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Made in us
Purged Thrall






I've recently picked up some IG for cheap, and though about using them to add some much needed AT to my Orks. Here's the list:

Orks + ig 1999+1

HQ:
KFF Mek = 85 pts

Elites:
5x Lootas = 75 pts
5x Lootas = 75 pts
5x Lootas = 75 pts

Troops:
20x Choppa Boyz, Nob w/ PK + BP = 160 pts
20x Choppa Boyz, Nob w/ PK + BP = 160 pts
19x Choppa Boyz, Nob w/ PK + BP = 154 pts

Heavy:
Battlewagon, Deffrolla, RPJ, Grot Riggers, BS = 125 pts
Battlewagon, Deffrolla, RPJ, Grot Riggers, BS = 125 pts
Battlewagon, Deffrolla, RPJ, Grot Riggers, BS = 125 pts

Allies:

IG:

HQ:
CCS, 4x Melta, Astropath, Chimera = 175 pts

Elites:
Marbo = 65 pts

Troops:
10x Vets, 3x Melta, Chimera = 155 pts
10x Vets, 3x Melta, Chimera = 155 pts

Fast Attack:
Vendetta = 130 pts

Heavy:
Manticore = 160 pts

Feel free to rip into it as much as possible; I'd like to make this list the best it can be and want constructive criticism.
   
Made in us
Longtime Dakkanaut






I don't like 5 man loota squads. But they may work for you. Seems pretty mean though.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Okay now for some tweaking
Swap the Meltas in the CCS for Flamers or Snipers
Master of Ordance is a winner..(30 point pie plate)
one Marbo cannot be taken as an ally (no named characters as allies)
So take a group of storm troopers and load them in the vendetta to be dropped
Manticore I would swap it for a Hydra (one of the best anti air units in the game since it ignores Jink)
(MoO beats the Manticore hands down).

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in nz
Disguised Speculo





I can't comment on the IG side of it, but...

Take a SAG Big Mek and bomb the rear armour of anything that gives you trouble.

Instead of IG, you could ally in Codex: Dread Mob, put another 5 Lootas as Heavy Support, and take another SAG Mek.

Give the SAG Meks bosspoles to counteract the pathetic leadership of small Loota mobs, and attach/detach as necessary.

Make sure to give Ammo Runts to any SAG you throw in your army.
   
Made in us
Purged Thrall






Thanks for the suggestions!

Balsak: I agree; five man loota's might not pack a ton of firepower. This is something I will end up experimenting with; seeing what size squads work best for me. I figure that a 3x5 configuration will give me some long ranged AT, and I can always add more if needed.

Moryfydd: Flamers seem like an interesting choice; though I am not exactly sure why I would want to take them instead of melta. Could you explain your reasoning behind this? As far as I know, you CAN take named characters (unless I am totally blind or missed a recent FAQ update.) A Master of Ordinace might be useful, and if I can find 30 pts, he's one of the first things I'd consider.

Dakkamite: SAG's, while extremely fun and a great model do not seem very competitive to me, and as so they probably will not be put into a list. The randomness just doesn't seem worth it to me. If I needed more lootas I would probably just go for a double FOC, and then benefit from more wagons as well (plus not everyone I play likes FW.)



This message was edited 1 time. Last update was at 2013/04/18 05:30:07


 
   
Made in us
Member of a Lodge? I Can't Say




WI

morfydd wrote:
Okay now for some tweaking
Swap the Meltas in the CCS for Flamers or Snipers

Really??? Calling BS on this one... You do not waste BS 4 on flamers or waste a Chimera to snap shot your snipers. Plasma or Melta... only real choices for IG. Put hull heavy flamers on the Chimeras if your worried about burning troops out of cover... just remember you can't snap fire the flamers... you have to snap fire the multi-laser that turn.

Master of Ordance is a winner..(30 point pie plate)

True, is a 30pt pie plate... that has a full scatter. It is really not the best choice, plus the CCS has to fire on the same target your MoO is firing on.

one Marbo cannot be taken as an ally (no named characters as allies)

Ummm... since when? Give me a page number on this, as it is not in my BRB or in the FAQ... Otherwise I just wasted 30minutes of my life looking for BS.

So take a group of storm troopers and load them in the vendetta to be dropped

Why waste the STs from being able to DS on their own?

Manticore I would swap it for a Hydra (one of the best anti air units in the game since it ignores Jink)
(MoO beats the Manticore hands down).

Hydra doesn't have Intercept, which has killed it as a real AA unit compared to a ADL. Manticore has also took a hit in 6th because it has two weapons, so 50% of the time your losing all of your missiles on a single weapon destroyed. You also run the risk of running out of shots in most games, as it only has four missiles. This is beside the fact Virx is leaving it alone and undefended. Course the enemy has other things to worry about.

I suggest the following... get a Officer of the Fleet instead of the astropath. I know you want to get Marbro and the Vendetta in, but I have always felt that unless you have 3 units in reserve, it doesn't pay. I would seriously consider dropping the Manticore for a ADL and three Big Gunz. You can use a Grot crew to man the ADL gun and fire it on the Intercept turn, then fire the Kannon on your normal turn. I suggest a Icarus LC and get 3 extra ammo runtz for your Kannons. This will allow the Grot manning the Icarus a re-roll once per game, /per model/. You then rotate Grot gunners, but can have 2 touching the Icarus at the start of the game... also prevents deep striking enemy shenanigans. This also gives your Lootas a huge cover save when they 'Go to Grown!' behind the wall.

The reason why I say drop the Manticore is the reasons I listed above (50% weapon destroyed, 4 shots, and alone without camo netting) and also the fact that your planning on being in combat range Turn 2 if you move 12" (and don't pop smoke or shoot) Turn 1. This means now your 12" away at the end of Turn 1 and Manticore shots can now scatter into you. After Turn 1, your now trying to avoid hitting your own stuff with the manticore... so your really only getting 1, maybe 2 shots out of it anyways.

Now, the Kannons would mean dropping a Battlewagon, and I can understand you not wanting to do this... so I suggest a Warboss instead of a Big mek and you take your 19 boyz and turn them into Nobz with your Boss in it and make your 3rd battlewagon a dedicated transport for your Nobz. Your not going to really miss that 5+ cover save with that wall of AV 14. Besides, a lot of things can ignore cover saves now. Course, if you come up with 85pts, you can do both (and put the Mek with a Nobz squad).


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Purged Thrall






 BlkTom wrote:
morfydd wrote:
Okay now for some tweaking
Swap the Meltas in the CCS for Flamers or Snipers

Really??? Calling BS on this one... You do not waste BS 4 on flamers or waste a Chimera to snap shot your snipers. Plasma or Melta... only real choices for IG. Put hull heavy flamers on the Chimeras if your worried about burning troops out of cover... just remember you can't snap fire the flamers... you have to snap fire the multi-laser that turn.

Master of Ordance is a winner..(30 point pie plate)

True, is a 30pt pie plate... that has a full scatter. It is really not the best choice, plus the CCS has to fire on the same target your MoO is firing on.

one Marbo cannot be taken as an ally (no named characters as allies)

Ummm... since when? Give me a page number on this, as it is not in my BRB or in the FAQ... Otherwise I just wasted 30minutes of my life looking for BS.

So take a group of storm troopers and load them in the vendetta to be dropped

Why waste the STs from being able to DS on their own?

Manticore I would swap it for a Hydra (one of the best anti air units in the game since it ignores Jink)
(MoO beats the Manticore hands down).

Hydra doesn't have Intercept, which has killed it as a real AA unit compared to a ADL. Manticore has also took a hit in 6th because it has two weapons, so 50% of the time your losing all of your missiles on a single weapon destroyed. You also run the risk of running out of shots in most games, as it only has four missiles. This is beside the fact Virx is leaving it alone and undefended. Course the enemy has other things to worry about.

I suggest the following... get a Officer of the Fleet instead of the astropath. I know you want to get Marbro and the Vendetta in, but I have always felt that unless you have 3 units in reserve, it doesn't pay. I would seriously consider dropping the Manticore for a ADL and three Big Gunz. You can use a Grot crew to man the ADL gun and fire it on the Intercept turn, then fire the Kannon on your normal turn. I suggest a Icarus LC and get 3 extra ammo runtz for your Kannons. This will allow the Grot manning the Icarus a re-roll once per game, /per model/. You then rotate Grot gunners, but can have 2 touching the Icarus at the start of the game... also prevents deep striking enemy shenanigans. This also gives your Lootas a huge cover save when they 'Go to Grown!' behind the wall.

The reason why I say drop the Manticore is the reasons I listed above (50% weapon destroyed, 4 shots, and alone without camo netting) and also the fact that your planning on being in combat range Turn 2 if you move 12" (and don't pop smoke or shoot) Turn 1. This means now your 12" away at the end of Turn 1 and Manticore shots can now scatter into you. After Turn 1, your now trying to avoid hitting your own stuff with the manticore... so your really only getting 1, maybe 2 shots out of it anyways.

Now, the Kannons would mean dropping a Battlewagon, and I can understand you not wanting to do this... so I suggest a Warboss instead of a Big mek and you take your 19 boyz and turn them into Nobz with your Boss in it and make your 3rd battlewagon a dedicated transport for your Nobz. Your not going to really miss that 5+ cover save with that wall of AV 14. Besides, a lot of things can ignore cover saves now. Course, if you come up with 85pts, you can do both (and put the Mek with a Nobz squad).



Thanks for the post!
You made me reconsider the Manticore, and also whether I should be taking the Astropath. MoO does not seem like a great idea, and since everything will be in close range fairly quickly, I will probably skip on it and the Manticore. Now, then, what if I dropped the Manticore and Marbo, and brought in two Dakkajets? That would certainly make the Astropath more beneficial, and I feel that it would give me a bit more air defense. I will also have to consider that ADL, but I would prefer not taking fortifications if possible (however, if it is the only way, I will gladly put it in.)
   
Made in us
Krazed Killa Kan






State of Jefferson

@ Dakkamite. As much as I'd like for my SAGs to hit rear armor of a vehicle. They don't. A blast template hits the armor value of the vehicle which is facing the firer. So unless the SAG is BEHIND the vehicle he will likely hit the front armor (or side at the best). Ref BRB page 72 right column.
DrG
   
Made in us
Longtime Dakkanaut





Hmm, I see the Lootas as a weakness in the list. I like the idea of adding long range AT, however 5 man squads will be mowed down very, very, quickly. If I were you i'd probably drop the Lootas and take something that is more difficult to kill. The way I see it, your list offers a bunch of targets that require high strength weaponry to kill, i'd stick with those sorts of targets and replace the 200+ points of Lootas with some sort of mech. I'd actually lean towards Trukk with Meganobz because they also require high strength firepower and it will give you a very, very formidable counter attacking unit that can take down anything in the game. Dakkajets could also work.


Automatically Appended Next Post:
I'd keep the Manticore, it's simply too good. I'd also switch Choppas to Shootas for more versatility. It's never bad to just drive around shooting while you wait for proper charges to develop.

This message was edited 1 time. Last update was at 2013/04/18 17:28:27


Bee beep boo baap 
   
Made in us
Longtime Dakkanaut






LValx wrote:
Hmm, I see the Lootas as a weakness in the list. I like the idea of adding long range AT, however 5 man squads will be mowed down very, very, quickly. If I were you i'd probably drop the Lootas and take something that is more difficult to kill. The way I see it, your list offers a bunch of targets that require high strength weaponry to kill, i'd stick with those sorts of targets and replace the 200+ points of Lootas with some sort of mech. I'd actually lean towards Trukk with Meganobz because they also require high strength firepower and it will give you a very, very formidable counter attacking unit that can take down anything in the game. Dakkajets could also work.


Automatically Appended Next Post:
I'd keep the Manticore, it's simply too good. I'd also switch Choppas to Shootas for more versatility. It's never bad to just drive around shooting while you wait for proper charges to develop.


Although I don't like 5 man lootas squads, I am not sure how they will die fast. I see a lot more bigger threats then a 5 man loota squad. All in all seems like a good list to me.
   
Made in us
Longtime Dakkanaut





They are a soft target that brings lots of firepower, it'd be where i'd point my anti infantry guns that have nothing else to shoot.

Bee beep boo baap 
   
Made in us
Member of a Lodge? I Can't Say




WI

 virx67 wrote:


Thanks for the post!
You made me reconsider the Manticore, and also whether I should be taking the Astropath. MoO does not seem like a great idea, and since everything will be in close range fairly quickly, I will probably skip on it and the Manticore. Now, then, what if I dropped the Manticore and Marbo, and brought in two Dakkajets? That would certainly make the Astropath more beneficial, and I feel that it would give me a bit more air defense. I will also have to consider that ADL, but I would prefer not taking fortifications if possible (however, if it is the only way, I will gladly put it in.)


Yeah, the Dakka Jets are a good option, but the Str 6 kills them for me. If your fine with that, then that is what I would roll with. I don't own the flyer codex, so I can't really comment on them otherwise... but if the Pilot needs 5-6s to hit (even if twin linked) and your needing 6's to glance AV 12, even 16 shots doesn't feel enough. At that point, your hoping for lucky rolls.

The key thing about the ADL guns are their ability to Intercept, which doesn't even allow your opponent to fire on their turn (as long as you have LoS). I like a re-roll-able Icarus shot because if you do hit, your pening AV 12 50% and you have a 50% chance to destroy your target. The real trick is getting some decent BS on it and/or re-rolls. The Quad is great if you fight a lot of squadrons, where killing the one doesn't stop the rest. Depends on your local meta, but needing 6's to pen, even with 4 shots and for more points hurts it IMO.

If your theme/fluff is mobile mech assault, then I can see not doing the ADL. Best advice I can give is play-test it a couple of times and try it with a ADL and with Dakka Jets.

This message was edited 1 time. Last update was at 2013/04/18 19:23:36


Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Longtime Dakkanaut






LValx wrote:
They are a soft target that brings lots of firepower, it'd be where i'd point my anti infantry guns that have nothing else to shoot.


Most anti infantry guns can't match or beat their range. So I am still not seeing your point of view. But ok. I run 2x15 man squads and have only lost them once to an outflanking genestealer squad back in 5th. Its amazing at what you can get away with when you have bigger threats to worry about. And 5 man are not a threat IMHO.
   
Made in us
Longtime Dakkanaut





 balsak_da_mighty wrote:
LValx wrote:
They are a soft target that brings lots of firepower, it'd be where i'd point my anti infantry guns that have nothing else to shoot.


Most anti infantry guns can't match or beat their range. So I am still not seeing your point of view. But ok. I run 2x15 man squads and have only lost them once to an outflanking genestealer squad back in 5th. Its amazing at what you can get away with when you have bigger threats to worry about. And 5 man are not a threat IMHO.

Barrage, which is almost always used for anti-infantry, will make quick work of them. Heldrakes will mess them up. Nightscythes that fly on should probably target them, ETC.

I think running the Lootas as 10 man strong makes them better. That way you can GTG and still have a higher LD. This works well behind an Aegis for the 2+ cover save. But i'd still rather take a mech unit so that your opponent can only utilize his high STR weaponry to hurt you. Longer ranged anti-infantry might not be super common, but it exists and by taking full-mech you have the ability to render some shooting completely ineffective.

This message was edited 1 time. Last update was at 2013/04/18 22:07:10


Bee beep boo baap 
   
Made in us
Longtime Dakkanaut






LValx wrote:
Barrage, which is almost always used for anti-infantry, will make quick work of them. Heldrakes will mess them up. Nightscythes that fly on should probably target them, ETC.

I think running the Lootas as 10 man strong makes them better. That way you can GTG and still have a higher LD. This works well behind an Aegis for the 2+ cover save. But i'd still rather take a mech unit so that your opponent can only utilize his high STR weaponry to hurt you. Longer ranged anti-infantry might not be super common, but it exists and by taking full-mech you have the ability to render some shooting completely ineffective.


Barrage? I don't see many that use barrage. Guard for the most part is all I see use it. Maybe Orks. Thats a big maybe. That is if they land on them. Still getting cover from them if you are in woods. You will not if they are behind the ADL. Which most like to use now.

You would waste a helldrake to kill 5 lootas? You would not try to pop a wagon with an AT weapon and then shoot the 20 man squad with the helldrake? I think the nightscythes would have better targets as well. But hey if it works for you great.

Don't get me started on the ADL. I think it is one of the stupidest things to come to 6th ed. Especially for Orks. Ok, so you GTG you are losing half of your shots. That is way to many for me to lose. Again I don't see that there is that many weapons that really need to be shooting at the lootas if you play it right anyways. You can block the LOS to lootas from the units that can threaten them, but can't hurt the wagons. ie autocannons and the like. All I am trying to do is shed a different point of view on the subject. Orks don't need the ADL, hell most armies don't really need it.

As I have said if I was facing this list. I would worry about the Wagons first and then deal with whatever they have left. I don't see 5 lootas being that great of a threat to worry about. I hope you don't take offense with this. That is not my intention.
   
Made in us
Longtime Dakkanaut





I don't take any offense, lol. We just see it differently. I see a couple of 5 man squads of Lootas as pretty susceptible to shooting. And yes, I would gladly wipe them out with Heldrakes because they are one of the few fire support units the player has. Of course if I am able to vector and open up a Battlewagon or Chimera, i'll roast those troops instead, but you are guaranteed to be able to do so.

I've seen more armies try to take barrage style weapons in 6th. I've seen a far amount of Lobbas, Manticores/Griffons, DA whirlwinds here and there, Thunderfire cannons from SM players and even Biovores from Nid players.

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