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Made in us
Fresh-Faced New User




HQ
45pts: *Big Mek* - Da Finkin' Kap, Warlord
140 pts: Warboss - Warbike, PK, BP, Da Lucky Stikk
75 pts: Pain Boy - Warbike

Troops
180 pts x2: Boyz (two of these, identical)- x11 boyz w/'Eavy Armor, Boss Nob, BP, PK, Truck w/RL
35 pts: Gretchin (vanilla)

Fast Attack
82 pts: Warbikers - x3, Boss Nob

Elites
185 pts: Tankbustas - x9, Boss Nob, BP, Trukk w/Grot riggers and RL

Heavy Support (78)
Mek Gunz - Kustom Mega Kannon, Traktor, Lobba

Alrighty, now that I've got the list up I can explain myself. I'm probably going to play against either a Space Marine army that will probably run a bunch of heavies, including a land raider. Or, a Chaos Guard unit that is mob and artillery heavy. Either army might have a flier or two in there, no idea.

That in mind, I would have loved to run Lootas, but they have no chance of punching AV 14. Instead, I went with a bunch of tank haters that can also one shot most Marines without allowing a save. I put 'em in a Trukk so they have some shielding and maneuverability, and gave em a BN/BP combo to save em when the Trukk eventually dies.

I was really torn between the Boyz with Eavy Armor and a shoota squad (ditching the gretchin). I figure and hope the armor plus trukks will provide enough survivability to em to survive long enough to krump some humies.

The Pain Boy, souped up Warboss, and Warbikers will be squadded together to smash objectives and HVTs. Da Lucky Stikk is broken, plus T6, 3+ cover save, 5+ FNP.

The Heavy Support can provide some much needed long range dakka, to cover the advance of the main forces. The Big Mek who is purely here for babysitting Grots and Da Finkin' Kap will be sitting it out, unless things go horribly wrong. Or right, if you're a big Mek who likes CQC. Also, he's just another HQ I can make warlord to grab da lucky Stikk and create shenanigans.

This message was edited 1 time. Last update was at 2016/10/07 13:47:55


 
   
Made in us
Waaagh! Warbiker




Alaska

Okay, couple things.

Your trunk boys are undercosted: should be 190, not 180.

Got riggers on a truck is kinda pointless.it will either die in one shot, or deliver it's cargo to assault by turn two, at which point it no longer needs to survive. Shave them off.

Are your mek guns in a single squad, or split? They definitely need to be split up, otherwise you'll be wasting a lot of shots one way or another each turn.

Do Finkin cap isn't super needed in such a small game, especially since you'll be trading that extra ability for your WAAAGH. While not always a bad trade, I don't think it'll work in your favor this go, as your list is pretty straight forward. I'd scrap the Big Men, and buy more bikers.

Speaking of bikers, you've got too few. Two bikers are easily worth ten grots. If you're worried about expendable objective grabbers, don't forget that your artillery gunners can run up to grab/contest late game stuff.

Ard boys are pretty nice, but be careful of shorting your model count. Those tiff guys are best taken in small numbers to chew up infantry, not as the main body of your force. I'd drop one to be regular. Usually when I do Ard boys, I give the nob a big choppy. Make your opponents choose between killing a mob with a claw, or a mob of tuff anti personnel.
   
Made in us
Fresh-Faced New User




I dropped a boy from each mob to get my points under control, nice catch.

The grot riggers on the trukk with tankbustas is my mobile shooting platform. The longer it stays alive the more shots I can get off (snaps don't hurt an ork army as much as it would other, more proficient, armies) from different angles and possibly lay waste to more vehicles.

The mek gunz are separate. Lobba for anti mob, mega kannon for anti tank and/or space marine squads, traktor for snaps at troops or taking out a flyer.

The shenanigans I mentioned with da finkin' kap are mostly store specific, there are no buildings on the tables we use, everything is ruins, so I'm hoping for Strategic traits that help me with surviving the shooty turns of my opponents - Conqueror of Cities, Night Attacker.

I can't drop the grots, I'm running a Ork Horde Detachment, and need the three troops. Grots are the cheapest thing out there, and i'm squeezing more toys in for saving some points.

I'm pretty sure I don't want to drop the 'Ard Boyz, without the armor they die from a light breeze. With the Boyz trukks as flanking forces and the bike mob (including warboss and painboy) as the center force, any more bikers and they get unwieldy and harder to hide behind stuff. The boss nob biker is there to eat a challenge or two while the rest of the group smash.

With the crazy armor and invuln saves space marines and some chaos cults get, I'm ok with keeping the klaw to negate as many saving throws as I can.


Automatically Appended Next Post:
Also, an idea, if I drop a mob of 'eavy armor and upgrade the Big Mek to a Warboss, I'm left with something like 20ish point. I can then turn that mob into a shooty mob with a Big Shoota.


Automatically Appended Next Post:
OK - Good thinking, Boss Makk. You bring up an excellent point that I haven't even thought about til just now: Why the hell am I using a Ork Detachment? A CAD is much more streamlined.

So here's the new Army breakdown:

(140pts) Warboss: Warbike, PK, BP, Da Lucky Stikk
(75pts) Painboy: Warbike

(190pts ea.) Boyz x2: 11x Boyz, Boss Nob, PK, BP, Trukk w/ Rokkit Launcha, 'eavy Armor

(201pts) Tankbustas: 11x Tankbusta, Boss Nob, BP, Trukk w/ Rokkit Launcha

(123pts) Warbikers: 5x Warbikers, Boss Nob, Big Choppa

(81pts) Mek Gunz: One each of Lobba, Traktor, and Mega Kannon (this one has an ammo runt)

This message was edited 2 times. Last update was at 2016/10/10 19:04:46


 
   
Made in us
Waaagh! Warbiker




Alaska

Drop two tankbustas, add a bike to get the bike mob over 8 (for casualty/morale purposes.

Otherwise, I like it.

Your mek guns are separate units, right?
   
Made in us
Fresh-Faced New User




@bossmakk I had the WB and Painboy join the squad, so there were 8 units in the mob total. The Mek Guns were separate units, correct.

Results from my first game with this list:

My army as listed previously.

IG Tank commander army:
3 tanks with the large blast ignores cover main gun, and a gak ton of smaller shots.
2 Chimeras, 2 squads of troops inside, I think they were vets
4 heavy weapons teams with autocannons

TL;DR version, I won. VPs: Slay the Warlord, Linebreaker, First Blood, and I controlled 4 of 6 Objectives.

What I would change in my list: Get rid of the mek guns. They didn't do jack. Barrage at full scatter never hit anything, and the kustom mega kannon couldn't pen/glance the vehicles I needed it to. I would also scrap the 'eavy armor, as everything apparently has AP3 or better. Swap the guns and 'eavy armor for 10 Lootas in a trukk and I think the list could be much better.


LONG VERSION BEGINS HERE.
The terrain was pretty much mirrored, all ruins, one tall building on each corner, small ruin midway through the table in each deployment zone, and three LOS blocking ruins in the middle.

I positioned my mek gunz on the top of ruins and the lobba behind the small ruins in the middle since it doesn't require LOS, with my trukk boyz out of LOS behind the ruins (one trukk on each side of the board, with my tankbusta trukk opposite the bike mob.

The IG set up the heavy weapons teams in the ruins at as high elevation as possible (at least one had camo cloaks, effectively making it a 2+ cover save if they went to ground (4+ ruins, +1 Camo, +1 GTG)). His tanks and Chimeras held the roads in between the ruins and controlling lanes of fire.

Turn one, he starts off by shooting my mek guns that are on top of the ruins, plinking off a gretchin each with his ridiculous tank cannons and orders. Pretty much all he does.

My turn, I rush and flatout my boy trukks up the LOS blocking ruins in the middle of the board, staying behind cover as much as I can, along with my turboboosting bikes. My tankbustas move too, although I leave them exposed so they can snap shot a chimera (the glance twice, nothing noteworthy).

Turn two, he glances a trukk to death with his autocannons, I had left it somewhat out of cover because what cover there was was being hogged by my bike mob. My boys pile out out of LOS. He takes a couple more shots at my mek gunz.

My turn, I call waaagh! and rush the trukk with boys in it still 6" to disembark 6", then run "4 and then assault the ruins on the left of the board with two heavy weapons teams in it. My tankbustas glance the chimera it had pinged last turn to death, and the squad inside it piled out. My bikes move to assault his tanks, which his commander had removed himself from. The other boy mob heads towards the other ruins on the right hand side but are unable to get into melee. His overwatch on the left kills 5 of my boys (Not ID, but definitely wounding on twos and AP3, so eavy armor doesnt do jack). I win the melee and kill two of the three units in a team. My Bike Mob kills the two tanks with the PK and Big Choppa doing all the work (I rolled like a boss on the dice, I was happy with it). No Explodes! results, so there are tank carcasses littering the area. My mek gunz haven't done gak yet, and they continue to be worthless.

Turn three, my opponent wastes my biker mob, out of the 8 models, only my warboss, painboy, and boss nob survive da lucky stikk, FNPs, and Look Out Sir!s saved them from being totally wiped. He didn't target anything else. In the melee on the left side, my boys finished off the heavy weapons team, with 3 more casualties ( I couldn't save with a 4+, my armor/cover save rolls were worthless).

My turn, my tankbustas trukk is destroyed at this point (the obj. killed the trukk) and I move, shoot and charge the disembarked chimera troop, causing a lot of casualties. I charge his tank commander with the remnants of my bike mob, killing it in melees. The two man boy mob on the left charges his last heavy weapons team in the ruins, and kill it. My boys on the right engage the heavy weapons team on the right, with minimum casualties on both sides.

Turn four, he moves his chimera and disembarks his last troop and then blasts my bikes with everything he has left, killing the Nob and Painboy. My boys on the right kill off some of his heavy weapons team.

My turn I just maneuver my tankbustas and remaining boys to engage his troop/chimera and continue the assault with the heavy weapons team, while I turboboost my warboss out of combat (with only one wound left) into control range of an objective out of LOS.

Turn five, he concedes.
   
Made in us
Waaagh! Warbiker




Alaska

So, I said over 8 for this reason: at 8 models, two deaths triggers leadership. At 9, they need to kill 3. That's all
   
Made in us
Fresh-Faced New User




Gotcha. I actually made all but one LD test, thank you BP.
   
 
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