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Made in us
Dakka Veteran





I've been tweaking a list off and on and am looking for any feedback the greater community would have to offer. So far, many of my games against a variety of opponents have been (CSM, Dark Angel Deathwing, Daemons, and Non-Farsight Tau are common) have been close defeats. CSM tend to beat me by throwing Plague marines or chosen into my ranks and surviving 1 round of combat - forcing my boyz to wound on 6s instead of 5s. Deathwing is just the AP2 annoyance. Daemons focus on Telepathy. and Tau is just basic shooting.

This is the latest version of the list - opting to add a dakka jet in order to help with FMCs and a bit extra anti-infantry. I had some points left over so I decided to drop in a Big Mek too - not certain if it's worth it but I figured I'd try it out.

HQ:
Big Mek (Choppa, Cybork, KFF)

Warboss (Warlord - Ammo Runt, Attack Squig, Bosspole, Cybork, Mega Armor)

Elites:
12 Lootas

10 Tankbustas (2 hammers, 3 bomb-squigs)

Troops:
20 Shoota boyz (2 big shootas, Nob w/ 'Eavy Armor, Big Choppa, and BP)
20 Shoota boyz (2 big shootas, Nob w/ 'Eavy Armor, Big Choppa, and BP)
20 Shoota boyz (2 big shootas, Nob w/ 'Eavy Armor, Big Choppa, and BP)
20 Shoota boyz (2 big shootas, Nob w/ 'Eavy Armor, Big Choppa, and BP)

Fast Attack:
Dakkajet (Fighta Ace, Extra Supa Shoota)
3 Buggies (all TL Rokkit Launchas)
3 Buggies (all TL Rokkit Launchas)

Heavy Support:
Battlewagon (1 Big Shoota, RPJ, Ram)
Battlewagon (1 Big Shoota, RPJ, Ram)
Battlewagon (1 Big Shoota, RPJ, Ram)

Tactics:
Tankbustas with mek and warboss are in 1 wagon. 2 groups of boyz take the other 2 wagons. Wagons move forward along with buggies in order to address any vehicles so the tankbustas are more free. Lootas just shoot at range and Dakkajet does the same thing, hoping to pin whatever it hits. 2 foot slogging boyz squads cover objectives or slowly move up the board to mid-field in order to assist frontal assault units. Warboss would be warlord (personal traits) and in an objective game, I'd look to put most objectives at mid-field in order to move forward and put pressure on my opponent.

One item I'm considering is to drop the Mek and split 1 unit of foot slogging boyz into 2 units of 10 in trukks - hold them in reserve for back field objectives; however, I am not certain which would be better. Alternatively, if I drop the mek and a few other upgrades of models in the list, I could easily free up a good 150pts for another unit of something.

Any feedback would be appreciated.

This message was edited 4 times. Last update was at 2014/03/04 19:13:00


 
   
Made in us
Longtime Dakkanaut




United States of America

I like your list, only changed I would make are dropping the nobs in the two units not in wagons and with the points leftover do a few things,

1) take 3 more lootas
2) take Pks on warboss and Bigmek

That's it really, good luck and smash some skulls!

11k+
4k
7k
3k 
   
Made in us
Longtime Dakkanaut





Nice list.

I would keep the KFF mek, sure there are lots of armies that have parts that ignore cover, but that's not all units, and some armies only have things like flamers and template weapons.

Not sure how close you are to the points break of 1850 but I would considering dropping the ammo runt and attack squig on warboss, that frees up 18 points. If you have 2 more to spare you could pick up a burna on the mek. Converting the meks attacks to ap 3 power weapon attacks might be more worthwhile than the 1 extra attack for the warbosss.

Alternatively you could just drop the attack squig and pickup 5 more ammo runts, so you would have 6 ammo runts. 3 on warboss and 3 on mek. Since they are in same unit with tankbustas that would let you have a round of tank busta shooting where you get to reroll up to 6 of the shots. This would change the average rocket attack from 8 tankbustas being about 2-3 hits to being about 4-5 hits on that round of firing.
   
Made in us
Dakka Veteran





Thanks for the feedback.

@Arbiter - Good point on the nobs not being overly valuable in the foot slogging squads. The warboss already has a PK (comes with MegaArmor) so any suggestions on the spare 25pts? (more lootas?)

@Blaktoof - Interesting point on the burna. Right now I'm at 1848 so I have the spare 2 pts I can use; however, do you see more value in a burna for the Mek and not 1 extra PK attack on the warboss? Also do you see the AP3 burna attacks being more worthwhile than the wall of fire or general template attack?
   
Made in us
Dakka Veteran





Ended up running the list (as is) against Blood Angels last night.

1850pts Dawn of War, Scouring

BA player had a fairly simple and not really that competitive of a list.

Astrorath
Tycho
Furioso with Blood Talons
2 Assault Squads with a Sanguinary Priest in each
1 Death Company Squad with Lemartes
Storm Raven
2 Attack Bikes

It was a very close game but ultimately the Orks lost. My rolls were about average (a little below) while he's was extremely above average for both his normal 3+ saves and his feel no pain across the board. On the last turn 12 Boyz could not kill the 1 remaining priest which was supposedly scoring since he joined the Assault squad and with Astrorath wiping the boyz, the priest consolidated onto the objective for the win. I am beginning to feel that Orks' weakness is in close combat more than anything else at the moment. That and 20boyz just isn't enough to survive the losses from being I2.

Looking forward to trying the lsit out again on a different opponent soon though. Too close to completely disregard.


UPDATE - and after looking over the Blood Angel Codex - I have to call BS on a number of things done. I can't figure out how his whole army had Feel No Pain at this point. Plus he was running Lemartes as always having 5 attacks and not just upon an unsaved wound.

This message was edited 1 time. Last update was at 2014/03/05 15:35:34


 
   
Made in us
Longtime Dakkanaut





I usually find more value in making the meks attacks power weapon attacks over the additional ap2 Initiative 1 str 10 attack.

In the meta I usually play there are more models with normal stat lines than vehicles, so the extra strength 10 attack isn't usually doing much more. Consider that 1 attack against a model with decent WS will only hit half to 2/3rds of the time, then has a chance to not wound, then invulnerable saves. Usually the warboss is either killing something because its going to ID them, or 2-3 HPs is enough to kill a vehicle.

Also giving the mek the burna allows for some mild overwatch protection from the d3 hits you could choose to dish out if someone wants to tarpit you with a crap unit, and it gives you the option to break off the warboss to do some stuff and keep the mek with the lootas and they can still threaten MEQ armor from the meks power weapon attacks.
   
 
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