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![[Post New]](/s/i/i.gif) 2017/09/03 06:52:04
Subject: [2000] - Orks
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Tough-as-Nails Ork Boy
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Hello once again Dakka. I have posted many Ork lists here in the past, but I have finally comitted to one I really like, but its one that requires me to buy a lot of models I dont have, so I'd like to see if anyone has any suggestions before I go for it. Thank you!
Battalion detatchment
HQ:
Ghaz Thraka - 215
Warboss on bike with PK and squig - 111
Weirdboy, da jump - 62
Troops:
30 boyz, nob with PK - 205
30 boyz, nob with PK - 205
30 boyz, nob with BC - 189
Heavy Support:
5 Killa Kans, 5 rokkits - 315
5 Killa Kans, 5 rokkits - 315
Morkanaut, KFF - 374
Comes out at 1991 points
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=6000
=4000
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![[Post New]](/s/i/i.gif) 2017/09/03 09:30:15
Subject: [2000] - Orks
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Waaagh! Ork Warboss
Italy
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Since you have 3 HQs and 3 Heavy Supports you can take a spearhead detachment in addition to the battallion, you'll gain +1CP without changing anything in your list
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![[Post New]](/s/i/i.gif) 2017/09/03 10:08:40
Subject: [2000] - Orks
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Tough-as-Nails Ork Boy
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Blackie wrote:Since you have 3 HQs and 3 Heavy Supports you can take a spearhead detachment in addition to the battallion, you'll gain +1CP without changing anything in your list
Nice! I didn't notice that, still getting used to trying to maximise command points...
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=6000
=4000
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![[Post New]](/s/i/i.gif) 2017/09/03 20:40:01
Subject: Re:[2000] - Orks
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Regular Dakkanaut
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With your extra 9 points you could stick a kustom shoota on 2 if the nobz.
Nothing wrong with the list, the warboss might be redundant but if you plan to use him to get closer with the boyz you 'da jump' then it should work out. Mileage from kans vary due to the possibility of them being destroyed from unlucky morale rolls. If you wanted more killiness you could swap warboss for big mek with force field and the morkanaut for a gorkanaut, saving about 20 more points to sprinkle kombi-skorchas or kustom shootas on your nobz and big mek.
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![[Post New]](/s/i/i.gif) 2017/09/04 01:52:52
Subject: Re:[2000] - Orks
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Tough-as-Nails Ork Boy
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StrikerTommy wrote:With your extra 9 points you could stick a kustom shoota on 2 if the nobz.
Nothing wrong with the list, the warboss might be redundant but if you plan to use him to get closer with the boyz you 'da jump' then it should work out. Mileage from kans vary due to the possibility of them being destroyed from unlucky morale rolls. If you wanted more killiness you could swap warboss for big mek with force field and the morkanaut for a gorkanaut, saving about 20 more points to sprinkle kombi-skorchas or kustom shootas on your nobz and big mek.
I considered doing this, but my thinking is that seeing as the morkanaut is a big model, I have a better chance of fitting more units with its 9'' bubble than I would with a mek. Nobs already have kustom shooters; i think I'll build my naut with a magnatised arm so I can swap out the gun to run as either gork or mork. (magnetising is a pain though)
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=6000
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![[Post New]](/s/i/i.gif) 2017/09/04 13:41:02
Subject: Re:[2000] - Orks
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Regular Dakkanaut
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I agree the force field footprint is larger. Maybe magnetize your naut in case you want to switch versions in the future.
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![[Post New]](/s/i/i.gif) 2017/09/05 08:04:29
Subject: [2000] - Orks
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Regular Dakkanaut
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I'm assuming Ghaz is riding in the mork? Otherwise he's going to have a hard time slogging it up the board to hit anything.
The Mork is going to pull pretty much all of your enemies heavy fire turn 1 and 2. So putting Ghaz in there risks him dying for nothing whilst doing nothing.
I'd swap him for a painboy and bike and more boyz...
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![[Post New]](/s/i/i.gif) 2017/09/05 09:43:33
Subject: Re:[2000] - Orks
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Regular Dakkanaut
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Ghaz walking is only really a problem vs eldar. Most games I get him into combat turn 2 or 3.
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![[Post New]](/s/i/i.gif) 2017/09/05 10:25:30
Subject: [2000] - Orks
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Regular Dakkanaut
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When an ork horde is capable of a turn 2 charge not having a character see combat until turn 3 slows you down.
Given that most armies can field something fast moving or drop in behind he could be targeted using an alpha strike/drawn away from where he could be best used.
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![[Post New]](/s/i/i.gif) 2017/09/05 23:46:12
Subject: Re:[2000] - Orks
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Regular Dakkanaut
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Ghaz has the same movement as boyz--the only parts of the horde that are basically garunteed turn 2 charge are the jumped boyz. The deployment is the main factor for the turn 2 or turn 3 I was referring to. I understand wanting to guarantee the warboss getting to buff range for the buffs though. I prefer ghaz for the killiness.
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![[Post New]](/s/i/i.gif) 2017/09/06 07:47:18
Subject: [2000] - Orks
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Regular Dakkanaut
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Huh, I stand corrected on the movement front. I could have sworn he was 4 inches...
And that's really not the case. I've turn 2 charged with my entire army a number of times. It either takes some lucky rolls for advance (always keep a warboss nearby) or ride up in trukks turn one, hop out, move, advance, charge turn 2.
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