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![[Post New]](/s/i/i.gif) 2007/04/10 10:12:25
Subject: Back for anova' go. 1500pt Ork.
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Fresh-Faced New User
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Edited from last post: Warboss: Power claw, cybork body, choppa, big horns, eavy armour, frags :112 Big Mek: Kustom force field, choppa, meks tools :49 Slugga Boyz (18): Choppas, sluggas, 3 rokkits Nob: Power claw, big horns, slugga, bosspole :231 Slugga Boyz (18): Choppas, sluggas, 3 rokkits Nob: Power claw, big horns, slugga, bosspole :231 Slugga Boyz (9): Choppas, sluggas, 3 rokkits Nob: Choppa, slugga, big horns, frags :123 Tankbustas (9): Sluggas, frags, tankbustas, 3 rokkits Nob: Rokkit, frags, tankbustas, iron gob :156 Tankbustas (9): Sluggas, frags, tankbustas, 3 rokkits Nob: Rokkit, frags, tankbustas, iron gob :156 Gretchin mob (20): Slaver w/ squighound :74 Warbuggy : skorcha, grot riggers, light :41 Warbuggy : skorcha, grot riggers, light :41 Looted Leman Russ: Battle cannon, heavy bolter, grot riggers :147 2 Killa Kans: Rokkits :90 Killa Kan: rokkit :45 Total: 1500 The warbuggies are there for fast support, if not mopping up low armoured infiltrators and cheap searchlights/ shields, or for table quarters. Kans are hard hitting support for boyz, aswell as protection. Looted russ is for 'big tank factor', aswell as its awesome hitting power. Grots and mek added for shielding. Tankbustas do what it says on the tin, with sluggas making up numbers and eventual combat support. Comments welcome.
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![[Post New]](/s/i/i.gif) 2007/04/10 21:29:48
Subject: RE: Back for anova' go. 1500pt Ork.
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[ADMIN]
Decrepit Dakkanaut
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It's a solid list but there are a few areas that could be improved: 1) The Warboss is too expensive for a footslogger. If you had a trukk boy unit for him to tag along with his expense could be justified but as it is now you're better off taking him as cheap-o as possible and giving him a heavy weapon so he can shoot along with the army as you march forward. Also, the Warboss should be given 3 Attack squigs to help fill out the unit he marches along with. For more reasons on why Attack squigs are awesome, read point #2 below. 2) Your slugga mobs should include 3 Attack squigs. Drop out 2 boyz (18 points) to pick up 3 Attack squigs (18 points) for the Nob. They have the same 6+ armor save which means they can be selected as the first shooting casualties the unit takes. Essentially you'll be getting an extra casualty to suffer for free. 3) Same as #2, but I'd recommend you either take 3 Ammo Runts (4 points a piece) or 3 Attack Squigs. While the Ammo Runts can't be taken as casualties, they will allow your Tankbustas to get that crucial hit on the turn you need it. Alternatively, you can go with 3 Attack Squigs to cheaply boost the size of the unit just like with the Slugga mobs. 4) If you're going to bother taking Meks Tools I'd take the 3 Grot Oilers needed to make the 'fix' roll succeed on a 3+. I know it's 18 points, but it's worth it when you fix an immobile vehicle and gain back Victory Points for your army. 5) The Slaver in the Gretchin Mob should really have a heavy weapon (either a Rokkit or Big Shoota). I highly recommend this upgrade as it gives the unit more versatility as being a threat to the enemy. Besides those points I think your list is very solid and should do pretty well against balanced enemy armies.
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![[Post New]](/s/i/i.gif) 2007/04/11 10:16:44
Subject: RE: Back for anova' go. 1500pt Ork.
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Fresh-Faced New User
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I can see the logic behind some of your points. The tooled up slaver is good, and the ammo runts, although i only added the one on the list to even out the points. I can tell that they would work much better with three, i just cant find the points to sacrifice. Im not sure about the attack squigs though, although you have a free casaulty to lose, i prefer choppas in combat, mind you thats speaking as if theyll always get into combat! I also kinda like taking the tooled-up warboss, he has just the right amount of stuff imho, as i wont forget about any of it. Thanks for the comment. (the general lack of comments i see as a positive, as everyone must think the list is good the way it is (sarc))
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![[Post New]](/s/i/i.gif) 2007/04/11 12:28:22
Subject: RE: Back for anova' go. 1500pt Ork.
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[ADMIN]
Decrepit Dakkanaut
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Posted By Tunnel_Lord on 04/11/2007 3:16 PM Im not sure about the attack squigs though, although you have a free casaulty to lose, i prefer choppas in combat, mind you thats speaking as if theyll always get into combat! I also kinda like taking the tooled-up warboss, he has just the right amount of stuff imho, as i wont forget about any of it. Do any of your Ork units ever make it into combat without taking 3 shooting casualties? Mine don't. The attack squigs are always your first shooting casualties so you don't lose any Choppa attacks by the time you reach combat. I would contend that if your mobs are reaching combat without taking 3 shooting casualties then chances are you're going to be slaughtering your opponent in that combat whether you've got 3 Attack Squigs instead of 2 Boyz or not.
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![[Post New]](/s/i/i.gif) 2007/04/11 13:00:33
Subject: RE: Back for anova' go. 1500pt Ork.
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Bounding Assault Marine
Long Island, New York
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Get a unit of trukk boys in there, they are awesome.
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War is not your recreation. It is the reason for your existence. Prepare for it well. ~CODEX ASTARTES
Give me a hundred Space Marines. Or failing that, give me a thousand other troops. ~Rogal Dorn |
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![[Post New]](/s/i/i.gif) 2007/04/13 06:24:18
Subject: RE: Back for anova' go. 1500pt Ork.
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Been Around the Block
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Attack Sqiggs on a nob are real good 4 wounds for 27pnts is a good deal like getting a free wound. becouse for 27 points you could get 3 boys that will die every game or a nob upgrade and 3 attack squiggs that die every game.
- Grim Toof
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