Switch Theme:

[2000] - ORK GOFF - strugeling to make the orks work  [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 hr
Fresh-Faced New User




So I am having a problem to make the GOFFs work vs competitive list ( i usually get wiped of the board on turn 3)
My idea is to have as much as possible threats on board as possible to survive alfa strike and charge in and do as much dmg as possible.
Problem I have been having is if I play second i get obliterated in 2 shooting phases and if I play first i still usually lose +33% Points duo to insane fire power competitive list are packing nowadays . I have been trying to min./max. lists and this is the list that performed the best for me so far, but this its still not every close.
1.WAGON- 10 Bboyz+ 5 megaNobs
2.WAGON- 10 Bboyz+ 5 megaNobs
3.WAGON- 10 Bboyz
MEGADREAD - TELEPORTY PAD
2xkommandos+ storm boyz are there for point holding and collecting Nachmund data

++ Supreme Command Detachment +2CP (Orks) [15 PL, 2CP, 300pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [2CP]

+ Primarch | Daemon Primarch | Supreme Commander +

Ghazghkull Thraka [15 PL, 300pts]

++ Patrol Detachment -2CP (Orks) [43 PL, 9CP, 785pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Warboss on Warbike [6 PL, -1CP, 115pts]: 4. Brutal but Kunnin, Da Killa Klaw, Power Klaw, Stratagem: Big Boss

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Kommandos [4 PL, 65pts]
. Boss Nob: Power Klaw
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 60pts]
. Boss Nob: Choppa
. 4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Fast Attack +

Stormboyz [3 PL, 55pts]
. Boss Nob: Choppa
. 4x Stormboy: 4x Choppa, 4x Slugga, 4x Stikkbombs

+ Heavy Support +

Battlewagon [8 PL, 135pts]: 'ard Case, Deff Rolla

Battlewagon [8 PL, 135pts]: 'ard Case, Deff Rolla

++ Patrol Detachment -2CP (Orks) [56 PL, -4CP, 915pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [-2CP]

+ HQ +

Beastboss on Squigosaur [9 PL, -2CP, 175pts]: 3. 'Ard as Nails, Beasthide Mantle, Stratagem: Big Boss, Stratagem: Extra Gubbinz

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
. 9x Beast Snagga Boy: 9x Choppa, 9x Slugga
. Beast Snagga Nob

+ Elites +

Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

Meganobz [12 PL, 150pts]
. Boss Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw
. Meganob: Kustom Shoota, Power Klaw

+ Heavy Support +

Battlewagon [9 PL, 155pts]: 'ard Case, Deff Rolla, Fortress on Wheels

Mega Dread [9 PL, 175pts]: 2x Dread Rippa Klaw

++ Total: [114 PL, 7CP, 2,000pts] ++


I would appreciate some constructive feedback regarding the list and how to improve it.

WAAAAAAAGH!

This message was edited 1 time. Last update was at 2022/06/10 09:19:40


 
   
Made in us
Fresh-Faced New User




Here's your basic problem:

1. You're losing almost everything on Turn 1 because you're concentrating all your units inside the battlewagons. This might seem counter-intuitive, but think about this for a minute. Battlewagons are huge targets which are more hampered by the terrain than they are helped. All the enemy has to do is destroy them, and your most powerful units are now too slow to make it to their objectives. Furthermore, battlewagon explosions are brutal, and one explosion can cascade a lot of damage across your army. You're over-investing in keeping your units safe, and as a result they're more fragile than they would otherwise be. Just put your boyz behind obscuring terrain. They don't need to be in the wagons. You have at least one too many wagons.

2. The reason you're losing so many points when you're going first is that you don't have *anything* in your army that can neutralize your opponent's big firepower units during your turn. You're not able to destroy or even bracket something like a Redemptor or a Dunecrawler with your army *at all*. It is not that the current meta armies have such great firepower -- it's that you have no counter to their firepower in your list whatsoever. If you get first turn, you should be able to at least make an effort to cripple your enemy's heavy hitters, and you simpy haven't given yourself the tools to do this.

3. This army design is inefficient. You don't need both warbosses AND Ghaz. Pick either the bike boss or the squig boss, and build a Batallion instead of running 2 patrols. You're gimping yourself out of CP without really adding anything to your army.in exchange. The second warboss isn't making up for your weaknesses, he's simply redundant. Instead - bring Makari.Remember, he basically functions as a painboy if he's within 3" of Ghaz, and with good positioning, he can help keep your meganobz on the table much longer than otherwise. Either way, he's very cheap.

4. I'd criticize the choice to include a Mega Dread, but if I bought a Forgeworld Mega Dread I'd run him in every list I could, so I can't fault you there. Tellyporta might just not be worth it, though getting him into combat otherwise is always a gamble. You might want to start him on the field to be a distraction while your real heavy hitters, namely ghaz and the mega nobz move up the board.

I wrote up a list using most of what you have here. I cut the warboss on bike and a battlewagon. I also cut your stormboy unit out and put in another unit of kommandos in their place. With the remaining points I added 2 buggies who will give you at least *a little* bit of a shot at taking out your enemy's heavy firepower on turn 1. If you don't have the models I put in there, use tankbustas, a shokk attack gun, some other buggy, a flyer -something- that can play a ranged anti-tank role for you. That's the element your army is sorely missing and really the reason you're getting shot off the board so much.
++ Battalion Detachment -3CP (Orks) [99 PL, 8CP, 1,700pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Clan Kultur: Goffs

Detachment Command Cost [-3CP]

+ HQ +

Beastboss on Squigosaur [9 PL, -1CP, 175pts]: 3. 'Ard as Nails, Beasthide Mantle, Stratagem: Big Boss

Makari [3 PL, 55pts]

+ Troops +

Beast Snagga Boyz [5 PL, 110pts]
9x Beast Snagga Boy: 9x Choppa, 9x Slugga
Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
9x Beast Snagga Boy: 9x Choppa, 9x Slugga
Beast Snagga Nob

Beast Snagga Boyz [5 PL, 110pts]
9x Beast Snagga Boy: 9x Choppa, 9x Slugga
Beast Snagga Nob

+ Elites +

Kommandos [4 PL, 65pts]
Boss Nob: Power Klaw
4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 60pts]
Boss Nob: Choppa
4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Kommandos [4 PL, 65pts]
Boss Nob: Power Klaw
4x Kommando: 4x Choppa, 4x Slugga, 4x Stikkbombs

Meganobz [12 PL, 150pts]
Boss Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw

Meganobz [12 PL, 150pts]
Boss Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw
Meganob: Kustom Shoota, Power Klaw

+ Fast Attack +

Megatrakk Scrapjets [5 PL, 100pts]
Megatrakk Scrapjet

Shokkjump Dragstas [5 PL, 85pts]
Shokkjump Dragstas

+ Heavy Support +

Battlewagon [9 PL, 155pts]: 'ard Case, Deff Rolla, Fortress on Wheels

Battlewagon [8 PL, 135pts]: 'ard Case, Deff Rolla

Mega Dread [9 PL, 175pts]: 2x Dread Rippa Klaw

++ Supreme Command Detachment +3CP (Orks) [15 PL, 3CP, 300pts] ++

+ Configuration +

Clan Kultur: Goffs

Detachment Command Cost [3CP]

+ Primarch | Daemon Primarch | Supreme Commander +

Ghazghkull Thraka [15 PL, 300pts]

This message was edited 1 time. Last update was at 2022/06/15 13:17:40


 
   
Made in hr
Fresh-Faced New User




Thx a lot m8 for help I think i get the gist of if what are you try to say.
I have tried to use 2x5 koptos but 500 pts i a lot ( and in few games they didnt manage to do a lot)
Also have dakka jet but i didn't manage to make it work.
I will test some other jets and buggys by adding them to the mix.
   
Made in us
Fresh-Faced New User




Dakkajets are great in SPEEDWAAGH or Great Waagh, though they lost some value since armor of contempt came around, since they'll have trouble cutting through enemy armor saves. HOWEVER, in a Speedwagh these guys are getting 42 shots with their 6 supashootas. Stick "More dakka" on them and you can push that to an insane *48* shots. That'll average you about 16 hits, and 10 wounds vs. T4 and 5 - even more vs. T3 -- and really, if luck's on your side you could get a lot more hits than 16 with that many shots. With that number of shots though you can still threaten vehicles even if you're wounding them on 5s, simply because they force your opponent to make a lot of saves. If you're up against something like terminators, centurions, eradicators - any heavy infantry with potential to threaten a battlewagon, the dakka jet can put in serious work. Yeah it'll probably die after 1 turn, but at 120 points it won't feel so bad -- and it's a great unit to use Careen! on it in the event it explodes, as you can put it in the midst of your enemy pretty much immediately to maximize the explosion damage. It's one of the best flyers in the game.

2x5 koptas is overinvesting honestly. Rokkits are right now in a really bad place because of the low AP. - it's mitigated slightly in the first turn of speedwaagh since they'll get an extra point of AP for 2 turns, but right now as goffs I'd actually expect them to be more effective in melee than shooting. Try using 10 tankbustas in a truck instead tho for the same number of rokkit shots at a huge discount compared to koptas.
   
Made in de
Been Around the Block





I am in the exact same spot as OP... ^^'
Although we only pay 1000 points games (Mostly against Dark Angels, Blood Angels, Tyranids, Flesh Tearers ans Genestealers.)

Getting shot down as soon as i go second, no matter trucks, KFF or cover.

Very helpful so far, thanks!

   
Made in us
Been Around the Block





Great advice from orcbrand. As a Ork player, you want to 1. threaten an important enemy unit first turn and 2. make the enemy make a lot of saving rolls. Quantity has its own quality.
   
 
Forum Index » 40K Army Lists
Go to: