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		<title><![CDATA[Latest posts for the thread "Building a KOS list"]]></title>
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				<title>Building a KOS list</title>
				<description><![CDATA[ Ok, I'm building a new Kult army, and I'm looking for some criticism/advice<br /> <br /> I'm basing the list around a 2000 point list with modifications for 1850, 1750, and 1500, mainly so I can play around my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Wazdakka gutsmek - 180<br /> Warboss on bike+<span class="glossaryitem" onmouseover='gp(107);'>PK</span>+bosspole+cybork body - 140<br /> Total <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-320<br /> <br /> Troops<br /> 12 Ork Boyz - 162<br /> +Nob+<span class="glossaryitem" onmouseover='gp(107);'>PK</span>+<span class="glossaryitem" onmouseover='gp(260);'>bp</span><br /> +trukk+ram+armor plates<br /> <br /> 12 Ork Boyz - 162<br /> +Nob+<span class="glossaryitem" onmouseover='gp(107);'>PK</span>+<span class="glossaryitem" onmouseover='gp(260);'>bp</span><br /> +trukk+ram+armor plates<br /> <br /> 12 Ork Boyz - 162<br /> +Nob+<span class="glossaryitem" onmouseover='gp(107);'>PK</span>+<span class="glossaryitem" onmouseover='gp(260);'>bp</span><br /> +trukk+ram+armor plates<br /> <br /> 12 Warbikes - 340<br /> +nob+<span class="glossaryitem" onmouseover='gp(107);'>PK</span>+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 12 Warbikes - 340<br /> +nob+<span class="glossaryitem" onmouseover='gp(107);'>PK</span>+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 9 Nobs on Wheelz -545<br /> 7 Big choppas<br /> 1 pain boy<br /> 1 <span class="glossaryitem" onmouseover='gp(107);'>PK</span>+bosspole<br /> all w/ cybork bodies<br /> total Troops - 1680<br /> <br /> total - 2000<br /> <br /> The 1850 list would lose 3 nob bikers, the 1750 list would lose three more nob bikers, and the 1500 list would lose a trukk mob.<br /> <br /> <br /> What I wonder is that I should ditch the Nob bikers for another warbikers mob and a deffcopta mob or two full skorcha mobs?  Or maybe ditch the nobbikers for Da Vulcha boyz and maybe a couple warbuggy mobs?<br /> <br /> I'm new to the Ork codex (arn't we all) and I don't really know the full power of many of the new choices, so I was really wondering if the 545 point mega squad is worth it (on paper they are ridiculously hard to kill, but as we all know Mathhammer =/= Warhammer)<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 05:41:29]]> GMT</pubDate>
				<author><![CDATA[ Sushicaddy]]></author>
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				<title>Building a KOS list</title>
				<description><![CDATA[ I think the mega squad is quite powerful, but against the wrong <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit (high I power wep, power fist with lots of ablative wounds, <span class="glossaryitem" onmouseover='gp(93);'>MC</span>), you may take causalities faster than you'd like for such an expensive unit.  It is an amazingly hard unit to kill, but most people will focus a lot of firepower to bring it down, especially tank hunting weapons that are wasted on trucks if you have multi-lasers, heavy bolters, etc to chew them up.  <br /> <br /> But that is part of the risk/reward of them, since if they aren't taken care of quickly, they will chew through many many  armies.  Not to mention, without consolidation, it seems a good idea to have a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> monster that can survive a turn out in the open after they slaughter whatever they hit. <br /> <br /> If anything, they might draw enough fire for the other boyz to get stuck in.  <br /> <br /> Give them a few games to see how they do, Da Vulcha boyz are incredibly powerful, and more bodies is always useful.  But again, it depends how they perform in game for you.  It may turn out they soak up enough fire to justify their point cost.  If you find yourself running out of steam in later turns, they maybe it is for the best to try adding more bodies. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 05:56:36]]> GMT</pubDate>
				<author><![CDATA[ lemurking23]]></author>
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				<title>Re:Building a KOS list</title>
				<description><![CDATA[ your Nobs on Wheelz (are they on bikes or in a truck) are far too expensive. theyre over 1/4 of your army. they will get shot and wont do as much as you want them to in combat. for 15pts more you can <span class="glossaryitem" onmouseover='gp(48);'>gt</span> 2 mobs of 20 storm boys with a nob with a powerklaw. thats 40 models that travel at almost the same speed, are fearless (your nobs arent) and will butcher pretty much anything in combat.<br /> <br /> your warbikesbikes are also probably far to expensive. boys in trucks or stormboys would be better.<br /> <br /> have stick-bomb chukkas or grot riggers on your trucks instead of a ram, they will do more. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 10:04:22]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Building a KOS list</title>
				<description><![CDATA[ The biker nobs are a fun choice, but don't end up performing well in my experience. If you want to keep everything <span class="glossaryitem" onmouseover='gp(234);'>KOS</span> style I would put more boys in trukks (though storm boyz are better choice if not really <span class="glossaryitem" onmouseover='gp(234);'>kos</span>).<br /> <br /> In general for a <span class="glossaryitem" onmouseover='gp(234);'>kos</span> army I would have all my troops slots filled with boyz on trukks (with just red paint). If you have the points then put in some nobz mounted in trukks (or possible bw) as well.<br /> <br /> If you choose your targets right the meganobz are an ok choice. A fellow ork player at the <span class="glossaryitem" onmouseover='gp(38);'>flgs</span> has had some good luck with the meganobz placed in a battlewagon (they take a lot of fire allowing the rest of his mobs to get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> relatively unscathed).]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 16:07:17]]> GMT</pubDate>
				<author><![CDATA[ theHandofGork]]></author>
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				<title>Re:Building a KOS list</title>
				<description><![CDATA[ Honestly, I'm hoping that the Bikernobs will get most of the fire on the table, allowing my trukkboyz to get stuck in with a 2nd turn Waaaagh!.  with a 4+ or 3+ cover save, t5, feel no pain, 5+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save, and 2 wounds each they should soak up enough fire on the first turn to allow the rest of my boys to get to the 2nd turn pretty much unmolested.  With the speed of the trukks and bikes I should get to pick my battlefield well and attack at my opponents weak spots.<br /> <br /> With a bosspole, the Biker nobs are <span class="glossaryitem" onmouseover='gp(82);'>LD</span> 9 (warboss) with a reroll, so they should not flee from a withering first turn of fire (hopefully).<br /> <br /> Maybe Ill try Da Vulcha boyz, we'll see.  any thoughts on skorchas?]]></description>
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				<pubDate><![CDATA[Tue, 1 Jul 2008 17:06:15]]> GMT</pubDate>
				<author><![CDATA[ Sushicaddy]]></author>
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				<title>Re:Building a KOS list</title>
				<description><![CDATA[ what will most likely is that your opponent wont shoot at them at all, theyll just tarpit them with a meaningless unit or 2 and shoot the rest of your army to peices.<br /> <br /> if they get stuck in combat with some ripper, scarabs, conscripts, nurgleing or plague marines, then nothing will happen. they will be sat there for at least 2 turns fighting a combat they wont go anywhere. in the mean time the rest of your opponents army will be concentrating on your boys.<br /> <br /> 2 mobs of 20 stormboys, however, draw your enemies fire and kill everything in combat. 40 wounds is better than 18 wounds even if they are T5 with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> <br /> generally its not good to plan your army around tactis that require your opponent to make mistakes, because good opponents wont make mistakes.<br /> <br /> also there is no reason to give anyone on a bike a cybork body because they get a 4+ cover save anyway and they <u>should</u> be killing everything in combat.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 11:46:55]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Building a KOS list</title>
				<description><![CDATA[ Hell, 34 bikes on the table would just be downright cool. All 6 Troop choices have been filled which will be a boon. You'll obviously have to assault to stop vehicles, but I think you already know this.<br /> <br /> Overall, the army looks really interesting and I'd get a kick out of playing against something like this as it would be a rarity to see fielded.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 12:37:47]]> GMT</pubDate>
				<author><![CDATA[ Sarigar]]></author>
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				<title>Building a KOS list</title>
				<description><![CDATA[ <blockquote><div><cite>Sarigar wrote:</cite>Hell, 34 bikes on the table would just be downright cool. All 6 Troop choices have been filled which will be a boon. You'll obviously have to assault to stop vehicles, but I think you already know this.<br /> <br /> Overall, the army looks really interesting and I'd get a kick out of playing against something like this as it would be a rarity to see fielded.</div></blockquote><br /> <br /> thanks!  that was alot of my impetus for doing this army.  The bike models are cool.<br /> <br /> yeah, Orks have a tough time with vehicles, esp landraiders and monoliths, which their anti tank weapons being <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 and <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2, o <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2.  not a single weapon with <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1 or <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 9 or 10 (without rolling for it) in the entire army.  I figured that Assault would be my best option against vehicles, as 4 attacks at <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 is better than most armies can muster for their sooting, and I will likely be able to assault on turn 2.<br /> <br /> Ork armies seem to be going the way of the swarm no matter what, whether it's orks in trukks spam, Loota spam, or 30 ork brick spam.  Not that this is a bad thing, the list is designed to make this your most viable option.  But I want to play something a little wierd, and I have always loved Ork bikes, which can out shoot anything they can't out assault, and can out assault anything tha they can't out shoot, plus are fast enough to decide which to do.<br /> <br /> ork bricks do better in mathhammer, but I think that bikes will be more fun.]]></description>
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				<pubDate><![CDATA[Wed, 2 Jul 2008 18:37:28]]> GMT</pubDate>
				<author><![CDATA[ Sushicaddy]]></author>
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