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2018/01/02 19:58:35
Subject: [2000] - ORKS - LVO List?
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Tough-as-Nails Ork Boy
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Hey kiddoz, here's a list I'm contemplating taking to LVO; tear it up, please?
ORKS Battalion
HQ: Bikerboss (Killchoppa, Squig) = 93
HQ: Wyrdboy ('Eadbanger) = 62
ELITES: 13 Kommandos (2 Burnas) + Nob (Big Choppa) = 133
ELITES: 9 Kommandos (2 Burnas) + Nob (Big Choppa) = 97
TROOPS: 30 Gretchin = 90
TROOPS: 24 Boyz (Sluggas) + Nob (Big Choppa, Shoota) = 157
TROOPS: 24 Boyz (Shootas) + Nob (Big Choppa, Shoota) = 157
FA: 24 Stormboyz + Nob (Big Choppa) = 207
FA: 24 Stormboyz + Nob (Big Choppa) = 207
ORKS Spearhead
HQ: Big Mek (KFF) = 75
HS: 5 KMK = 210
HS: Big Trakk (Supa Skorcha) = 163
HS: Big Trakk (Supa Skorcha) = 163
ORKS Supreme Command
HQ: Wyrdboy (Warpath) = 62
HQ: Wyrdboy (Da Jump) = 62
HQ: Wyrdboy (Da Jump) = 62
Army Points Total = 2,000
Power Level = 125
Units = 25
Drops = 12
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Adeptus Doritos wrote:
Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him. |
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2018/01/03 04:40:43
Subject: [2000] - ORKS - LVO List?
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Screamin' Stormboy
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If you went msu for the kommandos and stormboys to maximize power klaws and burnas and were able to squeeze in an extra FA and elite slot you could have a brigade for extra CP to use.
Also you NEED some way of dealing with vehicles/monsters and other stuff with high toughness. You don't have any Klaws or rokkits so what are you gonna do if you go against even 1 knight? Drown them in bodies? Well sure maybe but you'd be sitting mpre comfortably with some Klaws or Rokkits.
I don't think you need a weirdboy with eadbanger. Its not that good. I also wonder why you have 2 jump weirdboys instead of 2 warpath. You only need 1 jump so he can hang in the back and move a squad on to your opponent's face after giving it warpath. You can only cast jump once a turn and He's not gonna perils himself to death after the first go so unless he gets sniped while in the open, he can jump at least 1 more unit.
Also, you're probably going to want your big mek on a bike so he can keep up with your trakks and stormboys and boss.
Why shootas on your boys? If you're going to warpath and jump them you dont want to shoot with them if you want them to charge unless you shoot another unit on your way into combat but even then you'll be depriving yourself of an extra attack per boy, which hit more reliably than the guns. If you just want to jump them in and charge them in as a harassment to deny shooting from a chunk of an army then go for it. But I think if you are trying to get the boys stuck in for as long as possible, then what's the point of a gun that you're only going to use once when you can have your slugga+choppa for both an extra melee attack AND ahooting while in combat?
Furthermore, to aid you in getting to brigade status, you can break your grots into 3 groups of 10 that grab objectives and look harmless. Otherwise as a blob of 30 with no runtherd nearby you're going to lose the bulk of them to leadership since they don't have mob rule.
After all that, if you manage to find points, swap the bike warboss for Zhadsnark. He's flat better than a regular bikeboss because of an extra wound(and toughness I think?) And his Klaw doesn't have the -1 penalty so you could give him the +1 strength warlord trait and start openimg rhinos and other lighter tanks on 2s and do a bang up job at it to boot.
I think what you have is a good first draft. You have a direction you want to go you just need to refine it more and do some tweaking as you get used to it.
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This message was edited 3 times. Last update was at 2018/01/03 04:48:29
Check out my blog!
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2018/01/04 06:17:43
Subject: [2000] - ORKS - LVO List?
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Krazed Killa Kan
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I agree with most of VoidRaven's advice. I have a couple of questions and a couple of comments.
Couple of questions:
-Why 2 Weirdboyz with "Da Jump"?
-Why 30 Grots instead of 3x10?
-Have you ever used Tankbustas?
Couple of comments:
-Agree that a KFF on a bike is a bit more versatile, a footy one could be used for your backfield.
-Tankbustas are pound for pound best ork unit IMO especially adding DDD! stratagem. Consider adding one or 2 units.
-Consider saving points on the kommandos. They are weak in the cleats in my opinion. Look good on paper though. Regardless, lose the burnas, their range and the 9" rule precludes their usefulness.
-Stormboyz are good. Fun and unexpectedly fast.
-Not sure why you have so much anti infantry with the big tracks. Lots of hits to be sure. I haven't done the math, but I bet Shootaboyz would be more cost efficient.
Looking forward to seeing you at the LVO, I'll be there with a Gargantuan Squiggoth.
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2018/01/04 16:22:11
Subject: [2000] - ORKS - LVO List?
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Growlin' Guntrukk Driver with Killacannon
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Why big trakks? They seem expensive to me for there survivability. For the same price nearly you can have a t8 battle wagon
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mean green fightin machine |
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2018/01/04 23:12:55
Subject: [2000] - ORKS - LVO List?
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Screamin' Stormboy
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BAN wrote:Why big trakks? They seem expensive to me for there survivability. For the same price nearly you can have a t8 battle wagon
Its for the supa skorcha so with movement the vehicle has about a 3 foot threat bubble and is pretty decent because of autohits. A guy at war zone Atlanta (Val something. His last name escapes me, apologies) went to 3rd place and in an interview said that his two supa skorcha trakks really helped, and I'm fairly certain that this list is trying to use them similarly.
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Check out my blog!
http://my40klife.blogspot.com
I've got modeling Skills!
http://www.Facebook.com/MrJ5829 |
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2018/01/05 07:36:39
Subject: Re:[2000] - ORKS - LVO List?
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Tough-as-Nails Ork Boy
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Hehe... Yikes! Thanks for tearing it up, ladz. I don't even know if I can respond to all these different, uhhhhh, points. I may miss a few, I guess. Why Big Trakks: They're amazing, one of the best units Orks can take, it's as simple as that. I've been taking them just about since 8th dropped and I dusted the greenskins off after a couple year's disuse, all the way back when I was prepping for NOVA. The guns a versatile, ignore bad Ork Bs, and ignore all the -1 To Hit Modifiers floating around the game right now, from Flyers to Stratagems to Traits/Tactics, and so on. S6 means they're never in too bad for throwing some wounds on their target, the AP means those wounds stand a decent chance at getting through, and the volume of shots can be great (on the very extreme end, I once had a Supa Skorcha one-shot a Logan Grimnar Santa Sleigh for First Strike at a local RTT, and the kid's been upset about Ork FW units ever since). Also, when they explode, they do d6 MWs to stuff within 6", which makes them great bombs when they're low on wounds (also, they'll still shoot just fine since degrading changes their Bs and the gun auto-hits). There are just so many things out there that change Bs for the worse, and Orks have it so bad to begin with, that any weapon which bypasses To Hit rolls is basically amazing. By comparison, a Battlewagon does basically nothing except provide some protection for specific units-- none of which are in my army! Bike Mek: A Biker Mek is indeed better for his movement, but I've not had much trouble with a Mek on foot; I deploy him towards the front of my army so his KFF extends beyond my deployment at the start, which allows him to cover some things with which he can't quite keep up on the first turn. I also really like using one of my foot Big Mek models, lol. I'll probably switch to a Bike Mek instead tho. Wyrdboys: I always take double Da Jump so I have greater flexibility of use around the board, and also because in my experience Wyrdboys are actually very good at murdering themselves! Da Jump is so much more than a means to sling a mob of boyz into your enemy's face early in the game. I use it to lob Grot Krew onto objectives or into table quarters late game, I use Da Jump from one Wyrdboy on another so the second can cast powers from a different angle (positioning him to kill important characters with Smite or 'Eadbanger, for example), etc.. Speaking of 'Eadbanger: eats Celestine alive. if he's not casting that, he can still Smite. It was admittedly more handy when character lists were all over the place, but I think for my 4th Wyrdboy it still has some utility and I'm not really missing a second Warpath, honestly. Shootas: If you do the math, twice as many shots hitting half as often is... huh, the exact same result! Go figure. Shootas do just the same "expected damage" as as that extra Choppa attack, but give the mob greater versatility, doubled Overwatch output (in case they're all gonna die before they swing, which is sorta how this edition goes), greater threat range. Why wouldn't I keep a few of these gitz around? Tankbustas: I tried them, but they're just too expensive for me; a small unit will never really accomplish anything (I took them as 5-mans with a squig in the Big Trakks at BfS) and die so easily, while large mobs still die very easily without protection (i.e., Battlewagon), at which point we're over 400pts invested into 15 Ork Boyz whose main purpose is to shoot in a game rife with modifiers to reduce their already bad Bs 5+. They're okay against vehicles, and less so against everything else. Power Klaws, Rokkits, and dealing with a Knight: I have 5 KMK, which are statistically the strongest AT gun Orks can take, period; I also have 4 Wyrdboys for boosted Smites if I need to do that. I have options-- all of which are much better than Power Klaws! The collapse in AT utility of the Klaw is staggering from 7th to 8th: a weapon that used to hit very reliably and always had the chance to outright destroy a vehicle thanks to the chart (but usually only needed to scrape off 3HP in any case) now manages an average of under 2 wounds to a Rhino. A Rhino. It went from 3+ to Hit, 2+ to Pen, to a 4+ to Hit, 3+ to Wound, an obvious-enough depreciation on both rolls even before we consider either the Damage Chart's various effects, including the chance to kill the Rhino outright, or the huge increase going from Hull Points to Wounds. Klaws just don't chop like they used to. Dakka Dakka Stratagem: Only even remotely useful on... Gretchin. Lol. Just forget about it. MSU: A Brigade sounds cool, but what the heck do I need all those CP for, really (not Dakka Dakka)? 8 never feels like it's that far from enough. I could try double Battalion, which is easier, and gets me to 10; I'd just need a 3rd mob of Boyz after splitting the Gretchin, which is something I contemplate quite frequently, anyway. But are two extra CP worth providing my opponents with so many nice, easy-to-kill targets in ITC Champion missions where half the Primary Objective of every game depends on killing a unit each turn? 3 10-grot mobs sounds like 3-4pts towards the mission for my opponents guaranteed each game. 30 requires the kind of attention that might not be available with the other mobs stuck in. Zhadsnark: yeah, I usually take him, he's a good upgrade over the regular bikerboss. As for the +1 S Trait, locally we've played it as S13 (PEMDAS, and all that), but if there's something somewhere which clarifies it to apply before any modifiers for Weapons, that's sexy, and I like it! I'm going to be trying out a list with Skorcha Buggies this weekend, see how they do. Here it is: ORKS Battalion HQ: Zhadsnark = 122 HQ: Wyrdboy ('Eadbanger) = 62 TROOPS: 30 Gretchin = 90 TROOPS: 24 Boyz (Sluggas) + Nob (Big Choppa, Shoota) = 157 TROOPS: 24 Boyz (Sluggas) + Nob (Big Choppa, Shoota) = 157 TROOPS: 24 Boyz (Shootas) + Nob (Big Choppa, Shoota) = 157 FA: 4 Skorcha Buggies = 216 FA: 24 Stormboyz + Nob (Big Choppa) = 207 ORKS Spearhead HQ: Biker Big Mek (KFF, Headwoppa Killchoppa) = 108 HS: 5 KMK = 210 HS: Big Trakk (Supa Skorcha) = 163 HS: Big Trakk (Supa Skorcha) = 163 ORKS Supreme Command HQ: Wyrdboy (Warpath) = 62 HQ: Wyrdboy (Da Jump) = 62 HQ: Wyrdboy (Da Jump) = 62 Army Points Total = 1,998pts I also want to try swapping the 3rd Boyz mob for a 2nd Stormboyz mob, but we'll try that another day, I think.
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This message was edited 1 time. Last update was at 2018/01/05 07:37:02
Adeptus Doritos wrote:
Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him. |
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2018/01/05 09:40:34
Subject: [2000] - ORKS - LVO List?
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Growlin' Guntrukk Driver with Killacannon
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Mine was a genuine question not a criticism bud, I’m sold! I have a tournament mid February so need to see if I can convert some big trakks by then lol
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mean green fightin machine |
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2018/01/05 12:19:35
Subject: Re:[2000] - ORKS - LVO List?
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Regular Dakkanaut
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Klaws aren't that bad, they are the same ap and damage as a kmk with same hit chance. Klaws are s10 but likely won't be doing anything on turn 1 though. I usually run 6 kmk but I've dropped down to 4 to try out klaws in my boyz and kommandos units. Points for 1 kmk ~= 3 klaws. I find that all my kmk get killed in 2 turns but I don't have big trakks or skorchas so they are the only vehicle target.
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2018/01/05 14:17:15
Subject: [2000] - ORKS - LVO List?
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Screamin' Stormboy
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Fair enough good sir! You have parried my criticisms with aplomb. Good luck at LVO!
As for the s14 klaw with trait, I see it as a bump to the stat, not an extra step in the equation at the fight phase. Because the trait makes the boss s7 at ALL parts of the game, not just the fight phase, so I would be inclined to believe its just a static effect and not an add on for calculations.
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Check out my blog!
http://my40klife.blogspot.com
I've got modeling Skills!
http://www.Facebook.com/MrJ5829 |
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2018/01/05 15:29:04
Subject: [2000] - ORKS - LVO List?
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Tough-as-Nails Ork Boy
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Hehe.
There's room to argue in your favour on the Warlord Trait; I actually kinda think they meant it to work the way you say, but without clarity everyone I play against will want to apply "actual mathematics" or some other strange magick of that sort. I can at least ask Reece et al. which way they'd rule on it, and I will, since S14 is pretty rad.
I like Striker Tommy's math on the PKs, 13pts isn't a bad price for them, and I used to play 4 KMK most of the time; but I've been feeling like more Grot Krew is so important as bubble wrap lately (playing against some bugs and aeldarz) so every time I cut a KMK I feel a little... under-dressed.
BAN: I really can't recommend Big Trakks enough. I took 3 at NOVA and BfS, one with Skorcha Nobs and a kombi-skorcha Boss inside and sporting max skorchas itself, which I just lob forward 20" into my opponent's face T1, burning everything in sight. It's a bomb, but it's also a bit expensive.
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Adeptus Doritos wrote:
Alpharius is that guy at the FLGS that just got his first 'Start Collecting' box fully assembled, and Guilliman's the guy that's been playing since the 90's. When Alpharius started doing well, Guilliman said he didn't play a 'real army' and started screaming about how he sucked. Then Alpharius tabled him. |
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2018/01/05 20:29:50
Subject: [2000] - ORKS - LVO List?
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Growlin' Guntrukk Driver with Killacannon
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Sounds good mate, I generally play just for fun but this tournament i’m Going to in February sounds hella competitive so at least competing would be nice but I think it’s mostly about getting practise in and remembering my rules!
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mean green fightin machine |
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2018/01/29 07:10:14
Subject: [2000] - ORKS - LVO List?
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Growlin' Guntrukk Driver with Killacannon
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How did your list do?
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mean green fightin machine |
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2018/01/29 08:12:19
Subject: [2000] - ORKS - LVO List?
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Waaagh! Ork Warboss
Italy
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Looks like a good one, tell us your experience at the tournament
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This message was edited 1 time. Last update was at 2018/01/29 08:13:34
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