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![[Post New]](/s/i/i.gif) 2008/01/12 06:37:39
Subject: Shoehorn
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Lead-Footed Trukkboy Driver
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I'm trying to "shoehorn" my old army into the new dex for a game tomorrow against either Guard or Droppin' Marines. The biggest issue is that since Trukk boyz are now a troop choice I cant use all three trukks and the four squads of foot orks that I have lavishly painted every single one of...This is the second army where the 6 troop choice maximum is a problem for me(Dark Eldar). There really shouldn't be a limit; It just so happens that there is one. C'est La Vie
Anyway, enough complainin'; Here's my list:
1500 point NEW! Ork Army
75 Warboss w/ Big Choppa, 'Eavy Armor, Shoota/Scorcha
100 Big Mek w/ Kustom Force Field, Cybork Body, 'Eavy Armor, Power Klaw
230 (5) Nobs w/ Stikk Bomms, 'Eavy Armor, 2 Power Klaws, Trukk w/ Armor Plates
140 (20) Slugga Boyz w/ 2 Rokkits
140 (20) Slugga Boyz w/ 2 Rokkits
140 (20) Slugga Boyz w/ 2 Rokkits
159 (12) Slugga Boyz w/ Stikk Bomms, Nob, Powerclaw, and Trukk
159 (12) Slugga Boyz w/ Stikk Bomms, Nob, Powerclaw, and Trukk
159 (12) Slugga Boyz w/ Stikk Bomms, Nob, Powerclaw, and Trukk
100 (2) Killa Kans w/ 2 (BS3!) Rokkits
100 (2) Killa Kans w/ 2 (BS3!) Rokkits
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![[Post New]](/s/i/i.gif) 2008/01/12 06:49:52
Subject: Shoehorn
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Lead-Footed Trukkboy Driver
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The plan is for the Big Mek to be in the center of all those Killa Kans and Slugga Boyz, laying down mad force field saves and obscuration. These units are for taking down enemy armor units.
Meanwhile, the Warboss(with strength 8 and init 5 on the charge!), the nobs and the trukk boyz zip around to hide behind terrain and hopefully launch a blitzkrieg assault on preferably 2 or 3rd turn.
I realize that the trukk boyz are little more than PowerKlaw delivery systems, and that they will be prone to breaking after losing even one boy; that is why they include Boss Poles (even though I forgot to list them!). Hopefully, with two chances I'll be able to roll under the remaining number of orks or their abysmal leadership.
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![[Post New]](/s/i/i.gif) 2008/01/12 07:23:35
Subject: Shoehorn
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Fixture of Dakka
.................................... Searching for Iscandar
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Lots of points wasted on the Big Mek. He doesn't need any upgrades besides the KFF. It's expensive enough.
Nobs need 1 klaw. That's it.
The 6 rokkits per turn won't take down many armor units, if any.
Orks won't break after losing 1 out of 12. They also don't really need bosspoles. They do have their use, but often once you get stuck in you get wiped out to an Ork. Especially so against higher init enemies, who cause casaulties before the assault starts for you.
Every time you get out of your Trukk, it's pretty much a suicide mission. Even tactical squads will f*** you up in a countercharge.
Anyways, just my thoughts. Killa Kans in such small numbers won't do anything. A few AC or S8+ shots their way will sort them out.
Got any big shootas? Run them as your lootas.
Orks have serious issues against everyone, you need to get a few beatings under your belt to get a handle on them.
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![[Post New]](/s/i/i.gif) 2008/01/13 07:22:25
Subject: Shoehorn
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Infiltrating Oniwaban
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Stelek, why only 1 klaw on the Nobs? Assaulting in 'eavy armor they're not likely to lose all the other Nobz- why not hit harder against Marines, Termis, TMC, etc.? I get that they might not make it through a countercharge, btu on the initial hit it seems worth it.
Then again, I usually get hit by Orks rather than hitting with them. your explanation appreciated.
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Infinity: Way, way better than 40K and more affordable to boot!
"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze |
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![[Post New]](/s/i/i.gif) 2008/01/13 08:37:15
Subject: Shoehorn
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Fixture of Dakka
.................................... Searching for Iscandar
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Because Nobs either win big with their Init attacks, or they lose big and eat massive wounds in return.
If you have a Klaw, it *might* get to go but just as likely with your 5 attacks per Nob on the charge that you will remove enough models so the Klaw can't attack.
If you are sending Nobs into things like Terminators and TMCs, you are asking to get wiped out.
They are very killy against T4/3+/1wound units or WORSE. They are not killy against anything BETTER.
More Klaws isn't a good use of points, never has been.
Even Burnas for guys in the squad in the old Dex was not really a good choice, nor was sticking a Warboss with them.
If the other guy doesn't have a gunline, Nobs are worthless. They can try and chase tanks but really won't accomplish much. Gutting cheap infantry units is what they are best at--and that does include tactical marines.
Do you really need more than 8 nobs w/1 klaw to kill the units I described? What, the 35 attacks at S5 isn't enough? Really? Well, ok if you say so...
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![[Post New]](/s/i/i.gif) 2008/01/16 04:03:48
Subject: Shoehorn
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Lead-Footed Trukkboy Driver
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 I'm a fan of overkill! Once I charged a Wraithlord with a similar unit(Old Dex) and managed to miss or fail to wound with 10 Powerklaw attacks; and it had only one wound left!
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