| 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. |
|
 |
![[Post New]](/s/i/i.gif) 2016/04/15 19:54:20
Subject: [1850] - Orks - fury road warboyz
|
 |
Yellin' Yoof on a Scooter
|
like many who play orks these days, I just want a ridiculous "fury road" inspired theme with the entire army being based out of vehicles. I am planning on testing this army out, just looking for some feedback!
CAD:
Warboss: (warlord) mega armor, da lucky stikk,
Big Mek: Bike, KFF
Elites:
10x tankbustas, 1 bomb squig, (ride in gunwagon)
10x tankbustas, 1 bomb squig, (ride in gunwagon)
troops:
10 gretchin
17x boyz, boss nob with PK and BP (ride in battlewagon with the warboss)
Fast Attack:
5x warbikers
5x warbikers
heavy:
Battlewagon with ram and 4 rokkits
gunwagon with ram and kannon
gunwagon with ram and kannon
Ghaz's bully boyz:
5 manz w/ trukk and ram
5 manz w/ trukk and ram
5 manz w/ trukk and ram
TOTAL 1850
Updated list. any other thoughts?
|
|
This message was edited 3 times. Last update was at 2016/04/16 03:04:53
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/15 20:34:15
Subject: [1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
Slight change: Dump the oiler and bomb squigs for rams on the bully boy trukks. If they got immobilized try to set up a charge it would swing from you massacring a unit in CC to the extremely slow meganobz getting shot up. Also, I'd split the unit of 10 bikers into two units of 5 so you have more flexibility. Maybe drop the finkin cap and make the warboss your warlord so you can Waaagh. The Mek isn't turning heads in CC, so maybe give him some range and keep him in the wagon for extra dakka and repairs? Or maybe give him a bike and a KFF so you can give your vehicles a 5+ inv. Big change: A mad max style list screams blitz brigade formation to me.
|
|
This message was edited 1 time. Last update was at 2016/04/15 20:38:05
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/15 20:45:26
Subject: [1850] - Orks - fury road warboyz
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Hrmmn honestly figured the warboss is your warloard (LD 9 as opposed to LD 8 ) but ehh
|
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/15 21:11:23
Subject: [1850] - Orks - fury road warboyz
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Also make all of your orks out of chaos marauders WITNESS ME
|
mean green fightin machine |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/15 21:14:09
Subject: [1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
Also just wanted to point out real quick that the killkannon's large blast template has a 2.5" radius and will scatter on average 5.5". I really liked them too til I did the math. :( (Counting the odds of rolling a hit means the average scatter is still about 3.6".)
|
|
This message was edited 1 time. Last update was at 2016/04/15 21:17:55
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/15 21:41:29
Subject: [1850] - Orks - fury road warboyz
|
 |
Nasty Nob on Warbike with Klaw
|
slip wrote:Also just wanted to point out real quick that the killkannon's large blast template has a 2.5" radius and will scatter on average 5.5". I really liked them too til I did the math. :(
That's an odd thing to point out, in a list with no Killkannons
Did you misread the "kannon" on the Gunwagon?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/15 21:54:10
Subject: [1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
Haha, yep, my bad! It was something I was messing around with in my own list and I got a little over excited.
|
|
This message was edited 1 time. Last update was at 2016/04/15 21:55:23
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/16 03:09:14
Subject: [1850] - Orks - fury road warboyz
|
 |
Yellin' Yoof on a Scooter
|
slip wrote:Slight change: Dump the oiler and bomb squigs for rams on the bully boy trukks. If they got immobilized try to set up a charge it would swing from you massacring a unit in CC to the extremely slow meganobz getting shot up. Also, I'd split the unit of 10 bikers into two units of 5 so you have more flexibility. Maybe drop the finkin cap and make the warboss your warlord so you can Waaagh. The Mek isn't turning heads in CC, so maybe give him some range and keep him in the wagon for extra dakka and repairs? Or maybe give him a bike and a KFF so you can give your vehicles a 5+ inv.
Big change: A mad max style list screams blitz brigade formation to me.
great suggestions! I took them all into consideration and edited the list above, hows it look now?
morfydd wrote:Hrmmn honestly figured the warboss is your warloard (LD 9 as opposed to LD 8 ) but ehh
yeah didnt even think about that. fixed!
BAN wrote:Also make all of your orks out of chaos marauders WITNESS ME
ahaha i planned on actually painting them in a grey or tan skin tone and chroming out the teef on some of the drivers! Ive been sketching up some steering wheel icon that looks orky to paint on banners and things
slip wrote:Also just wanted to point out real quick that the killkannon's large blast template has a 2.5" radius and will scatter on average 5.5". I really liked them too til I did the math. :(
(Counting the odds of rolling a hit means the average scatter is still about 3.6".)
hahah its all good, i used to love the idea of killkannons too until i played a round with a bunch of them and they did nothing to earn their points back
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/16 07:15:57
Subject: [1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
FlashyGit wrote:
great suggestions! I took them all into consideration and edited the list above, hows it look now?
I like it a lot! Post the batrep when you test it out, let us know how it went.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/18 19:23:17
Subject: Re:[1850] - Orks - fury road warboyz
|
 |
Yellin' Yoof on a Scooter
|
Thanks again for all the suggestions. I was toying with an alternate list because I REALLY want to cram some lootas in some how..would this second list be just as viable? I managed to squeeze in all my favorites here.
CAD:
Warboss Immorkan Joe: (warlord) mega armor, Lucky Stikk (ride with the one bullyboy squad with the battlewagon)
Big Mek: mega armor, gitfinda, grot oiler (goes with lootas in the gunwagon to give them SNP)
Elites:
8x tankbustas, trukk w/ rokkit and ram
8x tankbustas, trukk w/ rokkit and ram
troops:
10 gretchin
10 gretchin
Fast Attack:
5x warbikers
5x warbikers
5x warbikers
heavy:
10x lootas (in gunwagon)
gunwagon with ram and zzap gun (I know, I know... but they're fun.)
Ghaz's bully boyz:
5 manz w/ trukk and ram
5 manz w/ trukk and ram
5 manz w/ battlewagon, ram, 4 rokkits
TOTAL 1848
I feel like this second list might give me even more mobility, extra dakka and would be super fun for me to play.
|
|
This message was edited 4 times. Last update was at 2016/04/18 21:49:01
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/18 19:46:08
Subject: Re:[1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
Looks really good! I'd go with the Lucky stikk instead of the finkin cap and attack squig, so you have a 2+ rerollable armour save and can reroll to hits and to wounds, and gives a +1 WS to the MANz, along with the bullyboy +1 gives them WS6. I do see the appeal of the finkin cap though, infiltrating your MANz in trukks gives a good shot at a turn 1 charge. It's no guarantee however. The battlewagon isn't as good as a trukk as a transport, it's comparatively slow and using it as one opens up its side and rear armour. MANz aren't worried about explodes results so trukks are usually fine. KFF on the mek is kind of overpriced now, as only the vehicle he's embarked on benefits from the 50 point 5+ save instead of all within 6". But these are minor criticisms. I always like to offer some advice on a list rather than just a thumbs up, even for a good list. This list is more mobile, has more dakka, and the gretchin are a great min/max move to dump the more expensive and underwhelming boyz. So E: If you play an eldar player in an ITC game who has a wraithknight (and he will) and you roll the trait that gives +1 to seize initiative, you'd seize on a 4+.  I'd still go Lucky Stikk over finkin kap because of the random nature of the trait rolls but that's pretty lol.
|
|
This message was edited 2 times. Last update was at 2016/04/18 19:52:28
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/18 20:29:01
Subject: [1850] - Orks - fury road warboyz
|
 |
Yellin' Yoof on a Scooter
|
I appreciate the advice, that's exactly what im looking for. I have yet to use the finkin kap in a game so its good to hear its not exactly worth the appeal. Ill roll with the lucky stikk, its just too good and I had a hard time trying to justify NOT using it to attempt to fit in the kap. Fixed back to the stikk, once I can get a game in ill post the batrep!
considering the KFF's nerf making it kind of a dud, would dropping it all together and maybe combining the bikes into one squad, and adding two rocket buggies to outflank be worth it for the leftover 50 points?
|
|
This message was edited 2 times. Last update was at 2016/04/18 20:36:16
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/18 21:13:10
Subject: [1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
Finkin kap can be really good and is probably the next best relic the orks can take but the stikk is just amazing. If you had two warbosses I say yeah, go for the kap, but if you have to pick, go stikk.
The KFF embarked rules are disappointing. It's still good on a bike or even in a stompa but you want your mek with the lootas for SNP as you mentioned. You have some options for the 50 points but I'd put warbuggies in the distraction bin, but at AV10 open topped basic tac marines would take them out. You could take a couple of Mek Gunz (KMKs would be best.) Or if you do combine the bikes again, another deff kopta is a much better distraction. You could also take a gun for the battlewagon, (I prefer lobba myself.) da fixer upperz, oilers, or ammo runts.
You could trade in the KFF+kopta too for another unit of bikers, (Seriously T5 and 3++ is amazing. You might be scared of small unit sizes but look how effect eldar jetbikes are in 3 man squads. 3 models means never having to worry about heroic morale rolls.) or gretchin+painboy, (You'd have to switch from CAD to Ork Horde, but obsec for gretchin is no big loss.) or even another unit of lootas.
You could also drop the mega armour on the mek, put the lootas on the ground in cover (they do have 48" range) get some more tankbustas and put them in the looted wagon.
The nice thing about orks is that there's actually a lot you can do with 50-80 points!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/18 21:50:50
Subject: [1850] - Orks - fury road warboyz
|
 |
Growlin' Guntrukk Driver with Killacannon
|
Second list looks fun as well
|
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/18 21:51:48
Subject: [1850] - Orks - fury road warboyz
|
 |
Yellin' Yoof on a Scooter
|
I definitely am sold on more bikers. I edited the list *one* more time to accommodate it. I like the idea of the KMK's, but doesn't feel like it fits my theme, and I would rather pick up a few more bikers than try and convert up some convincing KMKs. thanks again for all the suggestions. Its great having outside perspective to dissect it all and make it work.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/19 01:07:06
Subject: [1850] - Orks - fury road warboyz
|
 |
Fighter Ace
|
No prob, great list, I wouldn't mind running that one myself.
Let us know how it goes!
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/19 11:21:24
Subject: [1850] - Orks - fury road warboyz
|
 |
Nasty Nob on Warbike with Klaw
|
Might not fit, but something to think about if you like Lootas - Warboss Blutoof from IA:8
More of a character for more shooty armies, but making a unit of Lootas troops is always a nice bonus.
|
|
This message was edited 1 time. Last update was at 2016/04/19 11:21:38
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/19 14:46:44
Subject: [1850] - Orks - fury road warboyz
|
 |
Yellin' Yoof on a Scooter
|
I hadn't considered that character, and that's a good way to free up some heavy support for future lists, thanks for reminding me of that character, he's so obscure and un-used I totally forgot about that git.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/19 15:13:50
Subject: [1850] - Orks - fury road warboyz
|
 |
Growlin' Guntrukk Driver with Killacannon
|
As Had I ..hrmmn may have to read up and model one of him...or just buy the figure from FW ..
|
'\ ' ~9000pts
' ' ~1500
" " ~3000
" " ~2500
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/04/20 13:34:12
Subject: Re:[1850] - Orks - fury road warboyz
|
 |
Enginseer with a Wrench
Fort Worth, Tx
|
slip wrote:I do see the appeal of the finkin cap though, infiltrating your MANz in trukks gives a good shot at a turn 1 charge.
If you infiltrate or scout you cannot charge until turn 2. Unless the finkin cap specifically states you can. You can GET charged turn 1 if your opponent didn't scout or infiltrate though, so maybe not as good. Even if you at your own deployment zone you'll get a turn 2 charge with how fast the ork vehicles are. Now, since they are made of super hard paper, infiltrating will get your MANZ closer for when their transport eats it, so they don't have to slog so far. (I hear they're pretty slow running on foot)
my 2 cents man.
|
XIX Legion - 3500 points |
|
|
 |
 |
|
|