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1850 Ork List before I buy Koptas what do you think?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Albany NY

I just got back into the game to find that my old list is no longer viable in 6th ed. So I want to try something new. The strategy will be Kommandos and Koptas all infiltrate, bikerz Turbo into their face. BOOM everything is in your face. Here is the list.

HQ
Wazzdakka 180

Troops
Bikerzx7
Nob
Power Klaw 250


Bikerzx7
Nob
Power Klaw
Boss Pole 250

Grotsx19
Runtherd 67

Grotsx19
Runtherd 67

Fast Attack
Deff Koptasx3
Rokkits 135

Deff Koptasx3
Rokkits 135

Deff Koptasx3
Rokkits 135

Elite
Kommandosx14
Rokkit
Nob
Power Klaw
Boss Pole 190

Kommandosx15 1
Rokkit
Nob
Power Klaw
Boss Pole 200

Kommandosx15 1
Rokkit
Snikrot 245

Total 1849

I do not own any bikerz. is it worth giving it a go?

This message was edited 1 time. Last update was at 2013/03/15 15:19:16


 
   
Made in gb
Screamin' Stormboy




It's a good concept but it's a bit all over the place. I think if you go with bikes you'd benefit higher from more bikes rather than kommandos. I run a similiar themed list at 1500:

Wazdakka G.
Warboss w/ Bike, PK, Cybork, Combi-flamer.

7 Nob Bikerz
w/ Painboy, Cybork bodies, PK, Bosspole, Wargh banner, 5 Big Choppaz

8 Warbikerz
w/ Nob, PK, Bosspole

8 Warbikerz
w/ Nob, PK, Bosspole

2 Dakkajets
w/ Fighta ace, extra SS

Generally if you're playing someone who knows you have orks but doesn't know yout list you give them a nasty surprise playing bikes. In my area most people play green tide and they dont play it well either. I think if you dropped the grots and made room for atleast another bike troops you'd be on to a good thing.



This message was edited 1 time. Last update was at 2013/03/14 00:51:18


 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

I think a Biker Boss and Biker Nobz is a better way to go. You can then throw in some Shoota Boyz in Trukks for objective theft, and still keep your "speed theme" together. I'd use Dakkajets w/ an extra SS (and maybe the Flyboss ability) instead of the Koptas. The Koptaz were great with a Buzzsaw when you could assault after your Scout/Reserve move, but 6th ed. killed both of those options. I think the Jets and Biker Nobz will be more reliable ways to open up light armor transports (which is what they're used for anyways). A 1850 list with no Lootas makes me sad, but if you're trying to go with a themed list, I think there's a more competitive way to go about it. Just my $0.02.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Fresh-Faced New User




Albany NY

Ok I have decided to scrap the Bikerz and Koptas in favor of Battlewagons with boyz and Buggies.

HQ
Big Mek
KFF 85

Troops
Boyzx19
Nob
Power Klaw
Boss Pole 154

Boyzx20
Nob
Power Klaw
Boss Pole 160

Boyzx20
Nob
Power Klaw
Boss Pole 160

Boyzx12
Nob
Power Klaw
Boss Pole
Trukk 147

Fast Attack
Buggiesx3
Rokkitsx3 105

Buggiesx3
Rokkitsx3 105

Elite
Kommandosx15
Rokkit
Nob
Power Klaw
Boss Pole 200

Kommandosx15
Rokkit
Nob
Power Klaw
Boss Pole 200

Kommandosx15
Rokkit
Snikrot 245

Heavy
Battle Wagon
Big Shootax2 100

Battle Wagon
Big Shootax2 100

Battle Wagon
Big Shootax2 100

Total about 1850 (just a draft list)

Ideally I would have nine buggies and no trukk. But I do not have nine yet.

This message was edited 2 times. Last update was at 2013/03/15 15:16:22


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Well the kommandos wil definately surprise someone because noone expects them, since they suck right now lol. If you can somehow sneak the points in i'd put a meganob boss with snikrot, though i think the only option to get that is to cut off a buggies group (which might not be a good iea) or take out 1 kommando group (bit more viable). Kommandos are just going to get shot to hell before they can charge, putting a meganob boss in front and LOSing any ap attacks makes them survive way more as well as make a much bigger threat.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Fresh-Faced New User




Albany NY

Adding a Megaboss to Snikrot's group would negate infiltrate and outflanking? No?

Also shooting down 45 Ork kommandos that are probably in cover is a tall order. Not to mention you really only get one turn to do that because the Battlewagons (and hopefully that lone trukk but lets not get carried away here) will have arrived by turn 2 60 more boyz.

This message was edited 1 time. Last update was at 2013/03/15 13:01:12


 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

FrancisPal wrote:
Also shooting down 45 Ork kommandos that are probably in cover is a tall order. Not to mention you really only get one turn to do that because the Battlewagons (and hopefully that lone trukk but lets not get carried away here) will have arrived by turn 2 60 more boyz.


Well, if you used more 'wagons and 'trukks instead of the Kommandos, your opponent wouldn't be able to concentrate all their firepower on them for the first 2 turns. As it stands, they can concentrate fire on the first forces, and then concentrate fire on all the reserve forces later. You're better off with a concentrated force that arrives at the same time.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Fresh-Faced New User




Albany NY

You are right about the two wave problem. But I am stuck on the idea of Kommandos, I think I am just tired of using my generic force; a bunch of B-wagons and trukks with a ton of Loota support. Is there anything viable to make the kommando mob work? I had the bikes and koptas in there originally because I figured they could get up there with the kommandos turn one. I have also had terrible luck with my transport heavy list so far in the new edition I usually lose all three wagons on the first turn.

This message was edited 3 times. Last update was at 2013/03/15 14:14:40


 
   
Made in us
Longtime Dakkanaut






Are you infiltrating the Kommandos? If you drop snikrot and infiltrate all 3 squads that could work. Them outflanking is just not an option to me. But infiltrating could be a good option. Not really sure though.
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

would also note that listing the point cost is agenst the terms of dakkadakka's forum rules, so hope you get wridd of the invidual prices and just write for all at the same time instead.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Fresh-Faced New User




Albany NY



The Intention is that all of the Kommandos will infiltrate.
   
Made in us
Resentful Grot With a Plan





Food for thought:

why 1 rokkit in the kommando groups?
if it is on the nob wouldn't a big shoota be better for precision shots and it would free up 5 points-
If you are using a rokkit to blow up tanks, why aren't you taking two?
if you are going for max damage why not burnas for the power weapon

What is your answer for air?

What is your answer for av 14
- many people put deff rollas on their battlewagons.

For ways to possibly make kommando's work-
try storm boyz and kommandos in a green tide, for deployment infiltrate the kommando's on their flank, the storm boys should be able to meet them. I'd run 2 squads of kommando's and 2 squads of storm boys giving me a squad of lootas and a dakkajet for anti air. Then I would try to get 60 regular boys to rush forward as well.
[this would give you an L formation to their standard line if they don't deploy to stop you from doing it.

The other way to make kommandos work is to put greater threats on the board, or make the kommandos draw enough fire so the big threat does get there. Nob bikers hitting one side while the kommandos push the other through infiltrating will make the opponent have to make difficult moving decisions to try to protect key units while you are bunching them up for your main force to close in on while their fire will hopefully be less focused than needed.

I would leave outflanking to faster units than kommandos that are designed for blowing up fliers and side armor of tanks.

Sorry for the novel :(




The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
 
   
Made in us
Fresh-Faced New User




Albany NY

Yep, I can't make Kommandos work how i'd like. Its time to see it in a different way, you guys seems to all have similar thoughts

I'm tired of green tide, and in the new edition battlewagons are much more vulnerable it seems(from my 4 games in the new edition)

I think I'm am going to buy some bikes. I like the squeeze play. Perhaps I will try that.
   
 
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