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Made in us
Fresh-Faced New User





My current, 1500 list is:

Warboss
-Bike, Power Klaw, Cybork, Heavy Armor, Attack Squig

Nobs x 5
-Bikes, 1 Power Klaw, Heavy Armor, Painboy

3 Mobs of Boyz x 10 in red Trukks
-Big Shootas, shootas, nob with power klaw and boss pole

Stomboyz x 15
-Nob with power klaw and heavy armor

Tank Bustas x 5
-3 bomb squigs

Big Gunz x3
-3 ammo runts, 3 extra krew

Dakkajet
-Extra dakka



This leaves me a little shy of 1500 but it's all the models I have currently so sometimes I sub in a wierd boy or some extra storm boyz or what ever I'm feeling.

I guess I have a few questions. One is: is this an acceptable way to run nob bikers? I feel like I could probably put another klaw in there, but they're expensive as it is, and so I'm afraid to give them all klaws. As a follow up, what's the best way to use storm boyz? They seem really terrain dependent. If there's not something for them to jump behind turn 1 and maybe 2, then their speed is wasted, but to try and use their speed fully just gets them mowed down.

Second question is where should I go from here? My theme is Speed Freaks hopefully with out having to resort to cheesy nob biker spam. I like trukks, I like orks in trukks, I like orks in trukks with shootas doing drive bys and cackling until their trukk explodes. I've played around with making a mob 'Ard Boys when I have the points. My current plan is to fill out the rokkits and put them in an open topped battlewagon and drive them around shooting rokkits everywhere. The concept is just a beautiful image in my mind. I also am debating over that last Fast Attack slot. All the Fast Attack options are cool, even if buggies are a little sad. I can't pick between a second dakkajet, or squad of koptas, though I'm willing to be convinced of other FA options. Obviously more boyz and more trukks is going to happen as I scale up, I have no interest in playing large mobs on foot because that's not Speed Freaks. Perhaps a mob of sluggas and choppas in a trukk to mix it up? I also like the idea of Flash Gitz, and the conversion potential from the Nob kit sounds really fun. So where should I go next?

Lastly, on a slightly more strategic advice side, I've only played 4 games so far but at least with this list it generally feels like turn 3 is the pivotal moment of every match. Turn 2 and 3 is when my army is up in your face and some of them (generally the warboss and bikes) are already eating a unit (om nom). However, it is this turn that I either step all over my opponent, or everything starts to melt away. I figure this is generally just how Orks play, even more so that I'm such a fast army that gets up in your face but this is a weakness I'd like to keep in mind for my expansion if possible. I generally don't tend to find the lack of anti tank a BIG issue, but I do play against two friends who both have 30k, and LOVE to take contemptors with dual kares assault cannons every game (regular assualt cannon but 6 shots each) which I generally lose anything that isn't on a bike to. This is why I'm leaning towards deff koptas, for their buzz saws and fast movement (also they're very speed freaky). I also find depending on terrain, if hammer and anvil is rolled, there's just no point in playing. I do well with this super fast army when I can deploy in the middle and just deny the flank by zipping my whole army 18-24 inches off to one flank and then rolling up it. Hammer and Anvil tends to make this impossible, and if there's no good terrain to hide boyz in once their trukks are gone they might as well not be on the table. So this is in my mind for my army expansion as well. Like I said earlier, I'm in this army for the love of Orks and Speed Freaks, and I'm not trying to min max, I just want to keep in mind a balanced force so I don't shoot myself in the foot.

In regards to the idea that the new book is around the corner, I don't actually see it changing that much. They'll probably make buggies a little more viable, death koptas will likely be slightly buffed because they're actually going to have kits now, but I don't foresee units changing so drastically that my priorities in building a balanced fun list will change much, so don't give me that "New book in two months" . Even if MegaNobs and Killa Kans become the new TauDar I'm not interested in them because they go too slow; all the other orks would make fun of them until they left the clan. This got longer than I intended, but what can I say, I'm a wordy guy?
   
Made in us
Yellin' Yoof on a Scooter





One comment would be, drop the heavy armor on the bikers and add cybork bodies instead, bikes provide the armor as is.

I personally run a nob squad with 2 klaws, 3 nobs and a pain oh, as well as a boss loaded with goodies. Then 2 normal ork war bikers, generally use the regular squads to shoot the hell out of stuff, twin linked and strength 5 will do a lot of damage, only charging in when I can crush a squad in close or need to avoid heavy flamers. The nob squad does the job of drawing stupid amounts of firepower away from the rest of the army.


Automatically Appended Next Post:
Also, always! Always! Add the Waagh banner for the extra ws for the nobs and boss.

This message was edited 1 time. Last update was at 2014/04/20 05:48:29


 
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

Haven't ever played competitively with Orks, but your Tank Bustas look like they'll be lagging behind everything else. A trukk for them?
   
 
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