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![[Post New]](/s/i/i.gif) 2014/12/31 00:21:17
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Fresh-Faced New User
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Testing out a new "for fun" list. Tell me what you think! (Or if it is even legal)
1750
Council of the Waaagh! Formation
Ghazzy
Warboss w/ Mega Armor
Warboss w/ 'Eavy Armor + Ragnarok
Mad Doc
Big Mek w/ Mega Armor + Mega Force Field
3x Nobz - 3x Big Choppas in 'Eavy Armor + Waaagh! banner + Trukk w/ Reinforced Ram
CAD
Wierd boy Level 2 psycher
2 troops of boyz x 23 in 'eavy armor with shootas and 1x nob w/ PK + bosspole
1 troops of boyz x 23 in 'eavy armor with sluggas and 1x nob w/ PK + bosspole
3 x Lobbas w/ 3 ammo runts and 1 extra gretchin
2x KMK w/ 2 ammo runts and 1 extra gretchin
2x Traktor Kannons 2 ammo runts and 1 extra gretchin
Total points: 1750
Thoughts?
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This message was edited 1 time. Last update was at 2014/12/31 00:39:09
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![[Post New]](/s/i/i.gif) 2014/12/31 00:26:35
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Nasty Nob on Warbike with Klaw
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Looks legal, can't see any issues.
How many boys do you have in those mobs? Your list doesn't say.
You've got the Council in a lone Trukk? The only vehicle in the list? You can guess where every Lascannon will be aimed...
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![[Post New]](/s/i/i.gif) 2014/12/31 00:34:35
Subject: Re:[1750] - Ork - Council of the Waaagh! + CAD
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Fresh-Faced New User
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How many body do you have in those mobs?
23 boyz and 1 nob in each. Edited original post.
The only vehicle on the list? You can guess where every Lascannon will be aimed...
I figure as much. Hopefully I can score turn one and just 24 inch it across the table. Otherwise, I would consider keeping it in reserves if I see anything that would be a major threat to instakill it turn one. But I would think the Mega Force Field would be a good deterrance of anything that gets to it. If they happen to get to the ground, they are pretty resilient and could survive moving across the field pretty well. Depends on the matches objectives. Keeping it in reserve might be a bad idea since its pretty crucial for them to be on the board...
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This message was edited 1 time. Last update was at 2014/12/31 00:39:32
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![[Post New]](/s/i/i.gif) 2014/12/31 00:48:30
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Yellin' Yoof on a Scooter
Spearfish, SD (ass end of nowhere)
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Four HQ's in one unit? (Assuming Gazzy is taken as Lord of War) What formation allows that?
Form what I understand you would have that first chunk as an unbound unit with the Weird Boy in charge of the CAD. Or is this some formation from the Gazzy supplement.
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Everything will burn if you get it hot enough. |
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![[Post New]](/s/i/i.gif) 2014/12/31 00:57:33
Subject: Re:[1750] - Ork - Council of the Waaagh! + CAD
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Trustworthy Shas'vre
california
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It's the council of waaaagh formation from the ghaz supplement.
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![[Post New]](/s/i/i.gif) 2014/12/31 01:13:12
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Yellin' Yoof on a Scooter
Spearfish, SD (ass end of nowhere)
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I SOOOOOOOO need to get that book... Christmas is past already.... gosh darnit...
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Everything will burn if you get it hot enough. |
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![[Post New]](/s/i/i.gif) 2014/12/31 01:25:47
Subject: Re:[1750] - Ork - Council of the Waaagh! + CAD
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Dakka Veteran
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cypherio wrote: I figure as much. Hopefully I can score turn one and just 24 inch it across the table. Otherwise, I would consider keeping it in reserves if I see anything that would be a major threat to instakill it turn one. or just keep him hidden behind a building. one single trukk should always be able to find a piece of BLOS terrain, large enough to hide it. atleast on any decent table.
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This message was edited 2 times. Last update was at 2014/12/31 01:26:04
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![[Post New]](/s/i/i.gif) 2014/12/31 14:21:29
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Tough-as-Nails Ork Boy
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I've had a good amount of experience with this formation.
First I found that it is better to treat nobz only as extra wounds to be looked-out-sir onto from AP2 weapons, pluse free mob boss for throw away in challange, which they will be if your opponent knows how insanly awesome they are at CC. Second I would sacrafice weird boyz for battle wagon, unless your planning on summoning some deamons, which is another story. If you can bring deffkoptas for mobility which you will need. Even with a battlewagon, you will problable be foot slogging it most of the game and with one waaaagh, that makes you slow and purposfull relentless, you will be incredible unmobile. a couple units of two deffkoptas can go a long way to securing objectives, or making distractions. After that just as many troop choices as possible, in turkks if you have them.
Please let me know any Ideas you have come up with, I've had a hard time using this formation cause of mobility problem mentioned above,pluse overall cost.
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This message was edited 1 time. Last update was at 2014/12/31 14:22:42
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![[Post New]](/s/i/i.gif) 2014/12/31 14:51:10
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Slashing Veteran Sword Bretheren
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I wonder if you take a couple of empty vehicles if that would help.
Either trukks as dedicated for other units, or looted wagons or something.
Then when the council gets blown out of their vehicle, the backup comes by and picks them up.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2014/12/31 15:53:34
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Ultramarine Chaplain with Hate to Spare
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Maybe drop a boy unit for a Battlewagon. The Waaagh Council is not having the Trukk survive turn 1 ever. SMS can kill it in a single volley without requiring LoS.
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![[Post New]](/s/i/i.gif) 2014/12/31 16:51:22
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Dakka Veteran
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but still the SMS has only a range of 30" and is S5 with no significant AP... and we are talking tau... tau can fry up everything -.-
seriously... a trukk can survive a load of SMS's with a bit of luck...
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![[Post New]](/s/i/i.gif) 2014/12/31 17:55:05
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Ultramarine Chaplain with Hate to Spare
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SMS also ignores cover and generally comes with tank hunter. Just 2 of them (and they usually come in 3s) gets 8 shots, 6 hits and does 3.33 HPs which kills that Trukk dead. Regardless a solo Trukk is going to due turn 1 against decent opponent particularly given you have a combat deathstar in it.
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![[Post New]](/s/i/i.gif) 2014/12/31 18:31:38
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Dakka Veteran
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FlingitNow wrote:SMS also ignores cover and generally comes with tank hunter. Just 2 of them (and they usually come in 3s) gets 8 shots, 6 hits and does 3.33 HPs which kills that Trukk dead. Regardless a solo Trukk is going to due turn 1 against decent opponent particularly given you have a combat deathstar in it. firstly, why do SMS come with tankhunter? (never played tau) secondly, 8 shots 6 hits? dont tau's generally have bf 3? (again, never played tau) thirdly, even so, just because one army has a unit, that when equipped rightly, in the right circumstances has a fair chance of stopping another unit, doesnt make that said unit useless... every army has a unit that can do something against another unit... so just because wraightknights exists, doesnt mean that battlewagon are useless. and to stay in thought, you sugessted a battlewagon... there are plenty of ways stopping a battlewagon on turn one. especially cause a battlewagon is way harder to hide than a trukk. a high priority target in a trukk isnt an autowin, but its still viable
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This message was edited 3 times. Last update was at 2014/12/31 18:33:36
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![[Post New]](/s/i/i.gif) 2014/12/31 19:27:25
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Slashing Veteran Sword Bretheren
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trukks are av10 and open topped, they crumple to a stiff breeze. so you better believe that a high priority target like the council of waaagh in a trukk will be focused on immedietly!
So tau will take it out on turn 1 we have proved that. who else?
Marines = lascannons, drop pod marines, plasma guns
Orks = Lootas, mek gunz, big shootas even
Eldar = Almost all of their weapons could wreck a trukk
Necron = Annihilation barges, even warriors can bring it down
So you better have a plan to keep that trukk alive and out of sight otherwise those guys will be walking. And megarmor doesn't walk so well.
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DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+
"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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![[Post New]](/s/i/i.gif) 2014/12/31 20:19:51
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Ultramarine Chaplain with Hate to Spare
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A high Priority target in the softest transport in the game with zero target saturation is in no way viable. As for SMS they are always twinlinked, usually on Broadsides (hence they come in 3s as the FBSC is too good to pass up for Tau). SMS was an example fast moving AT (like a Flyrant) deepstriking AT (in Pods) or just a fully mobile army will all laugh at the solo trukk idea.
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![[Post New]](/s/i/i.gif) 2015/01/05 20:45:07
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Lead-Footed Trukkboy Driver
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In general, I don't think you want to take the council at anything less the 2000 pt, even at 2000 pt it is questionable.
I think you would be better off footslogging the council with the boyz. Maybe consider Greentide + Council? The council would obviously be much slower, but would take less fire, since you have two big threats on the table.
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orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.
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![[Post New]](/s/i/i.gif) 2015/01/06 11:11:45
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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!!Goffik Rocker!!
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![[Post New]](/s/i/i.gif) 2015/01/06 14:13:02
Subject: Re:[1750] - Ork - Council of the Waaagh! + CAD
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Nasty Nob on Warbike with Klaw
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Ha! Add a few Gunz and that would be spot on
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![[Post New]](/s/i/i.gif) 2015/01/06 14:18:06
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Waaagh! Warbiker
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As most people have alredy said, fielding that many high powered models in one paper thin trukk is maddness, it'll be a prime target which will just result in a dead squad. Looking at your loadout for your units, im not 100% convinced it's a good loadout. Counter to popular belief, this is a unit you want to make kinda of cheap:
Ghazzy = un-alterable
Mad Doc = un-alterable
Warboss 1 + PK + Eavy Armor + BP
Warboss 2 + PK + Eavy Armor
Big Mek + Mega KFF + Eavy Armor
5-10 Nobs + Waaaaagh! Banner + Eavy Armor on all. Maybe Big Choppas? You don't need these guys to be flashy, Nobs die quickly these days. They're designed to be your challenge fodder. I would treat this unit similar to the original Foot Nobs pre-7th ed. I don't think you really need any PKs on them as you already have 4 with your 2 Warbosses, Doc and Ghazzy.
-- ALL INSIDE: Battlewagon + Ram + 2 Rokkits + Boarding Plank.
The Battlewagon here is key. For this type of list, im going to say you really need 2 or 3 in the list. You REALLY need multiple threats if you want to run this formation effectively. Boarding plank will be useful for making your guys charge faster. I think as standard you can't run with them unless you call Ghazzy's Waaagh!
CAD:
HQ: Warboss in Mega Armor + Da Lucky Stikk + BP
Mini HQ: Mek (naked) = designed to accept challenges to keep your Warboss alive.
Troops: 17 Slugga Boys inc Nob + PK
-- ALL INSIDE: Battlewagon + Ram + 2 Rokkits + Boarding Plank.
Weirdboy lvl2
11 Ard Boys inc Nob + BP + PK
-- ALL INSIDE: Trukk + Rokkit + Ram
3 Mega Nobs + BP + Buzzsaw
-- ALL INSIDE: Trukk + Rokkit + Ram + Boarding Plank
5 x Lobbas w/ 3 ammo runts and 6 Gunners
Total points: ????
Sorry I can't generate the points to you just now. The downside of 3 Battlewagons is that you're missing out on your full line of Mek Guns, but this isn't really a list suited to them in the first place, otherwise I would be really recommending you take an ADL to protect them. I choose Lobbas as they're the best overall, they have the ability to take down back field campers and very light vechiles.
Looking back on the above list, I would actually take out the Meganobz and replace them with 7 Tankbusters + 3 Bomb Squigs, if you have them. You're list has enough CC units already, and tankbusters are fantastic at taking out vechiles or Wraithknights which might otherwise laugh in your Warboss's face.
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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![[Post New]](/s/i/i.gif) 2015/01/06 15:47:51
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Fresh-Faced New User
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I want it.
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![[Post New]](/s/i/i.gif) 2015/01/06 17:49:54
Subject: [1750] - Ork - Council of the Waaagh! + CAD
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Fully-charged Electropriest
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@sketchyfk - Due to supplement special rules your warlord (Ghazghkull) must accept and issue challenges so no using Nobz to accept challenges with this formation. The unit is fearless so no bosspole needed on the WB.
I agree that a Battlewagon for the Council is a must and it should be accompanied by two+ more for target saturation but I dont think having two Warbosses in eavy armour is a good idea, I would have at least one of them in MA to tank AP3 or higher for the unit while Ghaz tears up challenges. To compliment this run the Nobz without any upgrades to take any AP2 wounds away from your characters and let your IC's do the work in CC. Of course if Ghazghkull isn't in a challenge and has called a Waaagh he is perfect to take AP2 hits with his 2++ and EW.
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