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I would like a little advice for how to optimize this list. I am trying to be as competitive as possible, so any feedback is welcome, especially critiques.
Original list:
Spoiler:
Total- 1500
HQ- 295
Ork Warboss with DLS, BP, Bike, PK, and Shoota [Warlord]- 140
Big Mek with Blitzbike, KFF, and BP- 125
2 Mekaniak Meks- 30
Troops- 212
11 Boyz including Nob with PK, Shoota, and BP- 106
11 Boyz including Nob with PK, Shoota, and BP- 106
Elites- 373
10 Kommandos including Nob with PK and BP, Boss Snikrot- 200
11 Tankbustas including 3 Bomb Squigs and Nob with BP- 173
Fast Attack- 331
3 Deffkoptas with rokkits- 90
7 Warbikers including Nob with PK- 161
2 Warbuggies with rokkits and 1 Wartrakk with rokkits- 80
Heavy Support- 289
Battlewagon with Ram, Kannon, and 4x rokkits- 145
Looted Wagon with Ram, 'ard Case and 3x Skorcha- 72
Looted Wagon with Ram, 'ard Case and 3x Skorcha- 72
I don't know whether to roll on command or strategic for my Warboss, as both of them have useful options. The Kommandos act as a distraction, hugging cover for a good save T1 hoping for Night Fighting as they try to soak up fire. The Deffkoptas start with the KFF mek, and are the center of the line as they try to shield as many vehicles and bikers as possible. When the vehicles start reaching their destinations, the Mek and Deffkoptas have the speed to turbo-boost where the save provided is the most useful. They also act as an Anti-MEQ unit with so many AP3 shots, and also can snipe out light vehicles. Warbuggies act as a screen for the Looted Wagons and Battlewagon, filled with Boyz and Tankbustas respectively. The Mekaniak Meks go in the Looted Wagons with the Boyz to eat challenges for the Nob. The Warboss goes with the Bikers and tries to stay inside the confines of his armored column.
Revised List:
Total- 1450
HQ- 315
Ork Warboss with DLS, BP, Bike, PK, and Shoota [Warlord]- 140
Big Mek with Blitzbike, KFF, and BP- 125
2 Mekaniak Meks with Kombi-Skorchas- 50
Troops- 390
11 'ard Boyz including Nob with PK, Kombi-Skorcha, and BP, Trukk with rokkit and ram- 195
11 'ard Boyz including Nob with PK, Kombi-Skorcha, and BP, Trukk with rokkit and ram- 195
Elites- 246
6 Tankbustas with 2 Bomb Squigs, Trukk with rokkit and ram- 123
6 Tankbustas with 2 Bomb Squigs, Trukk with rokkit and ram- 123
Fast Attack- 331
3 Deffkoptas with rokkits- 90
7 Warbikers including Nob with PK- 161
2 Warbuggies with rokkits and 1 Wartrakk with rokkits- 80
Heavy Support- 168
12 Lootas- 168
What should I do with the extra 50 points? Should I drop 'eavy armor on the Boyz? Should I give them Shootas? What changes should I make?
ANY feedback on this list is appreciated. Thanks
This message was edited 3 times. Last update was at 2015/04/06 20:11:45
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
List looks good as far as I can see, I just have to ask, do you have anything to deal with Flyers? Grot Guns can be useful (When traktor gun hits it auto-immobilises).
Looks good
This message was edited 2 times. Last update was at 2015/04/04 22:03:26
CaptainBetts wrote: List looks good as far as I can see, I just have to ask, do you have anything to deal with Flyers? Grot Guns can be useful (When traktor gun hits it auto-immobilises).
Looks good
On the matter of anti-flyer, I hadn't really thought about it much. Now that I do, here's my main sources of Anti-Air:
8 Warbikers will average 8 S5 hits.
3 Deffkoptas will average 1 S8 hit, and the Blitzbike 1 S6 hit.
3 Warbuggies will average 1 S8 hit.
11 Tankbustas will average 2 S8 Tankhunter hits.
The Battlewagon with 4x rokkit and 1 Kannon will average 1 S8 hit.
It will be tough to deal with flyers, but I'm far from helpless. I could definitely shave room for a Traktor Kannon, but then I'd have to drop a looted wagon or the Battlewagon in the name of spare slots. I had hoped to avoid trukks, but it would be unavoidable if I added a traktor while keeping everything in transports. Something like:
5 Tankbustas with 2 Bomb Squigs and Trukk with ram- 110
5 Tankbustas with 2 Bomb Squigs and Trukk with ram- 110
Then I cut the Battlewagon and the big Tankbusta squad netting me 98 extra points. Then I add a squad of:
2 Traktor Kannons, 1 Kannon, ammo runts for 2 traktor kannons, and 2 extra crew Grots- 90
Then +6 for adding another boy to one of the squads so the mek can transfer to guarding the Gunz.
Would that be better than my current list or do you think I have enough Anti-Air? I don't know if the change will improve the overall TAC of my list which is my main concern.
This message was edited 3 times. Last update was at 2015/04/04 22:45:17
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
To be honest, as an work player, I feel like flyers can be usually ignored. It'll put down shots, but it might not even make its points. I vote looted wagon over traitor gun.
GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
I don't see any long range fire power. Have you thought about taking lootas? I run 2 squads(11 and 10 man squads). They are good for flyers and long range. Sit them in cover and get LOS and they'll be good to go.
Total- 1450
HQ- 315
Ork Warboss with DLS, BP, Bike, PK, and Shoota [Warlord]- 140
Big Mek with Blitzbike, KFF, and BP- 125
2 Mekaniak Meks with Kombi-Skorchas- 50
Troops- 390
11 'ard Boyz including Nob with PK, Kombi-Skorcha, and BP, Trukk with rokkit and ram- 195
11 'ard Boyz including Nob with PK, Kombi-Skorcha, and BP, Trukk with rokkit and ram- 195
Elites- 246
6 Tankbustas with 2 Bomb Squigs, Trukk with rokkit and ram- 123
6 Tankbustas with 2 Bomb Squigs, Trukk with rokkit and ram- 123
Fast Attack- 331
3 Deffkoptas with rokkits- 90
7 Warbikers including Nob with PK- 161
2 Warbuggies with rokkits and 1 Wartrakk with rokkits- 80
Heavy Support- 168
12 Lootas- 168
What should I do with the extra 50 points? Should I drop 'eavy armor on the Boyz (I'm not sure if it's optimal as points wise you are even vs. anti-infantry, and severely lose when shot by AP weapons)? What changes should I make?
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard.
Freaking ninja'd... I would say that a regular bike might be more effective, otherwise you have a very costly model there. Unless you're using the Blitz Bike to keep up with the Deffkoptas?
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...
Sorry about that, then I have been wrong for a while now about that, but this gives me conversion ideas at least
Shadowrun is the best game ever. It's the only thing I have ever played in which I have jumped out of a shot out van with a chainsaw to cut a flying drone in half before leveling a building with ANFO assisted by a troll, a dwarf, an elf, and a wizard.
theemporerprotectsnone wrote: Whats the poibt of kff on a bike, dont the bikers already have 4+jink and like a 3+ if the turbo boost?
The reason behind this is to give vehicles (and everything else within 6 inches) a 5+ invulnerable save. It's the only way to do this effectively, as KFF don't extend outside of the vehicles in the new codex.
Because the KFF was clearly something that needed nerfed...
Honestly, I wouldn't be taking the KFF these days. It's far too expensive for what it's used for. The Mega KFF is really nice though, but again really costly.
This message was edited 1 time. Last update was at 2015/04/05 22:15:23
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...
Freaking ninja'd... I would say that a regular bike might be more effective, otherwise you have a very costly model there. Unless you're using the Blitz Bike to keep up with the Deffkoptas?
The Blitz Bike is to keep up with the Deffkoptas, and also for an AP3 gun. Against MEQ, the Blitzbike is far superior to a normal bike:
Blitzbike: 1.66 hits, 1.38 dead marines (how do you calculate twin-linked hits?)
Warbike: 1.66 hits, 1.11 wounds, .37 dead marines.
The Blitzbike kills a full marine more than the Warbike, and provides the speed to keep up with the Deffkoptas and spread the KFF bubble.
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling
Kills even more if it doesn't move and you put 5pts on a gitfinda. I use my bike squads where other orc players use lootas. Move 12 shoot 18" charge what's left. The assured 45 s5 ap5 shots that can then assault with t5, are far more valuable to me than a 48 inch gun that may get 15 shots a turn for 4pts less. So I'd add more bikes rather than lootas. I basically stopped using them between Flashgitz being so cost effective and bikes dirt cheap... We've got shooting covered. Plus traktors for anti air if it's scaring you. Bit I think it's a good list for such a low body count. (Ps I'm not a fan of kommandos unless you really make them cute. Like I run sheep with orks coming out of them like that coyote from those old wb cartoons)
Automatically Appended Next Post: Oh and no looted wagons that cost 77pts or whatever. The few times you get to use the skorchas will be magical, but more likely you'll be able to fire 1 because you moved. Double Tankbustas is way better. And still got more points? 3 squiggs each so they kill something. I'm more a fan of the BW 15 then the 2 units, cup people like the versatility of the 2 better
This message was edited 1 time. Last update was at 2015/04/06 10:41:09
Personally would say that a pain boy on bike would be better than KFF because you will be able to get better cover saves if you turbo boost and jink, making the 5+ inv less useful, and a 5+ feel no pain more useful