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With the loss of the green tide, is a footslogging list for orks still viable? Even if it isn't viable competitively how would you run it?
I find myself leaning towards trukk and wagon loads of orks with bikers backed up with lootas mek gunz tank bustas and MANZ all the time but I've got over 100 orks and I would love to build a footslogging (only) list at around 1500 points but I'm really struggling to make it work with any cohesive strategy other than deploy/run/waagh.
What other units work well?
I don't use FW out of a combination of cost and a gentlemans agreement in our gaming group.
Hmm at 1500 I have yet to build one. At 1850 I built one in the new detachment with I think it was about 220 bodies split between boys and stormboyz. Something like that anyway. I haven't run it yet since I needed a different style of play than footsloggin to even reach my opponent here.
My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly
I have done that in a few malestrom games. Waaagh every turn, move run assault with everything every turn, and fearless. Place objectives close to help compensate for everything being at walking speed and give council more use.
The next thing I recommend is making your opponent draw cards that force him to control objectives council is near :p
I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works.
I only footslog, really, and haven't been doing so bad. I use BIG units of boys (20-30) with eavy armour, and a painboy, and they're fairly resilient. Granted, these are not small games I'm playing when I do all of this (3000 pts is the standard sized game my friends and I play)
Big Mek with KFF and a painboy make a footslogging unit fairly resiliant unless of course you're facing a lot of S8+ templates/high ROF weapons. If your opponent has a list that also wants to close with you quickly a DLSMA Warboss tanking for a big unit with a Painboy could work but if your opponent wants to stay as far away as possible and shoot you that unit might never get into combat because it can't run.
Without the tide footslogging takes several big hits. One hit not talked about much is that you can take a mix of armored and non-armored boyz in a tide, and a mix of shootas and choppas. Having a couple rows of armored boyz in the 100 can save a lot of points.
With 30s you have to armor them all, and if you want the painboy he dies after the 31st wound.
Since Trukks are fairly cheap and OS, I'm switching to trukks of armored boyz. Last game I tried no-nob blobs of 12 choppas and they were pretty effective at 135.
so one of the ideas I have put forward before is running 3-4 ML2 weirdboyz in big footslogging squads. All of the roll on daemonology with 3 WC each and you get a good chance of rolling possession and summoning a greater daemon.
You are sacrificing your weirdboys for daemons but it can sometimes work.
The thing I am having trouble with is how to confidure shoota boyz on foot. How do you guys run them? Squad size? eavy armour? rokkit launchas? etc.
I don't tun shootas on foot. If I'm investing points in shootas I'll bring a blitz brigade so I can run em without eavy armor and with Weirdboyz.
I'll usually do 2 19s with Weirdboyz, 1 war boss Death Star of some kind and 2 big busta squads. That way I have a solid shooting round T1, then T2 they've got stuff to worry about.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
The only vehicles I usually use are Trukks for my BullyBoyz.
Other wise I have 2 maxed out Mek Gunz, a unit of 5 Tankbustas, a unit of 15 Tankbustas, and the two obligatory Grot mobs.
All of that gets cover the first turn from 15 Bikes.
Against Necrons last night I had the larger mob of TB's, the grots, and all the Mek Gunz out in the open. The BullyBoyz and Bikes move and flat out and Turboboost first turn and tie up the opponent so fast having the other units in the open is not a problem.
Fun thing happened last night, one of my Trukks nicked terrain in my DZ and immobilized even with RR. The attached Mek from one of the MekGunz spent two turns moving over to it and eventually repaired the Trukk!! Thankfully a single model moving no longer prevents a squad from firing heavy weapons!
I have done that in a few malestrom games. Waaagh every turn, move run assault with everything every turn, and fearless. Place objectives close to help compensate for everything being at walking speed and give council more use.
The next thing I recommend is making your opponent draw cards that force him to control objectives council is near :p
Without a drop in point costs for Orks this is one of the best and competitive ways to build the new Orkorion detachments. Ghaz is such a beast when he's built this way.
This message was edited 1 time. Last update was at 2016/03/25 17:13:07
the_scotsman wrote: I don't tun shootas on foot. If I'm investing points in shootas I'll bring a blitz brigade so I can run em without eavy armor and with Weirdboyz.
I'll usually do 2 19s with Weirdboyz, 1 war boss Death Star of some kind and 2 big busta squads. That way I have a solid shooting round T1, then T2 they've got stuff to worry about.
What do weirdboyz add to squads these days? Particularly in vehicles. I would have thought they are better placed in foot squads.
the_scotsman wrote: I don't tun shootas on foot. If I'm investing points in shootas I'll bring a blitz brigade so I can run em without eavy armor and with Weirdboyz.
I'll usually do 2 19s with Weirdboyz, 1 war boss Death Star of some kind and 2 big busta squads. That way I have a solid shooting round T1, then T2 they've got stuff to worry about.
What do weirdboyz add to squads these days? Particularly in vehicles. I would have thought they are better placed in foot squads.
Depends on what you roll for your powers but they can be nasty with their beam and flamer powers while frazzle isn't bad for hurting 3+ armor infantry. Da Jump can be amazing so if you roll that then you might want to put that unit on foot and jump to where you need to go. Its good to have a backup plan for when you don't roll da jump and the rest of the Weirdboy powers are better used when you can actually get in range of targets. Blitz Brigade can synergize really well with Weirdboyz as your almost always in range of your powers turn 1.
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise"
How about a blitz brigade, each with 19 choppa boyz. or shoota boyz if you want, and each wagon with a weridboy rolling on malefic.
Scout forward, move the wagons forward, disembark all 95 boyz in their deployment area and then start summoning.
But back to the subject at hand, footslogging. You could probably do a pretty good footslogging list with malefic weirdboyz. Summoning units as boyz get shot down.
This message was edited 1 time. Last update was at 2016/03/31 14:08:09
If you don't want to do the Orkorion style list for footsloggin
I've had some luck with a CAD and mogroks boss boys as well.
This list doesn't rely on waagh each turn instead garauntees outflanking with acute senses and bonus to seize the int. (Hopefully infiltrate too)
CAD Painboy
Painboy
30 boy w nob with pk 30 boy w nob with pk 3x mek guns- I generally take KMK 3x warbikers
2x min tabkbusta squads
Mogroks
Big Mek- mega armour (mogrok), thinkin cap
Big mek- warbike and pk Big mek- mega armour KFF Warboss- mega armour, Lukky stick
Warphead
You end up with morgrok leading 30 boyz with painboy outflanking, mogrok out front because his warlord trait gives him a 2+ rerollable and 5+ painboy fnp and ob sec.
You end up with another 30 boyz with painboy and a Lukky stick warboss and a warhead. Again lead with the Lukky stikk warboss 2+ rerollable with 5+ fnp. These guy again can outflank or if you get infiltrate with the thinkin cap. Warphead can go for demonology if you want to summon more units or sanctic if you want hammer hand for a str6 ob secured blob.
Place the big Mek with mega armour with KMK for mobile artillery his gun also pairs well at str8 ap2. And he adds ld so the squad doesn't break and he benefits from the t7 of the gun. You can place the KFF on this guy for some more hilarity.
You have the third big Mek on bike with pk leading the 3 other warbikers.
The final 2 squads are min squad tabkbustas. Hopefully outflanking or infiltrating.
Biggest issue with this list is no fearless but most units are ld 8/9 with mob rules.
This message was edited 2 times. Last update was at 2016/03/31 15:56:03
gungo wrote: If you don't want to do the Orkorion style list for footsloggin
I've had some luck with a CAD and mogroks boss boys as well.
This list doesn't rely on waagh each turn instead garauntees outflanking with acute senses and bonus to seize the int. (Hopefully infiltrate too)
CAD Painboy
Painboy
30 boy w nob with pk 30 boy w nob with pk 3x mek guns- I generally take KMK 3x warbikers
2x min tabkbusta squads
Mogroks
Big Mek- mega armour (mogrok), thinkin cap
Big mek- warbike and pk Big mek- mega armour KFF Warboss- mega armour, Lukky stick
Warphead
You end up with morgrok leading 30 boyz with painboy outflanking, mogrok out front because his warlord trait gives him a 2+ rerollable and 5+ painboy fnp and ob sec.
You end up with another 30 boyz with painboy and a Lukky stick warboss and a warhead. Again lead with the Lukky stikk warboss 2+ rerollable with 5+ fnp. These guy again can outflank or if you get infiltrate with the thinkin cap. Warphead can go for demonology if you want to summon more units or sanctic if you want hammer hand for a str6 ob secured blob.
Place the big Mek with mega armour with KMK for mobile artillery his gun also pairs well at str8 ap2. And he adds ld so the squad doesn't break and he benefits from the t7 of the gun. You can place the KFF on this guy for some more hilarity.
You have the third big Mek on bike with pk leading the 3 other warbikers.
The final 2 squads are min squad tabkbustas. Hopefully outflanking or infiltrating.
Biggest issue with this list is no fearless but most units are ld 8/9 with mob rules.
Seconded. I have run almost this exact list to great effect, except with SAG meks for lols and because I only have one mega-armor model painted.
This is reminding me to do some repairs and conversions to the old busted metal MANs I inherited.
Footslogging lists are not competitive at all, at 1500 points i'd go with something like that: double cad with warboss in EA and pk, 3 painboys, 3 units of 30 boyz including nobz with bp and pk, a min squad of gretchin, 5 lobbas with 5 ammo runts, 6 single deffkoptas and 4 min squads of lootas.
Nithaniel wrote: With the loss of the green tide, is a footslogging list for orks still viable? Even if it isn't viable competitively how would you run it?
I find myself leaning towards trukk and wagon loads of orks with bikers backed up with lootas mek gunz tank bustas and MANZ all the time but I've got over 100 orks and I would love to build a footslogging (only) list at around 1500 points but I'm really struggling to make it work with any cohesive strategy other than deploy/run/waagh.
What other units work well?
I don't use FW out of a combination of cost and a gentlemans agreement in our gaming group.
My ork list is almost entirely on foot (I use a jet). My main method of madness is to shoot the trukks, empty, at full tilt and follow at full tilt. I form a wall with them and terrain. I am then effectively invisible to most things on the other sides of the trukks for a bit or until I crest that hill into their face holes. I use the same three trukks to form a perimeter if the enemy is clearly coming for me (assault or drop type armies).
I do well doing it.
EDIT: Side note, the Green Horde isnt gone. You can still use that book.
This message was edited 1 time. Last update was at 2017/01/07 10:11:53
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Maybe some lootas or meks with killsaws idk lost track of points but that should be close to 1850. Shootin from the hip here. Pick three spearhead units, give them pain boys, put them in the center. As those squads dwindle, the painboys move to the squads behind them. Think Russian soldiers in the movie enemy at the gates, only with healthcare instead of bullets. The big mek can join one of those squads too, even with his bike iirc, but the bike lets him relocate his kff to where it needs to go, usually an objective you're trying to hold. He can also join a single kopta who will los wounds for him and offers more manuverbility but less bubble wrap so it's opponent army dependent which you choose. Then you have 120 obsec boyz with 12 pks. Pretty cool. MSU style protects you from mass shooting and allows you to actually secure more objectives than the green tide could. Koptas to harass, scout, outflank, tar pit, line break, eat overwatch, and snipe. Naut gives fearless and cover fire, and benefits from kff. Oh yeah, and then the finding cap will give you two strategic traits, giving you a good shot of infiltrating 3x units, move through cover, stealth(which stacks with kff and night fight iirc for a 3++ on your basic boy but is extremely situational.) and a whole bunch of other neat stuff. Ever just wanna... Ya know... Infiltrate a gorkanaut?
The ghaz supplement might be helpful, with the mff and its 4++ and its ability to waaagh every turn. And if you're gonna be doing that, you might as well take ghaz for the perpetual 2++ to spearhead your force and tank heavy fire.
You'd laugh at grav spam and gladius, probably beat dar on maelstrom, and could probably tarpit necrons the entire game. Tau would be a nightmare, as would bike spam and anything with a template but the beauty of MSU is that the damage any one opposing unit can cause is capped at 10, the rest is wasted. Killing six of ten is whatever, killing six of 30 is a morale test and who knows how that'll go. Killing 15 of ten is a waste, but 15 of 30 is pretty good.
If you really want to kick it up, you can do the same list, but with 240 obsec Grots. You'd win maelstrom every time. And probably take a week to play.
This message was edited 3 times. Last update was at 2017/01/08 22:05:34
Maybe some lootas or meks with killsaws idk lost track of points but that should be close to 1850. Shootin from the hip here. Pick three spearhead units, give them pain boys, put them in the center. As those squads dwindle, the painboys move to the squads behind them. Think Russian soldiers in the movie enemy at the gates, only with healthcare instead of bullets. The big mek can join one of those squads too, even with his bike iirc, but the bike lets him relocate his kff to where it needs to go, usually an objective you're trying to hold. He can also join a single kopta who will los wounds for him and offers more manuverbility but less bubble wrap so it's opponent army dependent which you choose. Then you have 120 obsec boyz with 12 pks. Pretty cool. MSU style protects you from mass shooting and allows you to actually secure more objectives than the green tide could. Koptas to harass, scout, outflank, tar pit, line break, eat overwatch, and snipe. Naut gives fearless and cover fire, and benefits from kff. Oh yeah, and then the finding cap will give you two strategic traits, giving you a good shot of infiltrating 3x units, move through cover, stealth(which stacks with kff and night fight iirc for a 3++ on your basic boy but is extremely situational.) and a whole bunch of other neat stuff. Ever just wanna... Ya know... Infiltrate a gorkanaut?
The ghaz supplement might be helpful, with the mff and its 4++ and its ability to waaagh every turn. And if you're gonna be doing that, you might as well take ghaz for the perpetual 2++ to spearhead your force and tank heavy fire.
You'd laugh at grav spam and gladius, probably beat dar on maelstrom, and could probably tarpit necrons the entire game. Tau would be a nightmare, as would bike spam and anything with a template but the beauty of MSU is that the damage any one opposing unit can cause is capped at 10, the rest is wasted. Killing six of ten is whatever, killing six of 30 is a morale test and who knows how that'll go. Killing 15 of ten is a waste, but 15 of 30 is pretty good.
If you really want to kick it up, you can do the same list, but with 240 obsec Grots. You'd win maelstrom every time. And probably take a week to play.
Lol, never thought of MSU footslogging boyz! Interesting idea, I'd like to hear how such an army would do on the battlefield.
Night Fighting gives stealth to everybody. So it doesn't stack with stealth(ruins) from the trait or kommandos. It also doesn't stack with KFF as this gives 5++ invul save, not cover save. And you can't infiltrate gorkanaut as it's a vehicle (and the trait gives infiltrate to 3 non-vehicle units and your warlord).
Ah, cool, thanks for clarifying. Still, infiltrating 3 boyz squads and the kff itself would be a cool trick and those other strategic bonuses would help with the rest of the boys not under the kff.