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![[Post New]](/s/i/i.gif) 2006/07/18 13:34:36
Subject: 1500 pt Ork Freebooters
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Elite Tyranid Warrior
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This is my first attempt at an Ork army, although I have both a Chaos and a Marine army. I was going for a more 'ard stuff feel about this army, with the dreadnoughts and the 'ard boyz. I would appreciate any suggestions or criticism to perfect this army. Eventually, I hope to expand it to a 2000 point army by maxing out the 'Ard Boyz and giving them a Battlewagon, in addition to a mob of bikes, some more grots, and perhaps another mob of boyz. HQ Warboss Gulug Ug Gulug - 453 Power Klaw, Kustom Slugga (More Dakka and Blasta), 'Eavy Armour, Cybork Body, Bionik Arm, Bosspole, Iron Gob 6 Nobz 'Eavy Armour, 1 Power Klaw, Choppas and Sluggas Mad Dok 'Eavy Armour, 'Urty Syringe, Choppa, Dok's Tools and 3 Orderlies Frag/krak grenades Wartrukk Red Paint, Riggers, Armour, Rokkit launcha, Ram
Elites Da Tuff Boyz - 168 10 'Ard Boyz Sluggas and Choppas, 1 Big Shoota, 2 Burnas Nob w/ Big Shoota
Troops Da Runtiez - 71 20 Gretchin Slaver 'Wizzbukkit' w/ shoota
Da Madboyz - 215 20 Slugga Boyz 3 Rokkit Launchas Nob w/ Bosspole, Big Horns
Da Nutterz - 215 20 Slugga Boyz 3 Rokkit Launchas Nob w/ Bosspole, Big Horns
Fast Attack Da Zoomas - 155 10 Trukk Boyz Sluggas and Choppas, Burna Nob Wartrukk Red Paint, Riggers, Armour plates, Rokkit Launcha, Ram
Heavy Support Bork the Spleenmuncher - 83 Dreadnought w/ Big shoota, skorcha
Da Tin Kanz - 135 3 Killa Kanz 2 Big shoota 1 Skorcha
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![[Post New]](/s/i/i.gif) 2006/07/20 02:49:56
Subject: RE: 1500 pt Ork Freebooters
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[ADMIN]
Decrepit Dakkanaut
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Here are the problems:
1) Taking a Nob retinue in a 1,500 point army puts too many of your points into an easy to destroy basket. If the enemy can take out that Trukk they've pretty much won the game. Also, you've got an illegal configuration for the Warboss's retinue since you have 11 models (including the orderlies) which means you are not allowed to take a Trukk. I suggest dumping the retinue and taking another unit of Trukk Boyz (but leaving a spot for the Boss to ride around in).
2) The boss is over equipped. He doesn't need a Bosspole or any kind of shooty weapon beyond a Slugga. The Bionik arm is also a bad idea because it strikes at a different Initiative value from the rest of the Warbosses Attacks which means it can potentially deny the Warboss a chance to use most of his Attacks if it kills the one model in base contact. I strongly suggest sticking with a Klaw and Choppa for weapons. If you're going to plunk down the points for 'eavy armor and Cybork Body, you might as well take Bionic Bonce too (to give him a 3+ save).
3) Why are the 'Ard Boyz Nob armed as if he is in a Shoota Boy mob (with a Big Shoota), and why oh why have you mixed and matched your heavy weapons in the unit? The first rule of Orks is that you don't mix and match your heavy weapons. Ork Shooting is so poor that you need to focus a unit's shooting ability in order to get any sort of results out of it. In all Footslogging Mobs you are generally better off going with 3 Rokkits since the majority of the armies you will face are MEQs, and the reduced range of the Rokkit isn't such a big deal because Orks always move forwards. All Nobs in a mob armed with Slugga/Choppas should be armed with a Power Klaw, period.
I am not personally a big fan of 'Ard Boyz since your opponent will still just hit them with Heavy Bolters and ignore their save. Their increased point cost means you will have less models overall on the table. Their small unit size (in this case) means it will be rather easy for your opponent to wipe out the unit and get the (extra) VPs the 'Ard Boyz provide. I'd suggest you consider leaving the 'Ard Boyz at home and taking more Sluggas.
4) Your Grots desperately need a squighound to accompany the Slaver. That is one of the best pieces of wargear in the game, so make sure you take advantage of it. Also, does your Slaver have a standard Shoota? Big mistake. A Grot mob is an easy place to put an extra heavy weapon into your army that is rather hard for your opponent to silence. Make sure you give him either a Rokkit or a Big Shoota.
5) Your Nobs in your Slugga mobs need Powerklaws period. They are the most effective killing tool in the whole Ork army. Also, you really only need a single Nob with a Bosspole in the army if you deploy your units correctly.
6) The Nob in your Trukk Boy mob absolutely must have a power klaw and Big Horns. The smaller the unit the more important Big Horns are, and a Trukk is actually your best chance of delivering that PKlaw wielding Nob into combat. Give him a Klaw!
Dump the Armor plates and the Ram off of the Trukk to save points. Concerning the Armored plates, if your Trukk is being shot at, you've already screwed up. You need to keep the Trukk out of LOS until you unload your cargo, even if it means taking 3 turns to slowly move up behind area terrain to prep for the charge. The Ram has such a low chance of success that it simply isn't worth the points. You're better off just taking pot shots with the Rokkit, or if you really want to perform crazy manuevers with your Trukk once you've dumped it's cargo, Stikkbomb Chukkas are a much more viable alternative (try to tank shock unsuspecting units off the table).
7) Why does your Dreadnought and Kans have mixed armament? That is a terrible, terrible idea. Stick with either all Rokkits or Big Shootas (unless you're playing solely in Cityfights). Also, you can consider putting armored plates on your Dreadnoughts and Kans (especially the Kans) if you've got some points left over. BTW, you're really better off losing the Dreadnought and taking more Kans isntead.
8) Any army that includes Kans/Dreadnoughts should really consider taking a looted Leman Russ to try to draw some of the AT fire of the enemy away from your walkers. If you don't take a looted Russ the lifespan of your Kans will become very short indeed. You can also consider taking a Big Mek with a KFF, tools and 3 grot Oilers. Although the KFF only provides Obscurement for the Kans nowadays, his ability to fix damage on a roll of 3+ (with the Oilers) can make them a quite a bit more potent.
Good luck with the Orks (you'll need it).
P.S. For your future choices, both Bikes and a Battlewagon are absolutely terrible. Bikes cost way too much for how easy they die and the Battlewagon doesn't do much of anything well, explodes quite easily and takes down way too many transported Orks when it does so.
Units to stick with in a Foot Slogger army are: The boss (cause you have to) sans retinue, Big Meks with KFF and Orderlies, Painbosses with Cyborks in a Trukk, cheap small Kommando units, Slugga Boyz with 3 Rokkits and a Nob with a PKlaw, one unit of Shootas with 3 Big Shootas for some versatility (and because they cost 1 point less than Sluggas), Burna Boyz (with little to no actual Burnas) just to get a Mek with a KFF, Tank Bustas (keep 'em in cover the whole time), Grots, Trukk Boyz (essential), Warbuggies (only as a cheap means to add a scoring unit), Kans, and a looted Russ/Demolisher/Basilisk.
Units to leave at home: The Warbosses Nob retinue (unless you're playing over 2,000 points), a Mekboyz retinue for the Big Mek, Stormboyz (unless you're taking minimum troops and maxing out on Stormboyz and Trukkboyz units), 'Ard Boyz, Skarboyz, Flash Gitz (unless you're trying an Ork shooting army), Stikk Bommas, Warbikes, Big Gunz, Lootas, Dreadnoughts and Battlewagons.
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