<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Horde Orks, 1750. Competitive, building in progress..."]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "Horde Orks, 1750. Competitive, building in progress..."]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ Straight to the point, I have 3 variants of how I'm going to make my Horde of shoota orks, while being competitive. <br /> <br /> 1st army list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Bike Warboss w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(400);'>AS</span>, <span class="glossaryitem" onmouseover='gp(596);'>CB</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> Mek.<br /> <br /> Elite:<br /> <br /> 10 Lootas<br /> <br /> 15 Kommandos w/ 2 Burnas + Boss Snikrot<br /> <br /> Troops:<br /> <br /> 30 Grots w/ 3 Runtherds (w/ Grabba Stik)<br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> Fast:<br /> <br /> 15 Stormboyz w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> Total Roster Cost: 1750<br /> <br /> 2nd army list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Bike Warboss w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(400);'>AS</span>, <span class="glossaryitem" onmouseover='gp(596);'>CB</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> Mek.<br /> <br /> Elite:<br /> <br /> 12 Lootas<br /> <br /> 13 Kommandos w/ 2 Burnas + Boss Snikrot<br /> <br /> Troops:<br /> <br /> 30 Grots w/ 3 Runtherds (w/ Grabba Stik)<br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> Fast:<br /> <br /> 15 Stormboyz w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> Total Roster Cost: 1750<br /> <br /> 3rd army list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Bike Warboss w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(400);'>AS</span>, <span class="glossaryitem" onmouseover='gp(596);'>CB</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> Mek.<br /> <br /> Elite:<br /> <br /> 12 Lootas<br /> <br /> 14 Kommandos w/ 2 Burnas + Boss Snikrot<br /> <br /> Troops:<br /> <br /> 20 Grots w/ 2 Runtherds (w/ Grabba Stik)<br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> 30 Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob+<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> <br /> Total Roster Cost: 1750<br /> <br /> Overwiew of units:<br /> <br /> Bike Warboss is just plain awesome. W/ 5th ed. in effect, He still has 6 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> str10 <span class="glossaryitem" onmouseover='gp(105);'>PF</span>. Just be careful not to put him in the open. Oh, also, Turbo-boost give you 3+ cover.<br /> <br /> <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> Mek, random. Can be painful most of the time, but orks need that huge AP2 template.<br /> <br /> Lootas, Can't leave my house w/o them. My only source of long range light <span class="glossaryitem" onmouseover='gp(482);'>AT</span>/ <span class="glossaryitem" onmouseover='gp(6);'>AP</span> unit. I might join <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> mek there for the <span class="glossaryitem" onmouseover='gp(82);'>LD</span> bonus.<br /> <br /> Kommandos w/ Snikrot, is this self-explanatory or what?<br /> <br /> Shootas w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nob + <span class="glossaryitem" onmouseover='gp(260);'>bp</span>, Core of the army. Can't afford to cut them but can afford to add them. Should I subs one of the shootas into Sluggas? So, if there's 3 or 4, I change 1 to sluggas? I believe it will go well since by turn 2 or 3, I can waagh and charge the sluggas to them.<br /> <br /> Grots, please listen. They might be slimy and nasty, and small....... but remember the glory of cover save from 5th ed. They still gives the same purpose. 120 Points unit that can shoot (barely), act as a living wall, and can reduce <span class="glossaryitem" onmouseover='gp(242);'>BTB</span> <span class="glossaryitem" onmouseover='gp(351);'>atk</span> by 1 (up to 3, I pretty much can silence a model from attacking if I gather all 3 on that one), I need them. They also can be spreaded out huge enough if the field allows it.<br /> <br /> Stormboyz w/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nob + <span class="glossaryitem" onmouseover='gp(260);'>BP</span>, Sluggas w/ jumpack!! I wish I can field more in 1750. The <span class="glossaryitem" onmouseover='gp(24);'>d6</span> roll of 1 can hurt, but it's the same as dangerous terrain everywhere, isn't it? Effective assault range of 19-24"? I think so.<br /> <br /> Overall, I know and notice that 1st and 2nd are almost the same except the difference in Lootas and Kommandos. The thing is, what do you guyz think worth more 2 Lootas or 3 Kommandos? 2 Lootas give you 2-6 Str7 ap4 shots, while 3 Kommandos give you 3 slugga boys w/ infiltrating from any table edge.<br /> <br /> And is it worth to discard the stormys for more shootas? Any ideas that can be thrown will be accepted. I'd like to have a solid army list of this in a week or 2.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/330060.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/330060.page</link>
				<pubDate><![CDATA[Tue, 15 Jul 2008 03:29:09]]> GMT</pubDate>
				<author><![CDATA[ The Governator Council]]></author>
			</item>
			<item>
				<title>Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ is having grots really a bad idea? no one hasn't reply my post yet]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/331742.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/331742.page</link>
				<pubDate><![CDATA[Thu, 17 Jul 2008 15:22:22]]> GMT</pubDate>
				<author><![CDATA[ The Governator Council]]></author>
			</item>
			<item>
				<title>Re:Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ nothing wrong with having grots. they were terrible in 4th, but they do exactly what they are meant to in 5th. <br /> <br /> you need more lootas. you should be aiming for between 15-30 in 1750pts.<br /> <br /> the shoota boys should remain shoota boys if they are foot slogging. see you you can save some points and give them rokkit launchas, they need them.<br /> <br /> a mek with a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> would be good is you play on sparse terrain.<br /> <br /> appart them that they look fine.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/331754.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/331754.page</link>
				<pubDate><![CDATA[Thu, 17 Jul 2008 15:56:01]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
			</item>
			<item>
				<title>Re:Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ The reason people tend not to take grots is not because they don't know about the cover save.  It's because they take up a slot on your organization chart generally saved for thirty boyz with their <span class="glossaryitem" onmouseover='gp(107);'>pk</span> nob.<br /> <br /> I have a question regarding your Shootas.  6" movement + 18" bad shooting as compared to 6"+<span class="glossaryitem" onmouseover='gp(24);'>d6</span>" movement and twice the assault capabilities and added maneuverability.  Ork boyz shooting will never soften up the enemy squads like the enemy squad shooting will soften you up, so don't rely solely on Shoota Boyz.  You might consider just making your front line Slugga boyz, because your Shootas will never be as good in combat.  Two attacks on the charge, only one afterwards, S4 WS4.  They aren't bad, just aren't great.  The point of ork assault is to soak up wounds and drop a brick of dice on people, making them force more saves than they have units on the field.<br /> <br /> For the squads you keep as shootas, give them big shootas.  No sense wasting all those decent-ranged shots trying to pop a tank you have no business pointing a Shoota at.  Big Shootas mean more shots to soften your enemy up with, on top of the hail of Shoota bullets.  Give them rokkits and you waste a whole round of firing hoping your rokkit hits and kills a tank.<br /> <br /> You biker boss seems a bit out of place.  He's the only fast thing you have on the field.  I hope you intend to use him as counter-assault material, otherwise keeping him far from the battle.  3+ save or not, he's one venom cannon wound away from death and the loss of a good chunk of your points.  Having him walk with your boyz gives him 31 wounds worth of protection from shooting.  Six attacks on the charge?  I thought it went down to five due to the new ruling on power fists, the only way you can get the extra attack is by adding another fist, so you'd have to buy two power klaws (another 35 points!).  Three attacks base, Squig for one, charge for one.  And he goes last.  Either use him to pop tanks (and hope he doesn't get shot in the process), or as a hefty supplement to your squads already in assault so you have a wound shield to take the first set of hits before you swing.  Don't attack a Dreadnought with him, they go before your power klaw and kill him in one hit.<br /> <br /> <span class="glossaryitem" onmouseover='gp(164);'>SAG</span> Mek can be amusing or awesome depending on the rolls, so if you have the points and don't want to put them elsewhere he's not a bad choice.<br /> <br /> I like the Lootas, just bring more of them.  I shoot for 12-15 personally since they get pricey after a while.<br /> <br /> I'd personally do away with the stormboyz.  They're funny, and potentially good, but at the end of the day (in assault) they're just expensive boyz fielded in much smaller numbers, things an ork group doesn't survive.  Boyz are great because they're 6 points a piece at S4 (on the charge) T4 WS4.  Start adding more points to that price tag and their value tanks, because they aren't good enough to win without overwhelming numbers.<br /> <br /> You are in need of heavier tank killing power.  You could keep your Biker Klaw boss for this purpose, S10 with 5 attacks on the charge makes for a dead tank every time.  You could also make him a foot slogger to save points, walk him with your boyz to keep him protected from firepower, then detach him to go rip the battle cannon off of a Leman Russ or three.  You could also dedicate those back squads of Shootas to this, namely the Nob's Power Klaw.  In 5th, you hit the back armor of vehicles with no <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, so that means plenty of AV10 shredding most of the time.<br /> <br /> If you want more ranged tank killing capabilities, you could make room for a few Rokkit Kans.  BS3 Rokkits with AV10 isn't too bad for 60 points, then put them in cover so they don't get hit half the time.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/331873.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/331873.page</link>
				<pubDate><![CDATA[Thu, 17 Jul 2008 19:09:25]]> GMT</pubDate>
				<author><![CDATA[ Kirbinator]]></author>
			</item>
			<item>
				<title>Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ @ Regwon:<br /> <br /> Thx about that. I will try to aim for more lootas, I've been wondering about that myself if I should fill 15 or 30 lootas. <br /> About the rokkit on boyz, if I'm not mistaken, it should be in there. I made this with <span class="glossaryitem" onmouseover='gp(447);'>AB</span>, and apparently, I didn't copy it down exactly right. Sorry about that.<br /> <br /> @ Kirbinator:<br /> <br /> First of all, shootas have 2 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> basic, 3 on charge, so I don't really miss as much in there as sluggas are 3 basic.<br /> # of shoota <span class="glossaryitem" onmouseover='gp(351);'>atk</span> / # of slugga <span class="glossaryitem" onmouseover='gp(351);'>atk</span><br /> 1 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> / 2 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> = 50%<br /> 2 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> / 3 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> = 67%<br /> on charge: 3 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> / 4atks = 75%<br /> <br /> 2nd, if you use waagh, yes, I'd prefer charging sluggas, however, if you're relating that <span class="glossaryitem" onmouseover='gp(24);'>d6</span> with RUN, then you CANNOT charge. It's in the rulebook.<br /> <br /> 3rd, dropping a brick of dice to force saves..... isn't that what shootas do? they shoot 2 shots at 18 inches (effectively at 24" w/ movement), despite that stupid BS2, that's what they do, and it's safer as they can't be shot back IN THE SAME PHASE, as if in combat, you can be striked back in the same phase. I capitalized that not for yelling, I just wanna emphasize that. <br /> <br /> I second your opinion on the big shoota part, it's very true that if you're gonna shoot at infantry, Big Shoota is obviously better. However, I'd prefer 5+ hit 2+wound no arm save against marine that can harass tanks also. as Voodoo Boyz said, " You can never have enough rokkits..." (quote from Voodoo Boyz Orkz tactica)<br /> <br /> Warbike boss has proved his usefulness. He's a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> monster w/ 6 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> on charge, yes 6. 4 basic, 1 charge, 1 Squig. W/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10, WS5, and attacking last, he's the best possible option I can think of for harrassing tank. Once, I lost my boss after killing 2 Soul Grinder in 4 turns. I think he paid his usefulness long time before that. So, I agree w/ you about him as tank killer. Too risky to use him as counter assault.<br /> <br /> Continued later. class starting<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/332029.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/332029.page</link>
				<pubDate><![CDATA[Thu, 17 Jul 2008 23:00:56]]> GMT</pubDate>
				<author><![CDATA[ The Governator Council]]></author>
			</item>
			<item>
				<title>Re:Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ you can save some points on the grots if you make them 19 or 29 grot squads.  It will save you not only the points for the single grot, but also the points on the runtherd you have to pay for when you go 20 or 30.  Yes is I did say it... min/maxing grot squads  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> also bikes already had 4+ so turbo boosting just for the cover is meh.  quick question though, does the armour save become a cover save like the old rules made it a invul?  if so, then turbo boosting vs flamers/cover ignoring weapons could be as bad as turbo boosting vs grey knight psi cannons was in 4th.<br /> <br /> other than that i got nothing, all the lists seem pretty good.  After all, ork squads are pretty much just <span class="glossaryitem" onmouseover='gp(107);'>PK</span> delivery systems.  (somewhat like guardsmen are just extra wounds and for special and heavy weapons) ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/332116.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/332116.page</link>
				<pubDate><![CDATA[Fri, 18 Jul 2008 02:31:35]]> GMT</pubDate>
				<author><![CDATA[ notabot187]]></author>
			</item>
			<item>
				<title>Horde Orks, 1750. Competitive, building in progress...</title>
				<description><![CDATA[ <blockquote><div><cite>Council wrote:</cite>@ Kirbinator:<br /> <br /> First of all, shootas have 2 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> basic, 3 on charge, so I don't really miss as much in there as sluggas are 3 basic.<br /> # of shoota <span class="glossaryitem" onmouseover='gp(351);'>atk</span> / # of slugga <span class="glossaryitem" onmouseover='gp(351);'>atk</span><br /> 1 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> / 2 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> = 50%<br /> 2 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> / 3 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> = 67%<br /> on charge: 3 <span class="glossaryitem" onmouseover='gp(351);'>atks</span> / 4atks = 75%</div></blockquote><br /> <br /> You're right, I was thinking of another unit entirely.   <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"><br /> <br /> <blockquote><div><cite>Council wrote:</cite>2nd, if you use waagh, yes, I'd prefer charging sluggas, however, if you're relating that <span class="glossaryitem" onmouseover='gp(24);'>d6</span> with RUN, then you CANNOT charge. It's in the rulebook.</div></blockquote><br /> <br /> Guess I was more referring to the lack of running you'd do with Shootas, since you'd spend the round shooting which would slow down the <span class="glossaryitem" onmouseover='gp(107);'>PK</span> delivery.  Obviously not an issue if you have a squad of Sluggas running for it in front of a line of Shootas.  If you're shooting at Marines, Tau, Eldar, or anyone in cover, the 4+ cover save you give them for shooting through your own squad won't matter anyways.<br /> <br /> <blockquote><div><cite>Council wrote:</cite><br /> 3rd, dropping a brick of dice to force saves..... isn't that what shootas do? they shoot 2 shots at 18 inches (effectively at 24&quot; w/ movement), despite that stupid BS2, that's what they do, and it's safer as they can't be shot back IN THE SAME PHASE, as if in combat, you can be struck back in the same phase. I capitalized that not for yelling, I just wanna emphasize that.</div></blockquote><br /> <br /> Just a difference of mindset and playstyle here.  To me, I'd rather have more Sluggas to advance into and supplement the frontline Sluggas.  A 30-man shoota squad (not counting for rokkits/big shoota/etc) gets 60 shots, 20 hit, 10 wound, three dead marines, five dead otherwise.  Not bad, especially if you are within assault range with the squad or with a slugga squad in front of them to prevent the opponent from moving away the next turn and return fire, staying out of assault range in the mean time.  However, how often are you getting a complete squad into shooting range?  If it's often, then by all means go for shootas.  Personally, I tend to see the boyz get a denied flank and then whittled down.  10 boyz in the squad, 20 shots, 6-7 hit, 3-4 wound, 1-2 dead foes.  Yay mathhammer!<br /> <br /> Again, just your personal preference on Shootas here.  One less attack in assault, 6&quot; more shooting range and double shots.  I'd personally bring at least two squads of Sluggas, probably three, with the three others being Shootas for better incoming fire support.<br /> <br /> <blockquote><div><cite>Council wrote:</cite><br /> I second your opinion on the big shoota part, it's very true that if you're gonna shoot at infantry, Big Shoota is obviously better. However, I'd prefer 5+ hit 2+wound no arm save against marine that can harass tanks also. as Voodoo Boyz said, &quot; You can never have enough rokkits...&quot; (quote from Voodoo Boyz Orkz tactica)</div></blockquote><br /> <br /> Gotta agree with you and the tactica overall, it's hard to argue with more rokkits.   <img src="/s/i/a/b3ae9cf68ec71745d6b110374d581299.gif" border="0"> <br /> <br /> <blockquote><div><cite>Council wrote:</cite><br /> Warbike boss has proved his usefulness. He's a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> monster w/ 6 <span class="glossaryitem" onmouseover='gp(351);'>atk</span> on charge, yes 6. 4 basic, 1 charge, 1 Squig. W/ <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10, WS5, and attacking last, he's the best possible option I can think of for harrassing tank. Once, I lost my boss after killing 2 Soul Grinder in 4 turns. I think he paid his usefulness long time before that. So, I agree w/ you about him as tank killer. Too risky to use him as counter assault.</div></blockquote><br /> <br /> Four basic?  Even better, then!  I was just worried you may not be using him appropriately, I've seen many who don't and just toss him in the middle of a Terminator assault squad.  Obviously not the case, so carry on.   <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/214494/332409.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/214494/332409.page</link>
				<pubDate><![CDATA[Fri, 18 Jul 2008 14:15:33]]> GMT</pubDate>
				<author><![CDATA[ Kirbinator]]></author>
			</item>
	</channel>
</rss>