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Made in nz
Screamin' Stormboy





Queenstown

Hi all, so I'm making this list for playing spacemarine/blood angels and was looking for some help.
This is what I've got so far:
Warboss, MA, lucky stikk
8 tank bustas, trukk
8 tank bustas, bombsquig

10 boys, nob pk pb, trukk
10 boys, nob pk pb, trukk
9 boys, nob pk pb, trukk

2 deffcoptas in seperate units

Battlewagon killacannon

Warboss and unit of tankbustas will go in battlewagon.
Some things I am almost certain I will need to face are:
At least 1 drop pod.
Terminators
dreadnought
Librarian
death company

Thanks, any advice at all is apreciated
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

You can't fire the killkannon if you move the battle wagon which negates the point of taking it... You want your war boss in combat ASAP

mean green fightin machine 
   
Made in nz
Screamin' Stormboy





Queenstown

Oh that is true I didn't realise

Wakatipu40k
 
   
Made in us
Waaagh! Warbiker




Alaska

BAN wrote:
You can't fire the killkannon if you move the battle wagon which negates the point of taking it... You want your war boss in combat ASAP


Um. Yes you can. That's the whole point of vehicles with big weapons. You just have to snap shoot everything else.
   
Made in nz
Screamin' Stormboy





Queenstown

BossMakk wrote:
BAN wrote:
You can't fire the killkannon if you move the battle wagon which negates the point of taking it... You want your war boss in combat ASAP


Um. Yes you can. That's the whole point of vehicles with big weapons. You just have to snap shoot everything else.


Yea I just checked the rule book not being able to move only applies to infintry.
Anything else on the list though?

Wakatipu40k
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

You can't move full movement though can you?

mean green fightin machine 
   
Made in us
Waaagh! Warbiker




Alaska

BAN wrote:
You can't move full movement though can you?


I'd rather fire that pie plate than get that extra 6" though.
But nah, you gotta stop.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Sorry, my bad I knew it was something movement related though.
Maybe put the warboss in a trukk with the lads?

mean green fightin machine 
   
Made in nz
Screamin' Stormboy





Queenstown

Is it worth the 30 points though or should I spend those points on more rokkits and a mek?

Wakatipu40k
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

more rokkits, more bomb squigs I reckon... bomb squigs are awesome.

mean green fightin machine 
   
Made in us
Waaagh! Warbiker




Alaska

Looted wagons do well as a distraction unit. Sure, they're not great. But it only takes 1 well placed blast to earn those points. And since it's ordnance, it poses a danger to low to mid vehicles. And being ap3, it can chum up MEQ too. Usually I'll put like a squad of grots in them to prevent them from Don't Press Dat. A vehicle can't move flat out if a unit dis/embarked that turn.


Automatically Appended Next Post:
That being said, bomb squigs are awesome

This message was edited 1 time. Last update was at 2015/06/25 21:28:14


 
   
Made in nz
Screamin' Stormboy





Queenstown

I think based on the nature of my opponents a looted wagon would get blown up by terminators pretty early, but I suppose better that then the battle wagon.


Automatically Appended Next Post:
I did some rethinking how about this:

Mek
MA, DLS Warboss
8 tank bustas, 2 bombsquigs, trukk, rokkit
9 tank bustas, 2 bombsquigs
10 boys nob bp pk trukk
10 boys nob bp pk trukk
10 boys nob bp pk trukk
deffcopta
deffcopta
battlewagon, ram

Better? Worse? Thoughts?
I feel I may be lacking in the AP 2 department

This message was edited 1 time. Last update was at 2015/06/25 23:41:23


Wakatipu40k
 
   
Made in us
Waaagh! Warbiker




Alaska

Well, at 1000 you're likely not going to need a ton of it.

Where is the warboss and tankbusta squad going? Battlewagon?
   
Made in nz
Screamin' Stormboy





Queenstown

Yes the warboss and the tankbustas without the trukk will go in the battle wagon and gun down things like dreads and death company and if they bring a land raider then they can assault it.



Automatically Appended Next Post:
Also side note: can bomb squigs attack a different target that the tankbustas shoot at?

This message was edited 1 time. Last update was at 2015/06/26 01:50:28


Wakatipu40k
 
   
Made in us
Waaagh! Warbiker




Alaska

 zedster40k wrote:
Yes the warboss and the tankbustas without the trukk will go in the battle wagon and gun down things like dreads and death company and if they bring a land raider then they can assault it.



Automatically Appended Next Post:
Also side note: can bomb squigs attack a different target that the tankbustas shoot at?


Oh god no. Don't do that. Nooo. What you'd be doing is putting one of the games scariest non-unique HQS with one of your codexes scariest units in the scariest vehicle. Literally everything that can, will shoot at it. Orks are like toast: you gotta spread stuff around.

Also: no. Squigs are part of the shooting attack.
   
Made in nz
Screamin' Stormboy





Queenstown

So you think I should swap the Warboss and the mek around as far as transports go?


Automatically Appended Next Post:
Or sort out something new for him?

This message was edited 1 time. Last update was at 2015/06/26 02:19:46


Wakatipu40k
 
   
Made in us
Waaagh! Warbiker




Alaska

Here is one similar to setups I use. Usually with orks multiples are the best. But at lower levels, Single BWs are okay. It's divided by squad. Meets either Battleforged for ObSec, or the ork horde detachment if you're feeling frisky. Nobs are added as an upgrade, adding to the total model count

Squad A
Warboss w/ MA, DLS
Mek
16 Boys + Nob w/BC
-Battlewagon w/ram, 2x BS

Squad B
11 Shoota boys + Nob w/bp, BC, shoota
-Trukk w/ram, bs or rokkit

Squad C
11 Choppa Boys + Nob w/BP, PK
-Trukk w/ram, bs or rokkit

Squads D & E
7 Tankbustas w/ 2x Squig
-Trukk w/ram, rokkit

Squad F
Deffkopta w/ TLRL


Squad A I'd your boss blob. Use the other squads as it seems wise to block LoS for precious cover saves. If drop pods are a worry, make sure to use terrain to keep them away. Use the mek and nob to absorb challenges, tank all non-ap2 on the warboss, and use Look out Sir like a bastard. There's only one klaw in the mob, but you only need it, since you can reroll those to hits and to wounds all day. On average on a charge, you'll cause like 3.5 wounds on a unit with a 5++ from the warboss alone. And they'll be S10, so even those damn wolf riders will be doubling out.

B is for forward objectives and chasing infantry, as well as for a screen. Basically, they're a squad that's juuuuuust annoying and dangerous enough to draw attention and be an issue. The BC keeps dreads from being totally immune to them.

Squad C is backup for termies swamp and to chase things that can't really challenge (if you can help it).

D and E: tankbusta missiles. Pretty much self explainatory.

F use it for Maelstrom stuff. Also, you can deep strike or bring it in from outflank, meaning that it can put pressure on flank artillery. Plus you had one in there, and I didn't want to alter too much of your list.


Automatically Appended Next Post:
It's very nearly the same list, just minor tweaks.

And don't let me bully you into playing my way. the fun thing about the random aspects of orks is that unique =/= bad.

This message was edited 1 time. Last update was at 2015/06/26 19:27:36


 
   
Made in nz
Screamin' Stormboy





Queenstown

Thanks for the advice how about this:

Warboss, MA, DLS, bp
Mek
16 boys, nob, bp, bc
battlewagon, ram, 2bs

7 tankbustas, 2bombsquigs, trukk rokkit, ram
6 tankbustas, 2bombsquigs, trukk rokkit, ram

11 boys, trukk ram, nob,bp,pk
11 shootaboys, trukk ram, nob,bp,bc

Deffcopta w/kmg
Deffcopta w/kmg

Wakatipu40k
 
   
 
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