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				<title>Ork Build 1250 and 1500 points. Need advice.</title>
				<description><![CDATA[ Hey guys. Brand new to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and orks. Just played two games this Saturday. I had a blast, but found myself outmatched by high tech from the Necrons. Looking for ways to get past tech like this, and just improve my army altogether. I enjoy assaulting and getting down and dirty more than shooting, but I'm finding I like lootas quite a bit, too. Any help would be hot. I'm super noob sauce right now.<br /> <br /> 1250: <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> (120) Warboss with 'eavy armour, attack squig, bosspole, and cybork body. Slugga + Power klaw<br /> <br /> Elites:<br /> (180) Loota x13<br /> (332) Nobz x7 all with 'eavy armour<br />            Nob w/ Waaagh! banner, power klaw, slugga<br />            Nob w/ power klaw + slugga x4<br />            Nob w/ combi skorcha, choppa x1<br />            Nob w/ combi rokkit launcha, chopaa x1<br /> <br /> Troops<br /> (192) Boyz, Slugga, Choppa w/ stikkbombz x20<br />            Nob w/ 'eavy armour, bosspole, slugga, power klaw x1<br /> (171) Boyz w/ Shoota x20<br />            Nob w/ 'eavy armour, bosspole, slugga, power klaw x1<br /> <br /> Heavy Support<br /> (160) Battlewagon w/ deff rolla, lobba, 3x rokkit launcha, 1 big shoota<br /> (80) Trukk w/ red paint job x2<br /> <br /> 1500:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> (105) Warboss w/ 'eavy armour, bosspole, cybork body, slugga, power klaw<br /> <br /> Elites:<br /> (353) Nobz all w/ 'eavy armour x8<br />            Nob w/ Waaagh! Banner, Slugga, Power Klaw x1<br />            Nob w/ Slugga, Power Klaw x3<br />            Nob w/ kombi skorcha/shoota, choppa x1<br />            Nob w/ kombi rokkit/shoota, chopaa x1<br />            Nob w/ twin linked shoota & big choppa x2<br /> <br /> Troops:<br /> (211) 'Ard Boyz w/ slugga, choppa, stikkbombz x15<br />           'Ard Nob w/ 'eavy armour, boss pole, stikkbomz, power klaw<br /> (219) Boyz w/ slugga, choppa, stikkbombz x23<br />            Nob w/ 'eavy armour, power klaw, bosspole<br /> (189) boyz w/ shoota x23<br />            Nob w/ 'eavy armour, power klaw, bosspole<br /> <br /> Heavy Support:<br /> (155) Battlewagon w/ 'ard case, red paint job, reinforced ram, lobba, big shoota x1, rokkit launcha x3<br /> (165) Killa Kans w/ grotzooka x3<br /> (100) Trukk w/ armour plates x2<br /> <br /> Please let me know what you think. Total noob sauce here, won't be offended.<br />            ]]></description>
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				<pubDate><![CDATA[Mon, 17 Mar 2014 05:18:36]]> GMT</pubDate>
				<author><![CDATA[ Antipholous]]></author>
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				<title>Ork Build 1250 and 1500 points. Need advice.</title>
				<description><![CDATA[ Battle wagons should never, ever, EVER be that kited out. They're bare-bones assault transports, not gun wagons (you could potentially run a gun-wagon as a firing platform for lootas, but that's different). Strip off the lobba and rokkits from it in both lists (but keep the 1 big shoota for weapon destroyed penetrating hits), in the second remove the ard case and red paint. Where as an argument can be made for <span class="glossaryitem" onmouseover='gp(629);'>rpj</span> being alright, ard case removes the "assault" class from the battlewagon.. making it bad.<br /> <br /> Ard boys aren't generally worth it, and especially against Crons they're going to go down as quickly as normal boyz but for twice the points cost.<br /> <br /> Stikkbombz are bad this edition. A 15% price hike so that your boys can strike at initiative 2 when they happen to charge into cover? Yeah, I think not.<br /> <br /> Shootas are, sadly, almost always going to be better than choppa boyz. The exception being if you want to run some bare-bones trukk squads to flank and use terrain to stay out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>. Though this requires a solid, attention grabbing threat coming down the center.<br /> <br /> Don't get rokkit kombi, ever. If you invest in combis for your nobz they should be skorchas.<br /> <br /> Kans are nearly useless this edition due to hull points. Crons will glance them to death with ease.<br /> <br /> How exactly do you have two trukks in 1250 list? I only see one squad which could take a trukk as a transport, and that's the nobz. Both of the boys squads are too big, and trukks can't be fielded independently. The same goes for the second list, only one unit (the nobz again) could take a trukk. So far as kiting trukks goes, recognize that they're unlikely to make it past turn 2 in most cases. The best upgrade you can get them is a reinforced ram for plowing through terrain; anything else (and maybe even that) is total overkill and a waste.<br /> <br /> <br /> Anyway, with specifics out of the way, general comments:<br /> <br />  More boyz, especially so in the 1200 list. It's sad and it's not terribly fun, but foot slogging requires a LOT of boys, and even then you'll have problems. Orcs aren't what they used to be, so you'll lose a large amount of models to shooting, and even when you close you're still going to find that most enemies can put up a good fight. Drop the kanz and the Ard boys in the second list in favor of more boyz; maybe even out the two uneven boyz squads and pick up an extra bare-bones wagon so that you can jam 40 boyz into 2 wagons. Assuming you have the models, that is. Figure out what's going on with those trukks, and consider backing up those wagons with 1-2 boyz squads in trukks that you can flank around cover with.<br /> <br /> So far as Nobz go, those squads are really over-kill for the points size. 8 nobz with 4 klaws is a gigantic points sink in a 1500 game, it's really over kill when you consider the boss. Nobz aren't there to kill truly 'ard stuff straight up, they're there to bully weaker units with impunity. Thin out the Nobz in both lists and, as I mentioned, pick up more boyz. Let the boyz wear down anything truly nasty in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with sheer weight of numbers whilst the Nobz and Warboss butcher less elite, less fighty units with extreme prejudice. Honestly, I'd recommend dropping the Nobz all together in favor of Mega Nobz if you're not going to run a dok, as they're really points efficient (50 points for a nob with just a 4+ save and a klaw, 40 points for a meganob with a 2+ save, klaw, twin-linked shoota). That is of course if you have the models / can get them easily, I understand model limitations and all that.<br /> <br /> EDIT: Take this advice with a grain of salt, because there are a lot of options out there and models can be a limitation. Don't think that you need to go out and drop 100$+ on more vehicles and boyz in order to actually play the game by any means. Your lists aren't god-awful, and with a bit of pruning and some fairly inexpensive tweaks should be enough to make this list quite strong for friendly, casual games. To that end focus on cleaning up some of the wonky points investments (lobbas on battlewagons, ard boyz, stikk bombs, trukks which have no squad) and think a dok for the nobz and more boyz to soak hits. If you need to buy more boyz, you can find really good deals on ebay. Think 1$ or cheaper per model, and compare that to paying 3$ per boy model if you buy them in a <span class="glossaryitem" onmouseover='gp(50);'>GW</span> box.]]></description>
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				<pubDate><![CDATA[Mon, 17 Mar 2014 06:19:25]]> GMT</pubDate>
				<author><![CDATA[ morganfreeman]]></author>
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