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![[Post New]](/s/i/i.gif) 2013/04/29 23:16:05
Subject: 2000pts Ork - Help me out
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Fresh-Faced New User
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I just recently started playing 40k again with some friends. I played 4th edition casually (I was in middle school) and decided to dust off the ole orks and have some fun. My competivie buddy plays a solid 2k point IG list, and my other buddy plays GK and Necrons (which I havent fought yet due to do being so scary). I've played about 5 games so far and think I have learned the rules well enough to make a semi competitive 2k point list. I'm asking for feedback. I'm trying to learn, so if I'm doing something horribly stupid, call me out.
HQ
Big Mek 130
'Eavy armour, Attack squig, Kustom force field, Mek's
Big Mek 85
Choppa, Kustom force field, Mek's tools
Elites
6X Lootas 105
Mek - Kustom mega-blasta, Mek's tools
6X Lootas 105
Mek - Kustom mega-blasta, Mek's tools
Troops
10X Gretchin 40
Runtherd
Grabba stik, Slugga, Squig hound
10X Gretchin 40
Runtherd
Grabba stik, Slugga, Squig hound
Ork Boyz
19x Boy - 19x Shoota
Nob 46pts
Bosspole, Power klaw
Ork Boyz 160
19x Boy - 19x Shoota
Nob
Bosspole, Power klaw
Ork Boyz 194
28x Boy - 28x Shoota
Nob - Big choppa, Bosspole
Ork Boyz 156
10x Boy - 10x Shoota
Nob - Bosspole, Power klaw
Trukk - Grot riggers, Reinforced ram, Rokkit launcha
Ork Boyz 160
19x Boy - 19x Shoota
Nob - Bosspole, Power klaw
Fast Attack
Warbuggies 70
2X Warbuggy - Twin-linked rokkit launcha
Warbuggies 70
2X Warbuggy - Twin-linked rokkit launcha
Warbuggies 70
2X Warbuggy - Twin-linked rokkit launcha
Heavy Support
3X Battlewagon 100
Kannon
Looted Wagon 105
Boomgun
Looted Wagon 50
Skorcha
The Big Mek with the power klaw goes in the trukk with the 10 boys and nob with PK, the idea is to move in behind the rokkitbuggies, giving them 5+ cover and (hopefully) either dropping something beefy I meet halfway or locking something in to assault by no later than turn 3. The 2 squads of 19 boyz w/ nobs go in the 3 battle wagons. The blob of shoota boys footslogging will have the other Big Mek with them coming in behind the 3 battle wagons, giving the wagons a cover save and once the wagons are out of the way or wrecked, giving all the boys cover as well. 2 squads of gretchen are there to capture points/give cover where cover is needed. I can't decide if I want 2 squads of 6 lootas or 1 of 12. They sit in the back and do what lootas do. The looted wagons are empty. I found in one game my weakness was long range support firepower so I took 2 boomguns and soon realized they get blown up in turn 1 by units infiltrating behind me, hence the skorcha attached to one. Those are the 2 units I'm up in the air about, not sure if worth the points/what I should replace them with.
I started a game vs 2k points of GK yesterday with this list. Got the deployment option which uses the table length ways. Deployed first but he seized the initiative and got to move first. There was a building dead center so their were 2 flanks so to speak. I ran the buggies and trukks to the left side, where his aegis defense line is with his heavy fire support 9(im still learning other army units but a vindicare assasin, 3 dreadknot looking things with twin linked lascannons and a squad of some other guys. The battle wagons and the heart of my army took the right flank. After 2 turns he had to leave so we left the game set up and will continue thursday but as it sits right now, the 2 looted wagons got wrecked turn 1. My trukk got blown up turn 2 but luckily no boyz suffered any wounds. I lost 3 of my 6 buggies. My battle wagons have created a LoS wall for the boyz forcing him to focus turn 3 on blowing up the wagons. One wagon worth of boyz jumped out since its obvious that wagon is done in turn 3. Analyzing what turn 3 holds for me, if my wagons and boys can get past 2 squads of purifiers without taking substantial losses, the right flank is mine. My left flank will take one more round of shooting but will probably fall in that turn. All in all, if his right flank falls its pretty much my game as his purifers are all he has to handle my mass amounts of boyz still left on the table. 6 of my lootas are out of LoS currently but will move in to the middle building which I control by positioning in turn 3 and will begin unloading hard turn 4. The other 6 lootas got in to position turn 2 and will begin unloading this next turn.
Calculating losses, points for points at the start of turn 3 he has lost roughly 30 more points worth of models than me. I hold 3 objectives, have taken down a squad of his with shoota snap fire surprisingly. He hold 2 objectives and got first blood. So it's a fairly even game.
I'm looking for feedback as far as army list changes (I want to stick to a vehicle heavy list) as well as strategy that I should adjust.
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This message was edited 2 times. Last update was at 2013/04/29 23:40:30
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![[Post New]](/s/i/i.gif) 2013/04/29 23:19:35
Subject: 2000pts Ork - Help me out
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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Well first of, I can see this is your first post and you are using battlescribe, It's not allowed to post invidual points like upgrades units just add for example
( lootedwagon /w skorcha 65) and rules.
Anyways as for the list. it's way to gathered to make any sense out of it, can't see what's in groups or singles, i think you should rewrite this atm or try read it yourself
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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) 2013/04/29 23:27:46
Subject: 2000pts Ork - Help me out
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Fresh-Faced New User
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I was unaware of that rule. I will edit it and make it easier to understand now.
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![[Post New]](/s/i/i.gif) 2013/04/29 23:43:55
Subject: Re:2000pts Ork - Help me out
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Camouflaged Zero
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Yeah thats pretty hard to read. Anyway it looks like you must be doing double FOC as you've got 7 troops and a heap of heavy support.
HQ wise if you're going to run a KFF big mek, run him naked or if anything cybork and/or burna. Probably wouldn't put a klaw on him, just leave that to the nobs seeing as he will probably be at the back of fights.
Elites - you dont really need a mek in the lootas, generally preferable to get another deffgun in there. I take its for repairing vehicles, but between the 2 big meks it should be fine.
Troops - grots are alright as small units, but you may want to consider grouping them up so they dont run away so quick. But ultimately that depends how you run them. From the boys I take it there's 3 in battlewagons, 1 in a trukk and 1 on foot? No problems there but you probably want to loose the upgrades on the trukk. Makes it very expensive for minimal gain, if anything get a reinforced ram. The terrain rerolls will be about the most useful thing out of the lot.
Fast attack - buggies are kinda cool but a bit fragile as well. Between them and deffkoptas its hard to say which is better. In general deffkoptas are better IMO due to their save and lower chance of being insta-killed or glanced apart as well as them being jetbikes. But they do have leadership issues and cost a bit more. If you have the models, roll with buggies but if you're just proxying give deffkoptas a shot. The big bombs are reasonable, klaws not so much.
Heavy support - might want to chuck a ram on the battle wagons if nothing else seeing as they dont exactly dance around terrain. Looted wagons are fine, you've got enough other stuff that will be in their face before so it should hang around a bit. The second wagon however, I dont see it as having much purpose. If you want to protect the wagon from infiltrators, it can be helped from deployment or just bubble wrap it with the foot shoota mob. I'd probably loose it.
Points you scavange just get more lootas
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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) 2013/04/30 00:04:20
Subject: Re:2000pts Ork - Help me out
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Fresh-Faced New User
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rahxephon wrote:Yeah thats pretty hard to read. Anyway it looks like you must be doing double FOC as you've got 7 troops and a heap of heavy support.
HQ wise if you're going to run a KFF big mek, run him naked or if anything cybork and/or burna. Probably wouldn't put a klaw on him, just leave that to the nobs seeing as he will probably be at the back of fights.
Elites - you dont really need a mek in the lootas, generally preferable to get another deffgun in there. I take its for repairing vehicles, but between the 2 big meks it should be fine.
Troops - grots are alright as small units, but you may want to consider grouping them up so they dont run away so quick. But ultimately that depends how you run them. From the boys I take it there's 3 in battlewagons, 1 in a trukk and 1 on foot? No problems there but you probably want to loose the upgrades on the trukk. Makes it very expensive for minimal gain, if anything get a reinforced ram. The terrain rerolls will be about the most useful thing out of the lot.
Fast attack - buggies are kinda cool but a bit fragile as well. Between them and deffkoptas its hard to say which is better. In general deffkoptas are better IMO due to their save and lower chance of being insta-killed or glanced apart as well as them being jetbikes. But they do have leadership issues and cost a bit more. If you have the models, roll with buggies but if you're just proxying give deffkoptas a shot. The big bombs are reasonable, klaws not so much.
Heavy support - might want to chuck a ram on the battle wagons if nothing else seeing as they dont exactly dance around terrain. Looted wagons are fine, you've got enough other stuff that will be in their face before so it should hang around a bit. The second wagon however, I dont see it as having much purpose. If you want to protect the wagon from infiltrators, it can be helped from deployment or just bubble wrap it with the foot shoota mob. I'd probably loose it.
Points you scavange just get more lootas
Yea we are doing double FOC since its 2k points. You and I are on the same page, I think I will scrap the skorcha looted wagon and clear up some more points with your suggestions and gain 3 more lootas in each squad. Automatically Appended Next Post: Anybody else have any other different suggestions?
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This message was edited 1 time. Last update was at 2013/04/30 04:24:51
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![[Post New]](/s/i/i.gif) 2013/04/30 11:06:36
Subject: Re:2000pts Ork - Help me out
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Camouflaged Zero
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Uh no-one else seems to so here goes... loose 3 buggies and get a dakkajet if you feel like abusing some fliers.
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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) 2013/04/30 22:20:42
Subject: Re:2000pts Ork - Help me out
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Fresh-Faced New User
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So we ended up finishing the game last night. I won, ended up tabling him while controlling 4 objectives as well as linebreaker. My right flank of boyz and BW completely over ran him and by the time he dealt with the left flank of buggies, mek and trukk load of boyz it was too late, the next turn he was assaulted by my right flank. This weekend I'll be playing my buddies "All Corners" IG list, which I think I will have some trouble with....so much AV14 and long range AT, plus the first game we played he took out all 3 BW with one Manticore barrage.... I spent the remainder of the night and this morning evaluating my weaknesses and taking the advice given by the few here. Here is what I came up with. 2000 points on the dot, double FOC.
Battlewagon - Kannon, reinforced ram [265pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Battlewagon - Kannon, reinforced ram [265pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Battlewagon - Kannon, reinforced ram [265pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Trukk - big shoota [236pts]
-10 boyz w/ shoota
-Nob w/ PK and boss pole
-Big Mek w/ KFF and cybork body
3 warbuggies w/ twin-linked rokkit launchas (3 separate squads) [105pts]
16 lootas (divided in to 2 squads of 8) [240pts]
Looted wagon w/ boomgun [105pts]
28 boyz w/ shootas footslogging [304pts]
-Nob w/ PK
-Big Mek w/ KFF and cybork body
20 Gretchen w/ 2 runtherd (either rolling as 1 squad or divided into 2 depending on objectives/scenario) [80pts]
Dakkajet w/ extra twin-linked supashoota, fighta ace, RPJ [135pts]
The game vs my friends GK had horrible terrain placement so I was forced into 2 flanks, luckily for me he reinforced the wrong flank and I was able to overrun his "anti swarm" flank with mass numbers. The idea behind this army composition is utilize my buggies as early harrass on his armor and hopefully soak up a round of shooting, while the BW come in behind them followed by the large blob of boyz. Looted wagon is there to hopefully thin out my opponents larger squads (or mech, whichever I see right at the time) and the lootas will do the same. Dakkajet will take out priority targets and hopefully force bad plays. Gretchen have 2 options, secure objectives (primary) or act as a mobile cover save in the event I lose a bik mek early (secondary). The only thing that scares me is av14. My boomgun (unreliable), kannons on the BW (hard to hit), and PKs (take time to get in combat) are all I have that can take that out. If the heart of my army gets unlucky and ends up too thinned out before charging that could be what makes or breaks the game. Automatically Appended Next Post: By the way, has it been confirmed or denied that RPJ gives the 4+ cover save from flat-out when moving 13" in movement phase?
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This message was edited 1 time. Last update was at 2013/04/30 22:21:43
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![[Post New]](/s/i/i.gif) 2013/04/30 22:46:29
Subject: Re:2000pts Ork - Help me out
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Disguised Speculo
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plus the first game we played he took out all 3 BW with one Manticore barrage
Welcome to the Imperial Guard...
Goddamn Manticore + first turn = total broken-ness. That vehicle is the number one thing I hate about 40k. I went up against a jerkass power builder with it in one of my first ever games of 40k and it just shattered my confidence in Orks in general. It wasn't until I found some seriously broken-ass kit in Imperial Armour for them that I got back into Da WAAAGH
Three good ways to counter this thing. Firstly, get the first turn. Thats 75% of winning a game of 40k anyway. Second, spread your army wide as you can, make sure no two vehicles or other valuable targets can come under the same pie plate, and start all of your troops in the heaviest cover they can find. If you can get away with it, back vulnerable rear armour into a wall, under an overhang, or something like that and then say that it prevents rear hits (no idea if thats true or not), or put them right on the edge of the map so no shots can land behind them. Finally, remember, most missions start with night fighting. I need to see how that works with Barrage weapons but generally speaking, you can't shoot what you can't see. Simply put, if the other guy takes something like this, pull out all the cheap, donkey-cave tricks you can because your going to need them.
As for anti-armour 14, solo deffkoptas can either scout/turbo or outflank behind them and nail them with TL rokkits or the buzzsaw. Big Guns with Kannons and Ammo Runts are another option to consider. Looted Wagons with Boomguns have potential, but you'll need a bunch of them in order to survive that first turn manticore hit (just assume he's going to get that). But the ultimate one IMO is Big Guns behind an Aegis with an attached Lascannon - rerollable BS3 S9 shots with 4+ cover or downright invulnerability (Grots are too short, cannot see over Aegis and thusly cannot fire or be fired at!). If theres a Manticore/Basilisk/etc, make the Aegis shorter and use the small wall pieces to divide up the area behind it into 'foxholes' so that only part of your unit can be nuked into oblivionby any given barrage weapon, and the rest will get that sweet 2+ GtG cover
Whats not going to work is those Kannons on the Battlewagons. Just don't get your hopes up there if thats what you took them for. That BS2 makes them just plain rubbish for firing the anti-armour shots.
One really cool thing to consider, is that you can give a Big Shoota from a boys mob to the Nob Leader. This means any to-hits of 6 can be precision shots, so you can choose what model to hit. Lots of players aren't aware of this.
With regards to anything that isn't heavy armour, well, da boys can handle that part for you no sweat =D
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![[Post New]](/s/i/i.gif) 2013/04/30 22:52:04
Subject: Re:2000pts Ork - Help me out
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Fresh-Faced New User
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Dakkamite wrote:plus the first game we played he took out all 3 BW with one Manticore barrage
Whats not going to work is those Kannons on the Battlewagons. Just don't get your hopes up there if thats what you took them for. That BS2 makes them just plain rubbish for firing the anti-armour shots.
One really cool thing to consider, is that you can give a Big Shoota from a boys mob to the Nob Leader. This means any to-hits of 6 can be precision shots, so you can choose what model to hit. Lots of players aren't aware of this.
Kannons are what I'm up in the air about as well. I like the idea of moving my BW as fast as possible rather than stopping to shoot.
Can you elaborate on the precision shots? I've never heard of that.
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![[Post New]](/s/i/i.gif) 2013/04/30 22:54:48
Subject: Re:2000pts Ork - Help me out
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Disguised Speculo
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Characters that roll a 6 for hits (shooting and I'm pretty sure assault too, need to check that) choose a specific model to take the hit rather than letting the other player choose, or assigning to 'the closest target' or whatever.
Nob leaders for boys mobs are characters. Nobs in Nob mobs are not characters.
Roll a 6, BLAM that annoying Missile Launcher guy at the back of the unit rather than the chump at the front.
Your battlewagons cannot outshoot the Imperial Guard. Kannons are still great for frag shots, since BS2 barely affects that. I'd recommend Deff Rollas over Reinforced Rams any day.
If your interested in using Forgeworld I know some fantastic Ork stuff that can even this out. Remember, FW is 100% official and approved, anyone who bans it is 'home ruling' it out of their games and needs to face up to that fact.
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This message was edited 1 time. Last update was at 2013/04/30 22:55:21
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![[Post New]](/s/i/i.gif) 2013/04/30 23:07:59
Subject: 2000pts Ork - Help me out
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Fresh-Faced New User
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I'm still trying to learn this game so I'm always open for suggestions and new ideas. My IG friend has an all corners list that does fairly well at the local GW store and I know he'd like me to get to that point as well so we can start showing up to the local tourneys. Automatically Appended Next Post: Did a couple more little tweaks. I think this is the list I will run and then adjust after the game. I'll end up going crazy if I keep switching the list around without testing it out lol.
Battlewagon - Deffrolla [270pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Battlewagon - Deffrolla [270pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Battlewagon - Deffrolla [270pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Trukk - big shoota [236pts]
-10 boyz w/ shoota
-Nob w/ PK and boss pole
-Big Mek w/ KFF and cybork body
3 warbuggies w/ twin-linked rokkit launchas (3 separate squads) [105pts]
15 lootas [225pts]
Looted wagon w/ boomgun [105pts]
28 boyz w/ shootas footslogging [304pts]
-Nob w/ PK
-Big Mek w/ KFF and cybork body
20 Gretchen w/ 2 runtherd (either rolling as 1 squad or divided into 2 depending on objectives/scenario) [80pts]
Dakkajet w/ extra twin-linked supashoota, fighta ace, RPJ [135pts]
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This message was edited 1 time. Last update was at 2013/04/30 23:25:16
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![[Post New]](/s/i/i.gif) 2013/04/30 23:53:02
Subject: Re:2000pts Ork - Help me out
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Disguised Speculo
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Personally, I'd ditch the trukk (go big or go home with these) and cut the PK from the boys blob. Shoota boys generally don't need a Nob, and certainly don't need one with a Power Klaw. Bosspole is overrated, Power Klaw leaders spend the whole game marching across the table and then get challenged out.
Looks to me like the forcefield would only be covering that troops blob? If so, its a waste of points man. I'd put it on those Battlewagons instead and let the boys fend for themselves.
Looted Wagon will just get shot and explode in turn one. Also, not sure if you can legally take three Battlewagons *and* a Looted Wagon?
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![[Post New]](/s/i/i.gif) 2013/05/01 00:01:10
Subject: Re:2000pts Ork - Help me out
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Camouflaged Zero
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FW is 100% official and approved, Hmm, a bit difficult to say that I think. I would be more inclined to think that in a standard tournament you couldn't use FW. Then for casual games it depends on the opponent, most dont have an issue with it. But there's threads and threads of this so Ill leave it at that. Also there are precision strikes in close combat as well. The 2 units I'm still not sold on are the trukk boys and the looted wagon. If you just want to be competitive, particularly against the IG guy, then I'd loose those 2. Then with the spare points get a biker boss and another dakkajet. Shift KFF to a BW. Yeah loose the foot KFF, for shoota boys my standard nob out fit is big choppa and big shoota. Big shoota for precision and big choppa cause its cheap and if something a little freaky/annoying pops up it can hopefully do something. E.g walkers
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This message was edited 1 time. Last update was at 2013/05/01 00:04:49
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) 2013/05/01 00:04:25
Subject: 2000pts Ork - Help me out
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Been Around the Block
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The biggest problem you will have is you playing Orks in 6ed.
Melee is a joke now (2d6 average of 7") for a random charge range means if your try to assult at 7" will fail to charge more then 2/5 of the time that is more like 1/2 when you add snap fire, so the only reliable way to get an assult is when you start your turn 8" away from the enermy so you have to absorb 2 rounds of rapid fire and 1of snap fire and with initiative 2 every melee hit other then powerfists.
Any Vehicles other then a Battlewagon so Looted Wagons, Warbuggies and Trukks are little more then timebombs you bought for the enermy. Thanks to a combination of TLOS and focus fire you can never get cover, but the real kicker is the plus +1 to damage for being opentopped and the plus +1 to damage for weapons being AP2 and plus +2 to damage for weapons being AP1. e.g a lascannon rolls 2+/ 4+ and gets an explosion (d6x2) diameter blast, forget pie plate thats a dinner plate. Now add a Manticore or 6 into the battle and Orks stand little chance of not being tabled in 3 or less turns
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![[Post New]](/s/i/i.gif) 2013/05/01 00:13:10
Subject: Re:2000pts Ork - Help me out
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Camouflaged Zero
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ugh another ork whiner....... can never get away. Pretty much 6th ed has just made shoota boys better than what they already were, who foot-sloggs sluggas anyway. Charge distance isn't that much of an issue. Very rarely do I fail mine. Just use timing and the waaagh phase then you get the rerolls. Thats pretty consistent for getting above 7". The loss to furious charge hurt a bit, but not dramatically and hasn't rendered orks useless. They're still 6pts a pop. 200pts for 30 shoota boys is a pretty good IMO. And how often is there a convenient lascannon directly behind you... maybe the odd vendetta but in general its coming from the front or sides.
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This message was edited 1 time. Last update was at 2013/05/01 00:13:27
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) 2013/05/01 00:50:27
Subject: Re:2000pts Ork - Help me out
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Dakka Veteran
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burkechrs1 wrote:So we ended up finishing the game last night. I won, ended up tabling him while controlling 4 objectives as well as linebreaker. My right flank of boyz and BW completely over ran him and by the time he dealt with the left flank of buggies, mek and trukk load of boyz it was too late, the next turn he was assaulted by my right flank. This weekend I'll be playing my buddies "All Corners" IG list, which I think I will have some trouble with....so much AV14 and long range AT, plus the first game we played he took out all 3 BW with one Manticore barrage.... I spent the remainder of the night and this morning evaluating my weaknesses and taking the advice given by the few here. Here is what I came up with. 2000 points on the dot, double FOC.
Battlewagon - Kannon, reinforced ram [265pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Battlewagon - Kannon, reinforced ram [265pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Battlewagon - Kannon, reinforced ram [265pts]
-19 boyz w/ shootas
-Nob w/ PK and boss pole
Trukk - big shoota [236pts]
-10 boyz w/ shoota
-Nob w/ PK and boss pole
-Big Mek w/ KFF and cybork body
3 warbuggies w/ twin-linked rokkit launchas (3 separate squads) [105pts]
16 lootas (divided in to 2 squads of 8) [240pts]
Looted wagon w/ boomgun [105pts]
28 boyz w/ shootas footslogging [304pts]
-Nob w/ PK
-Big Mek w/ KFF and cybork body
20 Gretchen w/ 2 runtherd (either rolling as 1 squad or divided into 2 depending on objectives/scenario) [80pts]
Dakkajet w/ extra twin-linked supashoota, fighta ace, RPJ [135pts]
Automatically Appended Next Post:
By the way, has it been confirmed or denied that RPJ gives the 4+ cover save from flat-out when moving 13" in movement phase?
Looking at your list, my concern is your gonna hit in waves, and be beaten piecemeal. First your 3 Battle wagons (hopefully) then your footsloggers (hopefully). I would retool the list by dropping the Looted Wagon, big block of boyz, and gretchens, and adding Big Gunz (3) and throw them behind one of those barricades. I would not take one trukk. Im nervous having 12 trukkers charge a squad of 5 space marines. If you want trukkers you take two at least. I give them big shootas, drive around shooting and just annoy the hell out of opponents with the trukks to draw fire away from the battlewagons (also its fun!). If your trukkers are forced to commit to an assault, assault same target with both trukks. Orks are all about numbers. Keep everything as cheap as possible, so you can buy more of them.
If you have bikers, I'd consider dropping the 30 mob for bikers, and add more buggies/tracks/deffkopters w/ tl rokkets for Tankbusting. If you don't have bikers, add the big block of boyz back. You can't argue with 30 boyz with shooters plopped somewhere (and theyre fearless till they get to 11 boyz).
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![[Post New]](/s/i/i.gif) 2013/05/01 00:51:44
Subject: 2000pts Ork - Help me out
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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This isnt the place to whine about Orks (orkgoffrocker)
Now as the warbikers say.... ZOGG OFF!
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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) 2013/05/01 01:22:11
Subject: 2000pts Ork - Help me out
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Been Around the Block
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phatonic wrote:This isnt the place to whine about Orks (orkgoffrocker)
Now as the warbikers say.... ZOGG OFF!
 Look mate im not whining about anything, i'm just giving the guy the facts about Orks your never going to win a game in 6ed unless you your oppenent is also playing Orks then both armies are gak. The best Unit in the Orks army is the allies. Hammernator
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![[Post New]](/s/i/i.gif) 2013/05/01 01:34:57
Subject: Re:2000pts Ork - Help me out
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Disguised Speculo
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rahxephon wrote: FW is 100% official and approved,
Hmm, a bit difficult to say that I think. I would be more inclined to think that in a standard tournament you couldn't use FW. Then for casual games it depends on the opponent, most dont have an issue with it. But there's threads and threads of this so Ill leave it at that.
Many tournaments 'house-rule' FW out of their games. Got no problem with that. The tourney I have coming up is forgeworld approved... probably won't be any longer once I'm through with it =D
Look mate im not whining about anything, i'm just giving the guy the facts about Orks your never going to win a game in 6ed unless you your oppenent is also playing Orks then both armies are gak. The best Unit in the Orks army is the allies. Hammernator
I hear what your saying man, the Manticore in particular is something I absolutely hate. But the way to get around it is not to complain but to find ways to outplay the power players. Forgeworld for example can be a hell of a bonus.
My first ever game of 40k was against an IG powerlist, and he only *just* managed a draw in the last turn because I didn't know about Slay the Warlord. I was about 90% of the way to tabling the guy. Orks can be strong, they're just playing the game on hard-mode.
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![[Post New]](/s/i/i.gif) 2013/05/01 23:07:03
Subject: 2000pts Ork - Help me out
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Dakka Veteran
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orkgoffrocker wrote: Look mate im not whining about anything, i'm just giving the guy the facts about Orks your never going to win a game in 6ed unless you your oppenent is also playing Orks then both armies are gak. The best Unit in the Orks army is the allies. Hammernator I didn't see anything you said as over the top whining. Personally, I think 6ed has forced Ork players to change their mindset. The Ork codex isn't total gak, I think is still pretty good at building lists, which shows how resilient it is. I know I've gone from a rush forward and get into CC style to almost an Ork gunline with lootas, big gunz, buggies, bikers and blocks of boyz 30 strong with shootas. I love my CC but the new edition forced me to change tactics, like Im sure it did with everyone's army.
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This message was edited 1 time. Last update was at 2013/05/01 23:08:08
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![[Post New]](/s/i/i.gif) 2013/05/01 23:27:05
Subject: 2000pts Ork - Help me out
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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orkgoffrocker wrote:phatonic wrote:This isnt the place to whine about Orks (orkgoffrocker) Now as the warbikers say.... ZOGG OFF!  Look mate im not whining about anything, i'm just giving the guy the facts about Orks your never going to win a game in 6ed unless you your oppenent is also playing Orks then both armies are gak. The best Unit in the Orks army is the allies. Hammernator And pardon for calling it ¨whine¨ hard to see at times when some is whining (in serious manner) or bringing math hammer into the thread. Well saying they wont win at all! Then you be playing dem boyz wrong or dont belive in gork und mork! Played a bunch of games in sixth eddition and my win ratio is more than 60%
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This message was edited 1 time. Last update was at 2013/05/01 23:28:12
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) 2013/05/02 04:29:36
Subject: 2000pts Ork - Help me out
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Been Around the Block
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3rd , 4th and 5th ed i face rolled most armies with my Ork and did well with SW and IG
The 6ed rules are so disproportionately set to shooting i can't lose with my SW the only change i had to make was swaping 2 Wolf Priests and 2 Rune Priests for 4 Rune Priests because Divination is OP
Long fang packs 5 ML + Wolf guard with CML x 3
21 re-rolled blast vs Orks
21 re-rolled str 8 vs fliers
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This message was edited 1 time. Last update was at 2013/05/02 04:30:33
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![[Post New]](/s/i/i.gif) 2013/05/04 05:51:43
Subject: 2000pts Ork - Help me out
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Fresh-Faced New User
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I ended up fighting my IG buddy with something similar to the last list. 4 battlewagons full, dakka jet, 16 lottas (split up), 3 buggies, 30 boys with big mek and kff, 20 gretchin, 2 deftkoptas..
Orks were victorious. Utilizing buggies and battlewagons to prevent LoS really helps. I learned I can't be afraid to disembark a battlewagon full of boys and use the wagons and buggies as cover to get in closer. Try to keep as large a number advantage on him and once the Orks charge it's pretty much GG. It's amazing how easy it is to push IG off an objective with the proper approach (and a well timed Waaagh!). The only thing that gave me trouble was his Manticore. I should have dropped it turn 2 when my koptas came in but they BOTH rolled 1's after I hit so I couldn't even glance....
Going to play another game tomorrow with both the same lists (his was his all comers list) and see if the results are consistent with the first one.
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![[Post New]](/s/i/i.gif) 2013/05/04 06:19:34
Subject: 2000pts Ork - Help me out
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Disguised Speculo
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Let me know how that goes man. I'm on the verge of just getting IG allies for my Orks (like everyone else at my club) and BLAMMING that damn Manticore with Basilisks
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![[Post New]](/s/i/i.gif) 2013/05/04 06:33:40
Subject: 2000pts Ork - Help me out
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Fresh-Faced New User
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Dakkamite wrote:Let me know how that goes man. I'm on the verge of just getting IG allies for my Orks (like everyone else at my club) and BLAMMING that damn Manticore with Basilisks
Will do. I'm really enjoying the playstyle of a BW heavy ork army. I might make a battle report and post it up. Meant too with game 1 but it completely slipped my mind.
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![[Post New]](/s/i/i.gif) 2013/05/04 08:30:43
Subject: 2000pts Ork - Help me out
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Been Around the Block
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Lol Buggies blocking TLOS.
A Battlewagon full of Boyz assaulting a 50 blob of IG the Orks should only lose 12 from snap fire and melee hits and the 8 residual Orks if there is a Nob in the unit should kill 8
2nd turn of melee 42 IG kill 6 Orks
1 boy 1 nob kill 3 IG the Orks lose combat by 3 so LD4
1 Troop 50 blob IG 250pts
1 HS Battlewagon 100pts +
1 Troop 20 Boyz 181pts
The Ork unit cost 31pts more and they lost the melee that seems balanced
This combat would have been very different if furious charge still gave +1I and if that dumb rules snapfire was not in the game, shooting units get a turn to shoot it was the 2 time they rapid fired the assault unit when they were crawling to melee range
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This message was edited 1 time. Last update was at 2013/05/04 08:38:36
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![[Post New]](/s/i/i.gif) 2013/05/04 09:25:49
Subject: 2000pts Ork - Help me out
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Disguised Speculo
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20 boys assaulted 50 guardsmen, what do you expect man?
Plus the combat would also have been very different if you'd made the battlewagon actually do something rather than just add to the pricetag of the boys
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This message was edited 1 time. Last update was at 2013/05/04 09:26:23
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![[Post New]](/s/i/i.gif) 2013/05/04 10:53:45
Subject: 2000pts Ork - Help me out
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Fresh-Faced New User
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orkgoffrocker wrote:Lol Buggies blocking TLOS.
A Battlewagon full of Boyz assaulting a 50 blob of IG the Orks should only lose 12 from snap fire and melee hits and the 8 residual Orks if there is a Nob in the unit should kill 8
2nd turn of melee 42 IG kill 6 Orks
1 boy 1 nob kill 3 IG the Orks lose combat by 3 so LD4
1 Troop 50 blob IG 250pts
1 HS Battlewagon 100pts +
1 Troop 20 Boyz 181pts
The Ork unit cost 31pts more and they lost the melee that seems balanced
This combat would have been very different if furious charge still gave +1I and if that dumb rules snapfire was not in the game, shooting units get a turn to shoot it was the 2 time they rapid fired the assault unit when they were crawling to melee range
I won the game. The blob wasn't 50 strong when I assaulted. I had the IG on the back foot the entire game. Ork's don't seem that weak. From what I've gathered here and from what people at the local GW store have told me is orks used to be faceroll once they got in assault range. I'm playing the same army later today so we will see what happens, but I don't think they are as bad as you're making them seem. Most of the time you're not playing to completely wipe the enemy out. With the numbers ork's bring to the table it's not hard to push someone off an objective.
I'm just getting in to the game again and so far I've only played friends, but win or lose the orks seem like with smart play they can handle their own. Out of 6 games (all with objectives) I'm 4-2. Automatically Appended Next Post: Dakkamite wrote:20 boys assaulted 50 guardsmen, what do you expect man?
Plus the combat would also have been very different if you'd made the battlewagon actually do something rather than just add to the pricetag of the boys
My battlewagons definitely did more than just add to the pricetag. One of my BW single handily took out 2 LR and dropped off all 20 boys while only losing 2 hull points. Nothing went to waste in my army. Well, except the deftkoptas but that was just due to unlucky rolls.
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This message was edited 1 time. Last update was at 2013/05/04 10:57:34
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![[Post New]](/s/i/i.gif) 2013/05/04 19:31:04
Subject: 2000pts Ork - Help me out
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Been Around the Block
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burkechrs1 wrote:orkgoffrocker wrote:Lol Buggies blocking TLOS.
A Battlewagon full of Boyz assaulting a 50 blob of IG the Orks should only lose 12 from snap fire and melee hits and the 8 residual Orks if there is a Nob in the unit should kill 8
2nd turn of melee 42 IG kill 6 Orks
1 boy 1 nob kill 3 IG the Orks lose combat by 3 so LD4
1 Troop 50 blob IG 250pts
1 HS Battlewagon 100pts +
1 Troop 20 Boyz 181pts
The Ork unit cost 31pts more and they lost the melee that seems balanced
This combat would have been very different if furious charge still gave +1I and if that dumb rules snapfire was not in the game, shooting units get a turn to shoot it was the 2 time they rapid fired the assault unit when they were crawling to melee range
I won the game. The blob wasn't 50 strong when I assaulted. I had the IG on the back foot the entire game. Ork's don't seem that weak. From what I've gathered here and from what people at the local GW store have told me is orks used to be faceroll once they got in assault range. I'm playing the same army later today so we will see what happens, but I don't think they are as bad as you're making them seem. Most of the time you're not playing to completely wipe the enemy out. With the numbers ork's bring to the table it's not hard to push someone off an objective.
I'm just getting in to the game again and so far I've only played friends, but win or lose the orks seem like with smart play they can handle their own. Out of 6 games (all with objectives) I'm 4-2.
Automatically Appended Next Post:
Dakkamite wrote:20 boys assaulted 50 guardsmen, what do you expect man?
Ork slugga boyz not to auto lose every combat with piss weak gak like IG and shooting units like Tau and IG being able to fend off an assault in a single turn often without any casualties.
The example of 50 Blob IG killing 12 Orks is mathhammered so without any of there many, many, many shooting phases, I'm just talking about snapfire and melee hits which all happen in the assault phase the 50 man Blobs of IG can and do absorb a unit a trukka boyz each turn. This may not seem that bad to you but we had alot of promising young Ork warbosses at my club, most of whom only have the modles for there main list they all play { Klut of speed } so needless to say after a few games of 6th ed none of them will play anymore, so we lost 4 life time members and the half the people that still come down now play Dystopian Wars or Blood Bowl
Plus the combat would also have been very different if you'd made the battlewagon actually do something rather than just add to the pricetag of the boys
My battlewagons definitely did more than just add to the pricetag. One of my BW single handily took out 2 LR and dropped off all 20 boys while only losing 2 hull points. Nothing went to waste in my army. Well, except the deftkoptas but that was just due to unlucky rolls.
Yeah ok mate for anyone to believe this story, we have to just trust your opponent could only shoot at the 2" wide 14 front armour as opposed to the 3km long 12 side armour the only way this could of happen is if all 4 Battlewagons were lined up together side by side and then pray to the gods Gork and Mork that a Manticore dose not 1 shot all 4 Battlewagons
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This message was edited 3 times. Last update was at 2013/05/04 19:36:17
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![[Post New]](/s/i/i.gif) 2013/05/04 21:37:45
Subject: 2000pts Ork - Help me out
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Disguised Speculo
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could only shoot at the 2" wide 14 front armour as opposed to the 3km long 12 side armour
Gotta admit I lolled at the 3km bit.
Way I see it, someone who takes Manticores is pinning all their hopes on getting first turn, and naturally should they get that turn they'll do really well. The best counter to them seems in my mind to be something that punishes them hard should they not get that first turn. You can run say, solo deffkoptas, a 45pt hard counter to the Manticore which should they not get first turn, can zip out the field and blam their side armour with TL rokkits. Then put another in reserve for outflanking against the Manty or another similar target when it comes on the board.
Even if they do go first, they're now faced with the dilemma that is the low chance of their Manticore being around for turn two if your Deff Kopta survives the turn. While the Manticore will still likely earn its points back, once its dead, the IG has lost their advantage - their ridiculously good heavy support, and their less terrifying other units will crumble before da horde
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This message was edited 1 time. Last update was at 2013/05/04 21:38:51
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