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Made in gb
Yellin' Yoof




northolt

what are ur thoughts on this army i am using at the moment with the units i have,

1 warboss, mega armour, attack squig, bosspole

10 mega nobz, twin shootas

10 lootas

80 boyz, 8 big shootas, 3 x 20 boyz with sluggas and choppas, 1 x 20 shootas

5 deffkoptas each with twin linked big shootas

3 killa kans each with a big shoota

what are ur thoughts? could i improve in any way?

ultramarines 3rd company  
   
Made in us
Yellin' Yoof on a Scooter






You should have a battlewagon if you're trying to use mega nobz, they'll spend the entire game walking across the board

10 lootas, things to consider. 1 squad of 10 will have lots of fire power, but only one target option. 2 squads of 5 will allow for same level of fire power (split up) but will now allow for multi targeting.

a squad of 5 deffkoptas means that if you take 3 wounds, you have to fall back. and the initiative is really low so you will probably end up running (no good). maybe you should just take 2 squads of 2 and give them twinlinked rokkitlaunchas (twin linked at BS2 will be better than a single shot at BS3)

you're boyz need a nob with a pk, otherwise you're just a large walking squad of no anti vehicle.

3 killa kans is fine, but i would personally go with rokkit launchas. take advantage of the few BS3 that you have.


overall you lack the firepower to destroy vehicles.
you're meganobz will absorb most of the damage since you're boyz aren't going to be that big of a threat without the pk.

generally, orks end the game in close combat. give you're boyz the edge they need with a pk nob.

meganobz are a huge drain of points, they may be effective but you have to get them down the field, oh and reduce the squad to 9 so you can fit the warboss with that squad into a battlewagon.


as for boyz squads, either make them all choppa slugga or all shoota. i tend to see more success with shootas with the new 6ed rules.

what i've found to be a decent truth of orks: whatever you decide to kit your army with, make sure everyone can do it. either all shooty, or all choppy.

what i see is

meganob choppy squad
loota shooty squad
boyz choppy squads
deffkopta shooty squad
killakan shooty squad

GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

Arch-arsonist of Charadon 
   
Made in gb
Yellin' Yoof




northolt

wicked thanks for the advice, ive only been playing 2 months so im all new to this,so ill give it a go tonight and see what happens

ultramarines 3rd company  
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Battlewagons aren't so essential now that MANZ just move the 6" everyone else does. So on foot they'll get there the same time as everyone else. The only issue is that they'll attract all ap2 fire, which they would do in the battlewagon anyway. I dont see one battlewagon as any sure way to get them there, sure they're durable but its no land raider. (Particularly when its by itself)

In keeping with the models you've got I would run the MANZ with the large foot units so they can at least always have a 5+ cover save. Maybe drop 2 so you can get PKs on all your other nobs.

With the deffkoptas having big-shootas I cant really see them contributing much to anything. Either drop them for more kans, or change them to have rokkits. At least with the TL-BS 2 you'll hit 5/9 times. Kustom megablastas are nice on kans as well, since it gives you some ap2 that can deal to terminators or the like at range (and +1 on pen).

For running boys on foot, I normally find having them as shoota boys works better, so for the 4 units, I'd probably go something like 3 shootas to 1 slugga. Thee you have one hard hitting unit you can keep back till the assault and the others can do something when out of charge range.

For splitting the lootas, the flip side of the argument is that then each unit will break easier as mention with the deffkoptas. Take 2 wounds and they're gone on a Ld7. If they're behind an ADL I see it as viable since they can claim a 2+ cover save, but otherwise I'd be inclined to leave them as is.

Most of these aren't huge changes but the one essential thing is to upgrade all the mobs. And any points spare... combi-skorchas...

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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