Switch Theme:

Orks vs AM, what to add to list?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Furious Fire Dragon





My list is:
35 boys (heavy armour)
4 nobz (banner, heavy armour, shoota and all have claws)
4 meganobz, 2 killsaws each
1 Trukk, stock (maybe boarding plank?)
1 bomber (not the fire one)
1 Battlewagon Stock + 4 rocketlaunchers
1 Weirdboy ML 2
5 Kanz
5 mek guns, ammo runt and KMK each
1 Mek
Allied with 3 Iyanden spiritseers with 5 wraithguard/d-scythes

I know he doesn't footslog so im expecting lots of tanks. I plan on rushing his line with my trucks (filled with nobz and meganobz) to try and cut down some tanks. Anything you guys think I should add (upgrade wise) or anything to perhaps get for Orks that are essential, other than a Deff dread to follow my kanz?
   
Made in gb
Longtime Dakkanaut






Winning games is a lot more about manoeuvrability these days, rather than killing power. As such I'd suggest getting some deffkoptas for snagging objectives on the cheap, as they're the fastest unit the orks have and ignore terrain, so you can literally boost them to any objective as and when you need to.

what do the kans have? how are the boys split up? what are your taktiks? why are there eldar involved?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in ca
Furious Fire Dragon





 some bloke wrote:
Winning games is a lot more about manoeuvrability these days, rather than killing power. As such I'd suggest getting some deffkoptas for snagging objectives on the cheap, as they're the fastest unit the orks have and ignore terrain, so you can literally boost them to any objective as and when you need to.

what do the kans have? how are the boys split up? what are your taktiks? why are there eldar involved?

Sorry should have given some background. I needed more points to meet the set amount and there crazy good. Pretty much I had my nobz and meganobz in the vehicles to get them into CC faster, and the boys and weirdboy got the deepstrike power, so they deepstiked into close range. The kans are stock (stupid on my part, I thought for some reason the weapon replaced the claw instead of the shooter)
Played the game and it didn't matter about my tactics, he decimated me, entire army pretty much of ap 2 stuff with lots of attacks, boys got killed by multiple str 6-10 pieplates and the mega/nobz got killed off once the first unit they assaulted died. Mobility didn't matter as well since we got purge the alien and his allied space marines landed behind all my people with direct hits.
   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona

Your list lacks focus, that's just the simplest way to put it. A few boyz here, a couple of vehicles there, some guns, a single flyer, some kanz, a few mek guns, and (bizarrely) Eldar allies.

Orks are all about picking something you want to do and then building specifically for that tactic. Your list lacks focus, as it has many different elements which do many different things, and don't do much in the way of supporting eachother to an effective degree.

First and foremost, before you ask for help as an ork player, you kind of need to decide what you want to do with your army. Push forward and shoot things to death, castle, rush for assault, out maneuver? What's the plan here, chief?

   
Made in ca
Furious Fire Dragon





I am going for meat-shield boys (min squad) to help draw fire off of my anti infantry (kanz) and my anti tank (mega/nobs with claws and saws)
Artillary to help support, trucks to get people into position and a jet to help with thinning out blobs and tanks as well.
   
Made in ru
!!Goffik Rocker!!






Orks don't work like sm or eldar. You can't just get a bit of everything and call it a day. You've got lots of cheap, expendable, relatively hard-hitting yet not very tough and prone to getting countered stuff. Positioning and timing is much more important for us.

To put it simple, when you throw a wagon of boyz at the enemy followed by a mob of 30 footsloggas, the result will be: wagon popped, wagonboyz killed. Next turn footsloggas continue to march forward into their anti-infantry gunz range and the enemy runs around in circles killing them off.

But when you throw 2 wagonz or a wagon and 2 trucks full of choppy goodness, the result is: a wagon popped, wagonboyz killed. But next turn the remaining stuff reaches the enemy lines and teaches them a good lesson of propa fightin'.
Or when you got 2 mobz of boyz so that the enemy can't get the majority of his anti-infantry firepower in range early on. And than he just can't kill enough.

Basically, what Morganfreemsn says. You need focus. You either go fast or footsloggy. When you go footsloggy, it's possible to add something fast for your advantage. A single truck with manz or 'ard boyz, for example. But not to the extent when it takes too many pts away from the horde. But the opposite doesn't work too good. If you go fast - everything got to go fast.

As for the ranged support, i'd recommend a bunch of lobbas. Not only they're great infantry-killers, but they're also the only thing able to stop hidden ig artillery. S5 is fine vs av10 so you can hope to get a shake or stun. And that's all you need. KMK can't do it due to 36' and not being barrage.

So, wagon and trucks don't synergise too well with kanz.
   
Made in ch
Flashy Flashgitz





Agreed with koooaei. Orks shouldn't disperse too much in the codex. You should chose one tactic, and stick to it to maximise our efficiency.

Fielding only one vehicle means it being focused. When I play mounted boys, it's always (minimum) about 2-3 Trukks and/or 1-2 BW. (<-- best way to play MANZ).

You want to go footslogging? Max at least 2 Boyz squads, give them a Painboy and a Nob PK/BP and keep them at 1ps from each other.

Same thing if you like our walkers (maybe not the most efficient army, but very cool). Having only one deffdread or 3 Kanz is nothing compared with a full Walkers list. When your opponent may ignore/focus one Deffdread, it's much more challenging to deal with a wave of Dreads/Kanz/Nauts (Dread Mob formation is nice, Ghaz supplement).

Beside that, we have very nice "generic" support choices, which fit with almost every tactics: Kommandos, Koptaz, Dakkajets and Mek Gunz (Lobbas/KMK).
   
Made in ru
Yellin' Yoof on a Scooter




 RedizDead wrote:

Having only one deffdread or 3 Kanz is nothing compared with a full Walkers list. When your opponent may ignore/focus one Deffdread, it's much more challenging to deal with a wave of Dreads/Kanz/Nauts (Dread Mob formation is nice, Ghaz supplement).

Sorry, but I wanted to know if 2 wagons of boys and a Dread can be called target saturation?

This message was edited 2 times. Last update was at 2014/11/24 08:34:27


 
   
Made in ru
!!Goffik Rocker!!






2 wagonz yep.
2 wagonz and deff dread - the same as 2 wagonz.
2 wagonz and a truck - better than 2 wagonz.

Another question is that a Deff dread is relatively cheap and is definitely cheaper than ~170 pts you'd spend on truckboyz or manz missile. But it's gona be really slow and hit the fray turn 3-4 at best. And it WON'T be target saturation till than.

This message was edited 1 time. Last update was at 2014/11/24 08:47:29


 
   
Made in ch
Flashy Flashgitz





Mixing walkers and vehicles is a bit tricky, because of the gap of speed.
As said above, I am afraid your walker will only reach melee 2 turns later than BW. Which means your opponent will first focus your BW, and then the walker.

In a Walker list, everything moves at the same speed, so your opponent must make a choice.

Would have loved to have a DS Dread ^^

This message was edited 1 time. Last update was at 2014/11/24 09:08:38


 
   
Made in ru
!!Goffik Rocker!!






That's the problem with ork walkers. Deff dreads are great on paper. But they don't synergise with speedfreaks cause of speed and with a horde cause they're one of the few AV things you'd get and they're gona draw away all the anti-tank the enemy has. Making this anti-tank not wasted.

As they don't get any sort of delivery - they got to be supported with other slow vehicles. Which are killa kanz and naughts that are not great out of Dredd mob formation. Even with this formation, kanz and naughts are only fine at best.

If you could squadron deffdredds, they'd be somewhat reasonable for a footslogging list. Something like a murderpack that CSM have.
   
Made in ru
Yellin' Yoof on a Scooter




Walkers can't be infiltrated via warlord trait? Wish they can.
   
Made in us
Dakka Veteran




Manchester, NH

Cowboy_Jerry wrote:
Walkers can't be infiltrated via warlord trait? Wish they can.


They can't? How come? the warlord trait allows you to infiltrate 3 non-vehicle units. Is a walker considered a vehicle for this?
   
Made in ru
Yellin' Yoof on a Scooter




Don't know really.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Hi! A few points people seem to have already suggested. The main thing I will suggest is that you can't survive on just one HQ (your Weirdboy). So have a look at a sample list below. I've constructed it from what you already have + a few additons. You will need quite a few additions to make a workable army.

HQ: Warboss + MegaArmor + Da Luck Stikk + BP
HQ: Weirdboy ML2
Mini HQ: Mek
Troops: 16 Slugga Boys inc a Nob + BP + PK
All inside: HS -- Battlewagon + Boarding Plank + 2 Rokkits + Ram
Spoiler:
Outside of running 30 ork boys, or the greentide formaiton of 100 boys, this might be the best way to use your Weirdboy. Typically the Painboy is considered a better additon to an army, however you don't have one and I would rather suggest you buy as little as possible.
Elites: 3 Meganobz + 1 BP + 1 Killsaw
All inside: Trukk + Ram + Rokkit + Boarding Plank

Elites: 3 Meganobz + 1 BP + 1 Killsaw
All inside: Trukk + Ram + Rokkit + Boarding Plank
Spoiler:
You will need to buy an extra box of Meganobz and another Trukk. This would mean you get a 7 meganobz models, 3 in each trukk and the extra can be your Warboss. Manz Missiles are probably your best bet with what you have.
Troops: 12 Slugga Boys inc a Nob + BP + PK. All with Eavy Armor.
All inside: Trukk + Ram + Rokkit + Boarding Plank

Fast Attack: Blitza Bommer (sorry I can't remember what else he gets. The red paint typically isn't worth buying on most things though).

Unfortunately I don't have my rulebook with me to check the points for all of this. I'm pretty sure that you'd be low enough for the next section. An additional CAD:
Spoiler:
HQ: Painboy + Da Finkin Kap (WARLORD)
Mini HQ: Mek + Rokkit
Mini HQ: Mek + Rokkit
Troops: 17 Shoota Boys + Rokkit inc Nob + PK
Inside: HS -- Battlewagon + 3 Rokkits + Ram + Kannon

Troops: 10 Grots + Runtherand
Fort: ADL + Quad Gun
HS: 5 mek guns, ammo runt and KMK each
This would make your theme be hard hitting Speed Freaks. You'd have anti air from the ADL quadgun. The Mega-armored Warboss doesn't need to Waaaagh! as Mega Armor units can't run anyway. The Painboy is wanting to roll the outflank/infultrate warlord trait so that you're trukks can get into a better position. KMKs won't be able to support much against long ranged armies, so get in there quickly with your Meganobz.

Apologies again for not having numbers on me. Hopefully what you see here might be more useful to you. You WILL have to buy some extra stuff. I believe you'd be looking at 2 trukks, 1 battlewagon, 1 box of Megabobz, a Painboy, a box of Grots and an ADL box. This would let you play at 1850 pts. I would suggest altering where you see fit, otherwise decreasing your points games to 1250 or 1000 till you have more units. Either way, you need a Warboss or a Painboy. Very few ork armies should leave home without them.

This message was edited 1 time. Last update was at 2014/11/24 15:39:51


30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in ca
Furious Fire Dragon





 koooaei wrote:
S5 is fine vs av10 so you can hope to get a shake or stun. And that's all you need. KMK can't do it due to 36' and not being barrage.

So, wagon and trucks don't synergise too well with kanz.

Ah alright guys thanks, ill work on less diversity, also Koooaei, that doesnt work at all since all of his tanks are AV 14
   
Made in ru
!!Goffik Rocker!!






Barrage hits the side armor. Lobbas are barrage. All really frightening ig artillery is 12-10-10. Leman russes aren't that frightening cause they ain't barrage and can't snipe your important characters and don't go over cover. Just spread out and you'll minimise casualties.

This message was edited 1 time. Last update was at 2014/11/25 05:44:00


 
   
Made in ca
Furious Fire Dragon





Huh, good to know that barrage info! He has 3 tanks (not sure the name) at 100 points each in a unit, so for the cost and having such crazy amounts of weapons and stats they still can mow down boyz, nobz or kans like crazy
   
Made in ch
Flashy Flashgitz





And as said above, Koptaz are real Leman Russ's banes
   
 
Forum Index » 40K General Discussion
Go to: