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![[Post New]](/s/i/i.gif) 2013/04/24 10:53:51
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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Edit; I've since changed the army from the one shown below. I'm keeping this one here for future reference - it may still be decent with a few more points for troops! You can find the Land Pirate list eleven posts down.
Da Bosses
Big Mek w/ KFF, Cybork
Provides forcefield cover for the deff rolla fleet
Warboss w/ Big Choppa, K-Skorcha, Cybork
I dislike using a PK on the Warboss because he's the only Ork unit with a decent INT score
Da Nobs
20 Nobs in two units of ten, with two painboy upgrades, two banners, four bosspoles, four klaws, four K-Skorchas, and cybork for the lot of them. One Nob unit has been taken as troops due to the Warboss's special rule
Two Nob deffstars fer krumpin face!
Da Grots
21 Gretchin and two Runtherds
To do the boring job of holding the backfield objective, freeing up the bigger, better Orks fer da real fightin!
Da Wheels
Two Battlewagons taken as Dedicated Transports, equipped with Deff Rollas and Grot Riggers
These go at the front of the pack and carry the Deff Stars
Seven Big Trakks w/ 2x Big Shoota, Deff Rolla
These have two roles - firstly, to squish things with their deff rollas, and secondly, to pick up the Nobs if one of the Battlewagons is taken out (which I imagine they will be!)
So yep, everything but the Gretchin get into a transport and they kareen wildly at the enermy. Having no less than seven back up transports for if I lose a battlewagon means that the Nobs are pretty much guarenteed to get up close and personal. Gretchin just hide in cover for awhile, then pop out at the end and sit on the backfield objective. Might cut a few points and run two of them so one can do the same for the mid-field if needed.
Thoughts? Criticisms? Have at it!
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This message was edited 2 times. Last update was at 2013/04/25 04:34:10
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![[Post New]](/s/i/i.gif) 2013/04/24 18:29:12
Subject: Vanilla Nobs on Wheels (Ork 1650)
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Fresh-Faced New User
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How do you figure you can reroll a dice twice?
For the list, Im not familiar with the BigTrakks, but I would be concerned with only 2 troops for many games. Granted, both will be around for a while, but getting two objectives and line breaker could be tough with only 2 troops.
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![[Post New]](/s/i/i.gif) 2013/04/24 20:58:20
Subject: Vanilla Nobs on Wheels (Ork 1650)
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Disguised Speculo
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Big Trakk has the Trakk special rule and the deff rolla special rule, both of which allow re-rolls of difficult terrain.
As for the troops, I could either split the Grot mob into two smaller mobs (thoughts?) or maybe drop a deff rolla wagon to free up 60 points to make another big unit of Grots.
Alternatively, a bunch of allies shenanigans to get an allied Big Mek for the forcefield, and a second warboss making both Nob units into Troops...
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This message was edited 1 time. Last update was at 2013/04/24 20:58:29
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![[Post New]](/s/i/i.gif) 2013/04/24 21:33:54
Subject: Re:Vanilla Nobs on Wheels (Ork 1650)
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Camouflaged Zero
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Haha, at first I was confused about vanilla nobs and thinking; we only have one codex. Then thought maybe you were painting them vanilla. My bad.
For the dangerous terrain, I'm pretty sure the rerolls dont stack so you would only get one even if you have both.
With that many transports, what about splitting the nobs units into 5s. Put a klaw in each and a boarding plank on each transport. Then you might not even need to leave it. The difficulty here though would be the painboys, but its just an idea.
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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) 2013/04/24 21:37:11
Subject: Vanilla Nobs on Wheels (Ork 1650)
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Dakkamite wrote:Big Trakk has the Trakk special rule and the deff rolla special rule, both of which allow re-rolls of difficult terrain. As for the troops, I could either split the Grot mob into two smaller mobs (thoughts?) or maybe drop a deff rolla wagon to free up 60 points to make another big unit of Grots. Alternatively, a bunch of allies shenanigans to get an allied Big Mek for the forcefield, and a second warboss making both Nob units into Troops... Sorry dakkamite, it's stated in the rulebook, you can't reroll a reroll. You will only get it once. Page 5 under Re-roll.
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This message was edited 1 time. Last update was at 2013/04/24 21:39:32
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) 2013/04/24 22:01:23
Subject: Re:Vanilla Nobs on Wheels (Ork 1650)
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Disguised Speculo
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Damn, sucks about the re-roll
Boarding Planks
Hmm... we'd lose FNP and perhaps WS 5, but honestly, that doesn't sound half bad. Actually it sounds like it could be amazing fun and maybe half decent to boot!
I'm thinking that this list is probably just not viable at 1650 points - it really needs a few more to grab more troop units, so I'm shelving it for now.
But your idea could perhaps give us something very interesting that I can use at the points level I'll be playing at. Swap out Nob units for boys (I imagine shoota boys) with a PK/ BP Nob leader, in order to give us the klaw attacks and fill the requirements for units that can take objectives. I'm happy to ditch the Nobs theme for the goddamn land pirate thing this type of build suggests!
New List with the Land Pirate theme. Changes to the HQ are done in bold text
HQ - 225
Big Mek w/ KFF, Cybork, Bosspole, Burna -alternatively, Power Klaw and a Kombi-Skorcha
Warboss w/ Power Klaw, Kombi-Skorcha, Cybork, Bosspole - attack squig?
Troops - 666
6x Boys Units of 10 Shoota Boys, 1 Big Shoota, 1 PK/BP Nob - Have left one space free on each vehicle to guarantee seats for the Big Mek and Warboss. Rokkits might be good here.
Heavy Support - 585
9x Big Trakk w/ 2x Big Shoota, Deff Rolla, Boarding Plank
Total: 1476, with 174 points spare
As for the extra points, the Big Trakks have several different gun upgrades that could be interesting (swap Big Shootas for Skorchas for +10, add two Big Shootas for +10, add two Skorchas for +20) and/or I could swap a unit of passenger boys for either a larger mob or some Grots to hold the back field. Alternatively, a deff-rolla and Forcefield equipped Junka to either back up the Big Mek or replace him entirely is on the table as well Edit: - in that case I'd cut a Big Trakk, meaning that the KFF Junka would set me back 105 points I believe. If I'm willing to risk my only KFF being on a vehicle with paper armour I could then trade the Big Mek for another equally kitted out Warboss and then have approx. 84 points left over and twice as many S10 power klaws and close combat stompiness in my crews
Never thought I'd actually be constrained by six troops slots before lol
Edit: Perhaps trios of Nobs with a Power Klaw and some Kombi-Skorchas to replace some or the current boys crews, and use the points and slots I save to run a few enormous boy/grot blobs for the dull task of holding objectives? So many options to choose from! Definitely liking this list more than the other one.
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This message was edited 3 times. Last update was at 2013/04/24 22:45:44
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![[Post New]](/s/i/i.gif) 2013/04/25 00:25:24
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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I dont think pirates would be to bothered by objectives to be honest. You can just unload a whole heap of shootas on the last turn.
This could be a bit of a long shot here, but dare I say it... tankbusters. I agree with the common consensus that they suck but for each shoota boy unit you could get 6 of them. Give one a tankhammer, the other 5 rokkits so you've still got the S10 hit off the boarding plank. I have run them off battlewagons with degrees of success, but I've never had 9 vehicles on the table... Swapping out 2 units of shootas for these could be more beneficial than the nobs since they are roughly as durable but have rokkits. ATM I can see you deffrolling infantry or shootarising them and deffrolling or pk'ing tanks, but I'm yet to deffroll a flier. So the tankbustas could sort of do this. I can't see lootas fitting in with the makeup of this list, so hence tankbustas.
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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) 2013/04/25 01:09:54
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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LOL, I bow to the master of crazy Ork shenanigans.
Five tankbustas, one hammer, and a bomb squig comes out to 80pts. Cheaper and more killy in many ways than the dakka boys they're replacing, I can't wait to see the look on someones face when I beat their tournament powerbuild with gorkdamned tankbustas!
Here's the updated (edit: updated again!) list.
HQ - 225
Big Mek w/ KFF, Cybork, Bosspole, Burna
Warboss w/ Power Klaw, Kombi-Skorcha, Cybork, Bosspole
Elites - 255
3x Tankbusta Mobs (5 Tankbustas, 1 hammer, +1 Squig Bomb)
Troops - 444
4x Boys Units of 10 Shoota Boys, 1 Big Shoota, 1 PK/BP Nob - Have left one space free on each vehicle to guarantee seats for the Big Mek and Warboss. Rokkits might be good here.
Heavy Support - 715
5x Big Trakk w/ 2x Skorcha, Deff Rolla, Boarding Plank
4x Big Trakk w/ 2x Skorcha, 1x Supa Skorcha (S6, AP3), Deff Rolla, Boarding Plank
Total: 1639, 11 points spare
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This message was edited 2 times. Last update was at 2013/04/25 03:04:17
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![[Post New]](/s/i/i.gif) 2013/04/25 02:36:56
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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That supa-skorcha seems pretty promising, especially on the tankbusta wagons.
For additions to the tankbustas, I'm not so sold on the nobs for them. The klaw isn't so necessary with the options for tankhammers, and since they're often in smaller units; if they fall out of the wagon they'll probably get savaged so the extra leadership wont help much. Probably best to run then naked, the bomb squigs are gold though.
Flames for all sounds pretty good, not sure I have anything that could top that. Do they have to be fired by embarked units though?
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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) 2013/04/25 03:06:26
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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They're pintle mounted. First I've heard about any guns needing to be fired by passengers. Theres a thread here on dakka ( http://www.dakkadakka.com/dakkaforum/posts/list/488431.page) that seems to indicate that pintle guns are just more guns for the vehicle, fired like any other gun.
Yeah I wasn't sure if Nobs were worth it. But when I think about it, I don't know if Nobs are even needed on the dakka boys? Could save a whole bunch of points by downgrading them to Big Choppas (80pts) or cutting them alltogether (160pts) and losing the boarding planks (25pts)
Updated previous post's army list.
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This message was edited 1 time. Last update was at 2013/04/25 03:06:59
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![[Post New]](/s/i/i.gif) 2013/04/25 04:18:19
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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Hmmm, I've always been under the impression those add-ons had to be fired by passengers. Its just that phrase in the book under battlewagons "May take a single big gun, (does not include crew)" that made me think this was the case, and have seem to have extrapolated it to all. I dont really know about that now.
With the prevalence of deffrollas plus the warboss and tankbustas, you could afford to take just a big choppa on the shoota boy nobs. The 80 from that could get you another shoota boy unit or 20grots. There aren't too many rear armour 14 tanks around, so the tankbustas should be able to deal to those and then the big choppas, the rest.
In shoota units I run (footslogging ones though) the nobs are normally armed with big choppa and big shoota. I leave the klaws to slugga boys as they'll be the ones getting stuck in. The big choppa's are usually enough to deal to anything freaky that pops up, and the 50% for a precision shot from the big shoota has knocked out a plasma gunner more than once.
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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) 2013/04/25 04:27:54
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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Ha, I always forget about the precision shot thing. Looks like we may have a final list - cheers for your help man.
HQ - 225
Big Mek w/ KFF, Cybork, Bosspole, Burna
Warboss w/ Power Klaw, Kombi-Skorcha, Cybork, Bosspole
Elites - 255
3x Tankbusta Mobs (5 Tankbustas, 1 hammer, +3 Squig Bomb)
Troops - 513
4x Boys Units of 10 Shoota Boys, 1 Big Shoota (on Nob), 1 BC/BP Nob - Have left one space free on each vehicle to guarantee seats for the Big Mek and Warboss.
1x Grot Mob of 17x Gretchin, 1x Runtherd
Heavy Support - 715
5x Big Trakk w/ 2x Skorcha, Deff Rolla, Boarding Plank
4x Big Trakk w/ 2x Skorcha, 1x Supa Skorcha (S6, AP3), Deff Rolla, Boarding Plank
Total: 1650
Changes - PKs to Big Choppas on the Nobs, Big Shoota is now on the Nobs, two more Squig bombs for each Tankbusta unit, a unit of Grots
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![[Post New]](/s/i/i.gif) 2013/04/25 04:33:47
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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Looks good. If you give it a spin, maybe chuck up a battle report? Interested to see how it performs
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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) 2013/04/25 04:43:51
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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Will do mate. Hoping to get a game in the next few days.
Wait... Auckland New Zealand? You in Cityguard or that North Shore club or something? If your keen I may be able to give you something better than a battle report
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![[Post New]](/s/i/i.gif) 2013/04/25 06:09:27
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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North shore, but am often in the city. I normally just go to vagabonds for their Tuesday night 40k
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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) 2013/04/25 06:21:45
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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I've heard about that but never hit it up, too many horror stories about pick up and play games. I'd be down for next Tues if you are.
Do you think they'll mind if my nine deff rolla big trakks are all scratch built? Ah I'm sure they won't care if I like buy some paint or something while I'm there.
Whats the deal with the North Shore club? I know there is one but I have no idea what its called or where it is or whatever. Do you know anything about it?
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![[Post New]](/s/i/i.gif) 2013/04/25 06:32:15
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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Tuesday should be good for me, its normally from 6-9pm. Scratch builds all good, I'd probably be fielding vanilla marines of which some are painted (I'm a bit slow at that  ). I've never looked into the north shore club before, so your guess would probably be as good as mine.
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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) 2013/04/25 06:47:21
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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Yeah, my trakks are built but aren't even undercoated yet. Might buy some on the night, haven't been able to decide what one to use.
Alright man, I'll see you there 6PM.
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![[Post New]](/s/i/i.gif) 2013/04/25 06:49:36
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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Oh yeah should mention, whats easier; vagabond takapuna or city? I'll be in takapuna this coming tuesday, but if the cities better I could do it the week after. For this week its just I already have 1 game planned against a GK guy, with orks... not so hopeful on that but its only 1000pts. Might be able to just swamp him.
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This message was edited 1 time. Last update was at 2013/04/25 06:50:59
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) 2013/04/25 07:03:34
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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I'm glad you asked that, I was going to be at Vagabonds in central.
Pretty much I'm happy even for just half a game or whatever if we run out of time, enough to see if the Big Trakk horde can reach your lines or will get blown to smithereens beforehand, and if I can really nuke something with a boarding plank and a tankhammer!
As for whats easier, its all down to the traffic. North Shore is infamous for being a nightmare at rush hour, but then again, the city is rubbish as well around that time.
I reckon next Tues, I'll rock up around 7-7.15 which lets me avoid most of the traffic whilst getting me there before the game ends (unless of course, its a stomp - make da boys proud man). If by some chance a 1000 point game takes three hours, well I know the risks.
Do you have 1650 points worth of marines? Your sig says 1500, so feel free to proxy stuff in as you need. I'll be running counts-as tankbustas since I've never seen the need to actually make some until now. I have some extra misc marine models and such that are very broken but would make totally fine stand ins if you need the bodies on the board.
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This message was edited 1 time. Last update was at 2013/04/25 07:04:25
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![[Post New]](/s/i/i.gif) 2013/04/25 07:10:21
Subject: Re:Land Pirates Ahoy! (Ork 1650)
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Camouflaged Zero
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7ish will be cool, hopefully the other guys prompt. To be honest, if the GK game takes 3hrs, Ill definitely be tiring of it. But being to MEQ armies hopefully it'll wrap up quickly.
1500 is just the limit for my 'structured' army, I've got a couple of dreads, assault squads and TAC squad collecting dust so Ill chuck some of them in. Tankhammer wise it should be fun seeing as I run a heap of predators and a few rhinos.
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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) 2013/04/25 07:24:10
Subject: Land Pirates Ahoy! (Ork 1650)
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Disguised Speculo
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Sweet as. Feel free to optimise it for maximum armour 12 devastation. See you then
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