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		<title><![CDATA[Latest posts for the thread "2000 Ork Beginner"]]></title>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ I'm new to the hobby and I've only played a handful of games, even less than that with my Orks so I'm not exactly the best player. I'm mostly playing against <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> so instead of <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> critique I'd appreciate some geared towards making this list better at beating the heretics. I am however expecting to also play Necrons and Tyranids soon (perhaps a 2, 3 or 4-way battle) and I'm expecting to come up against Abaddon, Typhus or a Chaos Lord, Oblits, one Land Raider, Noise Marines and of course Plague Marines and I don't know the best way to deal with these units so could do with some advice.<br /> I'm very keen to use both Mad Doc Grotsnik and the Burna Boyz in this list as my friend always runs his lists with a large screen of Cultists/Zombies and his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s with Terminators, I thought that Burnas would deal with either of these nicely. I would consider removing the Doc however and replacing him with a Warboss if people think it's a far better choice.<br /> As far as my limits go I only have three Trukks and two Battlewagons, the only units I don't have are Tankbustas and Stormboyz.<br /> We won't play with double <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>. It doesn't need to be ultra-competitive but I want to stand a good chance of winning!<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Mad Doc Grotsnik<br /> Big Mek - Kustom Force Field, bosspole<br /> (Total 250)<br /> <br /> Elites:<br /> Burna Boyz x 15 - Mek x 1, Big Shoota<br /> Mega Nobz x 5 - Kombi Shoota/Skorcha x 2<br /> (Total 460)<br /> <br /> Troops:<br /> Shoota Boyz x 25 - Nob, bosspole<br /> Shoota Boyz x 25 - Nob, bosspole<br /> Shoota Boyz x 25 - Nob, bosspole<br /> Slugga Boyz x 19 - Nob, Power Klaw<br /> Slugga Boyz x 12 - Nob, bosspole<br /> Slugga Boyz x 12 - Nob, bosspole<br /> (Total 818)<br /> <br /> Dedicated Transports:<br /> Trukk<br /> Trukk<br /> Trukk<br /> (Total 105)<br /> <br /> Fast Attack:<br /> Deffkopta x1 - Twin linked Rokkit Launcha, Buzzsaw<br /> Deffkopta x1 - Twin-linked Rokkit Launcha<br /> (Total 115)<br /> <br /> Heavy Support:<br /> Battlewagon - Deff rolla, Red paint job, Grot riggers, Big Shoota x1<br /> Battlewagon - Deff rolla, Boarding plank, Grot riggers, Big Shoota x1<br /> (Total 250)<br /> <br /> List Total = 1998<br /> <br /> Slugga Boyz x 12 units in Trukks, <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> in Trukk, Big Mek + Burna Boyz in <span class="glossaryitem" onmouseover='gp(629);'>RPJ</span> Wagon, Mad Doc + Slugga Boyz in Boarding Plank Wagon, Shoota Boyz make the long arduous journey up-field to sit on objectives/in cover or otherwise block out the sun with bullets, Deffkoptas start in reserves and when deployed target rear armour of Rhino/<span class="glossaryitem" onmouseover='gp(87);'>LR</span> (if they've not been opened up by Deff rolla + Grotsnik and the boarding plank) and/or tie up Oblits. I chose to add a Mek to the Burnas to help ensure it stays moving and thought he might be useful as a Character at absorbing challenges or challenging characters I don't want attacking the unit. Is that a good idea?<br /> Any list advice or tactics are welcome!]]></description>
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				<pubDate><![CDATA[Sun, 10 Nov 2013 19:42:54]]> GMT</pubDate>
				<author><![CDATA[ xlDuke]]></author>
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				<title>Re:2000 Ork Beginner</title>
				<description><![CDATA[ You're going to get a lot of people say that Mad Dok is not worth the points but personally I love running him! His main weakness is that your opponent can make sure one of their throwaway units are close to him so he has to charge them, tying up your unit. But apart from that, he's a beast in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. However though an alternate <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice would be a war boss with mega armour, attack squiq and cybork which tallies around 125 and that's also a monster in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.<br /> <br /> I'd swap out the deffkoptas for a dakkajet as their shot output is insanely good! Deffkoptas are good for tying up units, but for me I find dakkajets get back their points so much more than deffkoptas. Also i'd drop the <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> for lots of lootas to deal with any armour you face (they can glance most things to death!) I'd drop one of the bosspoles on the 25 man unit, and add it to the 19 man unit. ]]></description>
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				<pubDate><![CDATA[Sun, 10 Nov 2013 22:35:20]]> GMT</pubDate>
				<author><![CDATA[ randomtoaster]]></author>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ I also don't like the Doc, a Warboss is far better value.<br /> <br /> I participated in a huge game yesterday, I played 2k of Orks with my mates 2k of Tau, against 4k of Marines.<br /> <br /> Warboss and Nobs as troops were boss! They almost took the game out for us.<br /> <br /> With the plethora of AP2 weaponry (including the now commonplace Grav weapons), the inability to take <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> with invulnerabubble saves is a serious problem.<br /> <br /> I would consider dropping a squad of boys and the <span class="glossaryitem" onmouseover='gp(710);'>MANz</span>, and taking a squad of 10 Nobz with all the trimmings (including Painboy) and equip them with 2x Power Klaws, Waagh Banner, and the rest being Big Choppas.<br /> <br /> Your big choppa's will net you 3x Strength 8 hits on the charge for each Nob (<span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 base, +1 Furious Charge, +1 Waagh Banner, +2 for the Big Choppa). All hitting at initiative 2. Weight of attacks alone will make it difficult for anything to stand up to you. Then you have your other two Nobs hitting at I1 with Power Klaws. Monstrous!<br /> <br /> There ain't much that will stop them short of a death star.<br /> <br /> Just my opinion mate <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 11 Nov 2013 02:36:54]]> GMT</pubDate>
				<author><![CDATA[ Skabfang]]></author>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ Nobs are INT 3, not INT 2.<br /> <br /> Banner is +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> not +1 Strength<br /> <br /> =/]]></description>
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				<pubDate><![CDATA[Mon, 11 Nov 2013 03:08:26]]> GMT</pubDate>
				<author><![CDATA[ Dakkamite]]></author>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ About that inability to take <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> with invul saves- you have Grotsnik.  So, find yourself 25 points, and give all of them a 5+ invul!<br /> <br /> I kinda prefer the deffkoptas to a dakkajet in this list- they can go seek out and tie up some unit at the back, preventing a round of shooting while the trukks advance.  Or the one with the buzzsaw can crack a transport.  Dakkajets are great- but they seem like they'd be piling more anti-infantry into a list already excelling at that.]]></description>
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				<pubDate><![CDATA[Mon, 11 Nov 2013 04:03:47]]> GMT</pubDate>
				<author><![CDATA[ DaisyWondercow]]></author>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ Thanks for the comments guys!<br /> It was an oversight on my part to not find the points for the Cybork'd <span class="glossaryitem" onmouseover='gp(710);'>MANz</span>, it was always my intention and part of the reason I wanted da Doc (that and 19 6+ 5+++ Fearless Boyz charging out of a Wagon).<br /> Regarding the swapping of Deffkoptas for a Dakkajet, like DaisyWondercow I felt I already had enough anti-infantry but perhaps one would be useful to pop transports and the <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> player often fields a flyer/FDP. For Dakkajet tactics is it better to wait until the opponents flyer has come in from reserves to bring it in in order to be sure to lay some fire on it? My worry is that the jet is basically a flying Trukk with Supa Shootas and is easily taken down (last game I used one it was Vector Striked and instantly destroyed after one turn of shooting.<br /> If I did drop the <span class="glossaryitem" onmouseover='gp(710);'>MANz</span> and some Boyz for Nobz, do they need the 4+ armour save as well as a 5++ invuln and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> or is it better to save those 45 points for something else? Is a 4+ that can potentially be negated generally considered better or worse than a 5++ you would always have? I lack experience!]]></description>
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				<pubDate><![CDATA[Mon, 11 Nov 2013 17:35:09]]> GMT</pubDate>
				<author><![CDATA[ xlDuke]]></author>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3704ec1c08874dade1c2474ed9f330a6.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/562442/6238321.page"><b>Dakkamite wrote:</b></a><br/>Nobs are INT 3, not INT 2.<br /> <br /> Banner is +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> not +1 Strength<br /> <br /> =/</div></blockquote><br /> <br /> Well apparently I did that wrong during the entire 8k points game we played last weekend  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0">  <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 02:58:29]]> GMT</pubDate>
				<author><![CDATA[ Skabfang]]></author>
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				<title>2000 Ork Beginner</title>
				<description><![CDATA[ Short list of competitive options:<br /> Warboss w/ megarmour or warbike<br /> Nobz w/ or w/o bikes<br /> Lootas<br /> Boyz<br /> Warbikers (sorta)<br /> Dakkajet<br /> Battlewagons<br /> Thats kinda it. . . everything else is questionable, situational or just weak. <br /> <br /> As to your list I would drop the burna boyz, boyz will handle cultists and zombies just fine without needing the flamers. My opponent who beats me as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> always brings a hellturkey or two and terminator squads. So you need boyz to stand in front of those terminators and die, and then hopefully shoot the hell out of the termies after they just slaughtered the group in combat.<br /> <br /> Also I generally find it unwise to put anything on battlewagons, other than the deffrolla. The big shootas, and planks and whatnot all just cost points that usually end up accomplishing nothing. points better spent on boyz. Boyz before toyz.]]></description>
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				<pubDate><![CDATA[Fri, 15 Nov 2013 03:39:10]]> GMT</pubDate>
				<author><![CDATA[ Groovyguye]]></author>
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