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![[Post New]](/s/i/i.gif) 2013/03/20 03:36:55
Subject: Ork List, 1500 Shootawagons and Nob bikers against Tau
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Stealthy Grot Snipa
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Warboss w/ bike, pk, cybork-135
10 lootas-150
10 lootas-150
4 Nobz, painboy w/ 2 pks, bosspole-285
17 Shootaboys, nob w/ bosspole, big choppa-128
17 Shootaboys, nob w/ bosspole, big choppa-128
Dakkajet w/ extra shoota-120
x2 Battlewagons w/ deffrollas-220
Lootedwagon w/ boomgun-105
-1421
Well, this list is playtested and it turns out this list was under by about 80 points against a maxed Tau list. Anyhow I won the game halfway through turn 2 due to forfeit, because I had owned the game with an "auto-win" by the time it got to my second turn. (It was dawn of war on a 4x6 so I guess that explains it. This is why you do not leave your crisis team within one turn away from my bikers kids).
Any comments or concern on the list? I know I am low on boys, but I figured the nobz and the battlewagons would make up for that.
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![[Post New]](/s/i/i.gif) 2013/03/20 03:49:27
Subject: Ork List, 1500 Shootawagons and Nob bikers against Tau
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Longtime Dakkanaut
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Where do your nobs Go? I see 2 BW for the shootboys, but none for the Nobs.
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![[Post New]](/s/i/i.gif) 2013/03/20 06:49:54
Subject: Re:Ork List, 1500 Shootawagons and Nob bikers against Tau
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Camouflaged Zero
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^^ nobs are bikers from the look of their points.
Seems pretty good, how'd the looted wagon perform?
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If your attack is going too well, you have walked into an ambush
The easy way is always mined
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![[Post New]](/s/i/i.gif) 2013/03/20 20:49:09
Subject: Ork List, 1500 Shootawagons and Nob bikers against Tau
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Growlin' Guntrukk Driver with Killacannon
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Da Kommizzar wrote:Warboss w/ bike, pk, cybork-135
10 lootas-150
10 lootas-150
4 Nobz, painboy w/ 2 pks, bosspole-285
17 Shootaboys, nob w/ bosspole, big choppa-128
17 Shootaboys, nob w/ bosspole, big choppa-128
Dakkajet w/ extra shoota-120
x2 Battlewagons w/ deffrollas-220
Lootedwagon w/ boomgun-105
-1421
Well, this list is playtested and it turns out this list was under by about 80 points against a maxed Tau list. Anyhow I won the game halfway through turn 2 due to forfeit, because I had owned the game with an "auto-win" by the time it got to my second turn. (It was dawn of war on a 4x6 so I guess that explains it. This is why you do not leave your crisis team within one turn away from my bikers kids).
Any comments or concern on the list? I know I am low on boys, but I figured the nobz and the battlewagons would make up for that.
Well since you have some points to spend
Fill up the two boyz squads ( 4 more boyz)
add a small group of grots (10 grots + runtherd+GP) for the backfeild objective or a small tarpit till your bikers can run back for a deep strike
and 2 big shootas for the battle wagons (one each)
that bout does it for the leftover pointz
Automatically Appended Next Post: Other than that it is a well thought out list
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This message was edited 2 times. Last update was at 2013/03/20 20:50:31
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
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![[Post New]](/s/i/i.gif) 2013/03/21 06:09:32
Subject: Re:Ork List, 1500 Shootawagons and Nob bikers against Tau
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Stealthy Grot Snipa
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Why thank you for the kindly comments and advice folks!
The looted wagon? Oh it decided to forget that broadsides have 2+ saves and shot at them first turn. (Not a good thing to forget.) It rolled a HIT and wounded but the saves protected them. If I shot at the firewarriors that were closer anyways, then it would have been an utter obliteration.
I like using looted wagons because the power of a Str8 Ap3 Pi plate is just too awesome. Sure it is on a wimpy chassis that may decide to tank shock thin air, but it is worth it in my opinion.
I do have some grots that may have been on my mind to use in the list, but then never used them (my list I posted is what I had on the field). I like grots and their duties becomes objective grabbers. If it is Purge the Alien, then they become my equivalent of a "scout squad". I have never left home without my grot friends (mostly), and surprisingly enough have pulled so much more weight than they really would have been though capable of. They are my dread-stuffers, flankers, harrass-units, reinforcements, objective squatters, and you name it.
I forgot to mention, since the game ended by turn 2, the dakkajet had no part in the game. My plan for it was not very set and stone either, probably just a unit that can take any units like Hive Guard out. That tactic has proved useful before against a nid player. He had some hive guard that were getting quite annoying, so I sent in my dakkajet and having no other reasonable time to use it declared a waaagh, throwing 18 dice against the poor duo of HG. They did not live to tell the tale. After that, the jet had follow ups hunting his tervigons and flyrant. (Though flyrants are very scary models if you do not have a back-up AA unit.)
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