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![[Post New]](/s/i/i.gif) 2014/06/30 11:03:51
Subject: Orks 2000pts
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Growlin' Guntrukk Driver with Killacannon
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HQ
Warboss
blitzbike
luckystick
Attack squig
Powerklaw
Painboy
Bike
2 meks
Elites
3 MegaNobs
kombi-skorcha
bosspole
Battlewagon
boarding plank
grot riggers
big shootas
Troops
11 Trukkboys
Nob
PowerKlaw
bosspole
big shootas
Trukk
wrecking ball
boarding plank
11 Trukkboys
Nob
PowerKlaw
bosspole
big shootas
Trukk
wrecking ball
boarding plank
15 grots
additional runtherd
aegis defence line
quadgun
Fast Attack
15 Warbikes
nob
powerklaw
bosspole
5 deffkoptas rokkits
buzzsaw
dakkajet
addittional tl ss
Heavy Support
5 Flash gits
5 ammo runt
Battlewagon
boarding plank
grot riggers
2 big shootas
2 mek gun kannon/lobba
1 traktor cannon
6 grots
3 ammo runts
2000pts warboss and painboy roll with the warbikes.
managed to cram all my favourite stuff in but is it competetive? I'm worried its a little bit of a clusterfek.
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2014/06/30 11:23:54
Subject: Orks 2000pts
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Longtime Dakkanaut
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apparently you can only have 1 relic per model, so no lucky stix and blitzabike.
there's a serious deficit of troops here, unfortunately. whilst trukks got a fraction more durable with the new ramshackle, trukkboys need at least 3 units to get the job done.
where are the meks going? I'm guessing one per battlewagon. as you have so few units of trukkas, I'd suggest the meks go in with the trukkboys. dropping a boy to get another character that can accept challenges to keep the nob alive is pretty good.
one big, scary unit of bikers with FnP and 2 powerklaws, sounds good to me. if the guns are still twin linked then jinking isn't anything to be stingy with, go nuts with a 3+ cover save and 5+ feel no pain on a T5 unit if you flat out. that's plague marine stats.
If you can squeeze one more unit of troops in, your army can suddenly get a whole lot better. you can spread onto 2 detachments, and split the deffkoptas up to go grab objectives whilst the rest of your army breaks heads.
my two teef.
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![[Post New]](/s/i/i.gif) 2014/06/30 11:47:49
Subject: Orks 2000pts
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Growlin' Guntrukk Driver with Killacannon
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some bloke wrote:apparently you can only have 1 relic per model, so no lucky stix and blitzabike.
where does it say that? it says only one of each of the following artefacts can be chosen per army
An yeh I meant for the meks to go in the trukks there are 11 boys including the nob, i write it out weird.
And I completely agree... I do need more trukkboys but I don't know what to get rid of...
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2014/06/30 12:57:56
Subject: Orks 2000pts
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Ultramarine Chaplain with Hate to Spare
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Page 53 2nd "Sentence after Gifts of Gork and Mork"
If you're running Meks in Boyz squads with PK Nobz you want a Killsaw on the Mek so you can refuse challenge and still get high strength Ap2 attacks.
I don't see the Mekguns really fitting the rest of the list and the weird mix of weapons is exasperating that situation.
Other than that it looks like you're trying too much leaving most of the units and choices ineffective.
3 Meganobz isn't going to achieve much, likewise 5 Flashgitz. Also a solo Dakkajet isn't going to do much.
Decide what you want the list as a whole to do and then build towards that. It looks like you want armour saturation and assault. So get 1 maybe two heavy hitters in BWs supported by boyz in Trukks and BWs. Or load up on bikerz and Stormboyz, support with Trukk boyz and just rush straight at your opponent.
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![[Post New]](/s/i/i.gif) 2014/06/30 16:19:29
Subject: Orks 2000pts
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Longtime Dakkanaut
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FlingitNow wrote:
3 Meganobz isn't going to achieve much, likewise 5 Flashgitz. Also a solo Dakkajet isn't going to do much.
they can, but not like this.
flashgitz want to be sat still to take advantage of their gitfindaz, so need to get to a position turn 1 and start laying down suppressive fire turn 2.
3 meganobs is good for "Throwing Rocks". send them at the enemy, full tilt in a trukk, and they can either ignore them and die or pour firepower into them and leave themselves open to the rest of your army.
heard dakkajet took a nerf concerning the WAAAGH! but a single one can still do good if you accept that it's not anti tank, it's anti-infantry. a lot of people rely on the dakkajet to glance AV12 to death on a WAAAGH!, but I've found it to excel at dealing with units such as warriors (both necron and nid) and combat-squadded space marines. targetting marines hiding in cover is great as they just use their armour save, but there'll be enough wounds to kill most of them anyway.
so drop the wagons for trukks, and use the spare points with some jiggling to get another unit of trukkas, then split into two force orgs and spread out your deffkoptas.
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![[Post New]](/s/i/i.gif) 2014/06/30 18:08:42
Subject: Orks 2000pts
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Primered White
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Trukz will blow up even from a single evil gaze from any unit and have the passengers take some wounds from explosion -> unit takes pinning test and fails it and then takes some more wounds as they roll on a Mob Rule table.
Battlewagon is the way to go for getting boyz and MANz to bang head where there are some heads to banh (preferably other than their own kind).
I would change on this list the gear of MANz and go for a killsaw instead of any ranged weapons. This is just a personal flavour as k-skorchas template is good for hordes but I would use MANz in a wagon to hunt out some tough vehicles. I might also add killkannon and kannon to wagons instead of using mek gunz and usa blitza-bommer instead of dakkajet.
Let me know how your list performed.
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