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![[Post New]](/s/i/i.gif) 2014/12/13 21:14:41
Subject: Better Invul-save investment in Ork Dreadmob?
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Longtime Dakkanaut
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Asking for the wife who is list-building Dreadmobs for 1850pt games. As the required bits alone cost soooo much point-wise it doesn't leave her much to play with.
She is debating running Kustom Force Fields on both Morkanauts which she will be running, or only putting it on one, and having a Big Mek with a Mega-Force-Field giving a better Invul save, albeit to a smaller chunk of the advancing wall o' stuff.
Has anyone tried it? Thoughts either way?
The rest of her list has some min units of Boyz, a Warboss for the Waaagh which the formation extends to everything, and 5 Lobbas (w/ammo runts), and max Lootas to be obnoxious to the opponent while the rest of the army advances.
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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![[Post New]](/s/i/i.gif) 2014/12/13 22:20:36
Subject: Better Invul-save investment in Ork Dreadmob?
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Krazed Killa Kan
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I played with the MFF in a 1850 test game last night with a stompa. MFF >> KFF. Despite not having the protective bubble....
Daddy like.
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![[Post New]](/s/i/i.gif) 2014/12/13 22:31:13
Subject: Better Invul-save investment in Ork Dreadmob?
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Longtime Dakkanaut
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I find that a bikermek with a forcefield is a much better investment for covering vehicles, including walkers. it gives you a 12" move and a larger base, so turn the mek sideways for an extra inch or so of cover. Morkanaughts are a really bad unit in my eyes, there's no other way to put it. you've got a unit that wants to keep up with an army that's running every turn it's not charging and yet also wants to shoot its big shiny guns, also wants to get stuck in but if it does it can't get the guys out of the front, and if it gets them out first, they can't charge. lots of "Can't's" and contradictory "Wants" in there. mixed functionality, and a honking great big points sink to boot.
For the same points as a morkonaught with KFF, you can get a KFF Biker mek (110 points) a Deff Dread (80) and 3 kustom mega kannons (90).
that gives you 3 times the firepower on the main gun, a deff dread with as many S10 attacks as the morkonaught, and a highly mobile KFF with anti-infantry harassment fire-power. all in a set of units that don't have to choose between running at the enemy, keeping up with the horde or charging in mindlessly. they can do all three, take 3 objectives, and target 3 different things.
I find with a dreadmob that either minimum squads of grots, unbound or using the imperial armour 8 dreadmob rules (minimum 1 squad of boys, units of 1-3 dreads as troops) is the best way to go. boys are enough of a threat to get targeted. grots are so weak people ignore them until they're in the way, absorbing overwatch, claiming objectives and generally doing grotty things. plus you never feel bad about making grots go to ground. with orks, that's sacrificing movement and charging.
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![[Post New]](/s/i/i.gif) 2014/12/13 22:47:02
Subject: Better Invul-save investment in Ork Dreadmob?
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Longtime Dakkanaut
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Well, she (and I from playing her often), knows Morkanaut isn't much of a unit (I mean, it isn't horrific), but since the formation requires two of either it or Gorkanaut, it isn't much of an option. Honestly, she just really wants to play with the formation, even though in our many, many games together she has gotten more fun and mileage out of a Stompa than any time she ever forced Gorka and Morkanauts into a list.
She's mostly just trying to optimize the list as best she can and see if she can give it a legitimate go in our moderately competitive meta.
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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![[Post New]](/s/i/i.gif) 2014/12/14 03:02:16
Subject: Better Invul-save investment in Ork Dreadmob?
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Regular Dakkanaut
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It depends on your tactics.
One uses 2 morka and a biker mff in order to make 3 independent battle groups (morka+kans, morka+kans, dread+kans+bike) ( or any other combination you can think of!)
I prefer to have the mix Gorkanaut/Morkanaut+ biker mek with kff or mff.
It allows you to get a force field behind the 'runners' while the morka stays with the shooters.
And even if all of them are running, eventually the dread mob will stretch all over the board, you may need to move a forcefield here and there quickly.
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This message was edited 1 time. Last update was at 2014/12/14 03:04:08
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![[Post New]](/s/i/i.gif) 2014/12/14 14:23:16
Subject: Better Invul-save investment in Ork Dreadmob?
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Longtime Dakkanaut
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Thanks guys. I'll pass that along. Any other interesting Dreadmob tips of note?
I kind of can't believe she wanted to run this at 1850pts which is what we play 75% of the time. It leaves soooo few points to customize anything.
Though at that size I also imagine it is hard for a lot of opponents to deal with? All that minimum front-armor 12 is going to render large amounts of shooting moot, and then a lot of wounds to eat through with either a 4++ or 5++ after that seems almost guaranteed to deliver a lot of pain to the enemy line, intact.
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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![[Post New]](/s/i/i.gif) 2014/12/14 17:08:39
Subject: Re:Better Invul-save investment in Ork Dreadmob?
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!!Goffik Rocker!!
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It's not gona be easy to hide and support that MFF mek.
Anywayz, we had an interesting idea about a suporting squad for all that. As warboss is preferable for this formation, you could run a squad of 3-5 KMK and a megaarmored boss or megamek that's allready in the formation. We've came up with an insane squad of:
Megaboss
SAG mek
Wierdboy
5 KMK with ammo runts
Megaboss tanks wounds with t7 2+ (rerollable with DLS if you take one), Wierdboy adds some nice psyshooting and potentially Da Jump! Sag Mek does his thing and doesn't loose mobility thanks to SNP from the boss. KMK do their thing.
Though, as mentioned earlier, can just run with a megamek alone.
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![[Post New]](/s/i/i.gif) 2014/12/14 17:35:16
Subject: Better Invul-save investment in Ork Dreadmob?
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Longtime Dakkanaut
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What about majority toughness? Don't all the crew Gretchin drag it down to T3?
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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![[Post New]](/s/i/i.gif) 2014/12/14 17:41:13
Subject: Better Invul-save investment in Ork Dreadmob?
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Yellin' Yoof on a Scooter
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This is the best part. Because of Unit Type Artillery, you always use the toughness of the guns against shooting attacks (so long as at least one is alive), which is T7.
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: 7000+ : 2200+ : 570 : 400+
Fortifications: 400+
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![[Post New]](/s/i/i.gif) 2014/12/14 18:00:18
Subject: Better Invul-save investment in Ork Dreadmob?
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Longtime Dakkanaut
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Dilt wrote:
This is the best part. Because of Unit Type Artillery, you always use the toughness of the guns against shooting attacks (so long as at least one is alive), which is T7.
Oh wow. Never realized that. No wonder people love Lobbas (amongst other reasons).
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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