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![[Post New]](/s/i/i.gif) 2014/02/25 09:59:12
Subject: Yet another Ork army list (2500 points)
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Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
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Hey fellas.
In about a week, I'm gonna play a rather large game against a friend of mine (a marine player, most likely with Eldar allies), and I've already made an army for it, but I thought I'd want to show it to you guys, just so you can bash me for how bad it is (or rather so you can give a few hints).
And just so you all know, we've agreed to use the standard FoC for the game (which I of course now regret that I have.  ), and he let me use the Dreadmob list as allies.
Anyway, onwards to the list!:
HQ
Ghazghkull
He really kicked some ass the last game I played, although he did only get in the face at turn 4 because of some poor MTC rolls.
Big Mek Crazygit
Kustom Force Field, Burna, Eavy Armor, Cyborg Body, Bosspole
I always take this guy with me. I just can't help it
Ally Meka Dread
Kustom Force Field
This guy's gonna go with the Dreads and give them cover, leaving Crazygit to cover the boyz with his own field. I'm not really sure if it's worth to use the Shunta, so I'm just using him with two Rippa Klaws.
Elites
2x5 Lootas
Because they're lootas.
8 Lootas
3 Meks
Lootas accompanied by Meks to repair the Big Trakk.
Troops
2x30 Shoota Boyz
2 Big Shootas
Nob
-Power Klaw, Bosspole, Big Shoota
I'm really tempted to bring more boyz, but I do also need toys.
4 Meganobs
Battlewagon
-Deff Rolla, Armor Plates, Red Paint, 4 Big Shootas
Good ol' Meganobs, that I'm gonna flank with.
15 Grots
2 Runtherds
Gonna plonk these in reserves, and let them get on a backfield objective if there's any. Otherwise, they'll just need to cover their heads behind a wall.
Allies 3 Deff Dreads
Skorcha, Big shoota
I just really love the old metal Dreads. So much that I'm gonna take them with me in the game, regardless of the fact that everyone here thinks they suck.
Allies 20 Spanna Boyz
Mekboy
-Burna
These fellas will follow the Dreads, and repair the dreads when needed or camp the enemy's objective when they get there.
Fast Attack
Allies 4 Grot Tanks
Rokkit Launchas
Kommanda
-Rokkit Launcha
Grot Tanks. 'Nuff said.
Heavy Support
Big Trakk
Supa Kannon
I just really want to try the Supa Kannon, and I do have a looted wagon with a Leman Russ gun. So why not?
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This message was edited 2 times. Last update was at 2014/02/25 11:29:25
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![[Post New]](/s/i/i.gif) 2014/02/25 10:18:03
Subject: Re:Yet another Ork army list (2500 points)
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!!Goffik Rocker!!
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So, what's the problem, it looks nice
The only thing is you can't get
15 Grots
2 Runtherds
1 Runtherd per 10 grots so you can only have one there.
The thing you might consider is spliting 60 boyz in 3 squads - this will keep them more flexible but harder to fit within a forcefield range. So i'd get 2 squads with nobz within a forcefield range and another 20 strong shoota squad with 2 bigshootas somewhere on the flank.
Actually, i'd drop armored plates and 2-3 bigshootas from a wagon, a few grots (don't think u'll need all 15 and you now have 10 extra points from a missing runtherd), maybe some other not super-necessary toyz and expand the number of boyz to 24+nob, 24+nob, 20.
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This message was edited 1 time. Last update was at 2014/02/25 10:20:33
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![[Post New]](/s/i/i.gif) 2014/02/25 10:27:56
Subject: Re:Yet another Ork army list (2500 points)
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Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
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There always will be a problem for some people here on Dakka, but I mostly wanted to share the list (and maybe get a bit of feedback (thanks for it by the way))
The only thing is you can't get
15 Grots
2 Runtherds
1 Runtherd per 10 grots so you can only have one there.
I actually read it as "when you get 11 or more grots, you MUST have 2 Runtherds." Otherwise, I would had just stuck to one and that's it.
The thing you might consider is spliting 60 boyz in 3 squads - this will keep them more flexible but harder to fit within a forcefield range. So i'd get 2 squads with nobz within a forcefield range and another 20 strong shoota squad with 2 bigshootas somewhere on the flank.
Actually, i'd drop armored plates and 2-3 bigshootas from a wagon, a few grots (don't think u'll need all 15 and you now have 10 extra points from a missing runtherd), maybe some other not super-necessary toyz and expand the number of boyz to 24+nob, 24+nob, 20.
but the problem with that is the fact that I got all the Troops slots fillwaitasec. I just forgot that two of them are in the Allied detatchment.
But besides, I think I'm a bit flexible enough with 5 infantry units that's scoring (because I know for certain that Deff Dreads are in no way scoring, unless the Meka Dread's the Warlord and has joined them (which it hasn't)  )
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![[Post New]](/s/i/i.gif) 2014/02/25 10:47:26
Subject: Re:Yet another Ork army list (2500 points)
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Land Raider Pilot on Cruise Control
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koooaei wrote:So, what's the problem, it looks nice
The only thing is you can't get
15 Grots
2 Runtherds
1 Runtherd per 10 grots so you can only have one there.
The thing you might consider is spliting 60 boyz in 3 squads - this will keep them more flexible but harder to fit within a forcefield range. So i'd get 2 squads with nobz within a forcefield range and another 20 strong shoota squad with 2 bigshootas somewhere on the flank.
Actually, i'd drop armored plates and 2-3 bigshootas from a wagon, a few grots (don't think u'll need all 15 and you now have 10 extra points from a missing runtherd), maybe some other not super-necessary toyz and expand the number of boyz to 24+nob, 24+nob, 20.
Armour plates are useful.
Stops you from getting temp immobilised (Crew shaken, I think?) it turns it into 1-2 which is snap shots only, but can still move.
I'd say keep them from experience. It's when you don't take them that it happens and you have to footslog 6" instead of moving 13" (Or 7", disembark 6")
The 10 Lootas; MOAR LOOTAS.
Seriously, just one more in the squad makes them fearless.
The 8 Lootas and 3 meks; Are they remaining stationary with this Big Trakk? (I'm not actually sure what that is) Because they will be snapfiring if they move. (Not that it makes much difference to Orks.)
If they're not in the same detachment the Meks cannot repair a vehicle. (Noted because I don't see a Big Trakk in the codex)
Can Grot tanks be taken in a primary detachment of Codex: Orks? Or do they have to be in the allied list?
Boy Squads; Bring more Big Shootas. Maybe just my personal preference, but in a 30 boy squad you can give them 3 Big Shootas. Great for the extra shots, range and strength.
The wagon; Remember two are mounted as back-end sponsons (I believe) and two on top.
You could drop 1-2 of them and just have the turret mounted so that it doesn't automatically immobilise instead of a weapon destroyed.
Meganobz; I don't know how well 4 work. If they work out for you like that, leave them as they are. I normally take them as a squad of 8 + Ghazzy in a wagon with Mad Dok. (Or you could give them the KFF guy, the KFF counts from the wagon's hull then) Keep the boys somewhat close, only one model in a unit needs to be within 6 inches)
You need to drop a Runtherd.
Alternatively, add 5 - 14 more Gretchin. (One Runtherd must be taken for every 10)
Personally I would drop the Gretchin altogether.
Allies;
Deff Dreads; Might be personal preference again, but if how you set them up works then leave it by all means. But consider all CCW or replace the skorcha/shoota with a CCW. +1 attack per CCW.
I know nothing about the rest, sorry.
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If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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![[Post New]](/s/i/i.gif) 2014/02/25 11:02:51
Subject: Re:Yet another Ork army list (2500 points)
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!!Goffik Rocker!!
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He allready brings max number of bigshootas - 1 on a nob.
Actually, the best number of footslogging lootas is 10 so that you can still go to ground.
About more squads of slighttly less boyz. From my experience, 20 strong shoota-squads are an awesome force, really. It's not just an extra squad. It's an extra ORK squad that is shooty and can wreck faces and take/contest objectives. They've gona be useful at worst. While armor plates have just 1/6 chance to work vs penetrating hits only. And 4 bigshootas on a wagon that's most likely use flatout and than continue moving after disembarking passangers to protvide blos with it's hull.
I'm just pointing out that instead of rarely useful things you can take a squad of boyz but it's up to you
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This message was edited 2 times. Last update was at 2014/02/25 11:04:56
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![[Post New]](/s/i/i.gif) 2014/02/25 11:18:03
Subject: Re:Yet another Ork army list (2500 points)
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Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
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koooaei wrote:He allready brings max number of bigshootas - 1 on a nob.
Actually, the best number of footslogging lootas is 10 so that you can still go to ground.
About more squads of slighttly less boyz. From my experience, 20 strong shoota-squads are an awesome force, really. It's not just an extra squad. It's an extra ORK squad that is shooty and can wreck faces and take/contest objectives. They've gona be useful at worst. While armor plates have just 1/6 chance to work vs penetrating hits only. And 4 bigshootas on a wagon that's most likely use flatout and than continue moving after disembarking passangers to protvide blos with it's hull.
I'm just pointing out that instead of rarely useful things you can take a squad of boyz but it's up to you
I know that more boyz are betta, but I kinda want to see how those "rarely useful" bits gonna fare.
And I don't really see the difference between 2 30 boyz mobs and 3 20 boyz mobs when it comes to shooting. I mean sure, I get more squads to cover objectives, but I'm unsure if that's needed when there's 5 scoring units already. And besides, I think it'll be better for them to be able to stay fearless for longer, instead of having the opponent blast 11 of my boyz in a mob, and have them fall back. (Unless I'm completely oblivious to something, then you have my permission to bash it in my head about it.  )
Ond Angel wrote:Armour plates are useful.
Stops you from getting temp immobilised (Crew shaken, I think?) it turns it into 1-2 which is snap shots only, but can still move.
I'd say keep them from experience. It's when you don't take them that it happens and you have to footslog 6" instead of moving 13" (Or 7", disembark 6")
That is really one of my concerns. Sure, there's not that many things that can pen the front of a Battlewagon, but I prefer to be able to move it further instead of being a sitting duck (where this statement is completely irrelevant when it gets immobilized, or blows sky high.  )
And it's actually called Stunned.
The 8 Lootas and 3 meks; Are they remaining stationary with this Big Trakk? (I'm not actually sure what that is) Because they will be snapfiring if they move. (Not that it makes much difference to Orks.)
If they're not in the same detachment the Meks cannot repair a vehicle. (Noted because I don't see a Big Trakk in the codex)
The Big Trakk can be taken in a normal Ork army, as far as I know. And it's basically a Rhino with better terrain passability, 12 in front, and the ability to get a wide array of weapons.
Can Grot tanks be taken in a primary detachment of Codex: Orks? Or do they have to be in the allied list?
They can be taken in a primary list. But hell, I can also take them as a Fast Attack with the Allied force, and make the 10 loota squad two of 5. Silly me
The wagon; Remember two are mounted as back-end sponsons (I believe) and two on top.
You could drop 1-2 of them and just have the turret mounted so that it doesn't automatically immobilise instead of a weapon destroyed.
That I do know.
Meganobz; I don't know how well 4 work. If they work out for you like that, leave them as they are. I normally take them as a squad of 8 + Ghazzy in a wagon with Mad Dok. (Or you could give them the KFF guy, the KFF counts from the wagon's hull then) Keep the boys somewhat close, only one model in a unit needs to be within 6 inches)
I don't really expect the Battlewagonnobs to survive, so I'm mostly gonna use them to kill anything that tries to be sneaky on the flank. Hurr
You need to drop a Runtherd.
Alternatively, add 5 - 14 more Gretchin. (One Runtherd must be taken for every 10)
Personally I would drop the Gretchin altogether.
They work great as an objective holder, since they are relatively cheap. So I'll just keep them
Allies;
Deff Dreads; Might be personal preference again, but if how you set them up works then leave it by all means. But consider all CCW or replace the skorcha/shoota with a CCW. +1 attack per CCW.
The problem with the DCCW is the fact that it's a bit too expensive in my taste. Sure, they give the Dread 1 extra attack per arm, but they're 15 points! Nah, I'll leave them as they are.
I know nothing about the rest, sorry.
That's okay.
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This message was edited 1 time. Last update was at 2014/02/25 11:28:08
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![[Post New]](/s/i/i.gif) 2014/02/25 11:28:59
Subject: Re:Yet another Ork army list (2500 points)
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Land Raider Pilot on Cruise Control
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koooaei wrote:He allready brings max number of bigshootas - 1 on a nob.
Actually, the best number of footslogging lootas is 10 so that you can still go to ground.
About more squads of slighttly less boyz. From my experience, 20 strong shoota-squads are an awesome force, really. It's not just an extra squad. It's an extra ORK squad that is shooty and can wreck faces and take/contest objectives. They've gona be useful at worst. While armor plates have just 1/6 chance to work vs penetrating hits only. And 4 bigshootas on a wagon that's most likely use flatout and than continue moving after disembarking passangers to protvide blos with it's hull.
I'm just pointing out that instead of rarely useful things you can take a squad of boyz but it's up to you
You can upgrade 1 Ork to a Big Shoota Ork for every 10 Orks.
So in a 30 Ork squad that's 3 Big Shootas.
Ah, true. I did overlook that.
The boy squad size is down to the player, though.
Some prefer 24 whereas someone else might prefer 15.
I prefer the 30 since they're harder to take out in one turn.
As for the Wagon part; The only reason you want 1-2 is in case you suffer a weapon destroyed result. No weapon = counts as immobilised.
So instead you'll just lose a weapon and a HP. instead of getting stuck in your DZ/wherever you may be.
And while true the plates have a 1/6 chance because there's only one result to make it change, it's still a cheap upgrade and it can help.
It makes 2/3 of the results so you can still move after a pen as opposed to only 1/2 Automatically Appended Next Post: big mek crazygit wrote:And I don't really see the difference between 2 30 boyz mobs and 3 20 boyz mobs when it comes to shooting. I mean sure, I get more squads to cover objectives, but I'm unsure if that's needed when there's 5 scoring units already. And besides, I think it'll be better for them to be able to stay fearless for longer, instead of having the opponent blast 11 of my boyz in a mob, and have them fall back. (Unless I'm completely oblivious to something, then you have my permission to bash it in my head about it.  )
With 20 Orks (Assuming one is a Nob) you only need to blow 10 away.
They're only fearless in squads of 11+
big mek crazygit wrote: Ond Angel wrote:Armour plates are useful.
Stops you from getting temp immobilised (Crew shaken, I think?) it turns it into 1-2 which is snap shots only, but can still move.
I'd say keep them from experience. It's when you don't take them that it happens and you have to footslog 6" instead of moving 13" (Or 7", disembark 6")
That is really one of my concerns. Sure, there's not that many things that can pen the front of a Battlewagon, but I prefer to be able to move it further instead of being a sitting duck (where this statement is completely irrelevant when it gets immobilized, or blows sky high.  )
And it's actually called Stunned.
That is very true.
XD
big mek crazygit wrote:Allies;
Deff Dreads; Might be personal preference again, but if how you set them up works then leave it by all means. But consider all CCW or replace the skorcha/shoota with a CCW. +1 attack per CCW.
The problem with the DCCW is the fact that it's a bit too expensive in my taste. Sure, they give the Dread 1 extra attack per arm, but they're 15 points! Nah, I'll leave them as they are.
Ah, so they are!
O___O
I never realised.
XD
I can't think of anything else right now.
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This message was edited 1 time. Last update was at 2014/02/25 11:39:21
If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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![[Post New]](/s/i/i.gif) 2014/02/25 11:39:21
Subject: Re:Yet another Ork army list (2500 points)
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!!Goffik Rocker!!
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Ond Angel wrote:
You can upgrade 1 Ork to a Big Shoota Ork for every 10 Orks.
So in a 30 Ork squad that's 3 Big Shootas.
As for the Wagon part; The only reason you want 1-2 is in case you suffer a weapon destroyed result. No weapon = counts as immobilised.
So instead you'll just lose a weapon and a HP. instead of getting stuck in your DZ/wherever you may be.
And while true the plates have a 1/6 chance because there's only one result to make it change, it's still a cheap upgrade and it can help.
It makes 2/3 of the results so you can still move after a pen as opposed to only 1/2
Yep, he can take 3 bigshootas and he DOES take 3 bigshootas. 2 on boyz, 1 on nob.
I didn't say he should drop all the bigshootas, was just pointing out that 1-2 is pretty much enough.
As u've said, plates ain't expensive but have low chances of being useful. Don't forget that wagon's opentopped so if you're shot with an ap1 weapon - you have 0 chances of using armor plates cause the lowest possible result is gona be 4. while armor plates are only used on a 3.
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![[Post New]](/s/i/i.gif) 2014/02/25 11:43:14
Subject: Re:Yet another Ork army list (2500 points)
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Land Raider Pilot on Cruise Control
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koooaei wrote: Ond Angel wrote:
You can upgrade 1 Ork to a Big Shoota Ork for every 10 Orks.
So in a 30 Ork squad that's 3 Big Shootas.
As for the Wagon part; The only reason you want 1-2 is in case you suffer a weapon destroyed result. No weapon = counts as immobilised.
So instead you'll just lose a weapon and a HP. instead of getting stuck in your DZ/wherever you may be.
And while true the plates have a 1/6 chance because there's only one result to make it change, it's still a cheap upgrade and it can help.
It makes 2/3 of the results so you can still move after a pen as opposed to only 1/2
Yep, he can take 3 bigshootas and he DOES take 3 bigshootas. 2 on boyz, 1 on nob.
I didn't say he should drop all the bigshootas, was just pointing out that 1-2 is pretty much enough.
As u've said, plates ain't expensive but have low chances of being useful. Don't forget that wagon's opentopped so if you're shot with an ap1 weapon - you have 0 chances of using armor plates cause the lowest possible result is gona be 4. while armor plates are only used on a 3.
Ahh, I see.
Sorry, I missed that.
And that's true, AP1 weapons aren't fun.
<.<
But I'm just talking from my personal experience.
I don't know of many AP1 weapons besides Melta weapons, Seismic Hammers and Orbital Bombardments. Nobody in my area uses the last two besides me.
It's just a *few* melta weapons.
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If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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![[Post New]](/s/i/i.gif) 2014/02/25 11:43:46
Subject: Re:Yet another Ork army list (2500 points)
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Mutilatin' Mad Dok
Out in the country in Denmark. Zealand
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Ond Angel wrote:As u've said, plates ain't expensive but have low chances of being useful. Don't forget that wagon's opentopped so if you're shot with an ap1 weapon - you have 0 chances of using armor plates cause the lowest possible result is gona be 4. while armor plates are only used on a 3.
Ah, the oppen-topped rule. I completely forgot about that!
although, I do suspect my opponent not taking that many lascannons with him, but still, I guess that's 10 more points saved for something else.
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This message was edited 1 time. Last update was at 2014/02/25 12:02:33
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![[Post New]](/s/i/i.gif) 2014/02/25 11:48:47
Subject: Re:Yet another Ork army list (2500 points)
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!!Goffik Rocker!!
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The point is that 20 is allready an operatable dangerous squad while you won't notice much difference between 20-25 and 30 in case of shooting just cause you have to spread them and the back rows won't be in range anywayz. The width of the squad is usually limited by terrain or your own forces.
Besides, you can easilly take 25+25+20, it's possible to save 40 points just from 5 grots, 3 bigshootas on a wagon and armorplates.
I'm not insisting ofc  just telling what works great for me and why.
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This message was edited 4 times. Last update was at 2014/02/25 11:54:08
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![[Post New]](/s/i/i.gif) 2014/02/25 12:00:29
Subject: Re:Yet another Ork army list (2500 points)
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Land Raider Pilot on Cruise Control
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Check the AP of a Lascannon again.
AP2
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If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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