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Made in us
Nasty Nob





United States

How do you design your throw away units for orkz?

I've found gretchin too quick to break and useless in a fight. Perhaps the only thing I see that I like is that they typically run and get swept in my opponents assault phase. Seems to buy me an extra ahooting phase when used correctly.

I've thrown mad dok in a trukk with 12 ard boyz and sent them screaming at the bulk of an army (see.. mad doks rule). And found the eavy armor and FnP to be the kind of surviability that ties things in combat for days.

I've also used zag struk.. he honestly has to be a favorite.. He's crazy fluff wise, and despite mishaps seems to always be a factor.

The philosophy in it. . As an ork.. the lootas are obviously in the back and support roles like that are to pick out and field. I'm looking for things ork field that scream "shoot me and not my troops" And maybe some info on why you picked use it.

Your throw away unit and why


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. 
   
Made in ca
Mekboy on Kustom Deth Kopta




grots aren't meant to fight, they're cheap units to keep in reserves, then run to an objective and G2G and hope no one notices them

all units are throw away units, but my most suicidal unit is the deff koptas. I run them in squads of 1 or 2, outflank, shoot at a vehicle, if they live (rarely), then they're assaulting a troop to drive them off an objective. the T5 really helps them survive almost all CC's.

they're biggest suicidal run for me was against dark eldar in a relic mission. the first 2 turns he was shooting me off the relic and keeping me back, the koptas come on, wreck a vehicle, and his next turn he fired everything at the koptas so my boys could get the relic. The koptas not only lived, but assault his HQ who was hiding in a building all by himself and killed him and my boys got away with the relic to hide behind a building.

 
   
Made in us
Regular Dakkanaut




I think there's one main throwaway unit atm, and thats deff koptas.

They seem to be designed to tie things up for a bit.

If you want back line like vehicle or wimpy dude distruction zagstrukk or just a normal pk nob with a mim squad of stormboyz might also fit.

There's another consideration in the deff dread a shooty deffdread is 85 points, or a burny deff dread is 85 pts. Its more of a defensive blocker that could tie up thing in route to squisher stuff or more important stuff.

Trukk boyz are a decent throw away tie-up unit if you need your fast attack or heavy support slot (or don' have a big mek) for other stuff, although you may need to run more then one to not have them die in-route.

There's nothing stopping you from disembarking a trukk getting the orks in terrain or as back line objective cappers, and then leaving the trukk as a wall, or running it suicide-like into a unit hoping for it to explode.

This message was edited 5 times. Last update was at 2014/04/22 07:27:33


 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

3 Meganobz in a trukk, it's cheap and they have good survivability with a 2+ save and 2 wounds each. With Powerklawz, they are good against just about any target. If you have a Warboss, they are suicidal Troops with a decent chance of grabbing Linebreaker if you use them a little more defensively (See Blood Axe Taktiks). I know people bemoan their lack of an Invluln, just choose your targets smartly or remember they are throw away and throw them away

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
Made in ca
Mekboy on Kustom Deth Kopta




 Dez wrote:
3 Meganobz in a trukk, it's cheap and they have good survivability with a 2+ save and 2 wounds each. With Powerklawz, they are good against just about any target. If you have a Warboss, they are suicidal Troops with a decent chance of grabbing Linebreaker if you use them a little more defensively (See Blood Axe Taktiks). I know people bemoan their lack of an Invluln, just choose your targets smartly or remember they are throw away and throw them away


well a mad dok instead of the warboss, can give them a 5++ & FNP, greatly improving their survivability.

 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

True, but at that point you may as well bring it up to 5 Manz and then you'll have quite the wrecking ball

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
 
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