2 guys. Then if you dropped the tankbustas as well that'd give you about 270pts to play with. For that I'd invest in a warboss on a warbike and an ADL with a quad gun.
So;
Warboss - 150
warbike, pk, cybork body, attack squig
ADL - 100
quad gun
and a pk on the other boys unit. ~ 270pts
Your lootas would be able to handle vehicles up to AV12 nicely. Then the warboss with 6 S10 hits on the charge would demolish Land raiders even. And most importantly, he's not a glory hog. Yes rokkits are nice for crisis suits, but if any vehicles in sight regardless of range, your out of luck. Nob biker units are expensive in the game... and in reality. Just whack in the warboss with the other guys.
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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