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![[Post New]](/s/i/i.gif) 2016/03/26 20:22:38
Subject: [600] - Orks - Vs Imperial Guard
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Drone without a Controller
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Hi there, I'm looking to start playing Orks; love their models, love their fluff and I love their brutality, but, my friend is a long-time IG player, and I was wondering if I could incorporate the units I like the look of into a strong list, please tell me how good this would be against an IG player, leave any suggestions and recommendations too, thanks
HQ - 110pts
Big Mek - Warbike
- Kustom Force-Field
- Unit Total: 110pts
Elites - 185pts
Nobz - 1 x Boss Nob with Power Klaw and Bosspole upgrades
- 4 x Nobz with Big Choppa upgrades
- Designated Transport: Trukk - Boarding Plank
- Unit Total: 185pts
Troops - 312pts
Boyz - 1 x Boss Nob with Power Klaw and Bosspole upgrades
- 10 x Boyz
- Designated Transport: Trukk - Boarding Plank and Reinforced Ram upgrades
- Unit Total - 156pts
Boyz - 1 x Boss Nob with Power Klaw and Bosspole upgrades
- 10 x Boyz
- Designated Transport: Trukk - Boarding Plank and Reinforced Ram upgrades
- Unit Total - 156pts
Strategy
What I was planning to do with this is have my Orks choose a flank (or the middle if it's more cover heavy), then have them all drive down it together, getting that 5+ invulnerbale save bubble from the KFF on the Big Mek, meanwhile, I'll be trying to minimise LoS as much as possible so I can't be shot at. Then next turn have them all disembark and charge into the enemy.
It did cross my mind a few times to take away a squad of Boyz and their DT to give the other squad of Boyz 'Eavy Armour and then chuck in a Dakka Jet. So yeh, please tell me if this is a good list or not, how I can improve it and what are some alternative list ideas for Orks. Thanks for reading and thanks in advance
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~ 3,000pts
~ 1,400pts and growing
~ Want to start collecting
~ Want to start collecting |
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![[Post New]](/s/i/i.gif) 2016/03/27 07:34:12
Subject: Re:[600] - Orks - Vs Imperial Guard
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Fighter Ace
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The KFF is a waste on the bike. The bikes have the jink ability, allowing them a 4+ cover save vs enemy shooting at the cost of having to snap fire next round. You're already hitting on 5's, so hitting on 6's isn't a big deal, especially because their weapons are twin linked anyway. When it comes to the trukks, it's not going to help much anyway. First turn they're gonna move the boyz up 24 inches, and then that's it really. You don't need them for anything else. Not to mention they're on AV 10. If it was a AV 13 Battlewagon, then sure, you get a chance to deflect a plasma or lascannon round, but AV 10 can be hurt by regular bolters and 5+ inv won't save you from mass small arms fire. Finally, the mek on the bike is almost totally useless after that first turn rush, getting three BS 2 shots a turn, or an inglorious death in CC.
Get a warboss. The Waaagh ability will be much more useful. You also have way too many points invested in upgrades, and the nobs are too expensive for such a small game. Your guard opponent is probably going to have 50 guardsmen and some tanks backing him up at a 600 point limit, and orks being outnumbered 2-1 is very bad news for the orks.
Save the nobz for a bigger game, toss the Big Mek, bosspoles, boarding planks, and reinforced rams. Your list is now 260 points. Get a dakka jet if you like them, extra supa shotta and flyboy even. (If you know he's not going to take any fliers skip the flyboy. I'd honestly skip it altogether in favour of another trukk full of boyz at this level, but it's not a bad choice and could do great damage vs guard. Plus the Waaagh from your boss lets it fire more shots!) Grab a boss with a bike, and a squad of bikes with an extra biker, a nob and big choppas for the boss and the nob. Honestly, powerklaws are kind of wasted on IG. None of their base models warrant the power, with exception of say a leman russ, but if you did manage to get into CC with it, you'd be striking it's rear AV of 10 anyway. Big Choppa and furious assault gives your warboss S8 on the charge (as powerful as a nob with a klaw) and the nob S7. (At AP 4, which the the best save a guardsman can hope for. It's usually only 5+. So you could save even more by just giving all your nobz big choppas and take an extra warbuggy with a skorcha, which will wound guard on a 2+ will no armour or cover save on a big template!)
Next, form a line with your bikers in front of your trukks. This gives your trukks a 5+ cover, no KFF needed! If they try and shoot your bikes, their lasguns will be wounding on 6's (T5) and if you elect to jink before they roll to hit, you get that tasty 4+ cover, which is even better than the KFF for little drawback. (As I mentioned at the beginning.)
Anyway, give it a thought, let me know what you think or how the game goes.
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![[Post New]](/s/i/i.gif) 2016/03/27 08:46:42
Subject: Re:[600] - Orks - Vs Imperial Guard
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Drone without a Controller
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slip wrote:The KFF is a waste on the bike. The bikes have the jink ability, allowing them a 4+ cover save vs enemy shooting at the cost of having to snap fire next round. You're already hitting on 5's, so hitting on 6's isn't a big deal, especially because their weapons are twin linked anyway. When it comes to the trukks, it's not going to help much anyway. First turn they're gonna move the boyz up 24 inches, and then that's it really. You don't need them for anything else. Not to mention they're on AV 10. If it was a AV 13 Battlewagon, then sure, you get a chance to deflect a plasma or lascannon round, but AV 10 can be hurt by regular bolters and 5+ inv won't save you from mass small arms fire. Finally, the mek on the bike is almost totally useless after that first turn rush, getting three BS 2 shots a turn, or an inglorious death in CC.
Get a warboss. The Waaagh ability will be much more useful. You also have way too many points invested in upgrades, and the nobs are too expensive for such a small game. Your guard opponent is probably going to have 50 guardsmen and some tanks backing him up at a 600 point limit, and orks being outnumbered 2-1 is very bad news for the orks.
Save the nobz for a bigger game, toss the Big Mek, bosspoles, boarding planks, and reinforced rams. Your list is now 260 points. Get a dakka jet if you like them, extra supa shotta and flyboy even. (If you know he's not going to take any fliers skip the flyboy. I'd honestly skip it altogether in favour of another trukk full of boyz at this level, but it's not a bad choice and could do great damage vs guard. Plus the Waaagh from your boss lets it fire more shots!) Grab a boss with a bike, and a squad of bikes with an extra biker, a nob and big choppas for the boss and the nob. Honestly, powerklaws are kind of wasted on IG. None of their base models warrant the power, with exception of say a leman russ, but if you did manage to get into CC with it, you'd be striking it's rear AV of 10 anyway. Big Choppa and furious assault gives your warboss S8 on the charge (as powerful as a nob with a klaw) and the nob S7. (At AP 4, which the the best save a guardsman can hope for. It's usually only 5+. So you could save even more by just giving all your nobz big choppas and take an extra warbuggy with a skorcha, which will wound guard on a 2+ will no armour or cover save on a big template!)
Next, form a line with your bikers in front of your trukks. This gives your trukks a 5+ cover, no KFF needed! If they try and shoot your bikes, their lasguns will be wounding on 6's (T5) and if you elect to jink before they roll to hit, you get that tasty 4+ cover, which is even better than the KFF for little drawback. (As I mentioned at the beginning.)
Anyway, give it a thought, let me know what you think or how the game goes.
Thank so much for this advice slip, this seems like a much better list than the one I came up with at first, thanks for the help, and I'll get back to you with how my game goes
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~ 3,000pts
~ 1,400pts and growing
~ Want to start collecting
~ Want to start collecting |
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![[Post New]](/s/i/i.gif) 2016/03/27 15:55:17
Subject: [600] - Orks - Vs Imperial Guard
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Yellin' Yoof
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The only problem I know of with Guard is issuing of orders. All lists I run into will issue Ignores Cover and allow their heavy hitters free reign on my bikes. The only reason I ever run a KFF/MFF is for Tau and IG with their ignores cover. Ork bikes are by far the best units to run IMO for orks, for the amount of points to what you get, they are amazing and survive everything.
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![[Post New]](/s/i/i.gif) 2016/03/27 17:38:28
Subject: [600] - Orks - Vs Imperial Guard
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Fighter Ace
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nitromorphine wrote:The only problem I know of with Guard is issuing of orders. All lists I run into will issue Ignores Cover and allow their heavy hitters free reign on my bikes. The only reason I ever run a KFF/MFF is for Tau and IG with their ignores cover. Ork bikes are by far the best units to run IMO for orks, for the amount of points to what you get, they are amazing and survive everything. This is true, but just as a note the bikers still have a 4+ armour save and orders can only be used with infantry, so if he's relying on vehicles for his anti armour he's hosed. edit: oh I also forgot to mention bikes get +1 to their cover if they turbo boost, so if they boost and jink it's a 3+ cover.
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This message was edited 1 time. Last update was at 2016/03/27 17:41:08
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