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![[Post New]](/s/i/i.gif) 2014/08/16 12:58:12
Subject: Ork formation roster (need some advice).
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Yellin' Yoof on a Scooter
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Howdy, guys. New here, so probably doing something wrong.
So, the theme - I was trying to create an orky list which will suit my taste. Love nobs and bosses, so decided to have Mogrok's Formation
This is my list:
Formation:
* BigMek - KFF, Bike, Bosspole = 115
* Warboss - MegaArmr, BPole, LuckyStixx = 130
* BigMek Rokkit, BPole = 45
* BigMek - ShinyShoota, BPole = 50
* Warphead = 70
410
HQ:
* Warboss - Bike, PKlaw = 110
Troops:
* 18xBoyz - Shootas, 1xBShoota = 131
* 12xBoyz - Nob(PKlaw, BPole), Trukk(Ram) = 147
Elite:
* 4xMeganobz - Battlewagon(BPlank, BShoota, Ram) = 265
* 7xTankbustaz - Trukk(Ram, Rokkit) = 126
Fast:
* 8xBiker = 144
Heavy:
* 5xMekGunz - Lobba = 60
* Battlewagon - BShoota, Ram = 105
1088
TOTAL:1498
Want to stick Warphead and ShinyShootaMek to a wagon of boyz. Tankbustaz will be outflanked and Bikeboss used as a missile to assist in assault or to wreck some vehicle.
So friends, is it any kind of competitive?
P.S. And one more question - is there any way to run a dread? Love the model to death and wish to use a one somehow (not in this list).
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![[Post New]](/s/i/i.gif) 2014/08/16 22:06:26
Subject: Ork formation roster (need some advice).
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Regular Dakkanaut
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Cowboy_Jerry wrote:
P.S. And one more question - is there any way to run a dread? Love the model to death and wish to use a one somehow (not in this list).
Speaking from experience (a good number of friendly 7th ed games under my belt), there are several useful ways to run a dred, basically variations on the same theme of getting things into CC. They all more or less revolve around keeping him on the outer edges of a KFF (Big Mek, Morkanaut).
Use it as a bullet magnet - start the game with one at the front of a footslog charge. It'll draw a ton of fire on the first and possibly second turn (if it's making those KFF saves) and keep boyz safe.
Put it BEHIND the boyz and use the boyz as a delivery system.
Use it with a squad of Killa Kans - again, best to keep the whole lot of them within range of a KFF, but if that's not possible keep it behind the kans. This works best with a squad of six - kans provide 5+ cover for the dred while their number and the dred's presence nullify the Cowardly Grots rule (-1 on the roll for having more than three kans, another -1 for having a dred within 6"). If you're doing this, probably best to keep them BEHIND a unit of boyz that have KFF cover, as you're definitely going to want to have a good chance of getting those walkers into CC. They'll cost more than even a 30-man unit of boyz, either sluggas or shootas, so protecting the points investment is a good idea. If you can stick a Painboy in the boyz unit as well, even better, as KFF and FNP saves make footslog boyz really good at being bubble wrap.
Even if, in the above situation, the kans and dred still get wrecked, the sheer amount of firepower necessary to do so will keep your other units safe. It's a good idea not to go overboard with upgrades, I usually run a dred with just a skorcha as an upgrade and give kans either grotzookas or just stick with big shootas. The main battle plan with Orks is to not be attached to any one unit surviving the game, but to shove as much stuff down the throat of the enemy as possible, forcing them to make tough choices.
For the rest of your army, I'd suggest ditching the Shiny Shoota and taking a KFF, if it's going in a wagon. Also consider putting those 4 MANz in a Trukk instead - it's a lot cheaper, can cover more ground in a turn and can take the same upgrades as the BW while not giving up as many points when it blows - any vehicle containing MANz is a delivery system for them that's going to get blown. Plus, the points you save will let you afford more MANz (I run a Trukk with 5 to pretty good effect, they definitely scare opponents into going for them first).
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This message was edited 2 times. Last update was at 2014/08/16 22:13:41
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![[Post New]](/s/i/i.gif) 2014/08/17 07:02:00
Subject: Ork formation roster (need some advice).
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Yellin' Yoof on a Scooter
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Multimoog wrote:
For the rest of your army, I'd suggest ditching the Shiny Shoota and taking a KFF, if it's going in a wagon. Also consider putting those 4 MANz in a Trukk instead - it's a lot cheaper, can cover more ground in a turn and can take the same upgrades as the BW while not giving up as many points when it blows - any vehicle containing MANz is a delivery system for them that's going to get blown. Plus, the points you save will let you afford more MANz (I run a Trukk with 5 to pretty good effect, they definitely scare opponents into going for them first).
Thank you for reply! All in all, I also find giving MANz a Trukk interesting to me. But will it survive long enough to reach the enemy?
I was also doubting, whether a single Battlewagon(w. boyz) will in this case become a lone firemagnet. Could you tell me the way you protect and run your MANz?
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![[Post New]](/s/i/i.gif) 2014/08/17 07:49:04
Subject: Ork formation roster (need some advice).
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Regular Dakkanaut
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Running MANz is easy, point and shoot the trukk flatout towards a mean (but not too mean) unit.Screening your trukk with bikers or deffkoptas works to protect it if you're going second and trying to hug cover / line of sight, and often an opponent will feel more threatened by the bikers unless you've boosted the MANz with grotsnik or somethin anyway. Honestly though, expect them to draw fire. It's their job and means some fire your more squishy critical units won't be taking. If your Megaboss w/stikk is with them, he makes a wicked tank after the trukk gets wrecked too. Just look out sir any ap2/1 hits to the meganobz.
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![[Post New]](/s/i/i.gif) 2014/08/17 08:44:48
Subject: Ork formation roster (need some advice).
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Slaanesh Chosen Marine Riding a Fiend
Maine
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Cowboy_Jerry wrote: Multimoog wrote:
For the rest of your army, I'd suggest ditching the Shiny Shoota and taking a KFF, if it's going in a wagon. Also consider putting those 4 MANz in a Trukk instead - it's a lot cheaper, can cover more ground in a turn and can take the same upgrades as the BW while not giving up as many points when it blows - any vehicle containing MANz is a delivery system for them that's going to get blown. Plus, the points you save will let you afford more MANz (I run a Trukk with 5 to pretty good effect, they definitely scare opponents into going for them first).
Thank you for reply! All in all, I also find giving MANz a Trukk interesting to me. But will it survive long enough to reach the enemy?
I was also doubting, whether a single Battlewagon(w. boyz) will in this case become a lone firemagnet. Could you tell me the way you protect and run your MANz?
To be honest, the Trukks won't last long. The key to victory with them is to know what your opponent has in play, what can reach where, and deploy accordingly. If you deploy first, put the Trukks as far up as you can, keep em hidden just in case they seize the initiative. Flat out up the field and do your best to keep them out of sight. The best defense is having too enough of them that they survive long enough to deliver at least one squad, or to get close enough to charge turn 2 or 3.
The MANZ missiles do two different jobs. They provide a quick, albeit fragile way up the field to get into combat ASAP. They also redirect gunfire from the rest of your army, giving them more time to get up the field without losing any rank. Your MANZ should be able to survive pretty much anything your opponent throws at them (Except AP 2 or S8 stuff, so keep them as hidden as possible, obviously). If even one squad gets into CC, they should clear out a squad a turn.
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![[Post New]](/s/i/i.gif) 2014/08/17 09:03:30
Subject: Ork formation roster (need some advice).
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Chosen Baal Sec Youngblood
UT
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I've heard that it is expected that the trukk will die, but even if it does the MANz should be just fine. Even an explodes result is only what, a str5 AP - hit?
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![[Post New]](/s/i/i.gif) 2014/08/17 09:19:42
Subject: Ork formation roster (need some advice).
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Yellin' Yoof on a Scooter
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Melevolence wrote:
To be honest, the Trukks won't last long. The key to victory with them is to know what your opponent has in play, what can reach where, and deploy accordingly. If you deploy first, put the Trukks as far up as you can, keep em hidden just in case they seize the initiative. Flat out up the field and do your best to keep them out of sight. The best defense is having too enough of them that they survive long enough to deliver at least one squad, or to get close enough to charge turn 2 or 3.
The MANZ missiles do two different jobs. They provide a quick, albeit fragile way up the field to get into combat ASAP. They also redirect gunfire from the rest of your army, giving them more time to get up the field without losing any rank. Your MANZ should be able to survive pretty much anything your opponent throws at them (Except AP 2 or S8 stuff, so keep them as hidden as possible, obviously). If even one squad gets into CC, they should clear out a squad a turn.
Yes, got the point. But are MANz going to reach combat after Trukk being destroyed? Aren't they too slow?
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![[Post New]](/s/i/i.gif) 2014/08/17 15:22:11
Subject: Ork formation roster (need some advice).
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Shunting Grey Knight Interceptor
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Yes, they are too slow. But trukks are one of the fastest transports in the game. Moving 24" Flat Out + disembark (even emergency disembark + Turn2 Move) + 2D6 assault should get you close to SOMETHING that needs to get Klawed to death.
The only thing that could move you faster would be Warkoptas from IA8. Too bad they specifically don't allow Mega Armor :(
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![[Post New]](/s/i/i.gif) 2014/08/17 16:18:27
Subject: Ork formation roster (need some advice).
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Big Mek in Kustom Dragster with Soopa-Gun
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FishFuzz99 wrote:I've heard that it is expected that the trukk will die, but even if it does the MANz should be just fine. Even an explodes result is only what, a str5 AP - hit?
Str4 hits on all models embarked, yes. MANz sometimes have issues with the pinning test but Mob Rule helped them with that since they really dont give two gaks about D6 S4 hits for rolling a 2 or 3 lol. Passed my pinning and morale checks this way many many times, never lost a wound thanks to 2+ armor.
Thing about MANz missiles is they arent as simple as people make them out to be. I use two every game, and they always make their points back somehow. Distraction is key, you want to keep the MANz cheap so they dont draw more attention then they already do (and face it they dont need much more than a ram on the trukk, a bosspole, and i add 1 killsaw for the lawls) and get something that can draw even more attention - this can be a wagon list, warbiker list, deffkoptas turboing to the backfield threatening rear armor, hell even a walker wall even though that one might take longer to get done.
Do not just blindly send the trukk up. If you can 100% protect that trukk from sight, keep it hiding a turn or two. Im not joking. My MANz rarely see combat by turn 2, its usually 3 sometimes 4 because theyre hiding from something that can mop them up in seconds while i wait for my boyz and warbikers to tie them up. Only if you cant completely hide the trukk should you be sending them up the board blindly, but even then try to point in a direction that will have less odds of popping the trukk.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/08/18 03:13:56
Subject: Ork formation roster (need some advice).
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Regular Dakkanaut
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Yeah, you don't even need to really upgrade the Trukk unless you have a surplus of points that literally can't be used elsewhere. I only give it a Ram as well for the rare instances it gets caught on dangerous terrain, as it doesn't have to move AROUND cover, but can just drive through it. While you do want to keep it out of LOS, a straight path is still the fastest way from A to B. The trukk doesn't have to survive long if you can get it to the midway point of the board in your first turn, because by that time you MANz will be in charge range, especially if you can WAAAGH turns 2 or 3.
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