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![[Post New]](/s/i/i.gif) 2015/11/07 19:45:38
Subject: [500] - Orkz - Boyz and Trukkz
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Stinky Spore
Indiana
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I am new to playing WH40K and I have decided to start my fun (rage) with the game by starting an Ork army. I have read several forum posts about Orkz on this site and I have come to the conclusion that Boyz Boyz Boyz is the best at early point games. The people at my store play Tau, Eldar, CSM, SM, and Tyranid. They are starting an Escalation League with the normal Battleforged army rules and it's going to be on a 4x6 board. I have read that 4x6 is too big for 500 point games. So I decided to go with Boyz and Trukkz instead of the Green Tide that people prefer for lower point games. Since I will be against Eldar (not going to use what I actually call them) and Tau I need to get to them faster than foot slogging across a large board. Also I'm sure this will be a solid start to any Ork army to build off of.
HQ
Warboss in 'Eavy Armour with Power Klaw and Twin-Linked Shoota (Rides with 10 Boyz squad)
Troops
2 Squads of 11 Slugga Boyz and Nobz with Power Klaws in Trukkz (Big Shoota or Rokkit Launcha)
1 Squad of 10 Slugga Boyz and Nob with Power Klaw and Twin-Linked Shoota in a Trukk (Big Shoota or Rokkit Launcha)
So that is my list idea. Simple drive up the board and chop everything up when I finally reach them. The 2 Twin-Linked Shootas were added because I had 6 points left and they were the only things I could find in the codex that would fill that void evenly. Also on the Trukkz what is normally preferred for its weapon. Since the Nobz and Warboss have Power Klaws I think the Big Shootas would do just fine but I would love the opinion of the veterans of the game on this site. I have read some noob bashing posts on this site so be gentle with me :(
In the future at higher points I really want Killa Kanz and I read that if you go walkers that you GO walkers. So this might be some wasted models until I expand even further.
And finally if you were curious on why I chose Orkz over everyone it is because I LOVE their models (especially the Killa Kanz), I love close combat, and finally I love their randomness of some of their units if it's killing itself or determining the strength of their weapons.
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This message was edited 1 time. Last update was at 2015/11/07 20:11:51
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![[Post New]](/s/i/i.gif) 1970/10/21 07:24:34
Subject: Re:[500] - Orkz - Boyz and Trukkz
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Tough-as-Nails Ork Boy
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If the tau and eldar player are smart then they'll pop your trukks and make you walk soooooo here's the thing I get that this is escalation and you only have 500 points but are the other guys running cheese or not that will decide the best course of action.
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'Nids growing soon
3500 pts. unpainted
Admech 1000 buying & building
If you don't enjoy playing against people with unpainted armies, break into their house when they sleep, paint their figures for them, help yourself to their cheerios and then your problems will be solved.
Well, my opponents usually don't have more than 1-2 Wave Serpents 'cos Serpent spam is very expensive in real life money.
GENERATION 11: 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. |
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![[Post New]](/s/i/i.gif) 2015/11/08 07:06:55
Subject: [500] - Orkz - Boyz and Trukkz
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Infiltrating Broodlord
New York
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I have a very large Ork army and can do both a mechanized list or i can go all horde like. Having played both approaches and many others I'd strongly recommend you go mech, and then you can use those kans you love so much. I own 9 kans myself im a fan too! they are just cool.
Mech ork style armies do work but you need some strong choices in there. Currently your list looks closer to speed freaks/evil sunz esque.
One of the main reasons why im recommending mech is because it's soooo much easier to play and not have to push a bajillion models. When i run green tide i run a HUGE green tide and its just waaay too many guys to move so in most games i end up hoping that i'll lose guys just to make my movement phase go faster. with mech you wont encounter that problem. Take a look at my Dread Mob list (Imperial Armour 8 ruleset) :
2500 Pts - IA: Ork Dread Mob (IA8) Roster - Dread Mob IA8
: Combined Arms Detachment (101#, 2498 pts)
1 Big Mek, 50 pts (Big Choppa; Da Finkin' Kap; Warlord)
12 Burna Boyz, 222 pts
1 Trukk
12 Burna Boyz, 222 pts
1 Trukk
10 Burna Boyz, 190 pts
1 Trukk
1 Deff Dread Mob, 100 pts
1 Deff Dread (Power Klaw x2)
1 Deff Dread Mob, 100 pts
1 Deff Dread (Power Klaw x2)
1 Deff Dread Mob, 100 pts
1 Deff Dread (Power Klaw x2)
10 Spanna Boyz Mob, 60 pts (Shoota)
5 Killer Kans, 175 pts (Rokkit Launcha x3)
4 Killer Kans, 155 pts (Grotzooka x3)
4 Deffkoptas, 220 pts (Twin-linked Rokkit Launcha x4; Buzzsaw x4)
12 Lootas, 168 pts
12 Lootas, 168 pts
12 Lootas, 168 pts
1 Kill Bursta, 400 pts (Bursta Kannon)
Total Roster Cost: 2498
This should give you an idea of which units you may want to look into if you decide to pursue a dread mob yourself so that you can centerpiece those killakans
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This message was edited 1 time. Last update was at 2015/11/08 07:08:33
1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2015/11/08 09:07:46
Subject: [500] - Orkz - Boyz and Trukkz
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Stinky Spore
Indiana
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They do not run cheese. Tau just uses fire warriors, pathfinder, ethereal, and a hammerhead. The eldar player has 1 wave serpent, 3 bikes, farseer and warlock on bikes, and some basic troops I don't know the name of.
I can't use killa kans until 1k points or so right? Or is there a secret 500pt list that I can use
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![[Post New]](/s/i/i.gif) 2015/11/08 19:19:34
Subject: [500] - Orkz - Boyz and Trukkz
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Infiltrating Broodlord
New York
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If you do a dread mob theres no reason why you can't have kans. kans are cheap
Try this list:
500 Pts - IA: Ork Dread Mob (IA8) Roster
: Combined Arms Detachment (19#, 500 pts)
1 Big Mek, 85 pts (Kustom Force Field; Warlord)
10 Spanna Boyz Mob, 95 pts (Shoota)
1 Scrap Trukk
1 Deff Dread Mob, 100 pts
1 Deff Dread (Power Klaw x2)
3 Killer Kans, 110 pts (Rokkit Launcha x1; Skorcha x1)
3 Killer Kans, 110 pts (Rokkit Launcha x1; Skorcha x1)
Total Roster Cost: 500
That's exactly 500 pts, it has 7 walkers a nice effective dread mob of Orks. They are equipped for multi-purpose, the deff dread is your close combat monster beware that if he gets immobilised he'll be useless unlesss you can get that big mek close enough to repair. The big mek rides with the required spanna boyz in the scrap trukk so that its mobile enough to avoid danger or get to where it's needed.
Hope this helps
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2015/11/13 02:08:55
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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Akaiyou wrote:If you do a dread mob theres no reason why you can't have kans. kans are cheap
Try this list:
500 Pts - IA: Ork Dread Mob ( IA8) Roster
: Combined Arms Detachment (19#, 500 pts)
1 Big Mek, 85 pts (Kustom Force Field; Warlord)
10 Spanna Boyz Mob, 95 pts (Shoota)
1 Scrap Trukk
1 Deff Dread Mob, 100 pts
1 Deff Dread (Power Klaw x2)
3 Killer Kans, 110 pts (Rokkit Launcha x1; Skorcha x1)
3 Killer Kans, 110 pts (Rokkit Launcha x1; Skorcha x1)
Total Roster Cost: 500
That's exactly 500 pts, it has 7 walkers a nice effective dread mob of Orks. They are equipped for multi-purpose, the deff dread is your close combat monster beware that if he gets immobilised he'll be useless unlesss you can get that big mek close enough to repair. The big mek rides with the required spanna boyz in the scrap trukk so that its mobile enough to avoid danger or get to where it's needed.
Hope this helps
hey, is this a good list?
HQ (95 points):
Big Mek (Kustom Force Field, 2x Grot Oiler)
Troops (243 points):
10x Shoota Boyz (+Boy with Rokkit Launcha)
10x Shoota Boyz (+Boy with Rokkit Launcha)
10x Shoota Boyz (+Boy with Rokkit Launcha)
Fast Attack (60 points):
2x Deffkoptas (one with a Big Shoota, the other with a Rokkit Launcha)
Heavy Support (100 points):
2x Killa Kans
Total: 498 points
Would I need to add a Trukk and take away something? I'm playing in a big map too but I figured the Deffkoptas can scout while my Boyz and Kans come up
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![[Post New]](/s/i/i.gif) 2015/11/13 17:29:22
Subject: [500] - Orkz - Boyz and Trukkz
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Hollerin' Herda with Squighound Pack
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Can we get that Big Mek on a bike?
Right now the only thing his KFF benefits is the trukk.
but if hide him on a bike behind your kan wall and everything within 6" gets their 5++
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![[Post New]](/s/i/i.gif) 2015/11/14 01:26:16
Subject: [500] - Orkz - Boyz and Trukkz
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Longtime Dakkanaut
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youngsyYT wrote:HQ
Warboss in 'Eavy Armour with Power Klaw and Twin-Linked Shoota (Rides with 10 Boyz squad)
Troops
2 Squads of 11 Slugga Boyz and Nobz with Power Klaws in Trukkz (Big Shoota or Rokkit Launcha)
1 Squad of 10 Slugga Boyz and Nob with Power Klaw and Twin-Linked Shoota in a Trukk (Big Shoota or Rokkit Launcha)
That's a good starter list. At the next point level add a painboy.
If you want to tweak it, you can add a Solo Deff Kopta, or Swap one squad of Boyz in a Trukk for Tankbustas In a trukk.
Also if you are starting out, there is no reason to put Big Shootas on Trukks. Go ahead and use Rokkits when you model them. Automatically Appended Next Post: youngsyYT wrote:I can't use killa kans until 1k points or so right? Or is there a secret 500pt list that I can use 
It depends on the rules of the league. At my Escalation League, you can't use AV 11 until round 2. Automatically Appended Next Post:
It could be improved. Because of leadership, deffkoptas and killa kans work better solo. Ork Boyz don't really work without a nob for similar reasons. If I were you I'd drop 1 Deffkopta, and 1 Killa Kan to put nobs with each unit of boyz. Even a naked nob (With Bosspole) would be a big upgrade, but PK + BP nobs are the best.
The Grot Oilers do nothing for you. And Deffkoptas are always better with Rokkits rather than Big Shootas. Automatically Appended Next Post: fcademartori wrote:Can we get that Big Mek on a bike?
Right now the only thing his KFF benefits is the trukk.
There is no trukk. Everyone is Walking.
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This message was edited 3 times. Last update was at 2015/11/14 01:33:42
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![[Post New]](/s/i/i.gif) 2015/11/14 17:13:40
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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tag8833 wrote: youngsyYT wrote:HQ
Warboss in 'Eavy Armour with Power Klaw and Twin-Linked Shoota (Rides with 10 Boyz squad)
Troops
2 Squads of 11 Slugga Boyz and Nobz with Power Klaws in Trukkz (Big Shoota or Rokkit Launcha)
1 Squad of 10 Slugga Boyz and Nob with Power Klaw and Twin-Linked Shoota in a Trukk (Big Shoota or Rokkit Launcha)
That's a good starter list. At the next point level add a painboy.
If you want to tweak it, you can add a Solo Deff Kopta, or Swap one squad of Boyz in a Trukk for Tankbustas In a trukk.
Also if you are starting out, there is no reason to put Big Shootas on Trukks. Go ahead and use Rokkits when you model them.
Automatically Appended Next Post:
youngsyYT wrote:I can't use killa kans until 1k points or so right? Or is there a secret 500pt list that I can use 
It depends on the rules of the league. At my Escalation League, you can't use AV 11 until round 2.
Automatically Appended Next Post:
It could be improved. Because of leadership, deffkoptas and killa kans work better solo. Ork Boyz don't really work without a nob for similar reasons. If I were you I'd drop 1 Deffkopta, and 1 Killa Kan to put nobs with each unit of boyz. Even a naked nob (With Bosspole) would be a big upgrade, but PK + BP nobs are the best.
The Grot Oilers do nothing for you. And Deffkoptas are always better with Rokkits rather than Big Shootas.
Automatically Appended Next Post:
fcademartori wrote:Can we get that Big Mek on a bike?
Right now the only thing his KFF benefits is the trukk.
There is no trukk. Everyone is Walking.
How come Nobs make a Boyz squad better? I mean, They add a PK and whatever other weapon I want, like a twin-linked shoota or whatever, but I don't see much of an upgrade since Nobs have the same stats as a Boy. And is the Bosspole really that worth it? I thought Mob Rule would just suffice. I'm not sure what benefits other than the extra Str from PK the Nob is providing.
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![[Post New]](/s/i/i.gif) 2015/11/14 18:12:43
Subject: [500] - Orkz - Boyz and Trukkz
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Oozing Plague Marine Terminator
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The new Mob Rule relies on Characters to be of any "help".
and Nobz are better than a boy with that extra Wound, Attack, and Strength. Normally I wouldn't buy a one wound character any upgrades, but Nobz have a bit more survivability with that extra wound.
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This message was edited 1 time. Last update was at 2015/11/14 18:15:04
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![[Post New]](/s/i/i.gif) 2015/11/14 23:57:38
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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Nightlord1987 wrote:The new Mob Rule relies on Characters to be of any "help".
and Nobz are better than a boy with that extra Wound, Attack, and Strength. Normally I wouldn't buy a one wound character any upgrades, but Nobz have a bit more survivability with that extra wound.
I made a new list, but got totally destroyed by Chaos Daemons. It's just that my Orks can't shoot for squat, and since my friend had a Hellbrute, I spent most of the match running away from his Meltas and into his Bloodthirsters. I'm not sure how to play Orks, I just got completely slaughered. It was my first game, but I don't know...
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![[Post New]](/s/i/i.gif) 2015/11/15 06:15:59
Subject: [500] - Orkz - Boyz and Trukkz
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Longtime Dakkanaut
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urbanknight4 wrote: Nightlord1987 wrote:The new Mob Rule relies on Characters to be of any "help".
and Nobz are better than a boy with that extra Wound, Attack, and Strength. Normally I wouldn't buy a one wound character any upgrades, but Nobz have a bit more survivability with that extra wound.
I made a new list, but got totally destroyed by Chaos Daemons. It's just that my Orks can't shoot for squat, and since my friend had a Hellbrute, I spent most of the match running away from his Meltas and into his Bloodthirsters. I'm not sure how to play Orks, I just got completely slaughered. It was my first game, but I don't know...
Sounds like you didn't have enough nobs. It is a rough thing playing at low points levels if you opponent has a bloodthirster, and if he tries to bring more than 1, I suggest a lecture on sportsmanship.
Nobs are critical in a squad of boyz for a lot of reasons. As you get more experience under your belt you'll start to see that boys are basically a way to give extra wounds to a PK + BP nob. That doesn't mean they aren't important, but it does mean they are disposable, while nobs are not. Let me just outline a few of the basic things that nob bring to boyz.
1) Leadership. With the current state of 40K, and Mob rule, your Orks will be taking lots of Leadership tests. A nob allows you to pass most of the time that you would otherwise fail. The Mob rule table coupled with a boss pole can make you fairly confident that you can stick in combat.
2) Damage output. Boys may roll alot of dice, but in reality Nobs do all of the work. Why run from a Helbrute, when a squad of 10 Ork boyz with a PK Nob can kill it dead?
3) Assault vs Shooting. Ork Shooting is awful. Every other army except maybe chaos Demons shoot better than orks. That means Orks have to win games in close combat. Nobs allow them to do this, because when you lose boyz to shooting, as long as the nob yet lives you are a terrifying threat to most things in close combat.
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![[Post New]](/s/i/i.gif) 2015/11/16 20:11:05
Subject: [500] - Orkz - Boyz and Trukkz
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Stinky Spore
Indiana
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urbanknight4 wrote: Akaiyou wrote:If you do a dread mob theres no reason why you can't have kans. kans are cheap
Try this list:
500 Pts - IA: Ork Dread Mob ( IA8) Roster
: Combined Arms Detachment (19#, 500 pts)
1 Big Mek, 85 pts (Kustom Force Field; Warlord)
10 Spanna Boyz Mob, 95 pts (Shoota)
1 Scrap Trukk
1 Deff Dread Mob, 100 pts
1 Deff Dread (Power Klaw x2)
3 Killer Kans, 110 pts (Rokkit Launcha x1; Skorcha x1)
3 Killer Kans, 110 pts (Rokkit Launcha x1; Skorcha x1)
Total Roster Cost: 500
That's exactly 500 pts, it has 7 walkers a nice effective dread mob of Orks. They are equipped for multi-purpose, the deff dread is your close combat monster beware that if he gets immobilised he'll be useless unlesss you can get that big mek close enough to repair. The big mek rides with the required spanna boyz in the scrap trukk so that its mobile enough to avoid danger or get to where it's needed.
Hope this helps
hey, is this a good list?
HQ (95 points):
Big Mek (Kustom Force Field, 2x Grot Oiler)
Troops (243 points):
10x Shoota Boyz (+Boy with Rokkit Launcha)
10x Shoota Boyz (+Boy with Rokkit Launcha)
10x Shoota Boyz (+Boy with Rokkit Launcha)
Fast Attack (60 points):
2x Deffkoptas (one with a Big Shoota, the other with a Rokkit Launcha)
Heavy Support (100 points):
2x Killa Kans
Total: 498 points
Would I need to add a Trukk and take away something? I'm playing in a big map too but I figured the Deffkoptas can scout while my Boyz and Kans come up
I'm curious on why you're "hijacking" my forum post with your list when you have TWO other forum posts about Orkz at 500 points?
Thanks for the input guys and hopefully the Wave Serpents and Hammerheads do not wreck my trukkz that fast lol. I thought about switching a trukk out for bikez but not too sure since I already bought the 3 trukkz, boyz, and my Sanctus Reach Warboss from Australia  .
Automatically Appended Next Post:
Something like this maybe
HQ
Warboss on Bike. Basic Ork Armour, Power Klaw, Boss pole
Troops
2 Squads of 10 Slugga Boyz in Trukkz (Rokkit Launchas) with Nobz (Power Klaw and Boss Poles)
Fast Attack
5 Warbikers with Nob (no upgrades)
Since the Warboss would now be riding with the Warbikers. is it bad that the Nob doesn't have upgrades? Right now the list is 505pts
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This message was edited 2 times. Last update was at 2015/11/16 20:25:38
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![[Post New]](/s/i/i.gif) 2015/11/16 20:47:52
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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My bad, I didn't think it'd bother you. As for your army, I'd say it looks solid so far- Don't upgrade the Biker Nob since you already have a PK Warboss riding with him and either way you have PK's on the other Nobs. As for saving money, maybe you'd want to drop one of the PK's for a Big Choppa? It's not optimum, but that's what I did in my other list. If your Slugga Boyz charge as they disembark or whatever, your Nob goes up to 7 Str- enough to kill mostly anything, as long as you remember that your PK's should be the ones tearing down armor and junk.
Sorry for hijacking your post, man!
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![[Post New]](/s/i/i.gif) 2015/11/17 20:15:48
Subject: [500] - Orkz - Boyz and Trukkz
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Stinky Spore
Indiana
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I was thinking another threat with more chances of surviving would be better to get the trukks up close for the boyz to do work.
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![[Post New]](/s/i/i.gif) 2015/11/18 18:16:31
Subject: [500] - Orkz - Boyz and Trukkz
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Blood-Raging Khorne Berserker
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Just playing with battlescribe - I'd do something like
CAD - 499
135 - Warboss, lucky stick, klaw, bike
110 - 9 boyz, nob with big choppa, bosspole, trukk
110 - 9 boyz, nob with big choppa, bosspole, trukk
54 - 3 warbikers
90 - 5 mekguns (lobbas)
I think the biker boss plus warbikers are mandatory, the lobbas would do immense damage to things at 500 points, and this would be the cheapest way to bring 2 trukk boy units
If you don't have the lobba models just make some yourself by buying 2 boxes of gretchin and just using whatever missiles and guns you have laying around to scratch build them Automatically Appended Next Post: Lobbas are the secret to the ork codex - insanely cheap, 48 inch barrage, and the whole unit has toughness 7 - please take many of them
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This message was edited 1 time. Last update was at 2015/11/18 18:19:53
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![[Post New]](/s/i/i.gif) 2015/11/19 19:38:58
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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chaosmarauder wrote:Just playing with battlescribe - I'd do something like
CAD - 499
135 - Warboss, lucky stick, klaw, bike
110 - 9 boyz, nob with big choppa, bosspole, trukk
110 - 9 boyz, nob with big choppa, bosspole, trukk
54 - 3 warbikers
90 - 5 mekguns (lobbas)
I think the biker boss plus warbikers are mandatory, the lobbas would do immense damage to things at 500 points, and this would be the cheapest way to bring 2 trukk boy units
If you don't have the lobba models just make some yourself by buying 2 boxes of gretchin and just using whatever missiles and guns you have laying around to scratch build them
Automatically Appended Next Post:
Lobbas are the secret to the ork codex - insanely cheap, 48 inch barrage, and the whole unit has toughness 7 - please take many of them
I agree with everything you just said, including the bikers because they're the best bloody shooting and CC unit the Orks have, but I don't agree that the Lobbas are great here. Lootas have a higher Str and thusly can pop more armored things such as a Hellbrute. I'd pick the Lobbas if I know for sure my opponent is not fielding any armor, but Lobbas are useless against high toughness. It could be argued that a PK boss and charging Big Choppa Nob could take care of said Hellbrute, but I would still prefer to rely on long-range support first so I don't have to risk an entire squad of Boyz killing armor.
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![[Post New]](/s/i/i.gif) 2015/11/19 20:20:00
Subject: [500] - Orkz - Boyz and Trukkz
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Blood-Raging Khorne Berserker
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6 lootas (84 points) vs 5 lobbas (90 points)
The lootas have to have line of site to target and the target gets to make cover saves.
On average you will roll and get 2 for number of shots each = 12 shots. With BS 2 you will get 4 hits @ str 7 ap 4.
Against a helbrutes armor 12 you will get 1 glance (2 if you're lucky)
Against GEQ you will probobly get 3 kills (since they will probobly have atleast a 5+ cover save)
Against MEQ you will probobly get 1 kill
Against TEQ probobly 0.
The lobbas don't need line of site to target.
They can't hurt the helbrute since they hit vehicle side armor of 12.
But with 5 barrage blasts on average you are going to get atleast 10 hits, probably closer to 15.
Thats 9 dead GEQ because the barrage will ignore any intervening cover.
3 dead MEQ (atleast)
1 dead TEQ
So - these numbers are a bit rough - BUT it basically shows that lobbas are about 3 X better at killing every other target except the helbrute.
Automatically Appended Next Post: Also - the lobbas and their crew are toughness 7! and with the crew are going to have something like 15 wounds for the unit of 5 - vs toughness 4 of the lootas and only 6 wounds
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This message was edited 1 time. Last update was at 2015/11/19 20:21:49
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![[Post New]](/s/i/i.gif) 2015/11/19 20:43:24
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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chaosmarauder wrote:6 lootas (84 points) vs 5 lobbas (90 points)
The lootas have to have line of site to target and the target gets to make cover saves.
On average you will roll and get 2 for number of shots each = 12 shots. With BS 2 you will get 4 hits @ str 7 ap 4.
Against a helbrutes armor 12 you will get 1 glance (2 if you're lucky)
Against GEQ you will probobly get 3 kills (since they will probobly have atleast a 5+ cover save)
Against MEQ you will probobly get 1 kill
Against TEQ probobly 0.
The lobbas don't need line of site to target.
They can't hurt the helbrute since they hit vehicle side armor of 12.
But with 5 barrage blasts on average you are going to get atleast 10 hits, probably closer to 15.
Thats 9 dead GEQ because the barrage will ignore any intervening cover.
3 dead MEQ (atleast)
1 dead TEQ
So - these numbers are a bit rough - BUT it basically shows that lobbas are about 3 X better at killing every other target except the helbrute.
Automatically Appended Next Post:
Also - the lobbas and their crew are toughness 7! and with the crew are going to have something like 15 wounds for the unit of 5 - vs toughness 4 of the lootas and only 6 wounds
Well reasoned! I'm not stubborn enough to not admit when I'm wrong, but when would Lootas be better, then? I would like to use them and I know that a 5 man squad is terrible, so maybe at higher point games?
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![[Post New]](/s/i/i.gif) 2015/11/19 21:14:29
Subject: [500] - Orkz - Boyz and Trukkz
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Blood-Raging Khorne Berserker
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I actually just painted 12 lootas for the past 2 weeks - so I don't think they're useless.
They're good for a couple things - killing transports, high toughness monstrous creatures, even flyers. I think 12 is about where you want to be though so that helbrute or transport you are shooting at doesn't survive.
They're great at killing armor 10 and 11 flyers (like storm talons) Automatically Appended Next Post: With 12 you are going to get an average of 8 str 7 ap 4 hits against ground targets, and 4 against flyers.
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This message was edited 1 time. Last update was at 2015/11/19 21:16:21
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![[Post New]](/s/i/i.gif) 2015/11/19 21:46:00
Subject: [500] - Orkz - Boyz and Trukkz
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Ground Crew
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chaosmarauder wrote:I actually just painted 12 lootas for the past 2 weeks - so I don't think they're useless.
They're good for a couple things - killing transports, high toughness monstrous creatures, even flyers. I think 12 is about where you want to be though so that helbrute or transport you are shooting at doesn't survive.
They're great at killing armor 10 and 11 flyers (like storm talons)
Automatically Appended Next Post:
With 12 you are going to get an average of 8 str 7 ap 4 hits against ground targets, and 4 against flyers.
Good point, lootas can actually do something against those nasty flyers!
I'd also go for the looters, since more or less any army is going to have some kind of vehicles that needs bashing, and anything but a Leman Russ and a Land raider is going to try and hide from them. There's plenty of things you can glance/pen to death with S7.
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Check out my Rogue Trader Story:
http://www.dakkadakka.com/dakkaforum/posts/list/672269.page
1750
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![[Post New]](/s/i/i.gif) 2015/11/20 00:24:39
Subject: [500] - Orkz - Boyz and Trukkz
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Sagitarius with a Big F'in Gun
Planet of the Ultimate Llama Lords
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Cikkirock wrote: chaosmarauder wrote:I actually just painted 12 lootas for the past 2 weeks - so I don't think they're useless.
They're good for a couple things - killing transports, high toughness monstrous creatures, even flyers. I think 12 is about where you want to be though so that helbrute or transport you are shooting at doesn't survive.
They're great at killing armor 10 and 11 flyers (like storm talons)
Automatically Appended Next Post:
With 12 you are going to get an average of 8 str 7 ap 4 hits against ground targets, and 4 against flyers.
Good point, lootas can actually do something against those nasty flyers!
I'd also go for the looters, since more or less any army is going to have some kind of vehicles that needs bashing, and anything but a Leman Russ and a Land raider is going to try and hide from them. There's plenty of things you can glance/pen to death with S7.
I agree, Lootas provide some well-needed long-range support to the melee-oriented Orks. Popping tanks from far away is awesome for us since it frees up our expendable Boyz to be expendable somewhere else. However, if your enemy is playing something squishy and full of infantry (Chaos Daemons come to mind), then Lobbas are your best bet. In 500pt games it's either or, but as you go up you can just include both and have fun watching your opponent become confused as your Orks actually go shooty for a change.
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![[Post New]](/s/i/i.gif) 2015/11/20 15:33:21
Subject: [500] - Orkz - Boyz and Trukkz
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Blood-Raging Khorne Berserker
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urbanknight4 wrote:
I agree, Lootas provide some well-needed long-range support to the melee-oriented Orks. Popping tanks from far away is awesome for us since it frees up our expendable Boyz to be expendable somewhere else. However, if your enemy is playing something squishy and full of infantry (Chaos Daemons come to mind), then Lobbas are your best bet. In 500pt games it's either or, but as you go up you can just include both and have fun watching your opponent become confused as your Orks actually go shooty for a change.
I'm actually working on a shooty ork army right now.
I first went evil sunz - lots of red bikers, trukk boyz, etc.
Now I'm doing bad moonz dakka theme - just painted 12 lootas, 2 meks, big mek with shokk attack gun, have 3 boxes of mek guns to assemble (maybe as traktors to make flyers cry) and I'm definately going to scratch build more lobbas. I got a box of kataphrons that i'm going to kitbash with another shokk attack gun (cut him off at the waste and stick him on the kataphron tracks) as a counts-as shokk attack gun on bike. Also have a looted wagon with kill kannon (orked-up leman russ). Also a box of 5 flash gitz waiting to go, a warboss from assault on black reach with 'da dead shiny shoota' and lots of shoota boyz and rockit boyz.
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This message was edited 1 time. Last update was at 2015/11/20 15:34:40
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