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Made in us
Ancient Ultramarine Venerable Dreadnought





This is mostly a thought exercise:

Orks Irks Youz

13 CP

Battalion Detachment 1

Warboss, Kustom Shoota Big Choppa
Weirdboy

Kommandos x5 w Boss Nob

30 Grots
30 Grots
30 Grots
30 Grots
30 Grots
30 Grots

Blitza Bomba
Burna Bomba

Battalion Detachment 2

Warboss, Kustom Shoota Big Choppa
Weirdboy

Kommandos x5 w Boss Nob

30 Grots
30 Grots
30 Grots
30 Grots
30 Grots
30 Grots

Blitza Bomba
Burna Bomba

With the two mobs of Kommandos for insurance/Deep Striking an objective, and four jets flying around bombing you to entertain me while I draw objective cards.

Or:

You could do something similar with
Battalion 1

Tyranid Prime
Neurothrope

30 Termagaunts
30 Termagaunts
30 Termagaunts
30 Termagaunts
30 Termagaunts
30 Termagaunts

3 Zoanthropes

Battalion 2

Tyranid Prime
Neurothrope

30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Termagaunts
30 Termagaunts
30 Termagaunts

Have one of each horm/term squad land on an objective on the other side of the field, two termagaunt squads on my side, the Primes go one way, the 'thropes go the other Not sure which. Now I don't have to worry as much about leadership, and could land on all six objectives on turn 1. If I go first, before you've even had a chance to move.

In the Basic Tactical Objectives the first half (18 of 36) of them are entirely about Objective control - meaning at least half (9 of 18 - in your oppoent's side) or more (you probably can't deploy onto all of "yours" at the same time) of those will require movement onto the objective. We're playing a wargame where somewhere around half of the points to win come from putting more of your plastic army men within 6 3 inch circles than the other guy's plastic army men. I've got 360 grots. I can put 60 grots on each objective My bases are smaller, I'm getting more of my plastic men within 3 inches than you are. Can you shoot 360 times in one game? Am I missing something obvious?




My WHFB armies were Bretonians and Tomb Kings. 
   
Made in nl
Longtime Dakkanaut







Breton wrote:
Am I missing something obvious?



Fighting against armies with not enough anti-infantry-> you fight it out in the middle of the field while claiming your own objective and the enemy keeps claiming theirs. Lot's of draws.

Fighting against enemies with anti-infantry options -> you lose.

It is not hard for an enemy to kill off 80+ infantry every turn. The would also claim most of the 'destroy' tactical objectives and even score more points if the manage to keep you away from their objectives.

Also, If you go for a tyranid wave, then you can do a lot better. Malanthrope is mandatory for such a setup and you also need a GSC detachment with psykers.
Useless to deploy 30 gaunts on an home-objective and a waist of points. Simply drop a ripper squad on an objective that you really need at that specific time.
   
Made in us
Ancient Ultramarine Venerable Dreadnought





How many lists do that? They wrote the rules for General "Butcher's Bill" Grant, and everyone I see is trying to run General "Stormin' Norman" Schwarzkopf with fewer more elite units. 80 units a turn - you still need 6 turns to shoot at all 6 objectives - assuming you can't perfectly split fire to get 360 models in 5 turns. Most of the lists I see don't even have 80 shots a turn, let alone 80 wounds after misses and 1-to-wound glances. I'm curious about this one. Which lists aimed at a meta with so much Knight soup takes down 80 troops a turn?

This message was edited 1 time. Last update was at 2019/06/03 04:09:29


My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Battlefortress Driver with Krusha Wheel




Douglasville, GA

The issue I see is that your opponent doesn't need to take out all your Grots/Gaunts. They just need to take out enough to be able to hold 3 Objectives. What I would do is "bubblewrap" my home objectives, so your units can't get within 3" of them. Then I focus on one of the two in the mid-field, wipe the Grots/Gaunts there, and "bubblewrap" it too. Now, we're earning the same points per turn for Objectives, but my army is better suited to earning points in every other way. And the Grots, at least, aren't gonna be able to peel pretty much anything off an Objective. So, yes. If your opponent is trying to take out all those 360 models, they're gonna be hurting. But if they play savvy, your strategy will fall to pieces very quickly.
   
Made in ca
Been Around the Block




Another issue I see with this is.. no one is going to want to play against 360 models... set up and movement will take forever and the game will only last 1-2 turns
   
Made in nl
Longtime Dakkanaut





Breton wrote:
How many lists do that? They wrote the rules for General "Butcher's Bill" Grant, and everyone I see is trying to run General "Stormin' Norman" Schwarzkopf with fewer more elite units. 80 units a turn - you still need 6 turns to shoot at all 6 objectives - assuming you can't perfectly split fire to get 360 models in 5 turns. Most of the lists I see don't even have 80 shots a turn, let alone 80 wounds after misses and 1-to-wound glances. I'm curious about this one. Which lists aimed at a meta with so much Knight soup takes down 80 troops a turn?


You focus a lot on shooting, but your armies got no killing power so even in close combat you start to lose. Your ork list got no rutherd's so the gretchin units lose morale even with the 'insane bravery stratagem'.

Let's pick 2 shooty knights with gatling guns, 1 close combat knight, 3 custodes jetbike captains and the loyal 132 (basis astra m battalion)This is just a basic knight list with no real focus on anti-infantry.

First turn: 2x gatling guns, thermal cannons/rapid fire battle cannons, ironstorm missle pods + 3x rapid fire custodes bikes + lasguns and mortars. Would simply kill 3x15 grots (3 units) at least. You could ignore moral with one unit (insane bravery stratagem) but the other two units got to do a morale test, and even when the roll a 1 the loose another 10 models each. You already lost 65 models and things get worse when the knights + custodes jetbikes get within close combat range. Add 3x stomp, heavy flamers and custodus captains assault and your army starts to crumble because of failing morale tests.

Most imperium armies also bring the vindicare assassin and that means losing characters like neurothropes and runtherd and that hurts your fearless bubble.

And even when you got more models then the enemy could remove, still doesn't get you a win. How do you claim the enemies objectives? Even with 'the jump' or moving forward fast kraken hormagaunts only means that these units die first. So yes you might keep your objectives and that means spending a lot of time moving 300+ models and taking saves for a possible draw.




   
Made in us
Ancient Ultramarine Venerable Dreadnought





ColaColaz wrote:
Another issue I see with this is.. no one is going to want to play against 360 models... set up and movement will take forever and the game will only last 1-2 turns


That's why its mostly a thought experiment. Its the other extreme of the low but elite model count list i.e. the four knight list of old, Grey Knights, Adeptus Custodes, Deathwing, and so on. It would definitely make 40K movement trays a thing, I've seen a few prototypes for other horde armies and cringed inside, but this (to a more rational level) is why people have designed them.

flandarz wrote:The issue I see is that your opponent doesn't need to take out all your Grots/Gaunts. They just need to take out enough to be able to hold 3 Objectives. What I would do is "bubblewrap" my home objectives, so your units can't get within 3" of them


That's why one of my questions was - would you have thought of this during set-up if you hadn't been told of the "plan"?

I think most players would be distracted mathhammering in their head one third of various numbers. i.e. "hits on 5's means one third, equals 120 hits... plus 6's is 60 more shots, is 20 more hits. 140 hits wounding on 5's is 43 wounds, saving on 3's is 14 unsaved wounds a turn... and don't forget above 20 they get + 1 to hit..." plus the four flyers strafing and bombing. Your units - which are probably 10 models or less - bubblewrapping on your objectives can eat (24 S5 8 hits 5 wounds, 1 unsaved, 24 +1 S6 12 hits 6 wounds, 3 unsaved plus the 14 MEQ wounds from the Grots)17 unsaved wounds? Say you've got a large model - A Primaris Redemptor dread is on a 90mm base, about 3.5 inches in diameter. 1.75 radius. If you center it over the objective I can still surround 1" out at 2.75" with more obj secured. If you charge me, more the better, you'll have to come off the centering, give up somewhere around a dozen shots a turn (assuming "normal" loadout Macro Plasma, 2SB, Onslaught) for 4A and I get even more on the 3" circle. Those 12ish shots per turn probably mincemeat the grot unit in 3-4 turns but I'll have controlled the objective for 2-4 four turns in a 5-6 turn game, and I have two grot units per objective meaning you'd need between 6 and 8 turns to eliminate both units from one objective.

A 10 man ObjSec MEQ unit can probably keep me off for a turn or two depending on location of the Objective, and distance from the flyers, but I can also charge them to get within 1" and probably use pile-ins to get more of my 30 within 3" plus with two grot squad per objective I'll get a little more than two wounds with the pistol grot blasters per turn opening a hole in the bubblewrap border for the charge into the center - where the objective is. If you base to base intercessors you'd need more than 10 for the 3 inch lock out. We'd have to sit down with 10 32mm bases, plus a few 25mm bases for the grots to figure out if how many 32mm in what spacing is necessary to keep a charge from invading the center of the circle to figure out how many casualties - if any - are necessary to keep/allow the grots invading the center of a 3 inch circle. We could do it with math if you were TFG - and I have a headache already just thinking about it - we know the max spacing (24mm to prevent a 25mm base from traveling over your bases during the charge move) plus your base size (32mm) and the diameter of the circle the center (to keep my 25mm from getting within 3" during base to base scalloping) of your bases have to construct - 3"

Ironically, assaulting Marines is the best option... it forces you to switch from bolters to bolt pistols thus losing a shot for a less effective CC attack. I'd have to do some reading to see if you lose your grenade(s) too. You need a 4 inch or 102+mm base to block the objective before charges, 6 inch or 155mm "base" as we're starting to get into things like tanks without bases - even after charging allows me within 1".

Again, this is more of a thought experiment challenging preconceived notions about list building - think "troop tax". What nobody has mentioned yet are the non-objective based missions - I lose Patrol. No doubt there. I probably lose Sabotage as the attacker but easily win as the defender. I have no idea what my chances are for Rescue. No Mercy I lose. The Relic would be mildly entertaining. Contact Lost has a Strategem made for this plan, 3CP to draw antother objective card. Tactical Escalation - I don't know. Spoils of War might work against me since I picked a strategy, not a group of six. Deadlock with a shrinking Objective Card hand size would make me nervous but could easily work in my favor if I can score them early - most batreps/armies I see try to kill first, score later. The expansion gateway missions like Firesweep or Bunker Assault I lose. I can't even put my 30 model Grot Mobs in a Bunker.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in nl
Longtime Dakkanaut






If you want to go down that road you should go for a tyranid + gsc setup:

HQ: Malanthrope 140
HQ: neurothrope 90
TR: 30 gaunts 120
TR: 30 gaunts 120
TR: 30 gaunts 120

HQ: Patriarch 125
HQ: magus 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80

HQ: Patriarch 125
HQ: magus 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 20 brood brother infantry 80
TR: 10 brood brother infantry 40

80 reinforcement points

You deploy tyranids: 590 points + 4x20 brood brothers + 1x10 brood brothers + 1 magus.
You can put 3x20 brood brothers (deployed) in reserves and the rest can go 'back in the shadows' and come from reserves next turn. Magus can summon 20 brood brothers first turn and try to grab an objective or get in the enemies way. GSC got better flexible 'stratagem' tools for enemy objective grabbing. Also neurothrope with horror + gsc mass hypnosis means two enemy units getting -1 to hit. You also got 5 psykers that could smite a lot of stuff.
   
Made in gb
Long-Range Land Speeder Pilot




UK

Others have correctly highlighted that spamming cheap things alone isn't enough - you need to have some offensive power or speed to tackle some of the other scoring scenarios and to prevent your opponent forcing a draw by sitting on half the objectives with tougher units.

A similar thought exercise I was having involved Tau and gun drones:

Battalion 666 points
Fireblade - 1 gun drone
Enforcer suit commander - 3 missile pods, drone controller, 2 gun drones
6 strike teams - markerlight shas'ui, 2 gun drones per squad
Tactical drone - 12 gun drones

You can take 3 of these detachments to have 81 gun drones and 21 markerlights, each drone can fire 6 str5 shot per turn with the fireblades, and the 18 strike teams could chip in as well.
   
Made in gb
Crazed Spirit of the Defiler




Newcastle

A massive horde is a cool idea but would suck to

1. Buy
2. Assemble
3. Paint and base
4. Play with
5. Play against

Maybe not so bad for smaller games

Hydra Dominatus 
   
 
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