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Made in us
Regular Dakkanaut



CT

I wish I could just play this battle with you. It sounds like a good fight to me. With a multicharge I have a good chance of surrounding 1 LR which means insta dead termies and i can now focus on the other LRs. How many TH/SS Termie landraiders can you field in a 1500 point game practically?

Also if you are parking on objectives you aren't moving.

This message was edited 1 time. Last update was at 2009/08/27 16:25:51


 
   
Made in gb
Shrieking Guardian Jetbiker






Northern Ireland

Et tu, Brute?

I hate playing 1500, I usually play 1750. that said, I think I can do 4 LRs in 1500, but they obvs won't all be TH/SS.

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in us
Mindless Servitor





Well I hear a lot of people say that 1 per 500 pts is good for MEQ, though naturally this increases exponentially when fielding a horde. Can't really speak from experience here.

This message was edited 1 time. Last update was at 2009/08/27 20:43:26


 
   
Made in us
Sword-Bearing Inquisitorial Crusader




Northern Virginia

depends on the army.

At 1500
I'd ideally like to run 6 for my DE raider list.
For my other armies I try to always run at least 3 troops.

I find armies that run very short on troops are easy to take apart in 2 of 3 scenarios.

"Paranoia is a very reassuring state of mind. If you think they are after you, you think you matter" 
   
Made in ca
1st Lieutenant





It looks like we've pretty conclusively shown that at most points levels boyz are better than termies as you can actually take them at all points levels. I think we can also show that in a 1500 point game LR's and termies are a liability even though you can fit them into a list.

This list is obviously an extreme, but it proves a point about balance.

HQ:
-Captain - 100pts.

Troops:
-Scouts x5 - 75pts.
-Scouts x5 - 75pts.

Elites:
-SS/TT Termies x5 = 200pts.
--Land Raider - 250pts.

Heavy Support:
-Land Raider - 250pts.
-Land Raider - 250pts.
-Land Raider - 250pts.

Wargear/Upgrades: 50pts.
   
Made in gb
Shrieking Guardian Jetbiker






Northern Ireland

Those points mostly go into MMs on the LRs.

I'd rather use 3 LRCs, with EA and MM, and 12 TH/SS, with 2x5 Scouts with Sniper Rifles.

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in gb
Hanging Out with Russ until Wolftime







Elessar wrote:Those points mostly go into MMs on the LRs.

I'd rather use 3 LRCs, with EA and MM, and 12 TH/SS, with 2x5 Scouts with Sniper Rifles.
Then my Orks just eat your scouts

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Made in gb
Shrieking Guardian Jetbiker






Northern Ireland

Not if they outflank...neither of us will see them till Turn 4, and by then you're distracted, and one of us has lost anyway...!

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in us
Sagitarius with a Big F'in Gun




Grass Valley CA

I run guard normally with 3+platoons in 2000points
with my mariens 2+ in 2000
and with my crons 4+ always

Deathbot wrote:Point out to Ahriman that he's spent 10,000 years failing to get into a library guarded by clowns.
 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

At 1850 I use 5, and 2500 I use 6. Below that I'm pretty much solid at 4 [I don't like to play below 1500].

I play Emperor's Children, btw. Generally 2 squads of Noisemarines, work up to three squads of special weapon CSMs, then add the 3rd noisemarine squad as the 6th troops choice in larger games.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Regular Dakkanaut



CT

If I was going to focus my anti LR list on my previous tankbusta multi charge strategy I could run a list like this:

HQ

2 warbosses + PK + attack Squig about 105 pts each

Elites

2 units of Tankbustas 3 bomb Squigs, 2 tank hammers, PK nob with bosspole about 260 pts each

Troops

4 units of slugga boyz + nob + PK + bosspole + dedicated Truck about 150 pts each

Heavy

2 Battlewagons naked for the tankbustas 90 pts each

That should be enough to launch 2 definite LR multicharges with a good chance to completely surround.

At 1750 I'd clean the list and add a burna wagon or a small nobz unit kitted out with pain boy in a truck. I'd like to take deff rollers to tankshock the scouts if I see them. I'll have to run the numbers when I'm in front of my codex.

I think we've done a pretty good job of staying off topic for so long. BTW I still think you should always have 4 truck boyz squads minimum for orks, and I usually field a nobz unit as troops if I'm anywhere near 1500 pts and above though this list is compromising that strategy since 2 tankbusta wagons is pretty expensive.

This message was edited 4 times. Last update was at 2009/08/28 15:34:43


 
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

I don't see why people have problems with LR with orks. A warboss or two in trukks with boarding planks can take care of LR's pretty darn easily.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in ph
Rough Rider with Boomstick






Assuming a 1500 pt army, for the IG I take 3-4 troops choices, which boils down to 7-8 units which can actually hold or claim objectives.....

For the eldar, I take at least 5 troop choices....

Marines 3, which can split into combat squads..

Necrons? No choice, 2-3 only..too damn expensive to get more....



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40K 6th ed W/L/D
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WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in us
Hardened Veteran Guardsman





Virginia Beach, VA

For my SOB, I typically theoryhammer 4 troops if I want to do pure mech, or five if I want 4 rhino-riding choices and one footslogger to park on an objective, at 1750.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

sourclams wrote:Orks, unless you're running a Grot Kannon line (and nobody does), can't kill Raiders with shooting (Rokkits don't cut it, sorry) so they're forced to attempt in the assault..

How are kannons better than rokkits (aside from range).
In the previous codex they had rules for rolling extra dice to penetrate, but the new ones do not show anything of the like.

If they are better against vehicles than STR8 AP3, please let me know!

Thanks!
   
Made in us
Sneaky Striking Scorpion




I generally use one per 500 points, but depending on who/what I am playing I can sometimes get away with using less.
   
Made in us
Regular Dakkanaut






My personal solution for LR spam is BW spam with planks and grabbin klaws. If we each field 4 of our respective spam tanks then I should manage to catch and grab at least 1-2 LRs and then it's easy PK attacks for (hopefully) a warboss or a tank hammer. If I grab a LR and you hop out with the termies to nuke the BW then I get the countercharge and have a good shot at winning.

Same goes for my trukk boys, boarding planks are really good for cuddling up to LRs and getting PK attacks without exposing the troops inside.

 
   
Made in us
Regular Dakkanaut



CT

MrDrumMachine wrote:My personal solution for LR spam is BW spam with planks and grabbin klaws. If we each field 4 of our respective spam tanks then I should manage to catch and grab at least 1-2 LRs and then it's easy PK attacks for (hopefully) a warboss or a tank hammer. If I grab a LR and you hop out with the termies to nuke the BW then I get the countercharge and have a good shot at winning.

Same goes for my trukk boys, boarding planks are really good for cuddling up to LRs and getting PK attacks without exposing the troops inside.


I agree about the grabba claw, PK, boarding plank take down. My list was just a follow on to my discussion on how a tankbusta charge could still be effective. More effective of course if I put grabba claws on the BWs, which I'd probably do if I tried to play that list.
   
Made in us
Dominar






labmouse42 wrote:
sourclams wrote:Orks, unless you're running a Grot Kannon line (and nobody does), can't kill Raiders with shooting (Rokkits don't cut it, sorry) so they're forced to attempt in the assault..

How are kannons better than rokkits (aside from range).
In the previous codex they had rules for rolling extra dice to penetrate, but the new ones do not show anything of the like.

If they are better against vehicles than STR8 AP3, please let me know!

Thanks!


Sorry, Zzap Guns, not Kannons.
   
Made in us
Focused Fire Warrior





Doomstadt, Latveria

Tau Player here.

1000

x2 Firewarriors

1500

x1 Firewarrior

x1 Kroot "horde" or x1 Firewarrior squad. Depending who I'm playing.

The Rights of the Individual Will Be Protected So Long As They Do Not Conflict With the Beliefs Of The State - Inscription on Latverian Courthouse


N'drasi Tau Commander Dark Shroud - Farsight Sympathizer  
   
Made in us
Da Head Honcho Boss Grot





Minnesota

Orks: 6 Units (4 boys, 1 ard boys, 1 nobs)

IG: 4-8 Units (1-5 infantry squads, 2 veterans, 1 command)

Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it.
 
   
Made in gb
Shrieking Guardian Jetbiker






Northern Ireland

Spellbound wrote:I don't see why people have problems with LR with orks. A warboss or two in trukks with boarding planks can take care of LR's pretty darn easily.


I don't know what country or indeed world you live in, but around here Ork Trukks don't reach enemy lines, nevermind survive long enough to CC anything.

Mind War, ftw! - Call that a Refused Flank?
mindwar_ftw@hotmail.com

Walking that Banning tightrope, one step at a time...
 
   
Made in us
Regular Dakkanaut




When playing orks at 2k & 1.5k, all 6 (i like my horde)

Dark eldar, 4 for a 1k game (only have around 28ish warriors and 3 raiders)
   
 
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