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Made in hu
Fresh-Faced New User





Hi!

I am preparing for a tournament and would be happy to have some comments on a list I am considering. I have some doubts about its efficiency as it lacks firepower.

I do not really have good shooting units (what's considered good, anyway), cannot put a big gun kannon gunilne on the table and such. I have about 20 lootas, but usually disappointed in them, I have no tankbustas, burnaz, flyers. kommandos, stormboyz, KFF biker and such flashy ork gimmicks.
However I do have a significant amount of footsloggers and trying to have at least one efficient "gun" from a weirdboy group, as at least smites are not affected by BS. Everybody else is operated in a run to your face and smack it approach.
I also admit that selection is slightly affected by the status of painting in some cases.

I drop the list down not by its detachments but their battle role


CORE
Ghazghkull Thrakka - leading the charge (from the second row)
30 boyz (16 slugga, 10 shoota, 1 Nob with Big Choppa, 3 rokkits)
3 x Weirdboys - 3 different spells, bubble wrapped by boyz to get the +3 for smite rolls
Painboy - among weirdboyz, chance to recover from perils

JUMPER
30 boyz (19 slugga, 10 shoota, 1 Nob with Big Choppa, no heavy weapons) - still close to weirdboyz, can mean additional bonuses for smite rolls but primarily to teleport them to charge distance in turn 1.

SITUATIONAL
Gorkanaut - move and advance, tries to take something big down in close combat. I know that in this case it cannot fire its Heavy 3D6 mega shoota, so its usage can be situational. I just got the model, so I really want to put it on the table

MOTORIZED INFANTRY

BATTLEWAGON with Deff Rolla (only 1 big shoota on it to make it shoot at least) - previously I always kitted this out with lots of gunz, but now trying to use it as just a big trukk to save some points
Warboss + PK inside
19 boyz inside (Boss Nob with BC, 5 shoota, 13 choppa)
The wagon takes them to the fight and also joins in with its deff rolla

TRUKK (1 big shoota)
6 x Nobz (1 kombi skorcha, 5 x Big Choppa/Shoota) - ammo runts for all for an extra wound
Last drop of deployment to find a close range, medium armored unit to reach for a turn 2 charge (either with the trukk or without it). Never tried this...

The 'death star element' of the army is to move Ghaz + 3 rokkits + 3 weirdboys close enough to have smite/rokkit/Ghaz Klaw damage for heavily armored things. With +4 smites have a really good chance to get D6 mortal wound damage.

I also own some meganobz (too expensive for this I think), koptas, grotz, big mek with KFF, banner nob, lootas, some more boyz, deff dread, killa kanz, things like that.

Err... would this work? I have a bad feeling about the lack of shooting, but generally disappointed by ork shooting before.
My meta is semi-competitive. There are 1-2 pros who run things like Magnus + knights or double stormraven ultramarines. I do not think I stand a chance against such, but would be happy to reach mid table on the tournament at least.
What do you think?


This message was edited 1 time. Last update was at 2017/10/21 15:44:42


   
Made in us
Stealthy Space Wolves Scout





Florida

I see merit in the units you have. Try and keep the Gorkanaut alive long enough to get to CC and maximize damage. Maybe bring big Mek with Kff. Also it can move and shoot because it big and stompy . "In addition, it can move and fire Heavy weapons without suffering the penalty to its hit rolls." Ghaz ability and warpath cast on a unit would be nasty 6 attacks per model if mob is 20+. Unfortunately most matches play tournaments limit the amount of times you can cast a specific power per turn. Or else I'd say cast warpath on a unit and then jump it and ghaz close for assault. Play what you want and have fun.

This message was edited 1 time. Last update was at 2017/10/22 16:40:07


 
   
Made in hu
Fresh-Faced New User





About protecting the gorkanaut, do you think parking the Battlewagon to its front all the time is good enough to get cover (50% must be covered and the height of the wagon seems fine). That would mean a 2+ save, but seems hard to play.

   
Made in it
Waaagh! Ork Warboss




Italy

A footsloggin big mek with KFF is 75 points for a 5+ invuln and the ability to restore some wounds lost in the previous turns, I think it's the cheapest and most effective way to protect the naut. The bubble can protect other units as well.

I'd cut the painboy who doesn't seem to worth the inclusion with only 60 boyz that could also be teleported and four characters, to fit that big mek. The painboy becomes really effective when his aura buffs 3x30 boyz plus characters, I'd take him only with 150+ footslogging boyz/stormboyz.

Against tons of anti tank it's going to die early anyway.

This message was edited 2 times. Last update was at 2017/10/23 08:59:44


 
   
Made in hu
Fresh-Faced New User





Thanks for the comments. Just for the record, I add how that worked.

Prep:
- I finally dropped the painboy
- added a big mek KFF
- stuffed in an extra warboss with PK

Takeaways:
- Gorkanaut shooting was quite a non factor. Got into close combat only once in three games.

- Could not play the 3 weirdboy idea really well. Boys give them +3 for the roll, bit getting into 18" to smite is just too far.

- Weirdboyz were always left in the open and shot dead. Folks charged away, jumped, died, etc.

- KFF for the Gorkanaut is just not enough.

- I am not sure I'll ever run this 6 nobz in a trukk with runts thing. Jumping them by the weirdboy would have been enough.

Beaten some tyranids in a good game as they were assaulting as well. The gorkanaut shined.
Not too bad loss against IG + genestealers, deep striking xenos kept me in the field which let the four tanks in the back give us hell.
Wiped out by Imperial Fists at turn 5. He had about 8 lascannons and 3 whirlwinds that just grinded us down. Anyway, the ignore cover abIility of the chapter is underrated, that meant really much here (on a good terrain). Still a fun game.

Cheers

   
Made in ca
Regular Dakkanaut





Naut with kff nearby is 3/4 as tough as a knight (same T, same save, 6 less wounds than knight) . I find that bringing only 1 gets it focussed down early on. Nobz are still a glass cannon with all the multi damage weapons this edition (I get that's what the grots are for). Maybe a max nob unit on foot with max grots as a jump target since trukk is overcosted this edition. Mega kannons have been serving me well lately to klll long range stuff and be a distraction unit. Were you advancing your footsloggers every turn? Weirdboy can advance and still smite. Usually in range turn 3 against shooty army.
   
 
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