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Made in gb
Lone Wolf Sentinel Pilot





UK

Red text means its mine.

Green text means it belongs to my partner.

Please note 'invasion' rules are being used for the event- generally the only important change is that I can't interact with his units in any way through a rule e.g using the Mek to repair something he has, KFF can't shield his units.

HQ

Warboss w/ Power Klaw, Cybork Body

Big Mek w/Kombi-Skorcha

Elites

7x Lootas

Troops

20 Slugga Boys, Nob w/ BP + PK

20 Slugga Boys, Nob w/ BP + PK

(Unfortunately this can't be helped as he only has these, best case scenario would have been all Shootas but hey live and learn)

10x Gretchin, Runtherd

20 Shoota Boys, Nob w/ BP + PK

20 Shoota Boys, Nob w/ BP + PK

Fast Attack

Dakka Jet, additional pair of supa shootas, fighta ace

Dakka Jet, additional pair of supa shootas, fighta ace

Plan at the moment goes something along the lines of starting by holding Gretchin on the home objective unless my opponent is playing an alpha strike style army meaning we'll need extra bodies there. Shoota Boys surge forward and sit on a midfield objective unless our opponents are running a gunline, in which case we'll just choke them to death with corpses.

Dakka Jets attempt to deal with flyers and riddle enemy infantry with bullets while Loota's open fire on targets of opportunity. The Warboss tags along with one of the Slugga mobs and helps them smash anything they come across or have thrown at them. My own Mek does the same with one of my Shoota boy mobs unless there is a high probability he'll give up Slay the Warlord when I need it least (e.g in the Relic) in which case he'll sit back with the Loota's and just be an extra body to deal with in whatever fortress of guns they create.

Feel free to offer C&C and judge effectiveness.

This message was edited 6 times. Last update was at 2013/07/26 22:47:57


 
   
Made in nz
Disguised Speculo





Kombi-Skorcha on the Big Mek?
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Dakkamite wrote:
Kombi-Skorcha on the Big Mek?


Cheap as chips, if I get to fire it it might end up being fairly effective I guess.
   
Made in us
Flashy Flashgitz






New Jersey

So your partner can't take a Nob unit with their Warboss?
They are hindered to take only slugga boyz, basically, you are the shooter and he is the assaulter. He's in trouble even though he has the superior HQ.

The Big Mek just seems like a waste of your HQ, I would not take the nob boss with PK's. Change the Big Mek for a Warboss PK. Plus the single Dakkajet could become points spent in a better place (more lootas, bring a Battlewagon Def Rolla). A Weird Boy Warphead, could help the Dakkajet.

I would increase the Boyz unit to 30, Take a Nob unit or a Def Dread as the second troop unit.


Automatically Appended Next Post:
The Weirdboy Warphead HQ side could take Both Dakkajets making the Waaagh! work for the Jets and put a full unit of 30 Sluggas with him, if you have the points give the Nob boss the PK.

This message was edited 2 times. Last update was at 2013/07/27 10:54:41


Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Sleg wrote:
So your Opponent can't take a Nob unit with their Warboss?
They are hindered to take only slugga boyz, basically, you are the shooter and he is the assaulter. He's in trouble even though he has the superior HQ.


Standard Nobz are just trash when it comes down to it, if you take a Power Klaw on one you're paying 5 points more than you would for a Mega Nob despite the fact the only advantage you have over one is the ability to run and use overwatch, which isn't a big deal at all when you consider that you're exchanging a T-shirt save for a Terminator save. Biker Nobz are generally the only exception.

The Big Mek just seems like a waste of your HQ,

That was the point. The HQ section is a tax to a low points doubles list and the more points you waste in it the less killing power you have everywhere else, because HQ's are horribly inefficient for the points you pay for them.

I would not take the nob boss with PK's.

Taking Nob Boss' with PK+BP has been a staple of Ork tactics since the dawn of time and for very good reasons. A PK means you can tackle a walker or MC that ties up your squad, means you get the extra few kills needed to break what your charge, lets you smash vehicles if there are no other targets, and deal with light weight Termie equivalents. Those are just a few reasons.


Change the Big Mek for a Warboss PK.

There aren't the points to do it without scrapping either the Lootas or the Dakkajet, neither of which we can afford to do without revamping the list entirely. - Which to onlookers, is not a foreign prospect, I'm open to suggestions.

A Weird Boy Warphead, could help the Dakkajet.

Too unreliable and unpredictable for its cost, really.

I would increase the Boyz unit to 30, Take a Nob unit or a Def Dread as the second troop unit.

This message was edited 1 time. Last update was at 2013/07/27 10:59:29


 
   
Made in us
Flashy Flashgitz






New Jersey

Maybe I don't know the paired unit req - do you each have to take a HQ and 2 troop units? I thought it was only 1 troop each.

Nob units can have a Painboy, Cybork, and Waaagh! Banner. So it would give them a 5+ invulnerable save, and the 5+ FNP, plus the additional +1 to WS. Nobs are by far not a useless unit to take. Add a Warboss with an attack squig and you are a force.

The Str8 ap2 int1 looks great, but it doesn't always do what you think it will do. With the 4 WS and 3 attacks (4 on charge), they not only will hit half the time, they only pen on a 6 with most walkers. If you are faced against a Landraider or equally armored units, you wont be able to touch them. This is where I would get the points for the Warboss and take them from the Shoota Boyz, Nob with a PK - which is 50 more points.

I know that 85 points, is expensive for a reroll on the powers chart - it's why I recommend taking another Warboss first. But a 3rd of the time, you should be able to roll Waaagh! and 'look out sir' your head exploding. If you don't roll a Waaagh! you have your normal waaagh! which is only really useful for Dakkajets. Don't forget that even in melee, you can still cast another Waaagh! plus you could give the unit another attack.

If you shift the list around, you could take 10 lootas instead of 7

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in nz
Disguised Speculo





Yeah I was just checking that it wasn't a mistake - ie that you were taking a Burna instead. Not a bad idea if your going for that minimum cost HQ tbh.

Your lists are solid, though honestly they are very generic and uninteresting "Lootas and Shootas" lists. Plus if both players are taking essentially the same thing it kind of defeats the point. However thats just opinion, people play Lootas and Shootas lists because thats the only really viable build Orks get, so if you prefer to win over running your own unique style don't let me tell you not to.
   
Made in us
Flashy Flashgitz






New Jersey

When is the Tournament? Did it already happen? How did you do?

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in gb
Lone Wolf Sentinel Pilot





UK

 Sleg wrote:
When is the Tournament? Did it already happen? How did you do?


Yesterday.

In the first game we played a pair with Tau and Space Marines, with two Riptides, two Dreadnoughts with MM/HF in a drop pod, with some scouts and firewarriors behind an ADL. Long story short we got annihilated, with S8 pie plates just killing our guys on 2's well before we got to their lines, the fact we couldn't do anything to the Riptides without the Loota's (burned to death and fled in their turn 2 by an incredibly lucky scatterless dreadnought drop right next to the board edge) and my Dakkajet that came in got poor rolling in its shooting before being shot down by one of the Riptides. The other one didn't arrive until turn 4 because they had the negative reserves warlord trait that decreased their chances of coming in.

Basically it was the sort of army we were least ready to face.

Second game was against IG+SM, they camped inside a Fortress of Redemption and we got Hammer and Anvil deployment. We never reached their Fortress with the horde because we gained little ground after being ripped to pieces with the pie plates, sniper rifles and other things each turn. By the end of turn 4 we were 6'' away with 12 Boys and a Nob from their objective. (having not instigated a charge yet, as the result of a run move putting us in the distance)

They had a Vendetta in front of our objective (it was the one-objective-each mission) and despite an entire mob of Boys firing at its rear armour and all the Lootas firing at its side armour we couldn't knock it out of the sky. The Lootas rolled one shot each, and even then I managed to get a hit, penetrate and explodes result, but he jinked successfully. The Vendetta then hovered, disembarked flamer vets, which wiped us clean off the objective. We then ended the game due to time at turn 4. If we'd had one more turn the Boys would have got the objective on both sides of the board and massacred the Guard, but eh, crap happens.

Third game was against Eldar, we were basically slaughtering them with fire but our Warboss got picked out early, giving them first blood + slay the warlord, so in the end they ended up winning by one point because we got line breaker but not either of their objectives, because they were too far away. If we'd had one more turn I could of reached and killed both Farseers with the combined fire from my Lootas and Shootas.

Personally, I think its been an enlightening experience.

I've come to a few conclusions:

1) Although I'd already decided upon it before, my opinion that Riptides are the most broken and dumb unit in 40k at present has been reinforced. They're just ridiculous. For 200 or less points, you have an almost impossible to kill unit that does absolutely everything. High strength, AP2 pie plates? Yeah. Melta gun for heavy AT? Yeah. Effective AA? Yeah. Nightfighting? Range? Whats that? Oh, you're going to plan to shoot from a distance/assault me? I get a 2D6 jump pack move, so screw you.

All in all there were about a dozen plus Riptides being used at the event, but not a single Wraithknight in sight.

2) Unless you have absolutely obscene numbers of footsloggers (I'm talking about 120+ at least) I see no way footslogging Ork hordes can work, even with a KFF. We had two options most of the time - spread out and not lose a ton of Boys per turn to pie plates, or stay tight together and not lose 3'' + distance to the enemy from taking casualties form the front. Neither was advisable. We never charged any unit once. The Shoota Boys only fired in the last game when I absolutely riddled some unlucky Dire Avengers with bullets.

3) The flyer scare has worn off. There weren't many flyers at the event at all compared to the singles 1250 Tournament I went to a few months ago. The number of people who took flyers could probably be counted on both my hands.

4) The Loota's weren't worth it in the end. The most commendable thing they did all day was killing 5 Dire Avengers in a round of shooting. If I had the power to go back in time I'd have heavily considered a KFF instead, even if it only affected 40 Boys. I didn't really want to aggravate my partner by telling him the center piece of his collection wasn't really advisable but I feel the Warboss added little- he did nothing all day.

5) All of the successful lists had a gimmicky formula. E.g:

One team I knew had two Riptides, some Fire Warriors, an ADL with I.L, DA Tacticals, Libby and Standard of Devastation. Riptides are impossible to kill at range, if you get within 24'' you get massacred by bolter shells, and you can't kill the Tacticals because they go to ground for 2+ cover saves. I'd played with them in practice games.

One team I really didn't expect to do well just had Dire Avengers, Maugan Ra, Dark Reapers, with some Grey Hunters (some in a drop pod), a Rune Priest with JOTWW for killing Riptides and the like, and a Land Raider, which accommodated the other Grey Hunters. They won all 3 games too.

The list they had in the first game with two Riptides and two Dreadnoughts.

6) Land vehicles were incredibly rare, looking around. I've been doubting all this crap about how they're better off this edition for ages (especially transports) and the tournament solidified my observation. The team 'Tanks R Us' who won the last tournament of this kind with IG Mechanized (1500 doubles for the record) had a loss, draw and a win.

This message was edited 6 times. Last update was at 2013/08/04 19:28:36


 
   
Made in us
Flashy Flashgitz






New Jersey

Actually, I think you did extremely well for what you had.
100 Boyz is 650pts and it will slow the game down to a crawl. I thought I was the one slowing the game down. but the last time I ran green tide it was my opponent basically looking dumb founded at where to attack and how? Against the Tyranids they spend almost half the time turn 2, moving and shooting since their Doom did almost nothing. It's amazing having a warboss (pk, attack squig) hangin inside a pack of 27 shootas 3 Big Shootas. Numbers will always confuse and confound them, especially since melta gun will only take out a few - it's flamers you need to worry about (but if you keep them spread out, that worry will go away).

If you pair Orks again. I think you should really go with one as your attacker and the other as the gunline and support. This way you can assist with helping them move their force.

Not loud, on fire, or explodin' yer doin' et wrong  
   
 
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