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![[Post New]](/s/i/i.gif) 2013/03/10 03:46:17
Subject: 1500 orks army
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Fresh-Faced New User
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Hey do you think its better to get less boyz in the big mobz to upgrade the nobs in the mobs with lets say a big choppa? Same for the stormboyz would it be wise to take boyz out for big choppas?
By the way these are all the models I have to work with right now other than about 40 more boyz and 10 nobz.
Any feedback is appreciated and I could use suggestions for what to buy next, I was thinking lootas first?
1505pt
2 warbosses 160
slugga and choppa
bosspole
eavy
cybork
27 boyz 1 nob x2 366
bosspole
sluggas and choppas
11 boyz 1 nob x2 174
sluggas and choppas
bosspole
power klaw
2 wartrukks 110
extra armour
grot riggers
boarding planks
veer off courz
rokkit launchas
15 stormboyz 180
sluggas and choppas
d6 1=dead/add to movement
7 bikes 150
dakkagunz
sluggas and choppas
4+ inv
3 kanz 195
rokkit launchas
grot riggers
extra armour
2 kanz sep 110
rokkit launchas
grot riggers
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This message was edited 2 times. Last update was at 2013/03/10 04:12:18
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![[Post New]](/s/i/i.gif) 2013/03/10 09:09:24
Subject: Re:1500 orks army
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Camouflaged Zero
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I think it is preferable to have at least some sort of upgrade on the nobs, big choppas work well as they can still touch light vehicles and wont be such a loss in challenges.
I would be tempted to loose the two trukks and instead bulk out the two small squads to match the other two. Currently you're army seems a bit divided between the fast and foot. The trukks wont last long by themselves so to have a solid infantry core would serve better. Then you can keep the stormboys and bikers as fast hitting units, outfitting each with a power klaw so they can tackle tanks, then leave the foot nobs with big choppas. Its hard for nobs in foot squads to avoid challenges and they typically loose when equipped with pks due to strikes last. But mobile units like stormboys and bikes can avoid them easier.
For future refernce, maybe list individual units separately rather than; boysx2 or 2 kans sep. Just makes it easier to follow whats going on.
For what to by next, whichever way you go between speed and foot, lootas are a solid choice. If you choose to go speed, a few more trukks and maybe even a battlewagon wouldn't go amiss. And foot hordes are just boys boys boys.
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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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![[Post New]](/s/i/i.gif) 2013/03/10 23:03:01
Subject: Re:1500 orks army
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Fresh-Faced New User
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Thanks for the response. I screwed up the points the 2 small boyz squads should be 224 total.
Yea big choppas are a good idea for hitting light vechs, if i go against a list with a land raider il probably be screwed i got no real anti tank other than 2 pks. My strategy with this list is to keep the fast stuff safe for the first few turns, lead with the kanz and boyz as meat shields and when the large boyz squads get close enough thats when il move up the trukks, stormboyz and bikes to strike at once. Obviously using the terrain as much as possible for the first few turns to move up.
Heres the edited list: I decided to drop only one trukk with the 12 boyz squad cause I need that mobile pk. I spent the points on big choppas for the storm/boyz nobz, maxxed the 2 large boyz squads and added 2 minimum boyz squads with shootas to draw fire away from the large mobs for a turn.
1502
2 warbosses 160
sluggas and choppas
bosspole
eavy
cybork
10 boyz 60
shootas
10 boyz 60
shootas
29 boyz 1 nob 200
bosspole
big choppa
sluggas and choppas
29 boyz 1 nob 200
bosspole
big choppa
sluggas and choppas
11 boyz 1 nob 112
sluggas and choppas
bosspole
power klaw
wartrukk 55
extra armour
grot riggers
boarding plank
veer off courz
rokkit launcha
14 stormboyz 1 nob 200
sluggas and choppas
slugga and big choppa
bosspole
d6 1=dead/add to movement
7 bikes 150
tl dakkagunz
sluggas and choppas
4+ inv
3 kanz 195
rokkit launchas
grot riggers
extra armour
1 kan 55
rokkit launchas
grot riggers
1 kan 55
rokkit launchas
grot riggers
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![[Post New]](/s/i/i.gif) 2013/03/11 01:58:33
Subject: Re:1500 orks army
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Longtime Dakkanaut
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Alienking wrote:
2 warbosses 160
sluggas and choppas
bosspole
eavy
cybork
Not really sure you need 2 bosses. I might drop one to add some other stuff. You have no Nob squads to make troops that is what the bosses are for. Could mount one on a bike and turn your bikers into Nobs.
10 boyz 60
shootas
10 boyz 60
shootas
Add these units together. They will not last without it. Also needs a Nob with Pole. Try fitting a couple of BShootas in here as well.
29 boyz 1 nob 200
bosspole
big choppa
sluggas and choppas
29 boyz 1 nob 200
bosspole
big choppa
sluggas and choppas
Why not PK's? They are far better then the Choppa. If you are worried about challenges just don't accept then the nob is attacking next turn with the PK. No problems.
11 boyz 1 nob 112
sluggas and choppas
bosspole
power klaw
I feel one squad in a trukk is worthless. Unless you keep them in reserve to come out late game to try to grab an objective. You really should have multiple trukks to make use of them.
wartrukk 55
extra armour
grot riggers
boarding plank
veer off courz
rokkit launcha
Way to much. Ram is really all you need. Unless you are actaully doing a red army then RPJ could be useful.
14 stormboyz 1 nob 200
sluggas and choppas
slugga and big choppa
bosspole
d6 1=dead/add to movement
Still not sure if these are worth the points. You can get 2 boys for every one. Have to use them good.
7 bikes 150
tl dakkagunz
sluggas and choppas
4+ inv
Bikes are awesome Nob bikers are even better. They are one of the best shooty units we have as well. Don't forget that.
3 kanz 195
rokkit launchas
grot riggers
extra armour
1 kan 55
rokkit launchas
grot riggers
1 kan 55
rokkit launchas
grot riggers
Not really sure why you have these without a KFF. They really need one to help them survive. Also mixing speed and foot never really seems to work for the boys. I would like to see these turned into Trakks or buggies. They would help cover the trukk a bit and provide mobile fire support.
These are my opinions on your list. It just seems like it's a bit all over the place. But if it works great. Good luck!
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![[Post New]](/s/i/i.gif) 2013/03/11 04:59:06
Subject: Re:1500 orks army
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Fresh-Faced New User
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Hey balsak,
Im a complete noob with orks but I've been using them as allies and having a blast so now im starting an army. Still haven't played a full ork list but soon.
Yes I see 2 war bosses is unnecessary now. I thought 2 would be nice just to beef up the large boyz squads? But i guess its better to get more boyz now that I think about it... 1 warboss or 13 boyz. Is it really worth it to upgrade the warboss other than bosspole?
The 2 10 boyz squads I was thinking to use as sacrificial units by placing them in front of the big mobz? This list will probably go against space marines or chaos so making a 200 pt squad think about firing on them 10 boy squad for 60 pts wouldnt be a good strategy? Even if they decide to fire on the big mob then my 6+ boyz get cover save right? I dunno it might not be a good strategy.
Good idea about the pks in the big mobz its just more kill power especially against marines.
Yea I should have at least 2 trukks if any... but aren't those upgrades worth it? The extra armour and grot riggers so they dont stop for a turn or get immobilised, boarding plank gives the option of pking a group of marines or tank without getting out for 5 pts. Rokkit launcha I can see is a definitely waste of points.
As for the kanz I'm working with what I got so thats why I'm running them. I dont think i have a model with kff yet. I do have tons of boyz though I think I'll have 130 when everything gets shipped here. So I could drop the kanz and add more boyz with those pks and bring back the second trukk.
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![[Post New]](/s/i/i.gif) 2013/03/11 08:13:49
Subject: Re:1500 orks army
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Camouflaged Zero
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The upgrades aren't worth taking on trukks mostly because as soon as any attention is given to it, its dead. Its one of the easiest vehicles to knock out being open-topped AV10, but you can field alot of them since they're only 35pts.
The KFF is okay, but not a sure way of protecting the kans. They're so light with 2HP and AV11 that the 5+ cover save doesn't help a huge amount for them. I'd probably rather get 2 more kans than a KFF specifically for them. I still run a KFF myself, but that covers mobs of the boys.
You get a 5+ for intervening models, but running the two squads of 10 really isnt worth it. I think you should build you're army to be able to handle losses (redundancy) rather than have specific units intended to take those losses. That relies on those units being hit first and in reality they cant achieve much so wouldn't pose much of a concern for an opponent.
But if you're starting out with orks, you dont have to get tied up with the most competitive option (unless you want to of course). Its nice to have a theme or style to your army. My usual ork list is just a collection of units I find fun, like tankbustas or kommandos, which aren't the most competitive options around.
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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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