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Made in gb
Freaky Flayed One




Hi all.

I've been missing my Orks for a while now so I have the following list down. It only comes up to 1925 and I usually play against Tzeench Daemons, Dark Eldar (similar to a venomspam) and Necrons. Any help or idea would be much appreciated, thanks.

HQ

Big Mek = 85 Points
Kustom Force Field

Weirdboy = 85 Points
Warphead

Elites

Lootas = 225 poins
12 Lootas, 3 Meks with Big Shootas

Lootas = 225 poins
12 Lootas, 3 Meks with Big Shootas

Lootas = 225 poins
12 Lootas, 3 Meks with Big Shootas

Troops

Boyz = 130 Points
20 Boys, 2 Big Shootas

Boyz = 130 Points
20 Boys, 2 Big Shootas

Boyz = 130 Points
20 Boys, 2 Big Shootas

Fast Attack

Dakkajet =120 Points
3 Supa-Shootas

Dakkajet =120 Points
3 Supa-Shootas

Dakkajet =120 Points
3 Supa-Shootas

Heavy Support

Batllewagon = 110 Points
4 Big Shootas

Batllewagon = 110 Points
4 Big Shootas

Batllewagon = 110 Points
4 Big Shootas


The idea is that the Lootas live in the Wagons as does the Big Mek. Otherwise it's just shoot everything and have fun.

EdO

Orks orks orks orks.......and so on 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Looks good. Just a couple of small tweaks.

The first is upgrade one of the Boyz in each of the Boyz squads to a Nob with a Power Klaw, giving you some good hitting ability in there, and you can still fit them in the Battlewagons.

Secondly, give your Battlewagons Deff rollas, you'll probably have to drop a few of the big shootas on the wagons to do this though.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Regular Dakkanaut




Wichita

drop the warphead weirdboy because if you going to pay for another 85 point HQ you might as well bring another KFF big mek as it will increase your battlewagons survivablity even more if one battlewagon goes down, youll still have another KFF mobile keeping that bubble with the other battlewagons.

drop the meks from your lootas to save points for deff rollas. if your going to run lootas, dont throw big shoota meks with them as they cant engage at 48" range with the other lootas and parking them on objectives in your deployment is nice to have them contest/protect it.

drop a boy from 2 units to make room for big mek KFFs to roll with them and put them in the battlewagons to rush them to near by objectives and or deff roll anything on the way there, preferably vehicles.

upgrade a boy in each unit to a PK nob.

if you do all that youll be at 1943/2000pt which will give more room for lootas.

a suggestion i might add would be to take at least one more scoring unit by sizing down you lootas and dropping 1 dakka jet. use this footslogging scoring unit to park on a close objective in your deployment preferably and use the other to rush forward towards others.

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Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Good point, not sure how I missed that. Meks are worse than Lootas, don't ever 'upgrade' Lootas to them.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Krazed Killa Kan






State of Jefferson

I respectfully disagree with Gutstuf on a couple of points.

Since this is a shooty ork list deffrollas aren't completely necessary. Using cover and evasion so as not to reveal rear or side armor is the name of the game. A rolla is good, but you'll be putting an expensive shooty unit (lootas) in harms way if you go charging into CC. Where if THEY are assaulted they get and ADDITIONAL d3 S7 shots. That's just withering fire.

Also I have been tinkering with the idea of BWs full of lootas. I think adding a little mek or two or three isn't a bad idea. You can potentially repair 3 hull points per turn with those guys! This improves the BW's survivability in a big way.

I agree with forgoing the Weirdboy for a Big Mek KFF. I would add a boss pole to each so they can hang with 2 of the battle wagons and help with morale when the lootas try to run.

I would do a max of 2 big shootas on the BW because the second 2 are basically sponsons in the normal model where the others are turrets.

Bring the units of boyz up to 30. Add Nob with PK / BP.

Summary of my ideas:
-Lose 1 or 2 little meks maximum.
-Lose Weird boy and add BM with KFF
-Add BPs to each BM and attach to the embarked lootas
-Trade the two big shootas to a Kannon on all BW
-Bring boy mobs (shootas) to 30. Add Nob w/ PK BP to each

I would be interested to see how this list goes. I think it would be pretty nasty.

There is one glaring problem.
What do you do against a land raider or monolith? Run away?

   
Made in us
Bounding Black Templar Assault Marine




Parma, OH

If you are putting Meks in the Loota units why not leave them with KustomMega Blastas? This seems to help solve some of the heavy armor issues, especially if you are going to be moving Lootas up close to the enemy anyhow.

I personally like to keep my Lootas back out of harm's way and take advantage of the 48" range on their guns.

 
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

I'm afraid I'm going to have to back Gutstuf up on this one.

 doktor_g wrote:
I respectfully disagree with Gutstuf on a couple of points.Since this is a shooty ork list deffrollas aren't completely necessary. Using cover and evasion so as not to reveal rear or side armor is the name of the game. A rolla is good, but you'll be putting an expensive shooty unit (lootas) in harms way if you go charging into CC. Where if THEY are assaulted they get and ADDITIONAL d3 S7 shots. That's just withering fire.

Some context for my point here, your post has actually made me go back and check this, and what I would say is don't put the Lootas in the Battlewagon, you want to be firing as many shots as possible, and as Doktor rightly says you don't want them near CC. I just assumed that as the Boyz squads were all 20 strong they would be going in, which they should be doing. So, stick the Lootas on foot at the back laying down fire, whilst Battlewagons chock full of boyz and with deff rollas on the front smash into your opponents lines.

 doktor_g wrote:
Also I have been tinkering with the idea of BWs full of lootas. I think adding a little mek or two or three isn't a bad idea. You can potentially repair 3 hull points per turn with those guys! This improves the BW's survivability in a big way.

Ok, I can see the point of putting a Mek in a Battlewagon. But why Lootas? Surely Burnas would do a better job. You will want to be throwing that Battlewagon forward to get a crap ton of templates down, plus you don't really have to worry about being charged with the amount of overwatch those guys lay down.

 doktor_g wrote:
There is one glaring problem.
What do you do against a land raider or monolith? Run away?

Deff Rolla.

Everything else though, I agree with you on.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Revving Ravenwing Biker





Sherman Oaks, CA

I would switch the roles. Put the mobs of boyz in the battlewagons (they need to be closer to be effective, and the battlewagons can get them there, and have the Lootas stay back and support fire, due to their longer range. Of course, this leaves you with squads of 18 boyz + Mek + big mek, and reduces the amount of big shootas to 1 in the squad. But use thos epoints to put another on the battlewagon and it is exactly the same result basically.

And two KFF big meks is a great idea. Add some riggers and the big meks and your wagons will be much harder to immobilise,a nd they can repair on a few lucky rolls. Having the KFF roll will help too of course.

Personally, I love the dakkajet spam. Three of them are like flying lootas, which is a scary idea haha.

-WAAGH!




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_________________________________________ 
   
Made in gb
Freaky Flayed One




Hi,

Thanks for the responses.

I'm curious as to why so many people have mentioned swapping the Lootas and Boys around in the wagons. Playing against Tzeench Daemons I will loose all of my Lootas turn 1 to Flamers if they're not in something like a wagon. Hence the Lootas live in the wagons and the Meks make the wagons much more survivable. Also the reason why I didn't keep the Kustom Mega Blaster on the Meks is I'm great at rolling 1's when I don't need to so when I do get to shoot with them, they'll die.

I was pondering about a second Big Mek, I liked the idea of the Warphead though 'cos he can teleport some Boys and give some waaagh power.

I reckon that I'll be adding a few Power Klaws in.

Also the main role of the wagons is to be a more mobile fire base, not for assault.

And yeah Land Raiders and Monoliths = Kill everything else and run away!

I'll be tasting this list in the next 24hrs so I'll let people know.

Thanks again

Orks orks orks orks.......and so on 
   
Made in us
Regular Dakkanaut




Wichita

 doktor_g wrote:
I respectfully disagree with Gutstuf on a couple of points.

Since this is a shooty ork list deffrollas aren't completely necessary. Using cover and evasion so as not to reveal rear or side armor is the name of the game. A rolla is good, but you'll be putting an expensive shooty unit (lootas) in harms way if you go charging into CC. Where if THEY are assaulted they get and ADDITIONAL d3 S7 shots. That's just withering fire.

Also I have been tinkering with the idea of BWs full of lootas. I think adding a little mek or two or three isn't a bad idea. You can potentially repair 3 hull points per turn with those guys! This improves the BW's survivability in a big way.

I agree with forgoing the Weirdboy for a Big Mek KFF. I would add a boss pole to each so they can hang with 2 of the battle wagons and help with morale when the lootas try to run.

I would do a max of 2 big shootas on the BW because the second 2 are basically sponsons in the normal model where the others are turrets.

Bring the units of boyz up to 30. Add Nob with PK / BP.

Summary of my ideas:
-Lose 1 or 2 little meks maximum.
-Lose Weird boy and add BM with KFF
-Add BPs to each BM and attach to the embarked lootas
-Trade the two big shootas to a Kannon on all BW
-Bring boy mobs (shootas) to 30. Add Nob w/ PK BP to each

I would be interested to see how this list goes. I think it would be pretty nasty.

There is one glaring problem.
What do you do against a land raider or monolith? Run away?



the whole point of an ork army is to get into CC. thats where they strive because less dice can be thrown against them with high strength and AP.

for battlewagons using just cover and "evasion" helps but is not the answer for everything in the game. battlewagons are offensive heavy transports that carry your scoring units as fast as they can to their drop off point, as its a good idea to keep your scoring unit mobile while deff rolling any vehicles on the way or near by the objectives.when you deff roll any transports that are in the way you have a good chance of destroying the vehicle and then shoot the occupents that get out from inside the vehicle with the (shoota) boyz inside due to open top. this then lets your lootas engage infantry in the open with hardly anywhere to hide.

the point about lootas just being "withering" in this case isnt true.
first of all you dont get just D3 shots against them thats template weapons on p52.
second, you resolve overewatch as you would a normal shooting attack, but only hitting on 6s a.k.a. snap shots.

as for dealing with av14 you deff roll them as suggested or get in close with PKs or fire multiple rokkits at them from TL rokkit death koptas.



Automatically Appended Next Post:
Ed Orange wrote:
Hi,

Thanks for the responses.

I'm curious as to why so many people have mentioned swapping the Lootas and Boys around in the wagons. Playing against Tzeench Daemons I will loose all of my Lootas turn 1 to Flamers if they're not in something like a wagon. Hence the Lootas live in the wagons and the Meks make the wagons much more survivable. Also the reason why I didn't keep the Kustom Mega Blaster on the Meks is I'm great at rolling 1's when I don't need to so when I do get to shoot with them, they'll die.

I was pondering about a second Big Mek, I liked the idea of the Warphead though 'cos he can teleport some Boys and give some waaagh power.

I reckon that I'll be adding a few Power Klaws in.

Also the main role of the wagons is to be a more mobile fire base, not for assault.

And yeah Land Raiders and Monoliths = Kill everything else and run away!

I'll be tasting this list in the next 24hrs so I'll let people know.

Thanks again


in the case of going just up against deamons, then its completely situational, so if you put your lootas in the battlewagons, you would still want take deff rollas and PKs with the big meks be able to deal with soul grinders in and out of the battlewagon.

This message was edited 2 times. Last update was at 2012/09/12 03:08:45


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Longtime Dakkanaut






Gutstuf Ugfang wrote:
First of all you dont get just D3 shots against them thats template weapons on p52.
second, you resolve overewatch as you would a normal shooting attack, but only hitting on 6s a.k.a. snap shots.


Actually you would roll d3 as they are lootas and that is there "normal Shooting attack"

   
Made in us
Regular Dakkanaut




Wichita

yeah, normal shooting for lootas is "D3" shots per loota for the whole unit, but as written by doktor_g, saying just an other D3 shots only.
my point being that lootas on overwatch isnt just "withering fire" you cut off an assault with average to above average dice rolling, providing that the charging unit isnt point blank and rolls an average for the charge range.
ild like to know if that was a typing error or not.

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Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

Keep the warphead and roll tons of extra WAAAAAAGH!!!!! for those Dakkajets, other then that i like the idea, those BW's will soak up fire and keep those lootas shooting every turn

"Decadence Unbound..."

10,000+


 
   
Made in gb
Freaky Flayed One




Hi again, and thanks for more comments.

For some reson I've very reluctant to use deff rollas and get up close. I have very little faith in the HP system and I've only ever seen it help Vehicles die. It doesn't help that every army play against seems to run a lot of tank killing power.

I would love to charge boys in to combat and do some krumpin' but I just can't see it happening. 6+ armour and overwatch aint good. I've been charged by such unit and shot them clear of thier distance and then shot them again the next turn and cleaned them off the table. I was wanting to use them to camp objectives.

In one or 2 games I might change the boys and lootas and give it a whirl.

Orks orks orks orks.......and so on 
   
Made in gb
Brainy Zoanthrope






The good thing about this list is the flexibility. If you want to castle up you put the lootas in the battlewaggons (which are then treated almost as fortifications that might move if required). If you want to go in assult you put the boys in the battle waggons and charge for the front. Against demons (and drop podding armies) they will come to you so you do the first option. If you are facing a gun line like IG or Tau you do the second, and charge while shooting with the lootas.

If you could take the battle waggons as dedicated transports to free up the heavy slots then I would suggest adding some cannons for more shooty goodness, but I don't think you can for boys

This message was edited 1 time. Last update was at 2012/09/12 14:24:08


 
   
Made in us
Longtime Dakkanaut






My problem is what is going to happy to those lootas when the BW gets blown up? They are going to die and possible get pinned. They are taking str 4 hits now, due to the FAQ. Just not an option I am willing to take.

With having so little units you can spread the Lootas out so only a couple get hit from flamers. This will minimize the amout of damage they will take. If you are that worried about flamers(demons) then keep you BW near the lootas so they have to either try to fit in between them and risk dying or they are out in no mans land doing nothing. They will be coming to you after all.

Lootas in BW is a very bad idea to me. But Good Luck!
   
Made in us
Longtime Dakkanaut




Oklahoma City

 balsak_da_mighty wrote:
My problem is what is going to happy to those lootas when the BW gets blown up? They are going to die and possible get pinned. They are taking str 4 hits now, due to the FAQ. Just not an option I am willing to take.

With having so little units you can spread the Lootas out so only a couple get hit from flamers. This will minimize the amout of damage they will take. If you are that worried about flamers(demons) then keep you BW near the lootas so they have to either try to fit in between them and risk dying or they are out in no mans land doing nothing. They will be coming to you after all.

Lootas in BW is a very bad idea to me. But Good Luck!


What FAQ made exploding vehicles str 4? I thought BRB said 3? (news to me sorry!)

I was worried about s3 explosions on the lootas, let alone s4.. I personally like leaving my lootas on foot in cover far enough away from one another (if I run 3 squads) that a deep striking-killy unit can't wipe one squad/consolidate/charge the next.. and If I run 2 i try to make them closer to one another with biker nobs or boys/deff dread acting as a deterrent



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Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I would lose the meks in the loota squad or have just one to make repairs if that is why you have him. I would certainly keep the Warphead. In my 2000pt list I have 2 Warpheads. I think the chance for an extra WAAAGH with DAKKA jets is just too good to pass up. I very rarely go to any Ork battle without one. As to the vehicles I can not comment as much, I have pretty much dropped my vehicles in 6th ed so I can not comment. I usually run foot and bikes combined and keep my lootas behind a nice aegis defense line staying put and shooting juicy targets. Cheers.

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
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Regular Dakkanaut




Wichita

Ed Orange wrote:
Hi again, and thanks for more comments.

For some reason I've very reluctant to use deff rollas and get up close. I have very little faith in the HP system and I've only ever seen it help Vehicles die. It doesn't help that every army play against seems to run a lot of tank killing power.

I would love to charge boys in to combat and do some krumpin' but I just can't see it happening. 6+ armour and overwatch aint good. I've been charged by such unit and shot them clear of thier distance and then shot them again the next turn and cleaned them off the table. I was wanting to use them to camp objectives.

In one or 2 games I might change the boys and lootas and give it a whirl.


assaulting with assault vehicles in 6th with orks isnt as bad as it sounds on paper. the trick is to time the assault temp; which is easier now with pre measuring and having target saturation on the table. practice knowing how to position the models and move them the distance needed to deff roll a vehicle while not charging into a whole group of them with only one deff rolling battlewagon. mainly deff roll targets that cant move out of the way or do "death or glory", but dont be afraid to do so win. "who ever dares wins"(unless you wiff your dice completely). also to help your battlewagons deff roll targets make sure to prioritize their anti tank with your supporting units. ive used battlewagons in a tournament and it wasnt that different from 5th, they still survived as long as they did and did their job and deff rolled at minimum 2 vehicle per game; thats not to say that the majority werent destroyed by the end of each round.


Automatically Appended Next Post:
 Eiluj The Farseer wrote:
I would lose the meks in the loota squad or have just one to make repairs if that is why you have him. I would certainly keep the Warphead. In my 2000pt list I have 2 Warpheads. I think the chance for an extra WAAAGH with DAKKA jets is just too good to pass up. I very rarely go to any Ork battle without one. As to the vehicles I can not comment as much, I have pretty much dropped my vehicles in 6th ed so I can not comment. I usually run foot and bikes combined and keep my lootas behind a nice aegis defense line staying put and shooting juicy targets. Cheers.


definitely would have to agree with the lootas being put behind the aegis defense line.

This message was edited 2 times. Last update was at 2012/09/13 07:07:47


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Longtime Dakkanaut






skyfi wrote:
 balsak_da_mighty wrote:
My problem is what is going to happy to those lootas when the BW gets blown up? They are going to die and possible get pinned. They are taking str 4 hits now, due to the FAQ. Just not an option I am willing to take.

With having so little units you can spread the Lootas out so only a couple get hit from flamers. This will minimize the amout of damage they will take. If you are that worried about flamers(demons) then keep you BW near the lootas so they have to either try to fit in between them and risk dying or they are out in no mans land doing nothing. They will be coming to you after all.

Lootas in BW is a very bad idea to me. But Good Luck!


What FAQ made exploding vehicles str 4? I thought BRB said 3? (news to me sorry!)

I was worried about s3 explosions on the lootas, let alone s4.. I personally like leaving my lootas on foot in cover far enough away from one another (if I run 3 squads) that a deep striking-killy unit can't wipe one squad/consolidate/charge the next.. and If I run 2 i try to make them closer to one another with biker nobs or boys/deff dread acting as a deterrent


The new FAQ that is out. It did say str 3, but its now str 4.
   
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Sneaky Kommando





Northern Ireland

I like it at 1850pts


+ HQ +

* Big Mek
Choppa, Kustom Force Field


* Big Mek
Choppa, Kustom Force Field


+ Elites +

* Lootas
10x Loota


* Lootas
10x Loota


* Lootas
10x Loota


+ Troops +

* Ork Boyz
* 19x Boy
19x Shootas
* Nob
Bosspole, Power Klaw


* Ork Boyz
* 19x Boy
19x Shootas
* Nob
Bosspole, Power Klaw


* Ork Boyz
* 19x Boy
19x Shootas
* Nob
Bosspole, Power Klaw


+ Fast Attack +

* Dakkajet
(Waagh! Plane)
2 Twin-linked supa shootas, Additional twin-linked supa shoota


* Dakkajet
(Waagh! Plane)
2 Twin-linked supa shootas, Additional twin-linked supa shoota


* Dakkajet
(Waagh! Plane)
2 Twin-linked supa shootas, Additional twin-linked supa shoota


+ Heavy Support +

* Battlewagon
Armour Plates, 2x Big Shoota, Deff Rolla, Grot Riggers


* Battlewagon
Armour Plates, 2x Big Shoota, Deff Rolla, Grot Riggers


* Battlewagon
Armour Plates, 2x Big Shoota, Deff Rolla, Grot Riggers





To see more check out my blog



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Freaky Flayed One




Hi again,

I had a game last night with a bit of variation on the list. I dropped a Loota wagon and a dakkajet, and the 2 HQs, changed the boys around so I had 3 mobs of 20. I picked up 2 mobs of nob bikers and a warboss.

It was a fun game but I got battered by my friends Dark Eldar. We was taking extra time and care to optimise everything (making full use of cover ect) I could and the damage just wasn't comming. By boyz did well in assault my dakkajets did nothing even with the waaagh. The lootas we're mediocre and the nobs did well but lacked the numbers. Like I say I enjoyed the game but I made remember why I stopped playing orks. Having so many units that do pretty much nothing isn't too much fun. I guess that Orks are not my army. I really appreciate the input everyone has given and I tried to encorperate as many ideas you put forward into my tactics.

Thanks again.

Orks orks orks orks.......and so on 
   
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Regular Dakkanaut




Wichita

Keep hitting those tables week. Orks vs DE isnt that good of a match up but the DE player has to kinda work for it too. If DE dont get first turn and an alfa strike theyre already in the whole.
Next time you play them, target prioritse your targets. Dont waste shots on their vehiclea that only throw a couple shots at you, shoot at foghter jets and the tranports. If you take away their mobility then theyre screwed and forced to footslog woth weak armor saves and low numbera compared to what orks can bring.

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Longtime Dakkanaut






Sheffield / Oxford

Interesting, I would have backed the Lootas and Dakkajets to be the most useful due to the massed S6-7 shooting being able to shred light vehicles. How many vehicles did your opponent have?

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Regular Dakkanaut




Wichita

Sometimes dice can wiff that hard. Its possible, but i think it had something to do with spreading out shots mot concentrating fire.

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Longtime Dakkanaut






Sheffield / Oxford

Yeah, a couple of games back I played against a horde Ork army. My Manticore got all 4 of its missiles off and only managed to kill 2 boyz in total.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
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Regular Dakkanaut




Wichita

epic fail

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Freaky Flayed One




I did try and down the the transports of which there was a lot. It just didn't seem to work. oh well it was worth a try and thanks again.

Orks orks orks orks.......and so on 
   
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Regular Dakkanaut




Wichita

what did they bring?

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Freaky Flayed One




I think the list looked something like this;

Trueborn x 2
-Blasters, Venom

Archeon x 1
- Incubi, Raider

Troops x 2
- Vennom

Wyches x 2
- Raider

Ravager x 3
- 3 Dark Lances

I'm pretty sure that was it, I have no idea about upgrades though.

Orks orks orks orks.......and so on 
   
 
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