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2015/08/03 18:38:22
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I played a 3 game 2500 'Ard Boyz style tournament this past Saturday in Minnesota.
My list:
MAKFF BM with dual Killsaws and DLS BM with SAG PK Bikerboss on the special bike
Painboy
4 KMB Meks to absorb challenges (happened once but it worked really well).
6 times 10 Min Grot squads
9 Single Deffkoptas (as always these are a huge annoyance to opponents)
3 units of Single Kannon
1 unit of 4 Lobbas
One unit of 5 Smasha Guns with Max extra grots. All four HQ's went here.
Stompa with 4 units of 2 Lootas and 3 Meks for a total of 12 repair rolls per turn
ADL with Quad Gun
My defensive "Death Star" of the Smasha Gunz would not die! There was some argument about FNP in the final game which I'll have to take to YMDC but other wise my decision 2 tournaments ago to just castle up with Orks worked really well! The Stompa didn't do too much other than grant everything Fearless which coupled with the 2+ cover from the ADL frustrated my opponents to no end. His high point was game two when a SM Dreadnought charged it with only 6 HP's remaining and whiffed with all 5 attacks (those things are stupid good for cheap).
The missions were quite unique, the 2nd being kill points and with 9 single MSU Deffkoptas I thought I'd autolose but my opponent was running the SM deal that allows free Rhinos, Razorbacks, and Drop Pods and I was able to squeak out a victory there.
Overall the Smasha Gunz were incredibly underwhelming. The random strength was frustrating and I thought they'd combine well with the SAG but the entire DDS (defensive Death Star) was lacking in offensive firepower for the points. I was awaiting for a charge that only came once. 10 Vanguard Vets with Chaplin and Captain along with 6 Sternguard put 31 non-power weapon wounds on my DLSMA BM and he ended up taking a total of one wound!! The Burning Blade Captain kept eating Meks and Grots for 3 rounds. It was great!! The Lobbas were MVP's 2 out of 3 games.
So I think I'm ditching the Stompa, and going to Dual Cad instead of Triple, maxing out on Artillery (switching out Smasha and adding KMK like everyone else ), and going back to Bikes. I just picked up 20 old trukks for conversion purposes and about a dozen old bikes.
All three games were very defensive and unOrky, but just like in the last two tournaments, everyone rushed me, including IG.
Fighting crime in a future time!
2015/08/03 21:01:05
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I've always felt that the smash gunz, as our only AP1 gun, could have at least been S6+D6 rather than what it is now so we could have something more reliable than the KMK.
2015/08/04 00:05:00
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I can see how annoying this "star" can be to shoot at, but when being charged, i failed to see the benefit.
A megamek with stick is not stellar and only the bikerboss is really dangerous . You stick 8 orks (4 hq 4mek) with 10 grots so on average your opponent swings againts ws2 (ws3 with the stikk) and T2 at least in the first charge round .
Once the grots die then it start to balance back to the ork stats, so well maybe It is still ok.
In any case this new combinations is interesting. Maybe swap the megamek with a megaboss, and the smasha guns with KMK ?
2015/08/04 07:06:46
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Yeh Smasha's suck imo. Plus they are a 1 shot weapon, so you first need to hit. KMK's are just leagues ahead, blast, so generally hitting stuff, Str8 so you know your wounding easily and AP2. Yeh AP1 would be sweet for exploding stuff, but generally I find KMK's melt anything anyway.
I think your defensive star is a little over HQ'ed, especially with the stompa. You could have simply used the fearless to allow 2-3 artillery units to do all the work, while keeping 2-3 grot screens around would have made charges avoidable.
If you drop the stompa.
3x5 lobbas - because they clear infantry so nicely.
3x5 KMK's
I mean those alone are going to cause serious issues, there is 6 units and sure they have LD issues and can run away, but certainly not before they have taken their toll.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Looking at picking up two identical squads of Tankbustas. 6 per squad, 3 Squigs, all Rockit Launchas in a Looted Wagon with Killkannon and three more Rockit Launchas. I'm perfectly fine with the 3 Rockits having to snap fire after shooting the Killkannon. Is this a competitive way to deliver my anti-tank or too many toyz for the boyz? Supported by Warbikerz and Lootas to handle infantry and such and free the Tankbustas to do their job.
2015/08/04 11:22:03
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
SharkoutofWata wrote: Looking at picking up two identical squads of Tankbustas. 6 per squad, 3 Squigs, all Rockit Launchas in a Looted Wagon with Killkannon and three more Rockit Launchas. I'm perfectly fine with the 3 Rockits having to snap fire after shooting the Killkannon. Is this a competitive way to deliver my anti-tank or too many toyz for the boyz? Supported by Warbikerz and Lootas to handle infantry and such and free the Tankbustas to do their job.
Personally I'd either drop the rokkits (~ I tried the blitz brigade formation with Kill and 4x rokkit, the snap shooting gets really frustrating as on frequent turns you'll do absolutely nothing with them, whereas the killkannons were penetrating everytime with the ordinance rule.) Across 2 wagons your looking at saving 30+ points?
As for unit threats. Rokkit dudes in a rokkit paper vehicle with a huge kannon on top? Well there's priority numero uno.
Maybe put boyz in the looted wagons, and busta's in trukks. Now if he pops the looted wag he's still got to deal with the busta's, and visa-versa. I just feel like the lootedwagon at 40 points, plus 3 rokkits, plus killkannon your looking at 90ish points. for that you could take 2x lootedwagon with 3 rokkits each. you get 4x the amount of rokkit hits (statistically) and now when the first one explodes, you can atleast pick up the tankbustas next turn to continue your vehicle hunting!
thoughts?
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Solar Shock wrote: Yeh Smasha's suck imo. Plus they are a 1 shot weapon, so you first need to hit. KMK's are just leagues ahead, blast, so generally hitting stuff, Str8 so you know your wounding easily and AP2. Yeh AP1 would be sweet for exploding stuff, but generally I find KMK's melt anything anyway.
I think your defensive star is a little over HQ'ed, especially with the stompa. You could have simply used the fearless to allow 2-3 artillery units to do all the work, while keeping 2-3 grot screens around would have made charges avoidable.
If you drop the stompa.
3x5 lobbas - because they clear infantry so nicely.
3x5 KMK's
I mean those alone are going to cause serious issues, there is 6 units and sure they have LD issues and can run away, but certainly not before they have taken their toll.
Excellent advice I agree with it all, and the other posters as well. I know I only played three games and won 2 but even then I did not dictate anything. Almost 100% defensive, reactionary.
The Mek was there for the KFF for the Stompa and with dual Killsaws has the same number of attacks as a Warboss, and obviously better against vehicles. DLS was MVRelic for sure. I love Lobbas and Grotzookas so why should t I love KMK's? I was lured by the AP1 but in the end only ever mattered once. Oh, also, the Smasha can snap fire fliers but in three 2500 point games I faced exactly one flier.
So it's back to Grot Troops, Bikes, and Artillery. Thanks again.
Fighting crime in a future time!
2015/08/04 17:48:36
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
What do people think of Tankbustas? I've heard decent things about them, some of them on this thread, but a unit of 6 with three bomb squigs is only hitting 4.5 times (and only once, as the squigs are OUO), which doesn't even translate into a wrecked AV12 vehicle.
Considering they'll be in a trukk for mobility, are they really worth the points compared to something like Lootas?
The Shadow wrote: What do people think of Tankbustas? I've heard decent things about them, some of them on this thread, but a unit of 6 with three bomb squigs is only hitting 4.5 times (and only once, as the squigs are OUO), which doesn't even translate into a wrecked AV12 vehicle.
Considering they'll be in a trukk for mobility, are they really worth the points compared to something like Lootas?
They were they only hung that killed my Stompa in three games. They have melta bombs and Tank Hunters. Shoot turn one and/or two, assault, have them die, who cares? They did their job.
Fighting crime in a future time!
2015/08/04 22:46:09
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
The Shadow wrote: What do people think of Tankbustas? I've heard decent things about them, some of them on this thread, but a unit of 6 with three bomb squigs is only hitting 4.5 times (and only once, as the squigs are OUO), which doesn't even translate into a wrecked AV12 vehicle.
Considering they'll be in a trukk for mobility, are they really worth the points compared to something like Lootas?
Melta Bombs. Tank Hunters special ability. Glory Hogs special ability. Squig Bombs option.
They can destroy any ground based vehicle including SHVs but in the latter case it might be a suicide mission due to the explosion that follows.
2015/08/04 22:49:08
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
5 to 8 tankbustas can load into a truck without being a liability and can suicide assault many things with melta bombs. Melta bombs can also stick to MC. Bomb Squigs can help make the small unit effective for one turn. Cheap cheap cheap
15 Tankbustas can shoot anything in the game nicely that doesn't have a 2+ Armor save, which you can usually handle with a bucket of dice from boyz or a weight of fire unit like lootas. They shoot all AV, force bikes to jink, even snapshots at FMC with 3+, instant death t4, gib 3+ infantry.
You could take 30, even 45 in larger games, and probably find they did something good. Their biggest drawback is that they need transport, and if it's in trucks you will need 6 units
This message was edited 1 time. Last update was at 2015/08/05 00:10:51
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
2015/08/05 14:56:39
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I was pretty much planning on getting a couple battlewagons, loading them up with anti-tank options (but not the killkannon, as to allow the 20 capacity), and cramming them full of tankbustas. It might be kind of expensive though, and I'm still not completely sure how I want to build my army aside from a green tide.
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted
2015/08/06 05:15:32
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I keep trying to build killakanz, my initial idea was thus; Nurgle killakanz that I could run as either killakanz or as hellbrutes (as CSM allies). However, like a true mek, every time I start putting bits together they eventually grow and become so big that they are clearly deffdreads I tried to make 3 killakanz last week and I now have 3 almost finished deffdreads I really want to play with these walkers so ive been thinking; ----------------------------------------------------------------------------------------- (WL) BigMek - Irrational genius + DFK (because I love the irrational genius table and a meka-dread that fires D3 rending lobba shots sounds hilarious ) Meka-dread - Shred claws, rattlerkannon, rokkit-bomb rack
3x1 Deffdread - No upgrades (2x BS)
Then atleast 3x5 Rokkit buggies 2x5 Lobba, ammo runts and a few extra crew. (I've found max crew a waste as generally they hardly get targeted and they are already 20 T7 wounds without extra crew.) 1x5 KMK's Ammo runts
After that I will likely add more walkers. The idea being that killakanz generally are a little underwhelming, but with mass dreads and mass rokkit buggies you still have huge amounts of AV saturation, the buggies are there to crack armour open and help neutralise threats to the dreads, if they don't survive the game then no big deal. The dreads are the real threat, but the imminent threat of the buggies will hopefully draw some fire.
Questions; The irrational genius table, the supa-charger says any vehicle that hasn't moved "flatout" can supa-charge 2D6 in the shooting phase. How does that work for a walker? as a walker is a vehicle?
The troop choice dreads, are they Objsec? It says you use the standard FoC and the rules for it, but then it also later states they are not Scoring; which is an outdated term, but I would assume a good conversion would be; they aren't Objsec?
Would it be worth forgoing weapons on the Meka-dread? Keeping 3 attacks, as the rattlerkannon can run out on Double 1 and isn't all that impressive anyway. The rokkit-bomb racks run out on a 1-2 each turn. The shunta is a small blast and quite likely to scatter and the big zzappa has all the zzappa downsides.
This message was edited 3 times. Last update was at 2015/08/06 09:16:53
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Mek Gunz (117pts) [3x Ammo Runt (9pts), 6x Extra Gretchin (18pts), 3x Kustom Mega-kannon w/ Grots (90pts)]
Thoughts?
I would absolutely ditch the PK's in the TB mobs and especially the Warbiker Mobs. For the points, a TB Nob does better with his TB bombs and the 3 Ork Warbikers are waaayyyy to fragile to invest anything more than a BC. Just my opinion.
Fighting crime in a future time!
2015/08/06 14:47:45
Subject: Re:Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Mek Gunz (117pts) [3x Ammo Runt (9pts), 6x Extra Gretchin (18pts), 3x Kustom Mega-kannon w/ Grots (90pts)]
Thoughts?
I would absolutely ditch the PK's in the TB mobs and especially the Warbiker Mobs. For the points, a TB Nob does better with his TB bombs and the 3 Ork Warbikers are waaayyyy to fragile to invest anything more than a BC. Just my opinion.
+1 to the above.
Also warbikes are much better shooting than in assault. For the cost of the nob+powerklaw you could have 3 more bikes, so 5bikes total. I would much rather be shooting with 5 bikes than have 3 bikes shooting and maybe turn 2-3 have the powerklaw attacks. Or just spend the points elsewhere, liek more mekguns/lootas. Downgrading nobs in biker mobs to normaly warbikers is 105pts saved, -2 powerklaws in the TBers saves another 50, thats 155pts. The trukk boyz nobz with powerklaws, meganobz, and warboss, big mek- should be enough powerklaws considering how many melta bombs and dakka you have.
2015/08/06 17:52:33
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Yep, No PK on tankbusta's, waste of points, either add more TB's to the unit or use points elsewhere.
Secondly the TB units are quite large, potentially I would make them smaller and take a 3rd unit, but you cant because you have maxed elites already. So potentially make them 9 strong and add more lootas and split the lootas into two units. The advantage is that your tankbustas are basically suicide, they will die guaranteed and it will be the turn after you blow something up. Losing a few bodies won't massively affect the units performance.
I agree about your bikes. you could save yourself some points there too. Take the bikes, make a larger unit and add a painboy. the survivability will increase drastically, as at the moment you will be taking a test as soon as each unit loses one model.
Finally, drop the KMB's on the meks. yeh its only 5 points each mek, but they are challenge meks. Gets hot is not worth the 2 or so shots that likely wont hit. Secondly, you won't be firing the turn you waaagh out of your trukks, run and charge So ditch it. 10 points.
Overall with all the points savings you could grab another trukk boy unit more than likely, which would be a help adding more units to your rush.
Another option; Take 1 bike unit add it to another, change the excess nob into a painboy on bike so you have 5 bikes with a painboy on bike and use it as a shooting unit. The second bike unit can be left as a harassing unit. To the HQ you either need the horde detachment, or take a second CAD. which you can make by adding a second grot unit. Drop the KMB's, 1 TB from each unit and your pretty much there. For it you gain a considerably powerful shooting unit that puts out 15 shots a turn and has a 3+ jink with FNP. I have had great success with bike shooting. Opening vehicle side armour etc..
This message was edited 1 time. Last update was at 2015/08/06 18:26:55
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
I might consider a Kustom Mega Slugga and Choppa with my challenge meks to give a strong kick to ranged atks when already in the enemy field and don't need to run during shooting phase and keep the extra attack to use if he's lucky and lives long enough to swing his weapons but otherwise I see no reason to fiddle much with that particular mek. KMB's on the Meks found in Lootas/Burnas perhaps. Although I only consider using the 3 mek free upgrade in those units when I want them in a Stompa or a back line battlewagon with Kill Kannon.
I like Ork's version of Imperium's plasma weapons. I've come to learn recently that Imperium's plasma weapons are Str7 AP2 while Orks is Str8 AP2 and always found on models with multiple wounds. However Ork BS2 gets in the way.... The challenge mek with the Mega Sugga may never get a hit in with that gun as he may rarely get a chance to use it with only 1/3 chance of hitting with a single shot. For the units that allow 3 models to be upgraded to meks for free then out of the three one should statistically land a hit giving the Loota squad a bit more punch when facing a very mechanized army.
2015/08/07 00:51:11
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
I think meks can take gitfindas, which gives them BS3 if they don't move that turn, but unless they're paired with lootas this is kind of hard to use in an ork army.
Also, I've never much seen the point of grot squads. I see that most people send them to go secure objectives that the enemy isn't bothering with, but that role could be filled with plenty of other units as well, ones with more utility (such a small squad of cheap stormboyz).
I guess the other benefit is that they only take up an infantry slot, and that the enemy will probably never prioritize them unless they need a quick victory point.
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted
2015/08/07 06:56:49
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
ProwlerPC wrote:I might consider a Kustom Mega Slugga and Choppa with my challenge meks to give a strong kick to ranged atks when already in the enemy field and don't need to run during shooting phase and keep the extra attack to use if he's lucky and lives long enough to swing his weapons but otherwise I see no reason to fiddle much with that particular mek. KMB's on the Meks found in Lootas/Burnas perhaps. Although I only consider using the 3 mek free upgrade in those units when I want them in a Stompa or a back line battlewagon with Kill Kannon.
I like Ork's version of Imperium's plasma weapons. I've come to learn recently that Imperium's plasma weapons are Str7 AP2 while Orks is Str8 AP2 and always found on models with multiple wounds. However Ork BS2 gets in the way.... The challenge mek with the Mega Sugga may never get a hit in with that gun as he may rarely get a chance to use it with only 1/3 chance of hitting with a single shot. For the units that allow 3 models to be upgraded to meks for free then out of the three one should statistically land a hit giving the Loota squad a bit more punch when facing a very mechanized army.
See I've been down the same train of thought, but for me the result is always;
A) I need to pay for a KMB in a loota/burna squad, making the model 20pts
B) With BS2 I will still be hardly hitting with a 1 shot weapon.
If they were free for loota/burna meks then I would highly consider a cheap, throwaway plasma trukk unit. giving each an ammo runt would also go a long way.
Vitali Advenil wrote:I think meks can take gitfindas, which gives them BS3 if they don't move that turn, but unless they're paired with lootas this is kind of hard to use in an ork army.
Also, I've never much seen the point of grot squads. I see that most people send them to go secure objectives that the enemy isn't bothering with, but that role could be filled with plenty of other units as well, ones with more utility (such a small squad of cheap stormboyz).
I guess the other benefit is that they only take up an infantry slot, and that the enemy will probably never prioritize them unless they need a quick victory point.
Sadly meks can't take a gitfinda, nor a BP.
As for grots, generally they are good for being a cheap backfield scoring unit and for filling up mandatory troops, especially considering I normally run 2+ CAD's, as I like HQ's and MSU. People always say boyz are only twice the cost of a grot. But boyz pretty much need a nob, need a BP and then why not a PK? Which puts you at 100 points. So 3x the cost. I like grots for a few reasons. I can run them up the field as a nuisance who cap objectives and take board space. I can use them to screen Mek Gunz and prevent charges/DS stuff. I can shove them in a trukk and rush them forward, sure majority would die to the explosion but the time he shoots some low volume shots that all miss at a unit of grots in a trukk makes that move an instant regret; generally resulting in them being left alone most game thereafter.
There are plenty of times where boyz are far superior. But don't rule your grots out!
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
That does look good Yeh if your going to spend an extra 75 points on the KMK's to give them SNP then a maxed squad makes much more sense. Crew wise; you already have 15 grots, 5 artillery and a MegaMek, that's 21 models, so you need significant casualties to cause a test, with the 2+ tanking, that's not likely to happen soon. personally I'd be happy with the number of grots there.
Secondly, I think the bomb squigs are pretty powerful for 5pts each. Really helps you guarantee that vehicle kill with 3 hits on a 2+.
Your bikes look good. You need 2 casualties for a test, you don't have a nob or BP, but the trade off is you either have 3x5 or you have 3x4 with Nob and BP. Where 1 casualty is still a test. Other choice would be;
1x5 bikers
1x9 bikers - with Nob and BP.
But that's more a personal preference choice imo.
Automatically Appended Next Post: -------------------------------------------------
A little bit of an odd idea;
Stampede formation;
Barebones boyz units (no nobs or BPs) - roughly 500 points.
Dredmob formation;
HQ 3x1 Deffdreads (or more single dreds if you fancy)
3x 1 killakanz
Klawstompa - 500 points
------------------------------------------------
So The klawstompa is the cheapest of all the stompa builds at a minimum of 450 points. However it also provides effigy; so fearless bubble. Combine that with the stampede formation which gives you 6x10 boyz minimum, due to effigy being only needing 1 model per unit to grant the whole unit fearless you can effectively bubble wrap the klawstompa, making all units fearless without the need for PKs or BPs. The bubble wrap helps keep melta away while also allowing your 60 point units to move midfield to secure objectives.
The dreds are there to help saturate AV and provide the high Str AP2 attacks that you don't have without PKS. (sadly I had also thought they had 'ere we go!, but they don't, so no running and charging every turn with dreds )
By placing objectives using the diamond pattern frequently used by builds like DE grot builds; aiming for a centralised cluster of objectives. You can utilise the fearless to get your units onto objectives and control the midtable. While the stompa will more than likely be priority target. Boyz act as fearless cheap tarpits that can run and charge every turn. While dreds are the units you use to take out your intended targets. If the boyz leave the fearless bubble due to charging ahead and then end up running away from combat, they will also re-group once back within the stompa's bubble.
Thoughts?
This message was edited 2 times. Last update was at 2015/08/07 09:26:35
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
If you want the stomps to be a bullet sponge,I'd actually reend grot riggers or a mek, or both. That extra hp may not seem like much when stompas already have 14, but that's 1 more hp the enemy has to use AV stuff on.
Also, I need a bit of advice myself. I'm building a green tide, and I'm thinking of going with 20-ish slugga/choppas, and 80-ish shootas. I'll put the sluggas in front as a screen, and their squads will both have PK/BP nobs. I might as a few more of those nobs deeper into the shootas, but I don't think too many are necesary. Since they all act as one squad (I think,) I don't actually need all those BPs. What other suggestions do tall have?
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted
2015/08/07 23:11:10
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
way less shootas.
Seems silly, but when you think about it how many are actually going to be in range? I personally (although have never played it) would take 20-30 shootas and put them behind a slugga screen. Then you can shuffle more sluggas to the front as the ranks die while your shootas who are a bit further back can still shoot.
Generally I assume the greentide will be running in most turns right?
suggestions; painboy for sure
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
That would also be 80 boyz shooting into one unit. A massive waste of fire power. It would be better having 5x20 Shoota Boyz because you could at least split your target units up.
Sluggaz work best for GreenTide because you can multicharge pretty much everything.
This message was edited 1 time. Last update was at 2015/08/08 00:02:10
YMDC = nightmare
2015/08/08 00:13:07
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Yeah, I didn't think about the range issue. I'll probably make 20-ish shootas and the rest sluggas with a healthy dose of PKs. A pain boy is a must, but I might also want a weird at for both psyker defense and possibly da jump.
"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.
6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted
2015/08/08 00:37:40
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!
Vitali Advenil wrote: Yeah, I didn't think about the range issue. I'll probably make 20-ish shootas and the rest sluggas with a healthy dose of PKs. A pain boy is a must, but I might also want a weird at for both psyker defense and possibly da jump.
LOL you're going to jump a Green Tide?! Hopefully there'd be room and you don't mishap, scatter too much.
Fighting crime in a future time!
2015/08/08 00:51:01
Subject: Making Orks Competitive- Gather the Council, Prepare to Waaagh!