Switch Theme:

[2000] - Orkz - Goff/Evil Sunz Tellaparty Success! +shortbatrep  [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 us
Nasty Nob





United States

13 command points - 6 Spent on Tellyports, 1 on Skarboyz, 1 on Warphead, 2 will be used to give the Gorkanaught Ramming Speed, leaving 3 CP leftover to use endless greentide or get stuck in. Using this tonight against a marine player using either a BobbyG parking lot, DW Termies, or Iron Hands. Turn one Skarboyz will get Warpath and Da Jump, the Gork will be in reserve with Nobz and Ghaz inside, the Bonebreaka will be in reserve with boyz and Warboss inside, the three deff dreadz will be in reserve, all ready to tellyport turn two. If I survive to turn two, I intend to deep strike all three and make a mess, Gork will get Ramming Speed, and I will Evil Sunz assault all other available targets, maybe endless tide anything that might be wise or use get stuck in to give one of my choppy gitz another go. The rest of the game will be about shuffling grotz around to get objectives while we slowly remove models from a skrum on the board.

I have also considered deploying Ghaz seperate from Gork so that he might benefit gitz nearby, or even hiding him to help make sure I don't get tabled turn one.

+++ Tellaportme (Warhammer 40,000 8th Edition) [98 PL, 1997pts] +++

Clan Kultur: Evil Sunz

Big Mek W/ Shokk Attack Gun: Choppa, Shokk Attack Gun

Warboss: Attack Squig, Kustom Shoota, Power Klaw

Boyz: 3x Tankbusta Bombs
Boss Nob: Power Klaw, Slugga
29x Ork Boy W/ Slugga & Choppa

Boyz: Tankbusta Bombs
Boss Nob: Power Klaw, Slugga
9x Ork Boy W/ Slugga & Choppa

Gretchin: 10x Gretchin

BoneBreaker: Deff Rolla, Grot Riggers

Deff Dread
Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Skorcha
Deff Dread: Dread Klaw, Dread Klaw, Dread Saw, Skorcha
Deff Dread: Big Shoota, Dread Klaw, Dread Klaw, Dread Saw

Clan Kultur: Goffs

Ghazghkull Thraka: Goffs, Warlord

Weirdboy: 2. Warpath, 3. Da Jump, Warphead (1 CP)

Boyz: Skarboyz (1 CP), 3x Tankbusta Bombs
Boss Nob: Power Klaw, Slugga
29x Ork Boy W/ Slugga & Choppa

Gretchin: 10x Gretchin

Gretchin: 10x Gretchin

Nobz
Boss Nob: Choppa, Slugga
Nob: Power Klaw, Slugga
Nob: Power Klaw, Slugga
Nob: Power Klaw, Slugga
Nob: Power Klaw, Slugga

Gorkanaut: 2x Rokkit Launcha, Skorcha, 2x Twin Big Shoota

This message was edited 2 times. Last update was at 2018/11/12 01:16:57


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Sister Oh-So Repentia




I was under the impression that the teleport strat could only be used up to 20 PL? I would assume that would include any units inside said Vehicles. Has this been clarified at all?
   
Made in gb
Mekboy on Kustom Deth Kopta






Bound2Earth86 wrote:
I was under the impression that the teleport strat could only be used up to 20 PL? I would assume that would include any units inside said Vehicles. Has this been clarified at all?


RAW units inside mean nothing to the total PL of the tellyported unit and have no impact on the stratagem. As long as the tellyported unit itself is less than 20 PL the transported units can take the total way higher than 20 PL and it's completely legal.
   
Made in us
Nasty Nob





United States

My opponent wanted to see a new kit on the battlefield so I subbed the Deffkilla Wartrike for the SAG mek and removed one nob with powerklaw (meaning I had an undersized nob squad.). This was okay so we played the game and got kill points.

My opponent was using a UM RG Assback/Missile Devs parking lot supplimented with some choppy scouts. He spread everything out during deployment denying me any space to Jump turn one.

I had deployed my Evil Sunz boyz and hid my grots behind cover. My Warphead was put way in the back behind a building with my Skarboyz. Wartrike was deployed next to Boyz with good BLOS cover. Ghaz and Nobz in Gork in Tellyporta reserve with Bonebreaka filled with Boyz and Warboss, who I gave relic klaw, and three Dreadz.

Turn one I pushed boyz forward to make a hole, firing grots , boyz, and Trikeboss at them killing all but one. I put Ramming Speed one trikeboss and managed a 14 inch assault, almost killing an assback. My boyz made assault on the lone scout.

In his turn one he collapsed his formation up to blast my boyz and boss away and even had the shooting to waste on four grots.

My turn two I meased out some nine inch markers and dropped down the Gork with Ramming Speed, the Bonebreaka, and the Deff Dreadz. After some fair shooting from the Gork the wounded Assback died, and then we made assaults on BobbyG, two assbacks, some Plasma Primaris marines. Gorkanaught wiped Guilman and he got up, we wiped two vehicles, killed all but one Plasma marine and took almost no meaningful damage in return. The Deff Dreadz rolled awful, yet the other assaults really made this whole thimg worthwhile. My Skarboyz never jumped because I simply had no interesting place to put them, so I left them in my deployment so he had no soft targets his phase.

His turn two he backed up some, fired away in possibly a mismanaged fashion, and barely destroyed the Gork and Bonebreaka. The Gorkanaught exploded in glorious fashion, putting wounds on an Asscan, a Primaris Marine, three scouts, three Devastators with Missiles, BobbyG took 3 wounds, now with two, and also it hit one of Dreads for some damage killed 5 Ork Boyz, it would have killed my relic klaw boss but I chose to spend my last CP rerolling that. The Gorkanaught may have secured game MVP at this point it was probably the best dice I rolled turn two. In his assault phase BobbyG assaulted Ghaz and the PK Nobz, inflicting five wounds of which Ghaz saved all but one and promptly buried BobbyG in dice.

At the top of three my opponent evaluated the situation, and decided to concede. He would be dealing with my dreadz and skarboyz easily assaulting two Assbacks and two squads of Devs while Ghaz, my Nobz, and the Warboss chase the remains.

I have never felt an Ork list could work to a plan like this did. I need to pick my favorite two tellyporta elements and probably just get some shooting to help gun down screening units for successful deepstrikes. Ramming Speed Goff Gorkanaught feels strong, my Deff Dreadz I like but I am really concerned about the 2s they rolled. They may as well have a melee loadout it feels impossible to deep strike and fail the assault right now.


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Longtime Dakkanaut




Ghaz gork and dreads boyz and nobs looks like you are over the 50% points cap on reserves.
   
Made in fi
Locked in the Tower of Amareo





gungo wrote:
Ghaz gork and dreads boyz and nobs looks like you are over the 50% points cap on reserves.


Also what was 14" charge? You can still charge stuff within 12" only. Ramming speed gives no override for that

2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran





tneva82 wrote:
gungo wrote:
Ghaz gork and dreads boyz and nobs looks like you are over the 50% points cap on reserves.


Also what was 14" charge? You can still charge stuff within 12" only. Ramming speed gives no override for that


This is correct. You can just guarantee to make a 12" charge using 3d6 and even wrap further around it piling into other units if you wanted.
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

Yeah, i played Orks with my Space Marines on the weekend and saw a few flashbacks with this report.
I faced the same split, they seem to be the two tribes of choice for Orks.
Evil Sunz to get there fast and mess the enemy up and the Goffs to "crump dem".

Please let me know if I got anything wrong, pretty sure we checked everything ok.

Notes on Orks:
- Being able to deepstrike a 30 man blob of Orks is just death to gunlines.
- Choosing who to charge at is important because that pile-in move after the charge can allow Orks to snag multiple squads/targets and lock them down (or at least get them to stop shooting).
- There is also the added benefit that if the blob had not killed everything, in the next turn it only can be attacked by 1 unit (typically a smaller one, using 10 man squads leads to them running away) and beat on everyone again.
- All the while being completely immune to being shot at other than within the melee.
- Usually by then, another blob will be in range to keep the leadership high and kill anything remaining.
- "Da Jump" was a strong irritant as well for getting boyz around the table. Just when you think you got some line to receive a blob then have it jump and eat something on your flank is funny and infuriating all at once.
- The mobility of having a Warboss within 6" of a blob so it can advance (5"+D6), some rule of bieng able to shoot assault weapons with no negative AND then declare a charge with re-rolls (23" threat range?), some go-fasta red somewhere in there to wound out 24"?!?

- Orks being charged is almost comical: very little difference between overwatch and normal shooting.
- The "Dakka" rule of more shooting dice on 6's was worrying me but after doing some math, it is not that big a deal.

- Getting the +1 strength (Goffs I believe) is utter death for marines in melee.

- I still maintain (from prior to codex posts) that "Tankbustas" in a soft-top vehicle is death to any vehicle and makes a VERY effective anti aircraft unit. Those little monsters pretty much ate my Stormraven in one volley (that minimum 20" move puts you in less than ideal locations).

Space Marines:
- Those lieutenants become critical: +1 to wound is the #1 cure for killing orks with bolters and Nobz/Warbosses with Heavy Bolters. I think I may run them around pretty much naked other than with a bike or jetpack (thinking bike) because positioning is key.
- Assault cannons. The answer to any and all Ork infantry T4-5 does not matter with those S6 shots, expensive though.
- All those guns are useless if they are in melee. I hate to say but "bubblewrap" and 9" coverage of your back-yard becomes key. Cheap allies become critical for that: AM/IG is the weapon of choice for preventing infestations of Orks.
- I think there is a fine "auspex" stratagem that can help with shooting those irritating teleporting troops, feel free to use those command points.
- I think my auto-include choice for now is two devastator squads with a mix of 2 LCs and 2 HBs each and two SMs for meatshields and of course the Sgt. Between trying to kill transports and boyz it is a pretty much target rich environment (you have a Captain or lieutenant in range right?)
- You may have to "feed" those nice twin-stormbolter Rhinos or Twin Heavy Bolter Razorbacks (if you were cheaping out) to angry blobs closing in on you since they seem to be the only source of T6+ speedbump against Orks.
- Not so surprisingly HB attack bikes are cheap, mobile, tough and puts the hurt on. I think it is my fast attack unit of choice.
- There are much more optimal dreadnaught units but the good old "Dakka-dread" with the 4 Autocannons out of the index seemed to be effective and always had a "good" target to shoot at.
- Whirlwind is excellent as well, they ALWAYS become a deepstrike priority so bubblewrap is key.

I play Black Templar, I have been rather committed to them so my force is not optimal but I was able to nullify a "Da Jump" with my specific stratagem against psychic use.
I was told the way to go was full 10-man marine squads would have done "better", less toys more boys for marines.
No.
Considering that if you can shoot them (24"), you are in threat range.
If you can rapid-fire, you are guaranteed to be assaulted and still not put a useful dent in the Orks.

I was told I should have some melee butchers to deal with that.
No.
Few units other than Drukhari/Dark Eldar can beat them in melee (so-long as they assault first AND are wytches)..
As stated, you get buried under a sea of dice.

This message was edited 2 times. Last update was at 2018/11/12 16:40:19


A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Nasty Nob





United States

mhalko1 wrote:
tneva82 wrote:
gungo wrote:
Ghaz gork and dreads boyz and nobs looks like you are over the 50% points cap on reserves.


Also what was 14" charge? You can still charge stuff within 12" only. Ramming speed gives no override for that


This is correct. You can just guarantee to make a 12" charge using 3d6 and even wrap further around it piling into other units if you wanted.


I'll have some apologies ready for my friend the next time I see him. It's no hard feelings between us he'll understand I haven't been reserving anything this edition and then I suddenly got Codex: Tellyporta Orkz with 3d6 charge rolls and misunderstood some things.

Anyone reading this, if I have a 3d6 result of 14 inches, and there difficult terrain is involved, does it modify the charge range to 12 inches or 10 inches?

This message was edited 1 time. Last update was at 2018/11/12 21:14:17


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in fi
Locked in the Tower of Amareo





 Rismonite wrote:

Anyone reading this, if I have a 3d6 result of 14 inches, and there difficult terrain is involved, does it modify the charge range to 12 inches or 10 inches?


12". It's only maximum you can declare from. Actual distance you can move is whatever you roll. Plus obviously odds of making that 12" is better in the first place. Good point about the difficult terrain. That's one thing where rolling over 12" can def help.

2024 painted/bought: 109/109 
   
 
Forum Index » 40K Army Lists
Go to: