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![[Post New]](/s/i/i.gif) 2017/07/05 12:41:20
Subject: [2000] - Orks - Green TIde
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Regular Dakkanaut
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So I'm new to 40K and the orks are one of those armies it seems that you can field almost anything and make it work.
I need all your brilliant minds to help me come up with 2000 points of orks that use 70-90 Boys and virtually anything else. I have not bought a single model other then I have 90 boys 30 Shoota and the rest Slugga and choppa.
and is Da jump viable with 30 shoota boys trying to shoot down anything?
anyway thanks for your help if you guys can help.
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![[Post New]](/s/i/i.gif) 2017/07/05 15:33:43
Subject: [2000] - Orks - Green TIde
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Regular Dakkanaut
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Warpath casted on then Da Jump is incredible on a full shoota blob.
Being able to split fire the shootas then charge in with more than 100 attacks turn one is brutal.
Starting to think I like shootas better than choppas.
The combats I have seen dont last longer than a turn so no need to fire pistols in combat and extra range and shot on shoota lets you threaten a big area and gives them a purpose if they cant make it into assault.
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This message was edited 1 time. Last update was at 2017/07/05 15:34:21
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![[Post New]](/s/i/i.gif) 2017/07/05 16:11:02
Subject: [2000] - Orks - Green TIde
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Stealthy Space Wolves Scout
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I recently played a 2 k game and I brought only 60boys with some heavy and elites choices for support. I used da jump on a 30boy mob with choppas and another weird boy jumped Ghaz near them giving them 5 attacks each on the charge. They took down a knight by the end of turn two. Charging successfully first with another unit, I used a deffkopta, prevents the knight from overwatching the boys afterward. I threw 150 dice during that first fight phase. If you were to pair the boys with a waaagh banner nob so boys hit on 2+ , with +1 attack from ghaz or even cast warpath on them as well, it decimates anything just because of the number of dice. The knight couldn't kill enough boys before being brought below half strength and which made him hit worse. I hated rolling that many dice but it definitely did the job. Soooooo many 6s. they can only roll so many saves.
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![[Post New]](/s/i/i.gif) 2017/07/05 16:23:48
Subject: [2000] - Orks - Green TIde
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Regular Dakkanaut
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I found Ghaz to be trickier to pull off for his points since only orks within 6" of him "while they fight" gain the bonus attack. Can only da jump one unit per turn and if the boyz make a long charge can leave Ghaz behind or block him from getting to combat. Could buy another 30 boyz instead and have 120 more base attacks permanently.
I really like 30 boy shoota squads with a Nob that had shoota choppa and three big shoota boyz. With warpath then da jump you can put hurt on alot of units turn one, and can always fall back out of combat when squad gets weak to objectives and take shots with your big shootas. Nob with choppa gets 6 Str 5 attacks like this. Cheap/ideal for the types of targets boyz are most effective against.
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![[Post New]](/s/i/i.gif) 2017/07/05 17:33:20
Subject: Re:[2000] - Orks - Green TIde
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Regular Dakkanaut
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Do you find that Heavy weapons on boys squads do anything worth taking?
like I was thinking 30 slugga/choppa run up the field, 19 plus with Gaz in Battlewagon, and 30 shoota boys warp....sound boys plan?
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![[Post New]](/s/i/i.gif) 2017/07/05 17:40:49
Subject: [2000] - Orks - Green TIde
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Nasty Nob on Warbike with Klaw
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How are people getting hundreds of attacks with boyz, when only the two ranks of them can fight?
most of the time only about a third of the boyz get to fight.
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![[Post New]](/s/i/i.gif) 2017/07/05 17:42:21
Subject: [2000] - Orks - Green TIde
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Regular Dakkanaut
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Was looking through the Indexes.
Most of the Ork heavy weapons are ~half of imperium equivalent points cost.
Unmodified gives you half as much chance to hit, but you get twice the shots so its a wash, but on those occasions where you go real hot on hits can actually do more damage.
One Ork big shoota is not gonna have a good time, but when you have three per squad and push to 3-5 squads you end up with effectively same shooting as a heavy Bolter Dev squad that can move, has 28 ablative wounds before BS dies and for MUCH less points.
I was running 3, 30 blobs with 3 big shoota and found them very effective at splitfiring to take the punch off low T sniper squads.
Automatically Appended Next Post:
grendel083 wrote:How are people getting hundreds of attacks with boyz, when only the two ranks of them can fight?
most of the time only about a third of the boyz get to fight.
Can place them however you like after da jump.
I usualy pick 2-3 close units and make a big line >9" in front of them. Blob up 8 or so in front of each target then connect the blobs with a max contingency chain.
Take over watch death on the chainers then post combat pile in to units you dont want to take overwatch from.
If you cant restore contingency afterwards use Da Jump on the poor survivors and plop them all on a back objective.
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This message was edited 4 times. Last update was at 2017/07/05 18:06:14
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![[Post New]](/s/i/i.gif) 2017/07/05 19:34:27
Subject: [2000] - Orks - Green TIde
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Battlewagon Driver with Charged Engine
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grendel083 wrote:How are people getting hundreds of attacks with boyz, when only the two ranks of them can fight?
most of the time only about a third of the boyz get to fight.
THREE ranks can fight. You just need to be within 1 inch of your own model who is also within 1 inch of the enemy. If you pack them in, the third row is less than an inch from the front row, easy peasy.
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![[Post New]](/s/i/i.gif) 2017/07/05 20:49:18
Subject: [2000] - Orks - Green TIde
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Fresh-Faced New User
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JimOnMars wrote: grendel083 wrote:How are people getting hundreds of attacks with boyz, when only the two ranks of them can fight?
most of the time only about a third of the boyz get to fight.
THREE ranks can fight. You just need to be within 1 inch of your own model who is also within 1 inch of the enemy. If you pack them in, the third row is less than an inch from the front row, easy peasy.
If you pack them right, the first two ranks will be within 1", meaning the next two will be within 1" of a model within 1".
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![[Post New]](/s/i/i.gif) 2017/07/05 23:41:34
Subject: [2000] - Orks - Green TIde
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Battlewagon Driver with Charged Engine
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Svanmey wrote: JimOnMars wrote: grendel083 wrote:How are people getting hundreds of attacks with boyz, when only the two ranks of them can fight?
most of the time only about a third of the boyz get to fight.
THREE ranks can fight. You just need to be within 1 inch of your own model who is also within 1 inch of the enemy. If you pack them in, the third row is less than an inch from the front row, easy peasy.
If you pack them right, the first two ranks will be within 1", meaning the next two will be within 1" of a model within 1".
So FOUR then! I didn't quite get that, thanks!
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![[Post New]](/s/i/i.gif) 2017/07/06 08:40:01
Subject: [2000] - Orks - Green TIde
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Fully-charged Electropriest
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TheunlikelyGamer wrote:I recently played a 2 k game and I brought only 60boys with some heavy and elites choices for support. I used da jump on a 30boy mob with choppas and another weird boy jumped Ghaz near them giving them 5 attacks each on the charge. They took down a knight by the end of turn two. Charging successfully first with another unit, I used a deffkopta, prevents the knight from overwatching the boys afterward. I threw 150 dice during that first fight phase. If you were to pair the boys with a waaagh banner nob so boys hit on 2+ , with +1 attack from ghaz or even cast warpath on them as well, it decimates anything just because of the number of dice. The knight couldn't kill enough boys before being brought below half strength and which made him hit worse. I hated rolling that many dice but it definitely did the job. Soooooo many 6s. they can only roll so many saves.
Just a quick comment, you can't attempt to cast the same power twice in one turn, so no Da Jumping a unit of Boyz and then Ghaz as well. You'd have to wait til your next turn.
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![[Post New]](/s/i/i.gif) 2017/07/06 09:29:22
Subject: [2000] - Orks - Green TIde
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Screamin' Stormboy
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I like that greentide concept. I also think it would work well with Weirdboy spam, Smite can be pretty effective with D3/ D6 mortal wounds each.
Especially coupled with Da Jump + small Kommando units (including free burnaz).
However, 8th edition means everyone brings back snipers. That means your KFF Big Mek or your Waaagh! Banner Nob will suffer great pain...
Quick question, anyone: Can a psyker use his powers from a transport vehicle? I'm aiming at open-top vehicles or howdas.
I don't think it's possible since the rulebook states that embarked models can't do anything unless specified, and while we get to shoot, nothing on psychic powers.
Bigdoza wrote:Can place them however you like after da jump.
I usualy pick 2-3 close units and make a big line >9" in front of them. Blob up 8 or so in front of each target then connect the blobs with a max contingency chain.
Take over watch death on the chainers then post combat pile in to units you dont want to take overwatch from.
If you cant restore contingency afterwards use Da Jump on the poor survivors and plop them all on a back objective.
I'm sorry, I'm not sure I catch your drift. Do you mean:
1/ Place 8 boyz in front of 3 enemy units (two rows each) - or 12 in front of 2 enemy units;
2/ Place the remainder of Orks between each blob;
3/ Remove casualties from overwatch between each blob;
4/ Make charge move?
That means you only use 8 boyz from your 30-models unit to attack to block three enemy units?
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Breknek Krashdaskull
(Kraknuk Pét'le Krane) |
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