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Made in nz
Disguised Speculo





So Codex Orks lets you take simply ridiculous amounts of walkers, as well as the very interesting Meka and Mega Dreads.

With the possibility of putting 15 Killla Kans, 15 Dreadnaughts, 2 Meka and 3 Mega Dreads in an army with just one FoC (rising to 18/17, and supposedly +1 to Meka and Mega though Forgeworld has fethed those rules up with Ork allies), I've just got to know, is a heavy walker army for Orks viable at all?

Doesn't have to be all walkers all the time, but like, a solid core of the things with a little extra on the side.

Have you used such an army before? Did it work for you?
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I've been wanting to run the Forge World Dred List as you can take the standard Dreds in squads of 3. I feel it would be tougher than the basic codex orks list with the better AV12. I would take minium scoring units as well just because it would be way cooler to swarm the enemy with dreads. In the forge world list Lootas as HS as well so can score in Big Gunz.
   
Made in nz
Disguised Speculo





I hear that. I've been wanting to run a very low model Ork army, and I don't think you can get much lower than a Dread Mob.

A wall of skorcha kans with the ded stompy skorcha dreads behind them with a forcefield dread could make for a hell of a sight. Was thinking maybe take a few ten strong Spanna boy mobs in reserve and deploy them onto the field in Warkoptas - a fast moving scoring unit with a TL deffgun could have its uses.

I wonder if theres some tricky way of making it more survivable? Buy trukks for your Spanna boys, but just run them empty in front of your army to block LoS? Or some forcefielded, self repairing dakka wagons to draw their fire? Or even just "more Kans"
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I think take the special character Big mek at the HQ for an allied detachment of standard Codex Orks. That way you have to take a Dred mob as troops. You can then take some of the other things from the Ork Dex that the dred mob can't have or does better. Remember that Dred Bash list and Codex are battle brothers.

From the dred list take 3 units of Spannas and 2 KFF Big Meks with boss poles. This gives each unit 2x Repairer and characters and 3x 6" bubbles with a 5+cover save. It also gives you your scoring units. Then I'd fill the rest of the army with dreds amd Kans keep em cheep and simple. Should be a lot of fun.
   
Made in nz
Disguised Speculo





Dread Mob can already get Deff Dreads as troops. Do they become scoring if you add that Mek?
   
Made in us
Resentful Grot With a Plan





Depending on points I think I would start with a base like this:

painboss -bosspole
20 strong spanna boy mob

Ork allies -
Big Mek, kff
29 strong block of grots

depending on the size of the game, from that point I would add walkers to my hearts content. If the game gets large enough I would add a second pain boss(main army) and a second blob of 20-30 boys(allies codex orks) to have two really strong blobs of FNP infantry that should be able to survive a focused onslaught or soak up wounds for the kanns in certain assaults.

I don't think they will become scoring, or denial units because they are still vehicles.

Your lists weakness will be fliers, and your opponent might not have too much fun if they are blind sided by such a list. Then remember that most walkers have 2 hull points so they will go down fast if you don't close quick enough, or if they have enough krak grenades.

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 au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

That mek dude allows a Dred Mob in the regular ork codex. If you take him you MUST take one mob. In the Dred Mob Army list you need to take 1 mob of Spanna Boyz per dred mob so a max of 3 in the army. Taking the Big Mek Guy as an ally allows a 4th Mob to be taken. 12x Dreds would be fun to play with I'd arm them all with CCW's and run like crazy towards the enemy and assault ASAP. The term zerg rush comes to mind. For anti-air you could take some Lootas in the heavy slot or some of those Flakka Trukk/Trakk's.


Automatically Appended Next Post:
Disreguard my stupidity just re-read the rules for dread mobs. You don't need 1 spanna squad per dred mob. You just 1 spanna mob for the entire list. So that means take 1 spanna mob and load up the rest on Dreds. That spanna mob will need to be the security team for the KKF Mek unless your take a few squads of Burna Boyz. But who needs those when you can take 15 Dreads.

This message was edited 1 time. Last update was at 2013/05/08 13:05:40


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Vehicle never become scoring, unless a rule explicitly says otherwise. Considering that nobz aren't as awesome as they used to be, there is no real downside to spanner boyz over regular boyz. Just get a couple of decent-sized boy mobs for scoring, and you're set.

As for the dread mob, there are two ways to play it: Either cherry-picking the overly strong stuff, or walkers. The slightly-over-the-top stuff are the painboss (as you already figured out), mekkboy junkas with dual Grot Bomms (two-shot LRBT for 95 points), and big-trakks with supa-kannons. At 1750, this allows for a small tide (120 spanna boyz) which can rain down 7 large blasts per turm until the tide arrives. Afterwards, the junkas can still reliably kill stuff with 3 their free three skorchas/big shootaz.

The walker version is a bit weaker, but much more fun. Sadly the mekka dread is expensive as hell, and with the KFF nerf not as good as before anymore. The big walkers already have 5++ saves, so cover doesn't do anything for them. The rules of the Mega Charga have broken, so all that's left is the Rokkit-Bom Racks on it. Personally, I like the Shunta best for the other arm, but that's mostly a matter of taste.

The mega-dread is hands-down awesome, there is no reason not to take three. The free killkannon combined with the rippa klaw for extra damage to vehicles (effectively making the dread AP1 under new rules) makes it a perfect all-rounder. I personally prefer to add skorchas to discourage tar-pitting, but I think there are reasons to take three big shootas as well. Putting supa-skorcha on a mega-dread is a waste of potential though.

As for kanz, I wouldn't take any. Grot tanks are better in almost every aspect, you get a higher average movement speed, a 5++ save most of the time, one more vehicle per unit, and one more gun on the kommander. You lose the DCCW, but considering the new weakness to grenades, close combat isn't a place you want to be that often.

As for troops, you need something to contest and keep objectives, so any less than three full spanna mobz is probably going to lose you the game. They come with meks which can have burnas though, and mek tools can help your walkers keep going. Then fill up with deff dreads.

A list I played once in 6th with borrowed grot tanks:

- HQ -
Mekka Dread - Bom Racks, Rattler

- Troops -
3x Spanna Boyz - Mek, Burna
2x 3 Deff Dreads - 3x DCCW, 3x Big Shoota

- Fast Attack -
5x Grot Tanks - Kommanda, 6x Grotzooka

- Heavy Support -
3x Mega Dread - Killakannon, Rippa Klaw, 2x Skorcha

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in nz
Disguised Speculo





Finally, someone else who thinks Grot Tanks could be good gak. I was going to field them but everyone said they're rubbish. But way I see it, BS3, 5++, and the fact I can mass produce them from scratch makes them a damn good choice

That list is pretty cool, because by chance its like 5pts off of the points value I need to build my list for. I imagine it gets decimated by air though? I'd need to tweak it a bit because the last tournament I saw, almost every player had Necron/IG/Helldrake cheese on the board. Maybe, since the Mekka Dread is pretty meh, trade it out and get Ork Allies for a Gretchin scoring blob and a slot for some flakkatrukks or dakkajets? Willing to break theme a bit in the name of punching some goddamn helldrake/vendetta face.

I've run two of the three super choices and gotta agree, that stuff is pretty mental.

Cheers for the info man. I can tell you know your gak about dread mob - anything else you could add or even links to old posts on the topic would be mint. Any idea what a "Mega Blasta" is from the Mega Dread entry btw?
   
Made in us
Fresh-Faced New User




Honolulu, Hawaii

 Dakkamite wrote:
Any idea what a "Mega Blasta" is from the Mega Dread entry btw?

I'm assuming it's a Kustom Mega-blasta since there's no other mega-blasta on the Ork gun compilation list. Plus, it would also be the same upgrades you could give to a regular Ork deff dread.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 Dakkamite wrote:
Finally, someone else who thinks Grot Tanks could be good gak. I was going to field them but everyone said they're rubbish. But way I see it, BS3, 5++, and the fact I can mass produce them from scratch makes them a damn good choice

That list is pretty cool, because by chance its like 5pts off of the points value I need to build my list for. I imagine it gets decimated by air though? I'd need to tweak it a bit because the last tournament I saw, almost every player had Necron/IG/Helldrake cheese on the board. Maybe, since the Mekka Dread is pretty meh, trade it out and get Ork Allies for a Gretchin scoring blob and a slot for some flakkatrukks or dakkajets? Willing to break theme a bit in the name of punching some goddamn helldrake/vendetta face.

Yeah, air would probably be a problem. When I played that list helldrakes didn't exist yet and croissants of doom were mostly in progress of being bought an painted, since 6th was very new. The Megadreads were extremely hard to kill with anything but meltas, so they were rampaging through the imperial army almost unhindered by the two vendettas flying above. One even wrecked due to a mob of spanna boyz glancing it to death.

I guess you could outfit junkas for anti-air(3x TL rokkit, big zappa), but they are quite expensive that way and not exactly guaranteed to do something about air. It's still has a good chance of taking helldrake or vendettas down though.

Otherwise, ork allies are probably your best bet. Gretchin scavengers are terrible, so if you want an ADL, you probably should pick some up from codex orks. I wouldn't pick them up just for scoring though. They aren't that much more resilient to shooting than the same amount of points in boyz is.


I've run two of the three super choices and gotta agree, that stuff is pretty mental.

Cheers for the info man. I can tell you know your gak about dread mob - anything else you could add or even links to old posts on the topic would be mint. Any idea what a "Mega Blasta" is from the Mega Dread entry btw?


Agree to Skragdakka Urduk - that's the KMB.

I don't really have any old posts about dread mob tactics, as 95% of all players will never see any IA units outside of a proxy here and there. Weaving extended strategies around them is mostly a waste of time

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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