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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ I'm kicking around the idea of using <span class="glossaryitem" onmouseover='gp(505);'>AobR</span> plastics, plus an extensive bit box to build a cheap Ork army.  Knocking around on Army builder, I came up with the following:<br /> <br /> Big Mek, <span class="glossaryitem" onmouseover='gp(163);'>Kff</span>, Burna<br /> <br /> 30 Boys, 3x Big shoota, Nob w/ Klaw and bosspole<br /> 30 Boys, 3x Big shoota, Nob w/ Klaw and bosspole<br /> 25 Boys, 2x Big shoota, Nob w/ Klaw and bosspole<br /> <br /> 15 Lootas<br /> <br /> It's not horribly innovative, but it'll basically surge forward with the lads while the lootas pick off transports and the like.  Any Thoughts?]]></description>
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				<pubDate><![CDATA[Tue, 5 May 2009 22:07:35]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ No nobz mobs or warboss? Don't forget the warboss can make nobz mobs a troop choice. It might be an alternative to using lootas for anti-armor, because we all know orks have terrible <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. It just seems light on the anti-armor to me, because the lootas are kinda random on their number of shots in a turn. Of course, 15 of them probably will negate that.]]></description>
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				<pubDate><![CDATA[Tue, 5 May 2009 23:45:50]]> GMT</pubDate>
				<author><![CDATA[ FoxPhoenix135]]></author>
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				<title>Re:1000pts foot slogging orks</title>
				<description><![CDATA[ from what I can see your better off with something that if fast and hard hitting for this 1000pts<br /> <br /> Warboss - 100pts<br /> pow. klaw, heavy armour, cybork body, attack squig<br /> <br /> Boys squad - 215<br /> 30 slugga boys, nob with pow. klaw, boss pole<br /> <br /> Boys squad - 215<br /> 30 slugga boys, nob with pow. klaw, boss pole<br /> <br /> Boys squad - 215<br /> 30 slugga boys, nob with pow. klaw<br /> <br /> 4 mega-nob squad (with 4 kombi weapons mainly kombi-skorchas for as much anti infantry since you have the klaws for anti armour) in a truk - 230pts<br /> with grot riggers, red paint, reinforced ram]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 02:24:52]]> GMT</pubDate>
				<author><![CDATA[ BondT3]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ BondT3's list looks pretty good to me.<br /> Str10 Warboss will eff up just about any tank provided you can get close.<br /> I had reservations about the mega nobs till i saw the trukk. Now it looks like a hard unit. I endorse this.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 02:55:29]]> GMT</pubDate>
				<author><![CDATA[ Mad Rabbit]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ You could even get rid of the boss poles and make a boyz mob into hard boyz.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 03:12:53]]> GMT</pubDate>
				<author><![CDATA[ FoxPhoenix135]]></author>
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				<title>Re:1000pts foot slogging orks</title>
				<description><![CDATA[ BondT3- Is your Warboss calculated correctly? I get 115 with that set up. <br /> <br /> Also, your Boyz squads w/bosspoles are actually 220 a piece. <br /> <br /> It still clears 1000 points but just wanted to let you know<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 03:24:10]]> GMT</pubDate>
				<author><![CDATA[ MascisMan]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ <blockquote><div><cite>FoxPhoenix135 wrote:</cite>You could even get rid of the boss poles and make a boyz mob into hard boyz.</div></blockquote><br /> <br /> getting rid of the boss poles will not clear enough points to make one unit 'ard boyz. ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 03:25:24]]> GMT</pubDate>
				<author><![CDATA[ MascisMan]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ Your right, my bad. Don't know what I was thinkn....]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 03:32:00]]> GMT</pubDate>
				<author><![CDATA[ FoxPhoenix135]]></author>
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				<title>Re:1000pts foot slogging orks</title>
				<description><![CDATA[ Thank you very much on my now seemed approved 1000pt ork list yes the post I put was a typo and thank you for correcting the points distribution I use this list for my army and the best part of the open topped vehicles is that you can fleet of foot out of them even if vehicle turbo boosts so lets say that mega nobs in the truck hid for one turn that means with red paint job on it that truck can move -25- inches and since its second turn you can waaagh!! during you shooting phase and now were looking at if your lucky a -6- that makes it -31- inches and now the legendary assault of a total of -37- inches Dark eldar eat your hearts out and now ork mechanized is now a very scary army to go against I bet <span class="glossaryitem" onmouseover='gp(69);'>IG</span> didn't see that coming!?! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0">  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 05:03:14]]> GMT</pubDate>
				<author><![CDATA[ BondT3]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ BondT3- 4 meganobz in a trukk. In the only vehicle on the board. The only AV10 vehicle on the board. Bad idea. <br /> <br /> Not to mention that you can not assault out of a trukk that turbo boosts, because you can not get out of a transport that moves more than 12 inches- 13 if you have red paint. It is in the fast vehicle rules. You only have, on the second turn when you can waaagh, 22-27 inches to assault. Aditionally non-skimmers, in 5th edition, only go 18 inches as fast vehicles, not 24. <br /> <br /> Mek ork armies, I can only speak for speed freaks,  are possibly the worst build for orks. If you play by the current rule set. Why? First turn you have all your <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10 trukks on the board. You may max it out and have 4-5 trukks loaded with boyz, if you skimp on everything else, with a first range max assault range of 21in. 13 movement (red paint), 2 inch disembark, 6 inch charge. That leaves you 3 inches short, if your opponent set up on the edge of their deployment zone, which they didint. Second turn you have a 22-27 inch charge range, and you probably ought to be able to get the charge 2nd turn but what do you have left on the board?<br /> <br /> Your 4-5 targets have had to take atleast one, possible 2 rounds of shooting. You are <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10, even bolters can glance you. Heavy weapons will eat your tanks, plus they get the bonus on the damage table, because you are open topped. Really bad odds for you to have any trukks left at this point. But lets say that you do, and lets say you get the charge on a unit in the open. Strikes in initiative order, you are initiative 3. So, if you are playing marines, they strike first in combat, even though you charged. Isnt that wonderful. <br /> <br /> As for your 1000pt list, it may do alright, but simply because the durability of 90 boyz in the middle may save an otherwise abysmal list, but then again, maybe not, because youve wasted more to 300 pts on your warboss/nobz. <br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. Your list is solid, if abit boring. Additionally you have no tactical flexibility. Your lootas shoot the lightly armored stuff, and your boyz swarm with the meks protection. You have no other tactical options in your list as it stands. It is like an anvil, there is really only one thing it does. You will have problems with AV14, and hard assault troops, like terminators. The issue being, if you play against a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> player with a maxed out combat terminator squad in a land raider, he is going to hit you, it is going to hurt, and all you can do is hope you can swarm him sufficiently to win combat, because you will be taking alot of fearless wounds. ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 11:18:27]]> GMT</pubDate>
				<author><![CDATA[ Elnicko5]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ Polonius- It is tempting to go gimicky with an ork army, because you can do so easily, and there are so many ways to do so within the orks list. The more I play, the more I find that a truly balanced list, that has a chance at defeating any army, is one that has a mixed composition. What you really need is an army that is composed of fast attack, backup and fire support. You want an army that hits in waves, <br /> <br /> First, you want something fast to force your opponent into deploying how you want him to- a pair of trukks does the trick if you are sneaky enough with deployment to prevent them from getting shot up, because they are fragile. A mek w/KFFG always adds survivability to armor, but he is expensive, and needs to be in a unit to live. Kommandos are good also, esp. in reserve with outflanking. Stormboyz do the trick in a pinch, but they generally are firemagnets- which is not necessarily a bad thing, because the rest of your army is making it across the board unmolested. I recommend against zagstruck, unless you really desire to deep strike and assault. <br /> <br /> Boyz form the second wave well, but kans and dreads will work also. They either come in and mop up what is left, if you invest enough into your first wave to make them more than a diversion, or if your first wave was a diversion, you now have your boyz in position, hopefully at full strength, ready to trounce your opponent with sheer weight of numbers. <br /> <br /> Fire support can be lootas. Tank bustas will work, but you need to move them with the rank and file troopers, because their anti armor ability is grounded in the assault phase. Big gunz are a waste. <br /> <br /> Now that I have said all that, I wholly recommend the ork tactica in the articles section. It is very good at steering people in the right direction. ]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 11:37:00]]> GMT</pubDate>
				<author><![CDATA[ Elnicko5]]></author>
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				<title>Re:1000pts foot slogging orks</title>
				<description><![CDATA[ 1000 pts is arguably the optimum size for an Ork army.  You'll not face much armor at that level and the number of bodies orks can bring at 1000 points is terrifying.  This is a solid list that will give anyone a hard time.  Tactically speaking, the lootas will draw most of the enemy fire starting Turn 1 so place them in an awkward spot.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 12:51:17]]> GMT</pubDate>
				<author><![CDATA[ olympia]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ Well, thanks to everybody for the comments.  I'll admit that the list is boring, but I honestly couldn't think of a unit to add that really adds flexibility while not also limiting it's brutal power.  <br /> <br /> Landraiders will be a problem, but aren't they always a problem for Orks?  It's not like there's a magic unit in the codex that's really, really good against them, there are only units that are better than a nob in close combat.  A warboss/Nobs squad is a fun idea, but are they durable enough to footslog?<br /> <br /> With the lootas, is the big mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> really necessary?  Could I drop it for a warboss?]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 15:40:35]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ <blockquote><div><cite>Polonius wrote:</cite>Well, thanks to everybody for the comments.  I'll admit that the list is boring, but I honestly couldn't think of a unit to add that really adds flexibility while not also limiting it's brutal power.  <br /> <br /> Landraiders will be a problem, but aren't they always a problem for Orks?  It's not like there's a magic unit in the codex that's really, really good against them, there are only units that are better than a nob in close combat.  A warboss/Nobs squad is a fun idea, but are they durable enough to footslog?<br /> <br /> Warboss Nobs sqaud is sometimes more durable than large boyz squads. give them the painboy, in fact there should never be a situation where you have nobs without a painboy, also give them cyobrk for the 5+ invuln. It effectively gives the nobs two invuln saves, except against power weapons, instant death, and <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1.  The warboss is there so they won't run at the first sign of trouble with their crappy 7 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>. Load them up with a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> or two and theyre really a terrifyingly effective <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit. Add a Waahg Banner if you have points for it, itll make the difference between hitting on 4s or hitting on 3s most of the time. I've had games where all my boyz were slaughtered but the nobs streak across the board destroying everything in their way.<br /> <br /> With the lootas, is the big mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> really necessary?  Could I drop it for a warboss?</div></blockquote><br /> <br /> In a footslog army one could argue two <span class="glossaryitem" onmouseover='gp(163);'>KFFs</span> are necessary. Its really an incredible unit, especiialy if youre going all footslog. You have a choice, either bunch up most of your boyz within 6 of the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and run the Warboss Nob squad, or max out on boyz with two <span class="glossaryitem" onmouseover='gp(163);'>KFFs</span>, lootas (2 squads) and bikes for suuport. Kans are cool too, run them in sqauds of three for anti-tank and shields for the boyz. <br /> <br /> <br /> Also for future reference, in a 1500-2000 footslog list I like to use Ghazghull, hes a one man army, and gives you the glorious double waaaagh. Not to mention he gives you the same nobs for troops like the warboss.]]></description>
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				<pubDate><![CDATA[Wed, 6 May 2009 17:47:47]]> GMT</pubDate>
				<author><![CDATA[ indigo_jones]]></author>
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				<title>Re:1000pts foot slogging orks</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Polonius wrote:<br /> <br /> Landraiders will be a problem, but aren't they always a problem for Orks? It's not like there's a magic unit in the codex that's really, really good against them, there are only units that are better than a nob in close combat. A warboss/Nobs squad is a fun idea, but are they durable enough to footslog? </div></blockquote><br /> <br /> Honestly in my list I have no problem dealing with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, but I run a kan wall. I was just commenting that you only have 3 models in your army that have a chance at hurting a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, none of which will do so before it delivers its cargo right in the middle of your lines, and actually there are several units in the codex that are really good against them. A warboss on a bike with a powerklaw is incredible at taking down armor and has a 18 inch assault range w/ +4 cover +4 armor saves. Tankbusta bombs are great for popping them, but using tankbustas well does require some luck and some finesse. I, as I have already stated, use kanz with rokkits to pop them, because they actually have BS3 and a S10 <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>. Not to mention that Kanz can walk in front of my footslogging horde, absorb charges, and receive a +4 save from my <span class="glossaryitem" onmouseover='gp(163);'>Kff</span> Mek, and give my boyz behind cover. <br /> <br /> Your questioning of the mek's utility has no real answer, when you think about it. A boy cost 6 points, a mek costs 85 with KFFG. That means you have to make 14 saves for the mek to justify his point cost, because that is his one job. If you give up the mek, however, you will lose 1/3 more boyz (statistically) because almost every gun in the game is AP6. Against some opponents it may be worth it, against others it will not be. I bring a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> mek to protect armor, because it easily makes it points back in those situations. ]]></description>
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				<pubDate><![CDATA[Thu, 7 May 2009 19:46:50]]> GMT</pubDate>
				<author><![CDATA[ Elnicko5]]></author>
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				<title>1000pts foot slogging orks</title>
				<description><![CDATA[ I think you'd have more fun turning this into a kult of speed, or adding some kommandoez.  <br /> <br /> The lootas could be split into two squads of 7, because I'm not sure that there are too many things at 1000 pts that need a full squad of lootas shooting at them.  Being able to split your fire could come in very handy.  <br /> <br /> Tankbustaz may also work well in a small game like this.]]></description>
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				<pubDate><![CDATA[Thu, 7 May 2009 22:03:01]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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