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![[Post New]](/s/i/i.gif) 2016/04/04 10:15:30
Subject: [1850] - Orks - Ork centurion
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Fresh-Faced New User
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So we have this ork centurion, and I thought might as well try to make something out of it.
OF course ghazzy would be awesome here, but taking the council just takes to much points, so the idea is to run a normal warboss and hope of army wide fearless. Altough some of the other options (morale and movement) are not to bad.
painboy: 50
warboss, power klaw, eavy armour, lukcy stikk: 114
Mek: 15
7 nobz, eavy armour, 2x power klaw, big choppa, bosspole: 214
Battle wagon, kill kannon, rokkit, boarding plank, red paint: 165
tankbustas, 1 bomb squig, nob, bosspole: 150
trukk, rokkit: 30
Boyz, nob, pk, BP: 112
trukk, rokkit, red paint, boarding plank: 50
Boyz, nob, pk, BP: 112
trukk, rokkit, red paint, boarding plank: 50
Boyz, nob, pk, BP: 112
trukk, rokkit, red paint, boarding plank: 50
Boyz, nob, pk, BP: 112
trukk, rokkit, red paint, boarding plank: 50
Boyz, nob, pk, BP: 112
trukk, rokkit, red paint, boarding plank: 50
Boyz, nob, pk, BP: 112
trukk, rokkit, red paint, boarding plank: 50
gretchin: 35
3 kannons, 3 ammo runts: 63
2 kannons, 2 ammo runts: 42
total 1850
The charachters all go with the nobz, the mek might stay in the battle wagon to repair it. Might switch a the big choppa in the nobz for a kustom mega blasta on the mek.
This armies 1 trick is assaulting turn 1, so thats why the trukks are red and have boarding planks. This gives an average charge distance of 27.5 inch (but can be up to 33). The nobz get a battlewagon to get that AV 14 and hopefully not explode before it moves, since after the first move it has nothing to do it gets a kannon to not be completly useless.
The kannons and tank bustas are there to maybe open up some transports for the boyz or try do deal with dreadnoughts or knights, since the nobz will die to them and the boyz can't really hurt them.
I would really have loved to put the warboss in mega-armour. But not being to run, takes away the one trick the army has. Furthermore bikes would also be really nice, but again no first turn charge.
dealing with termies will be hard. Usually I throw nob bikers at them (who destroy them, T5 is so good). But normal nobz are not gonna cut it. So I guess just throwing 2 units of boyz against them. And hope my opponents throws those 1s
Do you guys have any thoughts?
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This message was edited 1 time. Last update was at 2016/04/05 07:25:16
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![[Post New]](/s/i/i.gif) 2016/04/04 10:23:51
Subject: [1850] - Orks - Ork centurion
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Raging Ravener
UK
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I think the list looks solid. Got the necessary power klaws and bosspoles, which is a good start! My only fear is terminators, as you said, but if you get the proper weight of all those boyz on them, they'll die under weight of dice. If you are concerned, consider swapping some of those kannons out for some kustom mega cannons. Strength 8 AP 2 small blasts are certainly handy, and their damage makes up for the get's hot risks that accompany them. Do tell me how your battles go, eager to hear how the list fights!
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This message was edited 1 time. Last update was at 2016/04/04 10:24:05
The armies that I collect:
- Tyranids, 2,000 pts.
- Orks, 1,250 pts.
- Tau, 750 pts.
- Guard (PDF), 750 pts.
(Yes I have a thing for horde armies to some extent) |
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![[Post New]](/s/i/i.gif) 2016/04/04 13:59:36
Subject: Re:[1850] - Orks - Ork centurion
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Fighter Ace
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The turn one assault is a lie. You have to disembark in the movement phase after moving less than 6 inches. Units that run cannot charge. Boarding planks do not allow you to charge more than 12 inches. Red paint job only applies to moving flat out, which is done after you decide whether to disembark or not. Max charge range for a trukk turn 1 is 18 inches, and both armies start a minimum 24 inches. Kind of a big problem considering that's your one trick! Kannons are also bad, relying on bad ork BS. You should go for the blast weapons. Killkannons are amazing. The KMB will have almost as high a chance to melt himself as hit something.
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This message was edited 1 time. Last update was at 2016/04/04 14:04:34
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![[Post New]](/s/i/i.gif) 2016/04/04 16:48:04
Subject: Re:[1850] - Orks - Ork centurion
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Fully-charged Electropriest
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slip wrote:The turn one assault is a lie. You have to disembark in the movement phase after moving less than 6 inches. Units that run cannot charge. Boarding planks do not allow you to charge more than 12 inches. Red paint job only applies to moving flat out, which is done after you decide whether to disembark or not. Max charge range for a trukk turn 1 is 18 inches, and both armies start a minimum 24 inches. Kind of a big problem considering that's your one trick! Kannons are also bad, relying on bad ork BS. You should go for the blast weapons.
Killkannons are amazing. The KMB will have almost as high a chance to melt himself as hit something.
The Great Waaagh!-band detachment let's you call a Waaagh! every turn your Warboss is alive, including turn 1. Waaagh! allows your units with 'Ere We Go to run and charge that turn. Trukks can move 6", boyz can move 6", run D6" inches and then charge 2D6".
Red Paint Job is wasted points with this list though, as pointed out it only works when you move Flat Out.
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![[Post New]](/s/i/i.gif) 2016/04/04 18:51:03
Subject: Re:[1850] - Orks - Ork centurion
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Fighter Ace
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xlDuke wrote: slip wrote:The turn one assault is a lie. You have to disembark in the movement phase after moving less than 6 inches. Units that run cannot charge. Boarding planks do not allow you to charge more than 12 inches. Red paint job only applies to moving flat out, which is done after you decide whether to disembark or not. Max charge range for a trukk turn 1 is 18 inches, and both armies start a minimum 24 inches. Kind of a big problem considering that's your one trick! Kannons are also bad, relying on bad ork BS. You should go for the blast weapons. Killkannons are amazing. The KMB will have almost as high a chance to melt himself as hit something. The Great Waaagh!-band detachment let's you call a Waaagh! every turn your Warboss is alive, including turn 1. Waaagh! allows your units with 'Ere We Go to run and charge that turn. Trukks can move 6", boyz can move 6", run D6" inches and then charge 2D6". Red Paint Job is wasted points with this list though, as pointed out it only works when you move Flat Out. I was wrong, it could work! But that's assuming your opponent gifts you a generous deployment after seeing your list. If he deploys 4 inches off of it, it's back to being impossible. E: He would also need to take a unit of gretchin, a mek, and another allied detachment to make it a legal 1850 point list.
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This message was edited 3 times. Last update was at 2016/04/04 18:56:06
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![[Post New]](/s/i/i.gif) 2016/04/05 07:56:22
Subject: [1850] - Orks - Ork centurion
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Fresh-Faced New User
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Forgot to write down the gretchin, they were included in the point costs. The mek was already there though. And the mek guns are the obligatory auxiliaries.
Damn, was still thinking of red paint job of an edition ago. Another upgrade has become useless :S. Well thats 30pt that can go to upgrading the mek gunz. I'll switch the kannons for an appropriate number of kustom mega kannons
That brings the average down to 26.5 and the max to 30. It's indeed very tricky if my opponent has the range and can deploy further away. Making it even more of a only one trick pony.
I will give it a shot, see if it works. Vs a long range gun line I'll hopefully still have a lot of turn 2 charges with lots and lots of boyz
I was recently told that you can no longer deploy your trukks sideways, turn them on their center point and then move 6' (so you can sneak another 1.3' because the trukk is longer than wide). But can't find it in the rules, do you guys know?
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![[Post New]](/s/i/i.gif) 2016/04/05 11:28:38
Subject: [1850] - Orks - Ork centurion
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Growlin' Guntrukk Driver with Killacannon
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drop all the bosspoles and pray for the fearless in a waagh warlord trait... you get a reroll which means a 1/3 of a chance of getting it.
Stormboys have a chance of 1st turn charges, if thats the gimmick you're going for mayyyybe drop all the auxiliaries and pile all the points into stormboys.
Also I honestly think you should drop the killkannon on the bw and get 4 rokkits instead
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mean green fightin machine |
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