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2018/01/21 09:25:14
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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I know that 8th likes minmaxing in hordes, but that a Dreadmob is also viable. What this list presupposes is that you can maybe have... both? Well, I don’t know, that’s what I’m trying to figure out. Does this look competitive at all? Mostly from the perspective of people who have played Orks extensively
Warboss: Might is Right; shoota; power klaw; attack squig 68
Big Mek: kustom force field; power klaw 88
30 Boyz: Boss Nob (power klaw) 193
30 Boyz: Boss Nob (power klaw) 193
20 Boyz: Boss Nob 120
3 Killa Kans: grotzooka 175
3 Killa Kans: grotzooka 175
1 Deff Dread: dread klaw; skorcha 151
Meka-Dread: rippa klaw & big zzappa; Kustom Force Field 258
Big Mek: kustom force field 75
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
1 Mek Gun: kustom mega-kannon 42
1 Big Gun: kannon 27
1 Big Gun: kannon 27
1 Big Gun: kannon 27
Weirdboy 62
10 Kommandos: 2× burna; Boss Nob 90
10 Kommandos: 2× burna; Boss Nob 90
6 Kommandos: Boss Nob 54
1,999 points, 8CP
The idea is that there’s 4 components to the army: Kommandos infiltrating and 20 boyz Jumped first turn as an early distraction (Kommandos can mob up if needed to have 2 blobs of 20 orks back there). Meanwhile the main thrust of 60 boyz and the walkers advances with the Big/Mek gunz harassing from my backfield.
Each component is basically a nuisance that requires effort to kill, but none of them can be safely ignored. spreading the opposing army too thin to try and take care of everything would leave the opponent with weak spots while I can maintain board control and objective grabbing. The walkers in a big clump all get the 5+ KFF save from the Meka Dred, who is in front taking saves on his Ramshackle Monster rule.
The ones that would be especially easy to kill is the artillery, but they’re kind of a sacrificial lamb of a tempting, easy target anyway.
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2018/01/21 11:54:45
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Waaagh! Ork Warboss
Italy
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Aren't 3 KFFs too many? I think two of them should be enough.
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2018/01/21 17:39:56
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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One KFF is free on the meka dread and is the best option for the way it’ll be used, the others would be used to protect the big mobs, or to have one stay back and cover the atillery - none of them would be redundant at any rate
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2018/01/21 20:22:30
Subject: Re:[2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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A weirdboy with da jump would help get your boyz up close so your opponent can't just focus down the meka dread.
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2018/01/21 22:40:01
Subject: Re:[2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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StrikerTommy wrote:A weirdboy with da jump would help get your boyz up close so your opponent can't just focus down the meka dread.
Yep, there’s one as the HQ for the kommando detachment
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2018/01/22 00:49:21
Subject: Re:[2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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I missed that somehow, my bad. Not much to change really. Not sure how effective kans are this edition; I haven't had luck with them. I find big gunz and mek gunz are better weapon platforms since they don't have to deal with morale.
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2018/01/22 02:45:46
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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Yeah, morale was a concern. Another version of this listbhas the artillery in units of 3 while the kans are spread across detachments in single units. I do like the Scrag ‘Em rule though...
Mostly their role is to keep my opponent’s forces split. No matter how they are against firepower, if they get into CC against anything other than a dedicated combat unit they’re going to clean up. 8 walkers in a group is scary
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2018/01/22 07:47:38
Subject: Re:[2000] - Orks - ‘Eavy (competitive?)
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Waaagh! Ork Warboss
Italy
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StrikerTommy wrote:I missed that somehow, my bad. Not much to change really. Not sure how effective kans are this edition; I haven't had luck with them. I find big gunz and mek gunz are better weapon platforms since they don't have to deal with morale.
The problem with big units of mek gunz is their crappy range. If you bring 3+ mek gunz, splitting them into smaller squads helps to get more KMKs in range of something valuable. You give up 1-2 deployments but I think it worth it.
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2018/01/22 09:49:26
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Nasty Nob on Warbike with Klaw
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It's not free, it costs 20pts.
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2018/01/22 16:16:41
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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Nope. At least not for the Meka Dread. There are no points listed for Mega Charga, Rokkit Bombs (there’s a Rokkit Bomb *Rack* which isn’t the same thing) or KFF in IA: Xenos, and this wasn’t updated in a FAQ. As far as a meka dread goes, those are free. Everything else that costs points, even if it’s a redundant listing from the Index (like big shootas, grotzookas, etc.) has those points listed. If you were supposed to pay for a KFF on a meka dread it’d have a points value listed in IA X
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This message was edited 1 time. Last update was at 2018/01/22 16:17:43
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2018/01/22 18:40:15
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Nasty Nob on Warbike with Klaw
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Imperial Armour: Xenos states it's an expansion to Index: Xenos I & II. Expands on, doesn't replace.
Chapter Approved also says that you should look to the most recent publication for up to date points. No one book has a complete list.
Points can be found in many books, not limited to one. Just because the points aren't listed in one book, doesn't mean you can ignore it in another book.
The KFF is given a points value of 20. No rule says its for free.
As for the Rokkit Bomb, we've all noticed sloppy rules writing in FW publications.
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2018/01/22 19:28:29
Subject: [2000] - Orks - ‘Eavy (competitive?)
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Regular Dakkanaut
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Well, you have to choose whether you want to go by what’s printed or to interpret sloppy rules. Can’t have it both ways. No official source has contradicted it, and appears to have specifically refrained from doing so.
Anyway, IAX *is* the most recent source, as it came out after Index X and specifically refers to FW models rather than index ones
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