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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
Infiltrating Broodlord





looks pretty standard..

   
Made in us
[MOD]
Custodian






Holy Terra

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.

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Made in us
[MOD]
Custodian






Holy Terra

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]
Custodian






Holy Terra

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
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Custodian






Holy Terra

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
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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
Infiltrating Broodlord





 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
Nasty Nob





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.

"Hope is the first step on the road to disappointment.". Words to live by, especially for ork players waiting for a new codex.  
   
Made in us
[MOD]
Custodian






Holy Terra

 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.

   
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Custodian






Holy Terra

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 
   
Made in ru
Waaagh! Ork Warboss






 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.

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.


After playing a couple test games, i take 2 bigshoota boyz. They're basically the only ones who are gona kill anything. At leat vs shooty armies.

My starting composition is:
Nob with 'eavy armor, choppa, kombi-skorcha
boy with shoota
boy with slugga and choppa
yoff
yoff
yoff
yoff
Spanna boy with bigshoota and lazer dot
Spanna boy with bigshoota and lazer dot

I've tried taking more meat with shootas and they seem to just be constantly pinned or down and than i just fail a bottle test. I think that ork's main advantage is that we can have 2 gunners from the get go and still have enough t4 bodies for a 9-man killteam. Our gunners are actually quite decent - considering bigshootas are not heavy weapons which allows us to move around and still shoot at full effectiveness and the fact that we also have extra bodies at the front means that we can take better positions with gunners and not worry about getting shot in return. 5+ ammo is only 1/9 to fail and after a bunch of missions, you should be able to get guerilla armourer upgrade or something like this.

I'm not sure about a rokkit. Haven't tried one cause it doesn't seem like all that effective for the price. Anywayz, seems like a power klaw is going to be the only way to down a terminator more or less reliably.


Automatically Appended Next Post:
 Goremaul wrote:
What's the benefit of taking a Choppa over a second Slugga?


Choppas are s+1 means they get rending 1. Than you could roll to get +1 str on a promotion and they become rending 2.

This message was edited 2 times. Last update was at 2017/05/02 09:30:04


 
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





Boston, MA

Love this thread... I was originally planning to sell all the Orks from the box, but heck I want an Ork kill team now!

Please check out my photo blog: http://atticwars40k.blogspot.com/ 
   
Made in us
Lone Wolf Sentinel Pilot






If the Buzz Choppa is only 5 points more than a Choppa but gets armor mod -2, shouldn't it be a greatly superior option to all the Choppas in your list in exchange for a single Yoof or Boy? I just feel like the the extra value per extra point paid is huge by greatly reducing saves in melee. The points would really only be wasted against other Orks.

My limited experience has had an impact on my thinking. I had no idea what I was doing when I built my first SWA list, so it ended up looking like:

Nob w slugga and buzz choppa
Spanna Boy w big shoota and red dot
Boy w shoota and red dot (also choppa maybe?)
6 Boyz w slugga and choppa

I don't think the shoota boy was the best choice in hindsight, but my point is that in H2H my Nob had a LOT more fun than the Boyz. And that's coming from Boyz who had a pretty darn good time punching Skitarii's teeth out. On the other hand, extra Boyz reaching the enemy lines means one lucky Ork's only job becomes stomping on enemies' heads while they're on the ground!

This message was edited 1 time. Last update was at 2017/05/07 03:24:46


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Made in us
Regular Dakkanaut






Choppa uses the fighter's strength so uses the armour modifier chart on page 42 of the rulebook, as it's user+1, that's strength 4 for boys with a -1 save mod.
The buzzchoppa uses the weapons strength so has a fixed -2 save mod, and is not changed by the armour modifier chart.
Up to you if you think the 5pts is worth the extra -1 save.
Keep in mind that if you get a strength characteristic advance the choppa would become the better weapon.

The choppa is better on the boss though as it's strength 5 with a -2 save mod.
   
Made in us
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Longtime Dakkanaut






In da Mekshop

 Gunzhard wrote:
Love this thread... I was originally planning to sell all the Orks from the box, but heck I want an Ork kill team now!


As an ork devotee I am happy that this thread has led to that conclusion for you, if nothing else!

Had my first games over the weekend with da boyz. Lots of things learned, one of which was that Big Shootas are awesome. I did take two in my list, and was glad I did, despite their cost. Their range is excellent and with a red dot, the Spanners are going to be the only members hitting anything. I could have had more ladz, sure, but really the sluggas I did have didn't do much between their lack of range and -1 hit at long range. With modifiers flying at you for cover, or targets running from cover to cover on Overwatch, you need at best 6s to hit, and then you get an Ammo Roll for your trouble as well.

Keeping Yoofs in front of the big shootas was very handy. I did run in 3 small groups of 3 boyz, which helped keep my opponent (Harlequins) on his toes for where to charge, and their weight of numbers in a combat helped every time, EXCEPT-

After the first game, I captured his Harlie leader, so our next game was Rescue. His daring rescuer was THE SOLITAIRE. As others have noted, he is no joke. My games vs Harlies was akin to Predator, with my boyz blazing away at targets they could hardly see or hit, but the Troupe players could be dragged down if you had numbers. Not so the Solitaire. His weapon skill is so high, and since you need to be in base-to-base to fight, and since you can only really get about 5 models surrounding a 25mm base that the Solitaire will be on, well...

The Solitaire cannot be stopped by orks in hand-to-hand, so don't try. I just spread out so he couldn't consolidate into another hand-to-hand, and shot him when the opportunity arose. My opponent was gracicious enough to not remove my whole kill team and force injury checks after the game, so once the Harlie leader was rescued he beat it off the table. I did manage to wound both of them, but that was with a shoota and big shoota, not in HtH.

Moral of the story: take big shootas and shootas, with red-dots if you can get them. Don't rely on HtH exclusively to save you.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in ru
Waaagh! Ork Warboss






Kombi-skorcha is a must there. And get a weapon reload if you're facing fast mellee armies often.

This message was edited 1 time. Last update was at 2017/05/09 10:46:17


 
   
 
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