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Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

So I have a SW:A campaign coming up in a month or so, and I'm going orks because I love them, havent played them much in 40k lately, and am a glutton for punishment.

I read that there's magic numbers regarding break tests in SW:A (5, 9, 13) that would help out, so I'm leaning towards hopefully 9 orks in the team.

What are your thoughts on this team and gear?

Leader: Boss Nob w/ Big Choppa & slugga

Troopers: 3 x boy w/ shank & slugga

Specialists: 2 x Spanna w/ Big Shoota & Red-Dot sight

New Recruits: 3 x Yoof w/ either Slugga or Choppa (not both)

To get to 13 models I would need to have a pretty bare-bones team, and already I think these guys are pretty minimally-equipped.

I like the idea of the Big Choppa because it looks great and would really hurt in combat, but maybe a simple Slugga/Choppa combo is better. That's saving 5 points, but there's nothing really worth taking for 5 points aside from an extra Shank for a yoof.

The Big Shootas having red-dot sights seems like a must to me. Orks are not going to bit much with that crap BS, and anything to improve the big guns seems like a no-brainer choice.

Thoughts?

This message was edited 1 time. Last update was at 2017/04/18 22:25:56


-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in au
Tough Tyrant Guard




looks pretty standard..

   
Made in us
[MOD]
Such Guard






Much Front Wow

Just built the figs for a Goffs list tonight ...

Nob w/Big Choppa and Slugga
2x Boyz w/Shootas
2x Boyz w/Buzz Choppas and Sluggas
3x Yoofs w/Choppas and Sluggas
2x Yoofs w/Choppas
Spanner w/Big Shoota and Red Dot

... and a Clip Harness, although I am not sure if the nob or the s-anner should get it.

   
Made in hk
Regular Dakkanaut







I happened to have gone with the 13 "magic number" threshold with 1 Big Shoota, and tbh on the one hand I'm glad I did, on the other I regret not getting a 2nd Spanner w/ Big Shoota. It's a tough call. Also the Red Dot Sight is actually worth it, absolutely.

I also went with Shanks and Sluggas to save points across the board. I found Close Combat to be so decisive with Orks, it didn't seem to matter...yet.

What I have noticed is, counter-intuitively, Shootas actually might go better on Yoofs. This is completely paradoxical, I know, but Orks' BS is universally bad and at least Boyz have +1 WS and A. Yoofs provide covering fire, trying to pin enemies and forcing them to keep their heads down, while the bigger Boyz charge in for decisive close combat.

   
Made in ua
Ambitious Marauder




Ukraine, Mariupol

My starting team is:
Nob - Big Choppa
Spanna - Big Shoota and Red Dot
Spanna - Rokkit and Red Dot
2x Boyz - Slugga
2x Yoofs - Shoota and Red Dot
2x Yoofs - Slugga

Big Shootas are awesome, but sometimes you need something stronger. When I played without Rokkitlauncha, I had some problems with Raid mission. Also it is nice to deal d6 injury ignoring any armor but TDA.

4000
FB 2000
DC:80S+G++M++B+IPw40k09-D+A++/fWD-R++DM+ 
   
Made in us
[MOD]
Such Guard






Much Front Wow

Yes I really would like toadd a Rokkit ASAP.

   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

 Kommissar Waaaghrick wrote:
I happened to have gone with the 13 "magic number" threshold with 1 Big Shoota, and tbh on the one hand I'm glad I did, on the other I regret not getting a 2nd Spanner w/ Big Shoota. It's a tough call. Also the Red Dot Sight is actually worth it, absolutely.

I also went with Shanks and Sluggas to save points across the board. I found Close Combat to be so decisive with Orks, it didn't seem to matter...yet.

What I have noticed is, counter-intuitively, Shootas actually might go better on Yoofs. This is completely paradoxical, I know, but Orks' BS is universally bad and at least Boyz have +1 WS and A. Yoofs provide covering fire, trying to pin enemies and forcing them to keep their heads down, while the bigger Boyz charge in for decisive close combat.


Funny, I was so focused on having at least 2 big shootas that I never even thought that I should only have 1. It would save a lot of points to drop one, and that would be quite a few boyz. I'll have to think on it, since getting another one later would be difficult. The red-dot is a must for dealing with our crappy BS and so many modifiers, totally agree.

I figure it's easy enough to add choppas after a game or two, so maybe just keeping the shank is good enough for starters. The slugga is so useful for forcing pinning and cancelling Overwatch when possible...

I had the exact thought about Yoofs and Shootas. They are just as good as a regular boy in shooting and weaker in melee, so may as well outfit them for long-range. I just felt the 25 pt shoota was a lot, but maybe if I drop that big shoota and replace with regular shootas, it would be worth it.

Manchu - how did you find the Buzz-Choppas, if you have played them yet? Extra Strength and -2 save might be worth it. We can trade equipment to other yoofs and boyz when re-equipping, can't we?

Now you all have me second-guessing taking a Rokkit. Maybe with a red-dot it would work out okay...

Any thoughts on the Nob's Big Choppa? It looks like folks have leaned trhat way.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in hk
Regular Dakkanaut







Asadjud wrote:
Big Shootas are awesome, but sometimes you need something stronger. When I played without Rokkitlauncha, I had some problems with Raid mission. Also it is nice to deal d6 injury ignoring any armor but TDA.


I did succeed in my Raid by some lucky sneaking, but now that you mention it, I really do see the benefit of a Rokkit Launcha not just for that objective, but also against a Tyranid player in my meta. I didn't consider it before, but you raise a good point.

I'll probably get it as my next Recruit, but that's mainly because I got Captured 2 enemies, so I see a big payday coming.

   
Made in us
[MOD]
Such Guard






Much Front Wow

I haven't played my orks, just built them last night. On the Big Choppa Nob and his Buzz Choppa Boyz, I was thinking a team that excels at H2H wants an extra-fighty core. I will probably switch around the load outs, giving the shootas to two of the Yoofs and their choppas/sluggas to the former shoota Boyz per the discussion above. I like having a lot of bodies but also a lot of tools, which is why I want a Rokkit Launcha tout de suite.

The argument for having Boyz with shootas is getting Shooting skills but the Goffs don't benefit there ...

This message was edited 1 time. Last update was at 2017/04/18 16:38:26


   
Made in hk
Regular Dakkanaut







I totally hear you, I started with Sluggas and Choppas across the board, no real ranged weapons. My thought was competitive advantage, stick to what Orks do best, mob them in melee.

Turns out it wasn't just flexibility, but also posing duel threats, was important. Shooting supports Assault, and vice versa. I don't actually have Shoota Boys painted, but I'm going to take another look and probably use my SW:A box set's Orks for that.

After playing, I found a pair of Shivs is probably good enough, but I bought Sluggas just to more closely match WYSIWYG. But as I'm sure others have said...close combat isn't a close thing in SW:A. You really either completely take him out or he takes you out, unless you have a buddy in the same melee...and Orks have those. The gear is important for abilities like Parry, but you're getting so many hits in when you win, something's going to go through (so I look more at melee weapons' special rules than their Strength or armour modifiers).

Edit - just pointing out some SW:A rules for others reading, because not everyone has the rulebook yet. You hit or wound someone in Shooting, he's usually just Pinned or Down but still on the table; it's annoying, but not fatal. You wound someone in Close Combat, unless he has a squadmate in the same melee, he's totally Out-of-Action, off the table. The benefit of Orks as a mob melee faction (as opposed to elite low-model count melee factions like Eldar Harlequins or Tyranids), is that we usually have that friendly squadmate in the same melee.

In fact, the best melee upgrade for an Ork is another Ork.

This message was edited 1 time. Last update was at 2017/04/18 17:15:26


   
Made in us
[MOD]
Such Guard






Much Front Wow

Yeah, when it comes down to it you could just run a Nob, 8 Boyz, and 9 Yoofs, all armed only with double shanks. But ehhh who would want to model that?

TBH I am not super concerned with writing the most competitive list in such a random game. I want a mob but nothing too flashy.

This message was edited 1 time. Last update was at 2017/04/18 17:26:07


   
Made in au
Fresh-Faced New User





I ran Nob with dual choppas (he's either going to be running or chopping).
2 spanner boyz - one with big shoota and red dot, the other with slugga and red dot.
2 boyz with sluggas (and the default shanks) for CC'ing
5 yoofs with shootas and red dots.

Did me really well. Got into short range for the shootas and lit stuff up. Keeping everyone pinned was handy.

I then upgraded my other spanner boy to another big shoota (but dang did I do poorly on my ammo rolls) and started maxing out yoofs as soon as the previous lot became boyz. I was at max cap very quickly. Hired a Flash Git here, runtherders there.

My terrain is very dense, however, so that may make a difference (it's almost impossible to draw LOS from one end of the table to the other at any point aside from a few top floors).
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

You all have given me some good points to think on. I believe i will go with a 9-strong team out the gate, since I can get reinforcements to get them up to max size after a few games, and getting special weapons is a chore after the initial recruitment.

I should be outnumbering my opponents in any case, so running small groups together should help me gang up on enemy individuals and help with recovering early from Pinning.

Right now I'm leaning towards this list:

Bad Moons

Boss Nob w/Big Choppa & Shoota

Spanna w/Red-dot & Big Shoota

Spanna w/ Red-dot & Rokkit

3 x Boyz w/ Slugga & Shank

2 x Yoofs w/ Slugga & Shank

1 x Yoof w/ Shoota

After each game, players receive reinforcement points, correct? 100 for recruits, 100 for gear?

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in au
Tough Tyrant Guard




 GrimTeef wrote:

After each game, players receive reinforcement points, correct? 100 for recruits, 100 for gear?


It's 100 for Recruit Or Gear

So you can use the 100 for new Duders, or for new Weapons.. but not both
   
Made in au
Fresh-Faced New User





Yeah, 100 to recruit OR rearm, then drop a promethium cache for an extra 100.
   
Made in us
Battlewagon Driver with Charged Engine






Boulder, CO

Question for those of you who have a better grasp of the rules than I.

Let's say I recruit a single Spanna Boy when I build my killteam. This means I'll only ever have one Spanna, correct? In this team that also means I'll only ever have one special weapon?

Is there another chance to recruit a second Spanna?

I understand that I can hire special ops guys, but I'm talking about the core team.


Ah, never mind. Figured it out. Under resupply. Somehow missed that first read though.

This message was edited 1 time. Last update was at 2017/04/20 19:20:22


 
   
Made in us
Mekboy Hammerin' Somethin'





Denver, Colorado

Is the big shoota boy even worth taking? It just seems so expensive for a 3-shot gun that barely ever hits, especially with modifiers to BS.

I haven't actually played it, just looked at the rules, but I'd be tempted to flood the board with cheap choppa boyz and be done with it.
   
Made in us
[MOD]
Such Guard






Much Front Wow

 matphat wrote:
Ah, never mind. Figured it out. Under resupply.
So the key issue here is how hard it would be to recruit the second Spanner. If you want to recruit one with a Rokkit Launcha then no prob - pop a cache for 100 plus your 100 for recruitment ... you've got the even 200 to buy the Rokkit Spanner. But the Big Shoota Spanner is (IIRC) 210. So you'd have to have and spend two caches to recruit him already armed with his Big Shoota. And if you don't spend the remaining 90 points then and there, you lose them. Granted, spending them is pretty easy: maybe a Yoof with a Shoota and another Yoof with double Shanks?


Automatically Appended Next Post:
 Kap'n Krump wrote:
Is the big shoota boy even worth taking? It just seems so expensive for a 3-shot gun that barely ever hits, especially with modifiers to BS.
He wants a Red Dot. Theory and practice is, pin 'em then charge 'em. I haven't played my Orks yet but as you can see from my list, I am also pretty skeptical of taking two Big Shootas:

Nob w/Big Choppa and Slugga, Clip Harness
2x Boyz w/Buzz Choppas and Sluggas
2x Boyz w/Choppas and Sluggas
2x Yoofs w/Shootas
Yoof w/Choppa and Slugga
2x Yoofs w/Choppas
Spanner w/Big Shoota and Red Dot

This message was edited 1 time. Last update was at 2017/04/20 19:44:30


   
Made in us
Battlewagon Driver with Charged Engine






Boulder, CO

How does this sound for a balanced first round killteam?

Boss Nob w/ Slugga & Choppa

Spanna Boy w/ Big Shoota & Red dot

Spanna Boy w/ Slugga

4x Boyz w/ Slugga

4x Yoofs w/ Shoota

Leaves me with 5pts under.

Plan would be to upgrade the second Spanna with a Rokkit asap and promote the Yoofs. Recruit moar Yoofs, upgrade the shootas to red dot. Eventually giving the Nob a Klaw.

Yoofs and Spanna lay down cover while Da Nob, Udda Spanna, and Boyz run, run, run chop.

   
Made in us
[MOD]
Such Guard






Much Front Wow

Looks fun to me!

   
Made in ie
Fresh-Faced New User





Here

Early games you want numbers, max the Yoofs. Add a clip to your Big shoota gun. I2 isnt' going to save you from falling. Other than that, its shoots vs slugga/choppa. I gave my Yoofs sluggas and choppas while running with the Nob. Backed them up with Red Dot shootas and a sniping Red Dot big shoot. Big shoota more than earned his keep. Next game, pop a cache and get as many boyz as possible

Hip Hop Hurray in a Loyalist Way.  
   
Made in ca
Been Around the Block




 Manchu wrote:
So you'd have to have and spend two caches to recruit him already armed with his Big Shoota. And if you don't spend the remaining 90 points then and there, you lose them.

You can only spend one Promethium cache after a game, so you would have to have another way to get the extra points (via a skill, or a mission condition).

You can also buy a Spanner with a cheaper loadout on one mission, buy the Big Shooota and some other gear later on, and redistribute accordingly.
   
Made in ca
Three Color Minimum





Canada

What's the benefit of taking a Choppa over a second Slugga?

Current games: X-Wing, Blood Bowl 
   
 
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