Switch Theme:

[1000] - Orks - Escalation League (need to go to 1250 :/)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

G'day, so my FLGS has been running an escalation league for the past 3 months, fortnightly rounds, starting at 500 points, adding 250 points every month...it's a pretty casual friendly league, nothing too hardcore, nevertheless, it's just about to go into the first 1250 point round, up from 1000, and I'm not too sure what to add next

here's what I ran at 1000 points:
(999 Points total)
HQ:
- (Warlord) Warboss - attack squig, kombi skorcha, Headwoppa's Killchoppa, WT: "Legendary Fighter"
- Big Mek - Kustom Force Field, Kustom Mega Slugga
- Weirdboy - "Da Jump"

Troops:
- Boyz - 29 slugga/choppa, Boss Nob with Power Klaw
- Boyz - 29 slugga/choppa, Boss Nob with Power Klaw
- Boyz - 29 slugga/choppa, Boss Nob with Power Klaw

Heavy Support:
- Battlewagon - 'Ardcase, Deffrolla, Killkannon

I only got one of the two 1000-point games in, because my opponent cancelled on me for one of them, but the game I did play, I was up against alpha legion chaos marines...lot of cultists, defiler, forgefiend, devastators, sorceror, warpsmith, and 2-3 lords I think...something like that...playing the mission where there's 6 objectives, worth 1 point each per turn, as well as a point per unit destroyed...I managed to win by a couple of points, but it was really close, I almost got tabled...luckily I'd stacked up a ton of objective points, and ran through his cultists and a couple of his characters, so I got first blood and slay the warlord too.

basically, my plan was simply to hurl the empty wagon down the middle as something big and scary, jump a blob of boyz to an objective on the other side somewhere, hold a few objectives for a couple of turns while chaining the boyz forward, then move in and rack up some kills...which, I guess kinda worked, but only just!

so now, I'm pretty much just looking for either adding to that to get it to 1250, or if necessary, just completely reworking it for a fresh 1250 list, I'm totally open to ideas here really

...one thing I should probably mention, because it's probably quite likely to come up, no, I do not have any mek gunz unfortunately...I know KMK are the bee's knees at the moment, but I don't have any, so I have to make do without vOv

This message was edited 1 time. Last update was at 2018/06/13 05:54:33


...it's good to be green!  
   
Made in ch
The Dread Evil Lord Varlak





I guess so long the Ork codex isn't out you are kinda stuck with a boyz before toyz approach.
outside of that, maybee dakkajet?
or a burna boma?
Ballaboyz for jumping and camping?
Deffkoptas?
Tankbustas?

Really depends what you expect to fight against.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in ca
Fresh-Faced New User




Texas

Well there are two approaches in a league scenario:

Reactive - What have you had trouble with? Do you see another army in play that you know is going to be tricky? 250 points should give you enough to counter something.

Proactive - is there an area you feel your army is weak? Is there some capability you feel would really enhance your existing force? is there a really cool model you just want to add because it's cool?

Looking at your list you don't have much ranged anti-tank. Tankbustas are the obvious thing to add. A small squad to move up with your boyz could work.

Maybe a small loota squad to give you some more ranged firepower and something to hold a backfield objective would work too.

I agree that a Dakkajet would be an interesting addition too. It gives you a bunch of guns, a lot of mobility, and another vehicle to maybe spread the anti-tank attention around from your battlewagon.

You could fit a jet and either lootas or tankbustas into 250 if you keep the squad small.

More 40k armies than 40k time ... 
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

hmm, ok, so my first 1250 game should be happening next thursday, and the mission we're doing for this round is "Roving Patrol" (split your army into 3 roughly equal parts, then determined by a D3 roll, deploy one of the 3 parts, and the remaining 2 parts come in as reserves at the end of turn 1 and 2's movement phases...there's also 3 objectives worth 3 points each, one in each deployment, and one in the middle)...hmm...that makes things a bit tricky, and with 2/3 of my army stuck on my board edge for turn 1 and 2, that's gonna really hurt my slugga boyz

so, whatever I take for this game, I'll need to be able to split it into thirds for starters...then I guess there's a bit of temptation to make things as mobile as possible...but trukks/battlewagons can be a pretty hevy point-sink for not much effect

ooh, hey, ok...how does this sound?

1248 points total:
HQ:
- (Warlord)Weirdboy - "Da Jump", WT: Tenacious Survivor(6+"FNP")
- Weirdboy - "Da Jump"
- Weirdboy - "Da Jump"
Troops:
- Boyz - 27 slugga/choppa, Boss Nob with Power Klaw
- Boyz - 27 slugga/choppa, Boss Nob with Power Klaw
- Boyz - 27 slugga/choppa, Boss Nob with Power Klaw
Elites:
- Tankbustas - 4 tankbustas, Boss Nob with Rokkit Launcha
- Tankbustas - 4 tankbustas, Boss Nob with Rokkit Launcha
- Tankbustas - 4 tankbustas, Boss Nob with Rokkit Launcha
Dedicated Transport:
- Trukk - Rokkit Launcha
- Trukk - Rokkit Launcha
- Trukk - Rokkit Launcha

so, basically 3x (Weirdboy, sluggaboy blob, tankbusta trukk)...hopefully that'll still be enough boyz to survive and take objectives, the weirdboyz to move them quickly when they come on the board(then maybe throw some smites around), and the tankbusta trukks should hopefully give me enough shooting damage to deal with anything tough...how's that sound? worth giving it a try?

...it's good to be green!  
   
Made in ch
The Dread Evil Lord Varlak





Trucks are not worth it anymore

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

Not Online!!! wrote:
Trucks are not worth it anymore

yeah I know ...but even just as a bit of protection, and movement increase for the tankbustas? in probably a pretty casual game?

...it's good to be green!  
   
Made in ch
The Dread Evil Lord Varlak





Cut one truck and one tankbusta squad then, that would open up other options

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Roarin' Runtherd




Not Online!!! wrote:
Cut one truck and one tankbusta squad then, that would open up other options


This defeats the purpose of his army building to the mission. With three identical, mobile portions he avoids getting boned by having the wrong portion of the army come on at the wrong time. I think the list looks good, though I would likely take the rokkits off of the trukks and use the points for a bomb squig in each squad. Sure, the bomb squig only shoots once, but with a rerolling 2+ BS it basically guarantees a hit when you need it. The rokkit launcha will be lucky to hit twice during the entire game, let alone have both of those actually cause unsaved wounds. And due to the nature of the mission, some of those rokkit launchas arent coming on the board right away meaning they are getting even less out of their multi-shot advantage over the squig. Also, trukks likely will get blown up, and are best used occasionally charging into combat to soak overwatch and generally be annoying. With all this in mind, the trukk rokkits will actually be fired relatively infrequently. Better to have a one shot weapon you can count on than a weapon that rarely hits that might get to fire one or two more times. Also, it leaves you with an extra 8 points in the list total. You can throw in an extra boy or a big shoota or a couple of wreckin' balls if you want.
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

ManTube wrote:
Not Online!!! wrote:
Cut one truck and one tankbusta squad then, that would open up other options


This defeats the purpose of his army building to the mission. With three identical, mobile portions he avoids getting boned by having the wrong portion of the army come on at the wrong time. I think the list looks good, though I would likely take the rokkits off of the trukks and use the points for a bomb squig in each squad. Sure, the bomb squig only shoots once, but with a rerolling 2+ BS it basically guarantees a hit when you need it. The rokkit launcha will be lucky to hit twice during the entire game, let alone have both of those actually cause unsaved wounds. And due to the nature of the mission, some of those rokkit launchas arent coming on the board right away meaning they are getting even less out of their multi-shot advantage over the squig. Also, trukks likely will get blown up, and are best used occasionally charging into combat to soak overwatch and generally be annoying. With all this in mind, the trukk rokkits will actually be fired relatively infrequently. Better to have a one shot weapon you can count on than a weapon that rarely hits that might get to fire one or two more times. Also, it leaves you with an extra 8 points in the list total. You can throw in an extra boy or a big shoota or a couple of wreckin' balls if you want.


hmm...I do like the bomb squig idea, and it gives me an excuse to field squigs, which is always good...unfortunately I can only fit 2 squigs in the list after taking the rokkits off the trukks...you need to have either a big shoota or a rokkit launcha on each trukk, you can't just "take it off"...so, switching to big shootas for the trukks, leavs me with 20 points spare, and squigs are 10 points each...still works I guess, it's just not as perfectly symmetrical

...it's good to be green!  
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

righto, update: I just had my 1250 point, "roving patrol" mission game...I took the list I posted earlier, with the slight tweak based off ManTube's suggestion, so, this:

1250 points total:
HQ:
- (Warlord)Weirdboy - "Da Jump", WT: Tenacious Survivor(6+"FNP")
- Weirdboy - "Da Jump"
- Weirdboy - "Da Jump"
Troops:
- Boyz - 27 slugga/choppa, Boss Nob with Power Klaw
- Boyz - 27 slugga/choppa, Boss Nob with Power Klaw
- Boyz - 27 slugga/choppa, Boss Nob with Power Klaw
Elites:
- Tankbustas - 4 tankbustas, Boss Nob with Rokkit Launcha, 2 bomb squigs
- Tankbustas - 4 tankbustas, Boss Nob with Rokkit Launcha
- Tankbustas - 4 tankbustas, Boss Nob with Rokkit Launcha
Dedicated Transport:
- Trukk - Big Shoota
- Trukk - Big Shoota
- Trukk - Big Shoota

...and it turns out my opponent was running Tyranids, which threw me off pretty hard, because I've never even seen a tyranid army in person, let alone played one...so I had no idea what to expect!

so, bad memory, and tyranid ignorance aside...I think he had: (warlord) Hive tyrant, with Tyrant guard bodyguards, a Screamer Killer, a Tyrannofex, a Harpy, 3-pack of Zoanthropes, a Lictor(or maybe Deathleaper?), 3-4 blobs of Hormagaunts...there might've been a little squad of warriors or something too?...no idea on wargear or anything though sorry...

anyway, the game ended up going all the way through turn 7, and I won, 9-5 (2 3-point objectives, first blood, slay the warlord, linebreaker...vs his 1 3-point objective, slay the warlord, and linebreaker)

the harpy was a bastard, couldn't charge it because flying, couldn't shoot it, because it had -2 to hit...all I could do was throw smites at it with my 3 weirdboyz, which it seemed quite intent on eating ...that said though...I still smited it down to 1 wound! (I got one perfect 6-damage smite in just before my last weirdboy was eaten )...so at the end of turn 7, he was left with a single wound Harpy, and a single Hormagaunt ...and I still had 2 trukks, 6 tankbustas, and about 30-40 boyz left

...the tankbustas didn't seem that great, although I guess they did pretty much all get 1-2 hits in each time they fired...I think the big shootas on the trukks performed about as well though honestly...my power klaws missed a lot as usual...the boyz did well as always though, both with their sluggas and choppas

This message was edited 2 times. Last update was at 2018/06/21 16:07:41


...it's good to be green!  
   
Made in ch
The Dread Evil Lord Varlak





Honestly tankbustas have no targets against tyranides if they decide to bring flying Monsters. Wasting shots on gaunts / warriors the only thing you could do.
Guess the whole match also showed why you would need some aa or a dakkajet, as for the guns on the truck compared to the bazuka it is simple statistics, with the guns on them you will hit atleast once, with the bazuka one time in three turns.
That is the main problem with orkz and why i did recommend you the dakkajet / burna bomba, they can put out enough fire to hit reliably unlike bazukas. That beeing said if you face a am army which relies on tanks, tankbustas will have a field day.
Congratz on winning btw.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Roarin' Runtherd




Tankbustas are also gunna be lackluster against tyranids because none of them, even the monsters, are actually vehicles. So you don't get their re-rolls, which is pretty important when it comes to their accuracy and general damage output.

Looks like you pulled it together fine though. You have 2 games at every point level you said? I'd wait and see how it does in the next game before writing the bustas off.
   
Made in us
Krazed Killa Kan






State of Jefferson

Consider MegaNobz or stormboyz

This message was edited 1 time. Last update was at 2018/06/22 07:02:43


 
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

hmm...yeah, a dakkajet might've been quite nice to have in that game, if only to tangle with the harpy...this was also the first time I've faced a flyer in 8th too, so I wasn't really prepared for that...yeah, if I had to replay that game, probably would drop one of the tankbusta trukks in exchange for a dakkajet with 6 supashootas, and throw an extra boy in each mob (or maybe a squad of 20 stormboyz?)...that probably would've been good...and yeah, the total lack of vehicles really didn't help my tankbustas shine

I was way too cautious with my command points too, I probably could've, and really should've, used the "dakkadakkadakka" stratagem on a squad of tankbustas every turn...that would've got me a few more shots out of them at least...probably not much, but something...as it stood, I still had 5 CP left at the end of turn 7

I think the main reason this game went so well, is he had far less shooting than I'm used to dealing with...my main opponent usually runs guard...russ tank commanders, hellhounds, basilisks, a few guard squads usually with fire twice and reroll orders...so, a pretty tough training ground for orks!

I think I probably will just run this list again for my other 1250 point game...well, I'll find out on wednesday what mission we'll be playing for that one...probably still won't know what army I'll be facing, but at least knowing the mission will let me try and build around that a bit better if needs be

This message was edited 2 times. Last update was at 2018/06/22 07:36:44


...it's good to be green!  
   
Made in au
Mekboy Hammerin' Somethin'





Perth, Western Australia

haha...oh man, so I just had my second 1250-point game...it was the "scorched earth" mission, with 6 objectives worth 1 point each per turn if you control them, and any in your opponent's deployment, if you control them, you can destroy it for D3 points...and turns out I was playing against admech, another army I'd never played against before...

it was pretty brutal ...-1 to hit outside of 12" on everything, lots of nasty shooting, with lots of rerolls, and stuff with extra attacks or mortal wounds on 6's, which he rolled a lot of!, and he got the first turn in!

...I think we called it at the end of turn 4, when I was down to a single weirdboy hiding out in my deployment camping an objective...and he had about a full squad of skitarii, 2 kastelan robots(one almost dead, one still fine), 2 dunecrawlers (one still fine, one at about half health), and a couple of HQ characters.

the tankbustas were pretty useless, given the -1 to hit, the first trukk died on turn 1, blew up, taking out 4 boyz and 2 wounds off a weirdboy, the second died on turn 2, the third finally died on turn 4, after making 4 ramshackle rolls saving it from about a dozen or so damage throughout the game ...one of the boyz mobs got shot and then beaten down by a squad of electropriests (which then gave them a 3+ invuln), the second boyz mob got shot down pretty quickly, before they could even get halfway across the board...the third mob killed a pair of dragoons/ironstriders, made it to enemy deployment, binned a squad of skitarii, and blew up an objective, then got mowed down by everything else shooting...and 2 of my weirdboyz smite-nuked 8 electropriests in a single turn, before getting shot down.

...I think if I was to play that game again, I probably wouldn't have bothered with the tankbusta trukks, and just ran like 120 boyz, probably a couple of kff bigmeks, a couple of waaagh banner nobz, and gazza...just roll a big meaty 5+ invuln against shooting green tide up the board...that probably would've rolled a lot harder...

...it's good to be green!  
   
 
Forum Index » 40K Army Lists
Go to: