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![[Post New]](/s/i/i.gif) 2014/05/14 00:03:13
Subject: Orks - 1850 points
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Been Around the Block
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HQ 1 - [1] Ghazghkull Thraka (One Ghazghkull Thraka with ammo runt - 230 points)
HQ 2 - [1] Warboss (One Warboss with Cybork body, Power Klaw, and Bosspole - 100 points)
TROOP 1 - [30] Ork Boyz (One Nob with with Boss Pole, 29 Boyz with choppas and sluggas - 195 points)
TROOP 2 - [30] Ork Boyz (One Nob with with Boss Pole, 3 boyz with big shootas, 26 Boyz with shootas - 210 points)
TROOP 3 - [30] Ork Boyz (One Nob with with Boss Pole, 3 boyz with big shootas, 26 Boyz with shootas - 210 points)
TROOP 4 - [22] Gretchin (2 Runtherds, 20 Gretchin - 80 points)
TROOP 5 - [5] Nobz (3 Nobz with Big Choppas, 1 Pain Boy with Grot Orderly, 1 Nobz with Waaaaagh! Banner - 170 points)
ELITE 1 - [5] Nobz (4 Nobz with Big Choppas, 1 Pain Boy with Grot Orderly - 155 points)
TRANSPORT 1 - [1] Trukk (Trukk with wrecking ball, Boarding Plank, Stikk Bomb Chukker - 55 points)
HEAVY 1 - [1] Battlewagon (Battlewagon with Reinforced Ram, Red Paint Job, Grabbin' Klaw, 4 Big Shootas - 125 points)
HEAVY 2 - [3] Killa Kans (1 Killa Kan with Rokkit Launcha, 2 Killa Kans with Skorchas - 130 points)
HEAVY 3 - [3] Big Gunz (3 Big Gunz with Kannons - 60 points)
FAST 1 - [1] Dakkajet (1 Dakkajet, 3rd Supa Shoota, Flyer Ace - 130 points)
Ghazghkull Thraka attaches to Elite 1, and rides in Battlewagon charging towards enemy HQ or heavy armor. Warboss attaches to Troop 5 and rides in Trukk charging towards enemy objective. Big Gunz set up where ever they are most likely to hit enemy armor. All 90 Orks go screaming up the battlefield. Gretchin hang back on friendly objective. Killer Kans prioritize enemy APC's or units rushing friendly objective. Dakkajet prioritizes enemy fliers, and stray units.
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![[Post New]](/s/i/i.gif) 2014/05/14 01:44:31
Subject: Orks - 1850 points
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Power-Hungry Cultist of Tzeentch
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Okay, the list is overall good, but it's slightly unfocused and could be much better.
First of all, you have Ghazzy. Oh, what a character. Ghazzy is great for 2 reasons. First, he's a mutha-fing monster, and second, he allows for 2 turns of Waaagh with 6s. That means you run everyone the first turn, and then you Waaagh immediately the second turn for two turns of 12 inches, which means by the end of turn threes movement phase you should be able to assault pretty much anything. This is good. It also means that you don't need to spend any points on transports. (Note too, however, that your still only allowed those two turns of Waaagh, so your other warboss can't add to that.)
Now, when you run/waaagh, you can't shoot. Thus all those big shootas you have, indeed, any of your shootas, are really moot. If you want to have a footslogging list that is shooting all the time, don't take ghazzy, take a big mek with a KFF and get some dreds as troops.
That being said, take a big mek with a KFF. That will screen your troops as they move up the line and possibly even when they charge into overwatch. Its efficacy cannot be overstated. Grot meatshields are cheeper sometimes, and I occasionally do like the idea of sticking a KFF mek with a unit of 30 grots for the fun of having the worlds most annoying yet effective ammunition sponge that might actually survive enough to do some damage to the enemy when it reaches him, especially if you give the runtherds prods and the mek and powerclaw, grots unfortunately cannot waaagh and thus get left behind in a ghazzy list.
So, by replacing the warboss with the kff mek, taking away those transports, and removing the big shootas, you are left with 230 points (if my math is right). For all intents and purposes, you are not far off from a 1500 point list, but lets think of what you can spend it all on. The obvious answer is another 30 boy slugga squad (since they won't be shooting anyway, I recommend taking all slugga squads). This leaves you with 35 points....? Now what you need to do is give every nob in those squads a power claw (essential), which means you need 60 more points (you're ghazzy is only 255 points, don't take an ammo runt...), The solution? Remove the painboy on that one nob squad and all those orderlies, then combine the two squads and stick them with Ghazzy and the mek.
If my math is correct, which I believe it is, that should be 1850 points and be a much, MUCH, stronger army. All you need to do is run ghazzy and his squad kind of in the middle of the 4 boy squads so he is shielded by them and so they ALL get the KFF save, and you're golden.
Finally, there are a few more things I would suggest. First, with 5 power squads running around and some grots to hold a back objective, I don't think you will need the kans. They will be too slow and be left behind, and your boyz should be able to charge most vehicles and take them out. If you're looking for metal box poppers, then take out those kans and get three squads of three kannons each with three runts. That should be basically 210 points (207 to be exact) and will allow you to destroy APCs or shower infantry with frag from affar with much greater efficiency. You will then require an additional 20 points to do this. What you do is drop a nob from the squad, done, 5 points extra now. Then half that grot squad (with what's going to be running after them, the enemy won't shoot at the grots, so all they need is to go to ground and pray for dear life) and use those 45 points to put cybork bodies on all the nobz and the mek (who is part of the unit and thus can benefit from a 5 point cybork body).
Whew, well anyway, have fun, and happy waaaghing.
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This message was edited 5 times. Last update was at 2014/05/14 01:48:53
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![[Post New]](/s/i/i.gif) 2014/05/14 04:09:58
Subject: Orks - 1850 points
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Mekboy Hammerin' Somethin'
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Suburbanbiafra wrote:Okay, the list is overall good, but it's slightly unfocused and could be much better.
First of all, you have Ghazzy. Oh, what a character. Ghazzy is great for 2 reasons. First, he's a mutha-fing monster, and second, he allows for 2 turns of Waaagh with 6s. That means you run everyone the first turn, and then you Waaagh immediately the second turn for two turns of 12 inches, which means by the end of turn threes movement phase you should be able to assault pretty much anything. This is good. It also means that you don't need to spend any points on transports. (Note too, however, that your still only allowed those two turns of Waaagh, so your other warboss can't add to that.)
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You can't declare a Waaagh the first turn, and so far as I know Ghazzy's Waagh doesn't mean you immediately get 6s for all your run moves. It merely gives your guys Fleet; which allows them to two roll dice for their run moves (making it more likely that they'll get a six, or at least a 5) or reroll any of the dice for charge range.
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![[Post New]](/s/i/i.gif) 2014/05/14 05:19:52
Subject: Re:Orks - 1850 points
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!!Goffik Rocker!!
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Pk for nobz in boy'z squads. It's a must. 1 pk for nobz. It's better to have one pk than 5 bigchoppas.
Bigshootas in shoota mobz are gona be good. Actually, one of the best weapons for their price.
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This message was edited 3 times. Last update was at 2014/05/14 05:21:25
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![[Post New]](/s/i/i.gif) 2014/05/14 08:55:34
Subject: Orks - 1850 points
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Regular Dakkanaut
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morganfreeman wrote: Suburbanbiafra wrote:Okay, the list is overall good, but it's slightly unfocused and could be much better.
First of all, you have Ghazzy. Oh, what a character. Ghazzy is great for 2 reasons. First, he's a mutha-fing monster, and second, he allows for 2 turns of Waaagh with 6s. That means you run everyone the first turn, and then you Waaagh immediately the second turn for two turns of 12 inches, which means by the end of turn threes movement phase you should be able to assault pretty much anything. This is good. It also means that you don't need to spend any points on transports. (Note too, however, that your still only allowed those two turns of Waaagh, so your other warboss can't add to that.)
.
You can't declare a Waaagh the first turn, and so far as I know Ghazzy's Waagh doesn't mean you immediately get 6s for all your run moves. It merely gives your guys Fleet; which allows them to two roll dice for their run moves (making it more likely that they'll get a six, or at least a 5) or reroll any of the dice for charge range.
Furthermore, for the duration of the Waaagh!, all friendly Ork Infantry units automatically count as rolling a 6 if they Run, and models with the Slow and Purposeful special rule exchange it for Relentless instead. All non-fleeing friendly Ork units become Fearless for the duration of the Waaagh!”.
From update, they get auto 6 if run
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![[Post New]](/s/i/i.gif) 2014/05/14 09:44:32
Subject: Orks - 1850 points
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Savage Khorne Berserker Biker
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how are they getting two turns of waaaagh from GHaz?
i thought it was just that movement phase, for the purposes of the movement buff?
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![[Post New]](/s/i/i.gif) 2014/05/14 18:28:00
Subject: Orks - 1850 points
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Maniacal Gibbering Madboy
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They're not getting two turns of WAAAGH. Its just that the effects of Ghaz's WAAAGH last until the player's next turn (which gives his 2+ a 2+ invuln for awhile).
The only way you can WAAAGH on Turn 1 is in an APOC game in which you're running Green Tide Formation.
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