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Hi there! I finally had the time to read the WHOLE 3d in tactics and test some games in 8th ed with my 'Nids. Oh, it feels so good to finally can use that army and win!
I own also a daemon army and a very half builded very not painted BA army.
The last months of the 7th ed I tried orks borrowed from a friend and had a pretty solid list; Ah! the irony of beating someone with his own army!
However the coming of 8th ed finally motivated me to start ORKS!!!
I now did some homework and have a certain understanding of my meta and of how this edition work. ATM speed and Alpha strike is all there is.
This said I like to keep my armies fluffy and competitive.
I think it is important have the right tool for the right job and i dislike spamming list.
Also I like play a massive amount of troops to keep board control and provide target saturation, but with this army i had in mind, I wanna play it asap and I cant put myself in painting 150 models as I did for my 'Nids...
I decided to go for a side Klan of Bad Moons, like a redneck version of them, so I already have a colour scheme in mind, how and which model to convert and so forth; what I miss it is some tactical advise where I feel a bit unsecure.
My ideal list is:
Outrider Detachment:
1x Big Boss on Bike PK, Kustom Shoota
30x Stormboyz+ nob with Big Choppa
12x Warbikers+ Nob with Big Choppa
1x Warbuggy with twin shoota
Spearhead Detachment
1x Big Mek on bike w Killasaw/ KFF
10 Tankabusta+ 2 Bomb
1x Gorkanaut
6x Kans with Rokkit
2x Mek Gunz w Bubblechukka+ Traktor Kannon
1 Trukk w ball (s)
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That is 5 CP, 9 drops, 77 models and a decent mobilty supported from some decent dakka.
The idea is to have 2 fast flanks with the stormboyz and the bikes and a hard middle core with the kanz and the naut supported by the meks KFF.
The buggy is there for object grabbing and the Gunz...well...
Now there are some mathammerish things i am unsecure of.
I love the bikes but they really got nerfed, I belive the KFF can kind of soften that, but they do not seems as great as before.
That said i love them and i cant find anything worth to replace, not esteticaly, not points wise.
12 bikes are 333 pts, 5 deffkopta with dakkagunz are 345:
Deffkopta vs MEQ in shooting do
6.667 W x turn + 5 bombs that are 5.667 Mortal wounds
in CC
an average of 20 A with a result of bewteen 2.963 8.889W
The bikes in shooting does
between 5.333 and 16.00 W
plus the guns at 12" between 0.667 and 2.000 W
in CC
they can achieve between 3.667 and 11.00 W
plus the nob that does between 0.8 and 3.2 W
The bikes are a wealth of 25 W at 4+ with T 5
The kopas are 20 W with the same T and Save and same M
I haven't done the math yet but also the 'Naut might go away instead of a mega dread and a dakkaplane.
Honestly the koptas feels way more random with the A in CC and the bombs, less cool and they will soak less fire, which always helps to think a step ahead of your opponent. For my experience people always try to trim down big units, even if the real threat might come somewhere else.with 12 bikes, 30 stormboyz and 6 kanz, there you have a nice target saturation.
For the rest, the painboy is too costly to support the bikes and i prefer cover my kanz and naut so they can bring devastation in CC, even if they are f.... slow... I might suffer against a gun line but in my meta there are no 150 scion or conscript players, so I can have fun as the game evolve.
I would love to have any feedback and any insight from you veteran ork players, so I can place my order and get in my headspace ready to paint this army!
Cheers
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