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Made in us
Fresh-Faced New User



Washington State, USA

Trying to put together for a tough regional tourney.
Primary CAD
Allies Ork Horde Formation

Idea is to use the 5 HQ slots to maximize FNP and as they are all Orks, they are battle brothers so HQ units can cross over between Formations

So I have the following divided up between the two formations
Max five HQ
min 5 Troops

the rest just falls into place with in min and max.

HQ
BIg Mek, KFF, Blitzbike
Pain Boysx 4 w boss pole one on a warbike
2 Mek boys (free HQ slots) ( One goes with Shoota boys, one with Tank Bustas in a battlewagon)

Troop 1-3 Three Gretchin x 10 w Runt Herd and squig hound
Troop 4 18 Shoota boys 1 Rokkit, Nob with PK BP
Troop 5 19 Slugga boys 1 Rokkit, Nob w PK BP

Elite 15 Tank Bustas, 2 with Tank Hammers, nob w boss pole, 3 bomb squigs

F/A 3 x 1 each Deff Koptas with twin rokkits
F/A 3 Warbikes

H/S Three battlewagons
1 with three big shootas and a kannon and deff rolla (give this to the Shoota boys)
1 with two big shootas and a kannon deff rolla (give this to the Tank Bustas)
1 with one big shoota and a kannon reinforced ram (give to the slugga boys)
6 Lootas

Defense Turret with 2 twin linked las cannons and 2 barricade sections

Here is the plan.

The Defense Turret with barricades in front of it (giving it 25% cover and a 4+ save) with Lootas behind the barricades place where they have range and line of site as best as possible.

Each battlewagon is filled with either boys or Tank bustas, each one gets a pain boy and two get a mek boy. Pain boy for when they get out for FNP, and the mek to keep the wheels underneath them by trying to repair hull points. This also gives 2-3 characters per mob for when they have to charge something, because they will eventually have to get out and get into cc and will help with challenges.

Painboy on bike and the Big Mek join the warbikes, to give LOS options and again FNP. That unit stays behind the three battlewagons as they trust quickly at your opponent, staying close enough to where the KFF will capture all three Wagons and the bikes and he can use his mek tools to repair hull points. I also plan to put one each of the deff koptas behind each of the battlewagons, bring them out to charge any unit that I want the battlewagon unit to charge. This is to suck up the overwatch and tie them up. If it survives it can still consider eventually attempting hit and run to disengage.

When needed, the bikes and deff koptas can split off for objectives or shoot at targets of opportunity. The Mek Blitzbike is S6 AP3 range 24. I like that alot. and when turboboosts, it is 3++.

Primary plan is to turbo boost everything turn one and get into the enemy. If there is a LOW veh, AV14 veh, or Knights. These are primary targets while the tank bustas are full strength. If little stuff gets in the way, use the best of what you have to deal with it. I think of this like a ork horde mentality but with mobility. Think green tide but on bikes and in vehicles. So many options but all very close together. And lots of FNP.

oh, ps, grots either in reserves or hiding somewhere taking objectives or being ready to try to shoot en-masse at close range troops that come close and prevent the lootas from being charged.

......................
Questions
Are squig hounds that important?
What about Wrecking balls for the battlewagons?
I would choose to replace the deff rollas for reinforced rams but they are on heavily converted battlewagons and fixed.
I am short on points and would like to get another Mekboy to replace a boy on the Slugga Battlewagon, or get a rokkit for the one with the tank bustas.

What do you think of the strategy/plan?
What warlord trait table would you choose to roll on?
Would you make the two boys mobs the Troops for CAD, or any of the grots?







 
   
Made in us
Waaagh! Warbiker




Alaska

I like the idea, but it does need some whittling.

Grots are cools, but not very good. Filling troop roles is nice, but they wont do a single thing other wise, except maybe hold an objective until somebody shoots them off. Fidle points to find something better, for at least one unit

Meks are kool, but with battle wagons being open topped, they are usually killed outright, good if you want gunwagons, not so much for anything else

Tank hammas are pretty cool, but they lack the AP1 of melta bombs. For the same price, you can buy two more tankbustas or 5 more boys. Add the bodies in because remember, orks die quick.

You mek on a warbike will need more wounds. 3 bikers, plus FnP isnt going to make him very durable, especially at 1850

Deff rollas are pretty not great these days. Stick to the ram. Battle wagons are pretty nifty firing platforms, but if your objective with them is as rushing troop transports, Id reccommend taking all the guns off them except one and spending your time moving them as fast forward as possible. After you unload your boys, I find it hilarious to spend the rest of the game zipping those guys around ramming things. Its a pretty hard hit, and you cant miss.

Deffkoptas alone will be auto first blood for your opponent. Clump them up, or outflank them for later.

Basically, your list has the seed of solid in it, but you broke Ork Rule #1: Boys before toys. At 1850 you just dont have the bodies to soak up casualties. You only have about 80 usable wounds fielded (I discounted grots because really they are just a way to have a 35 point flag on an objective, they dont do much). I just played a 1250 game where I had 70 odd ones and I was running BWs and bikers too.


Automatically Appended Next Post:
Rollas: Dont sweat it. Most players understand that orks have a bit of proxy. Call 'em rams.
Wrecking balls are funny, good for a laugh mostly, but amazaing when they actually do something.
Squig hounds are okay, I guess.

This message was edited 1 time. Last update was at 2015/02/23 19:19:53


 
   
Made in us
Battlewagon Driver with Charged Engine





I like the grots. Each unit effectively has 1 use, but that could be running to an objective and get a VP.

The other way I like to use them is to run right up to an advancing unit and surround them, but don't charge, robbing the opposing unit of 1 turn of movement.

I would swap out the tankhammers, as Boss said. Skip the Deff Rollas.

I also like the 1 unit koptas, but keep them back to grab cheap objectives. If the mission doesn't have killpoints, then 1-unit koptas make great overwatch eaters (especially against Tau).

   
Made in us
Krazed Killa Kan




Homestead, FL

Ditch every weapon on your BW except a reinforced ram. If they are transports make them transports, if they are gunwagonz, then make them gunwagonz, never mix and match. I think that saves you 70pts by itself. I personally am not a huge fan of the deff koptas but if you want to keep them then group them together and give one of them a saw. spend some of those saved points on getting more bikers. Or upgrade them to nob bikers. T5 with 2 wounds and a 3+ CS when turbo boosting and a 5+ FNP along with that 5++ makes them pretty hard to kill and OHHH so much fun in the assault. (Nob 3A +1 charge +1 CCW = 5 attack EACH on the charge) I would ditch the defense turret honestly, I don't know how much it costs but remember its going to be shooting with orky BS so your not going to hit much. Take those points and grab some more Boyz. a 30 Boyz foot slogga unit is SLOW! but players tend to forget about them until its to late, especially when you have BWs and other killy stuff boosting up the board.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Fresh-Faced New User



Washington State, USA

Lots of good thoughts, thank you very much. I will have to check with the TO if I can count the Def rollas as rams. I really think they got the big nerf in 7th.

Tank Hammers are a good way to get powerclaw strengh for 2-3 attacks per guy in close combat with AP 3 so still good to clear out some marines. But two of them is 30 points. It also give more than one attack each against vehicles in close combat at strength 9 with furious charge, so like a las cannon with multiple hits. So good vs veh and foot troopers, where the melta bombs are only good aginst vehicles. I still figure they have a place as sometime the tank bustas will find themsleves in close combat if they have to get out and charge a vehicle or two.

Battlewagons, hard call on getting rid of the guns, I may still be holding on to 5th ed, where I ran them around full of shoota boys and only got out if they popped, just used as mobile pill box. I think you can still do that, but I may loose the kannons, that would be a savings of 30 pts. I still like the three big shootas on the wagon with the shoota boys.

Gretchin, yes, If I can figure out how to exchange one for a unit of orks, I need about 60 points and it still is only a unit of 10 orks on foot, still not very good. Git rid of the squig hounds x 3 saves 15 pts

The turret is 75 points, but has range of 96 and has skyfire and interceptor. It has some fear factor for opponents and it allows me to get the barricades to allow me sure cover for the lootas. but that is 95 points.

Meks, they serve two fold purpose, a disposable character for challenges and the hull point fixing, but again that is 30-7=23 points as I would replace the missing boy if I get rid of them

OK so, points to spend
30 lose three cannons from battlewagons
23 lose both Meks
30 lose both tank hammers
95 lose Turret and barricades
10 change deffrollas to rams
15 lose three squighounds from grot mobs
203 pts to spend
and I lost my s9 skyfire and some S8 range 36 kannons

Unit Upgrades
15 pts add warbike nob with boss pole
18 pts add one war bike (making a total of 4 bikes + the 2 HQ bikes, and another character. As they will only be shooting, no PK for the nob. If the bike mob gets too big, hard to hide them behind the battlewagons along with the deff koptas.
50 pts Aegis line to protect one unit grots and lootas
56 pts + 4 Lootas for total of 10.
................................
139 pts spent so far.
61-64 pts left. (may have small adding error)

Options, I could upgrade a grot unit to an ork boys unit.
2 more Deff koptas, creating one of the units into a unit of three and have them outflank.
2 mek guns smasha or traktor kannons? or lots of kannons or lobbas?
Quad Gun for Aegis line, manned by grots

Or anything anyone can come up with- I have 16-20K pts of orks so if it is an option, I likely have it.

Comments welcome






This message was edited 1 time. Last update was at 2015/02/24 06:23:51


 
   
Made in us
Waaagh! Warbiker




Alaska

Mek Gunz! Do it!
   
 
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