Spreelock wrote:Hey there, your list seems very balanced, dont know actually how you could improve it. Maybe drop some cretchin, there seems to be alot of them, and you'll probably dont need that much.
Cant' really drop on evil sun as it needs 3 troops. Could drop squad from bad moons but 30 is still bit thin to protect lootas long and those I expected to be priority target. Alas I can't use evil sun gretchins for that to bulk out so evil sun ones are there just for
CP and maybe control objectivs elsewhere.
So most I could really drop is 1 unit and 3 more for 42 pts saved as I NEED 5 units to fill up 2 battallions. Where those could be spent?
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Blackie wrote:Looks like a very nice list to play with, I think you're very light in melee though. It seems quite short on bodies as well, any decent enemy anti tank could delete all your buggies, bikes and trukk within turn 2 with average rolls.
I don't like the
pk on the bike squad and the kombi rokkit for the nobz, since those boyz squad can re-roll just a single dice. I'd try to bring a second mob of 30 boyz somehow.
Second mob would also eat up 2CP for deep strike. Bit light on h2h yes but this isn't intended to rush.
Yes only 1 reroll but bit of pessimistic to assume every roll fails

Reroll you don't need as you passed in the first place is reroll wasted!
What's the point of the wartrike? To buff the charge of trukks, buggies and bikes? They don't look that scary, I wouldn't bring that HQ unless I field 3x bonebreakas. A warboss on bike with relic klaw is cheaper and vastly superior since you can use index options. Double da jump sounds redundant, wouldn't be a warboss a better babysitter for your back lines? With big choppa is only +10 points than a weirdboy, +8 if you can give him a free shoota. .
He's counter punch. Fast, killy, can reposition itself where need be, head for distant objective if I draw out secure objective far away. Foot warboss too slow for that and here index is often banned in tournaments so...
Ork weirdboys have nasty habit of perilling and once he is wounded(peril or snipers. One 6 from marine sniper and you are in trouble) he's suddenly no more someone you can rely on...
I'm also not sure about jumping lootas since they hit on 6s then unless using CPs for ignoring penalties but you want to invest those CPs to let them fire twice. Put a screen of 20-30 grots in front of them instead. They should be out of range of most anti infantry weapons anyway.
Anyway it's really nice to see a shooty ork list that is not a pure gunline, I'd just make the list a bit tougher with more wounds on the table.
The ignore penalties also double odds of free shots. Also something to note about grot screen is that a) 44 is not THAT tough b) damage 2-3 weapons will actually cause dent in both screened unit AND screen. Say helverin shoots at it and gets 6 hits and wounds through. You are then looking at ~3 dead loota and 15 dead grot...Lascannons will be killing both lootas and grots at surprising efficiency, autocannons are murder...(each autocannon wound will have 1/36 chance of killing just loota, about 28% chance of killing loota and grot and about 70% chance of killing 2 grots)