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![[Post New]](/s/i/i.gif) 2006/10/17 11:49:59
Subject: Another Crack at Codex Orks 1850
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Yellin' Yoof
Kansas
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Just dusting off the boyz and trying to put a list together to get in the game again. I realize that these are smallish mobz. HQ Warboss w/klaw, 'eavy armor, cybork body, bionic bonce, bionic arm Big Mek w/Kustom FF, Toolz, Super Stikkbomz, Slugga Elite 10 Kommandos w/rokkit Nob w/rokkitt, iron gob, slugga Troops 12 Shoota Boyz w/3 Big Shootas Nob w/Big Shoota, Klaw, Bosspole, Iron Gob 12 Shoota Boyz w/3 Big Shootas Nob w/Big Shoota, Klaw, Bosspole, Iron Gob 10 Tankbustas w/3 rokkits nob w/rokkit, choppa, gob 10 Tankbustas w/3 rokkits nob w/rokkit, choppa, gob Fast Attack 10 Trukkers w/burna Nob w/klaw, gob trukk w/rokkit Trukk w/rokkit, red, riggers 10 Trukkers w/burna Nob w/klaw, gob trukk w/rokkit Trukk w/rokkit, red, riggers 9 Trukkers w/burna Nob w/klaw, gob trukk w/rokkit Trukk w/rokkit, red, riggers Heavy Support Looted Russ w/hull Heavy Bolter, red , riggers, armor plates, searchlight 2 Kans w/rokkit, plates 2 Kans w/rokkit, plates Here's the plan: All HTH troops are either mounted or infiltrating- no walking into a firestorm. All troops that have to walk can lend fire support from turn 1. Shoota mob in back with bosspoles mob up with any retreating bustas or trukk boy remnants. Shoota nobs have klaws to handle any surprises that the kans can't handle.
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Check out my blog at www.theundermind.com for lots od ORKY goodness... |
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![[Post New]](/s/i/i.gif) 2006/10/20 15:07:25
Subject: RE: Another Crack at Codex Orks 1850
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[ADMIN]
Decrepit Dakkanaut
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What a refreshing change. This is most certainly an Ork army list after my own heart! There is very little that needs change with this list. It is very similar to one that I have run for many years with good success (and one that goes against the grain from what a lot of people think it takes to be successful with footsloggers). The shooty portion can actually outshoot many non-dedicated shooty armies while the fast assualty portion can sneak up and jump large chunks of the enemy. The *only* suggestions I can make are: 1) The bionic arm on the Warboss is a bad, bad idea since it strikes at a higher Initiative than the Klaw it can potentially prevent the boss from swinging if it kills the only enemy he is in base to base contact. Instead, just take a Choppa, that way you have a choice to strike at Initiative value when you need to (which can be often), or stick with the Klaw when you want. Also, if you can find the points to give the boss an Iron Gob I would do so. That Ld 10 can be a life-saver in certain situations, especially when he's leading a small Trukk boy mob into combat. 2) If you're going to take Mek's Tools and Kans (which you've done) I would find the points to take 3 Grot Oilers. That way you can fix any damage to your Kans on a roll of 3+. This can be essential if one of the Kans in a squadron gets immobilized if the other Kan moves away the immobilized one is destroyed. Fixing this damage can easily save your Kans (and you the potential VPs). Also, the Mek should have a Choppa instead of a Slugga. You don't have any Choppas in your shooty core of units, so adding one can never be a bad thing. 3) The one big problem with your list is that without any Grot units, you're totally reliant on the KFF to protect your shooty core from enemy shooting. Unfortunately, that means you'll have to clump pretty seriously around the KFF (which can prevent you from spreading out a bit to capture objectives, etc). Although I really like the Kommandos, I think you'd be better off dropping them and taking one or two smallish Grot units. You can give the Slaver a Rokkit which would make up for losing the Rokkits from the Kommandos. By taking Grots you bolster the smallish body count in your army, help protect your boyz from enemy fire without having them all bunched up under the KFF, gain speed-bump units to prevent the enemy from charging your shooty units, and give yourself another scoring unit (if you take two Grot units) Also given the fact that in Alpha missions the Kommandos can't infiltrate, the grots become even more appealing. 4) I would also look around your list and try to "trim the fat" or get rid of things you really don't need and take more bodies instead. I honestly think that with 4 Kans you don't really need a PKlaw on both of your Shoota boy Nobs. Having just one Shoota Nob with a Klaw (along with the Kans) should be enough of a potential threat to see off most CC units you'll face. Instead just give the 2nd Nob a Choppa and save yourself 23 points. I know its likely for modeling purposes but your looted Russ really doesn't need a red paint job, searchlight, or armor plates (I like Grot riggers because for 2 points you can remobilize your vehicle and save quite a few VPs). A Searchlight is pretty useless since the Russ almost always sets up near the back of your deployment zone. The red paint job is pretty useless because the Russ shouldn't ever need to move much (if at all). The armor plates are pretty useless (on a Russ) because a Russ will see a much lower number of penetrating/glancing hits (than say, Killer Kans) which means the odds of actually using the armor plate's ability isn't very great (especially when you consider the plates are 10 points on a Russ). In conclusion, although I think the army list is great, I definitely feel it can be tweaked a tiny bit to make it even more effective. Even if you decide to keep the Kommandos over the Grots, I'd highly suggest getting rid of the boss's boinic arm and getting 3 Grot Riggers w/ your Mek no matter what.
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![[Post New]](/s/i/i.gif) 2006/10/20 18:02:05
Subject: RE: Another Crack at Codex Orks 1850
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Fresh-Faced New User
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Interesting take on the Ork army. i don't see too many people who use that many Shoota boyz. Kind of a nice change, and as the previous reply said, Orks can outshoot other armies if you take the right units. I agree with King on most of his comments. For me, Grots are at least 1 of the mandatory troop choices for Orks. They're SO cheap and they WILL prolong the life of Orks behind them. Plus the Slaver is a cheap way to sneak in another Rokkit or Big Shoota. And because Grots are so cheap you can use them to tie up assault units with few models (like termies especially) forever. Even if they lose, the slaver gets to make 2 Ld checks, and if they scatter, they aren't dead yet, plus if they scatter their opponents are left in open ground, ripe for another shooting and assaulting. As for vehicles, everyone loves the lootas. Stay away from any vehicle whose main weapon has a range of 24 inches or less in general though. Or at least don't move it forward, let the poor slobs come to you and your Demolisher. One thing I've noticed about Grot oilers and meks is they can be huge point sinks (relatively speaking). They are useful, and with only 2 Kans this might work. I use a footslogger force and it isn't the most competitive, but it's fun to play. I use the Kans (except in anything over 1500 pts I use at least 7 of them, preferably 9, all Rokkits, all plating). The trick is to keep the KFF with them at all times, and make as much use of lvl 3 terrain as is possible. Kans and KFF can soak up and ungodly amount of firepower (even from Eldar). Another idea I've used (with mixed results) is Stikkbomb chukkas on the Kans, because they're cheap and multiple tank shocks just before an assault can ruin the tie-up tactics that are often used against Dreads. As for the Fast attack, I've seen Ork players use that a lot, and it works with trukk mounted Boyz. Another tactic for FA is to use warbuggies with a small screen of bikers (they hide any unit behind them in cover) and use them to go tank hunting. With the new rules about fast vehicles, you can move these guys and their screen half the board to get them behind cover and outflank those nasty tanks that you haven't looted--yet. Any ways, Cheers lad Good 'unting to ya'
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![[Post New]](/s/i/i.gif) 2006/10/21 04:07:04
Subject: RE: Another Crack at Codex Orks 1850
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Yellin' Yoof
Kansas
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Thanks for the feedback boyz! What would you think of this? Strip the klaw from one of the shoota boy mobs Drop the bosses' bionic arm Drop uneeded kit from the Russ Drop both the tankbusta mobs down to size 8 *Points savings Use the points saved to buy a two min sized grot mobs *maximum scoring units and extra save for the boyz Split the kommandos into two min sized mobs with rokkit and no nob *Cuts cost and increases number of scoring units Swap out the rokkits on the kans for big shootas *Allows kans to get in the game faster when they come on late (escalation) I am a little worried about the model count. These changes boost it by a good amount. I am tired of not finishing games at tournaments.
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Check out my blog at www.theundermind.com for lots od ORKY goodness... |
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![[Post New]](/s/i/i.gif) 2006/10/22 19:16:54
Subject: RE: Another Crack at Codex Orks 1850
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[ADMIN]
Decrepit Dakkanaut
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Posted By Gobsmasha on 10/21/2006 9:07 AM Thanks for the feedback boyz! What would you think of this? Strip the klaw from one of the shoota boy mobs Drop the bosses' bionic arm Drop uneeded kit from the Russ Drop both the tankbusta mobs down to size 8 *Points savings I think its a mistake to reduce the size of the tankbusta units if you're taking the Nobs in them. Once you take a Nob you're committing a pretty sizable chunk of extra points to the unit and in this case you've only got 4 T4 6+ save bodies to soak up fire before you start losing your important Rokkit models. If you aren't going to take a Tankbusta Nob, then I think 8 man Tankbusta units are fine, but if you're going to take the Nob then you absolutely must take the full 10 man mob. Of course, if you don't take the Nob then your Tankbusta unit often starts running away the first time it takes a morale check; if it does mob up its with a Shoota boyz unit and now you have an awkward mix of Rokkit and Shoota. Basically I think you should stick with the full 10 man Tankbusta units. Use the points saved to buy a two min sized grot mobs *maximum scoring units and extra save for the boyz You know I think getting some Grtos into the army is a good idea. 10 Grots, however, is a little thin. You may want to bulk up the unit at least a little bit (like 2-4 more Grots at the minimum). Split the kommandos into two min sized mobs with rokkit and no nob *Cuts cost and increases number of scoring units I think tiny units of Kommandos are a great little idea. They won't usually ever kill anything, but on infiltration missions they can certainly spend the game hiding in a table quarter to capture it. With a smaller unit you also have less "wasted" points on missions that don't allow infiltration. I still think that the best place to get your extra points for the Grots is through the Kommandos. If you want to keep a mini 5 man unit around, that doesn't sound all that bad. Swap out the rokkits on the kans for big shootas *Allows kans to get in the game faster when they come on late (escalation) I am a little worried about the model count. These changes boost it by a good amount. I am tired of not finishing games at tournaments. Shootas on Kans is a valid swap. Since Shootas generally cost an extra 3 points than Rokkits pretty much anywhere else in the army list the fact that Kans get them for no additional cost makes Big Shootas more attractive. You also are correct that Big Shootas most certainly allow Kans to get more immediately into the action in Escalation. The problem is, your army doesn't have all that many Rokkits, depending on what mix of units you eventually go with. Let's say you go with one unit of Grots (w/ a Slaver w/Rokkit), one mini unit of Kommandos (w/ a single Rokkit), and the two full 10 man Tankbusta units. That means you'd have 8 Tankbusta Rokkits. 3 on your Trukks. One on your Slaver and one on your Kommandos. Meanwhile, for anti-infantry you'd have the Battlecannon, 8 Big Shootas in the Shoota mobs and 4 Big Shootas on the Kans. Now, in reality the Rokkits on the Trukks are going to spend the majority of the game either hiding (trying to get their squads into combat unharmed) or destroyed. Also, the Kommandos are probably going to have to stay hidden most of the time too. That leaves you with the Tankbustas and the Slaver as your only Rokkit attacks. If that feels like enough anti-vehicle fire for you then I would say definitely switch to Big Shootas on your Kans. If it doesn't, then keep the Rokkits on your Kans and just accept that in Escalation games your Kans aren't going to be that much help to you.
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![[Post New]](/s/i/i.gif) 2006/10/28 19:05:04
Subject: RE: Another Crack at Codex Orks 1850
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Fresh-Faced New User
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Some pretty good points Yakface. I agree with a lot of that. Not too sure about the Kommandos, they look neat, but they can't do much. If you take a squad of them, I'd lose the Rokkit honestly, use a Burna instead. Less range but you keep them hidden, if your opponent comes around the cover to get you, you can hose him royally. Burnas are VERY effective against tanks and in close combat (treat as a power wpn). Yak has a really good point about the Nobs and the Tankbustaz, though. Either keep it real small and cheap or bulk it up, that's the only way to go with Orks, otherwise you waste a lot of points on something your opponent will rip up. The other important point to remember is that if you can take one, you can take two, and more is better. Grot mobs are good, but I wouldn't take anything smaller than 15 models. They are CHEAP and if you have footsloggers, you'll need them. Slaverz with heavy weapons are good, and a nice surprise for MEQ and mechanized opponents. Choppas are also nice if you can spare points, but Squighounds are a MUST for Grot mobs, they run for it as much as they stand fast, and 2 chances for ldrship tests is much gooder. Shoota boyz with Big Shootaz is a good idea, no mix and match to decide for targets, plus the range they have for being an assault weapn is just too good. For the Kanz, well, between Big Shootas and Rokkits, that's a toss-up. More shots is good, especially at that range for no additional cost, but Yak has a VERY good point about AT. Orks need AT and lots of it becuase of the crappy BS. You could split the difference, take 2 in 1 squad with Big Shootas and 2 in another with Rokkits, just make sure that each one does its asigned role. NEVER mix wpns in a squad, doesn't work. And don't use Skorchas ont he Kanz, 75% of the time you'll kill everything within assault range and be stuck less than 12" from your opponents AT. Because you have so many Shoota boyz, you might try splitting the wpns per each squad of Kanz. Kanz with Big Shootaz can help provide cover for the boyz and still sling lead at long range, while the others with Rokkits will take some heat off your Russ and the Tankbusta boyz. You'll probably need to play it one way of each to see which fits your style better. The only thing that's bothered me about this list (and it's something I sweat over with mine too) is the low models-per-squad count. Granted, you have lots of targets, but they don't have much to them and thus can't take advantage of the Orks mob rule as effectively as they might otherwise. It's just a thought, and I know with all the Ork specialty troops (almost as bad as Eldar) it's easy to want to take all the cool little squads. Just some food for thought, man. Spider
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