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		<title><![CDATA[Latest posts for the thread "Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound"]]></title>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ BOUND list:<br /> <br /> <u><b>HEADQUARTERS</b></u><br /> Big Mek     145pts<br /> <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, Gazbag's Blitzbike<br /> <br /> <b><u>ELITES</u></b><br /> 10 Tankbustas     170pts<br /> Trukk, 2x Bomb Squigs<br /> <br /> <u><b>TROOPS</b></u><br /> 11 Boys and 1 Nob     137pts<br /> Trukk, <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> <br /> 11 Boys and 1 Nob     137pts<br /> Trukk, <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> <br /> 11 Boys and 1 Nob     137pts<br /> Trukk, <span class="glossaryitem" onmouseover='gp(107);'>PK</span><br /> <br /> <u><b>FAST ATTACK</b></u><br /> 5 Deffkoptas     150pts<br /> 5 w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> <br /> 29 Stormboyz and 1 Nob    310pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole<br /> <br /> 14 Warbikers and 1 Bike Nob     310pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole<br /> <br /> The Big Mek will roll up behind the 4 Trukks giving them all a 5++ save. The Deffkoptas will take out tank/transports.<br /> <br /> My UNBOUND all bikes (and jetbikes) list:<br /> <br /> <u><b>HEADQUARTERS</b></u><br /> Warboss     125pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, slugga, Gitfinder, and Gazbag's Blitzbike<br /> <br /> Painboy     75pts<br /> Warbike<br /> <br /> <u><b>FAST ATTACK</b></u><br /> 4 Deffkoptas     120pts<br /> 4 w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> <br /> 4 Deffkoptas     120pts<br /> 4 w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Rokkits<br /> <br /> 13 Warbikers and 1 Bike Nob     292pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole<br /> <br /> 9 Warbikers and 1 Bike Nob     220pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole<br /> <br /> 9 Warbikers and 1 Bike Nob     220pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole<br /> <br /> 9 Warbikers and 1 Bike Nob     220pts<br /> <span class="glossaryitem" onmouseover='gp(107);'>PK</span> and Bosspole<br /> <br /> Wartrakk     35pts<br /> Skortcha<br /> <br /> Wartrakk     35pts<br /> Skortcha<br /> <br /> Wartrakk     35pts<br /> Skortcha<br /> <br /> The Warboss and Painboy join the 14 bike squad. The wartrakks will outflank.]]></description>
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				<pubDate><![CDATA[Tue, 22 Jul 2014 16:13:04]]> GMT</pubDate>
				<author><![CDATA[ Davespil]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ Your Unbound list fills me with fear.<br /> <br /> As for the Battleforged list, what I've been hearing from people is that the 12-Boy Trukks don't work so well—it's easy to pop the Trukk, which triggers Mob Rule from the pinning test, which (together from the casualties from the exploding Trukk) usually drops the squad by 25% and calls for another Mob Rule test.<br /> <br /> That said, I haven't heard if the 5++ mitigates all that.  You might be able to drop your troops to two squads of 20 Boyz and dump 'em into Battlewagons if you cut down the size of your Stormboyz squad.  My reasoning here is that Stormboyz are basically Boyz that move faster than normal Boyz, but not as fast as Boyz in Battlewagons.<br /> <br /> EDIT: Yeah, just did the math.  Running two battlewagons, each with 19 Boyz and a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob, means you'd have to drop your Stormboy mob to 15 Stormboyz and a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob w/ bosspole.  You'd have 6 leftover points.  I also realized that you'd have basically the same about of infantry, but they'd be less likely to run away.]]></description>
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				<pubDate><![CDATA[Wed, 23 Jul 2014 02:24:42]]> GMT</pubDate>
				<author><![CDATA[ TehGonzalez]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ab1369d03ae9998290d00b83c59fa3cb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/606517/7047708.page"><b>TehGonzalez wrote:</b></a><br/>You might be able to drop your troops to two squads of 20 Boyz and dump 'em into Battlewagons if you cut down the size of your Stormboyz squad.  My reasoning here is that Stormboyz are basically Boyz that move faster than normal Boyz, but not as fast as Boyz in Battlewagons.<br /> <br /> EDIT: Yeah, just did the math.  Running two battlewagons, each with 19 Boyz and a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob, means you'd have to drop your Stormboy mob to 15 Stormboyz and a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob w/ bosspole.  You'd have 6 leftover points.  I also realized that you'd have basically the same about of infantry, but they'd be less likely to run away.</div></blockquote><br /> The new Ork <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> says you must have 3 troop choices, no? The trucks worry me too. That's why I'll probably just go unbound as long as no one has a problem with it. 3 Battlewagons is a lot of points and makes me cut down a 30 Ork squad of fast moving jump units]]></description>
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				<pubDate><![CDATA[Wed, 23 Jul 2014 04:14:56]]> GMT</pubDate>
				<author><![CDATA[ Davespil]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>'s not a thing anymore.  You can go with whatever detachment chart you want, including the Combined Arms Detachment from the main rulebook (which is basically the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> from previous editions).  In general you're going to want to got with the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> anyways, since it gives you the Objective Secured rule that lets you contest objectives.]]></description>
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				<pubDate><![CDATA[Wed, 23 Jul 2014 18:11:47]]> GMT</pubDate>
				<author><![CDATA[ TehGonzalez]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ I'd loose the Gitfinda on the Warboss's bike.<br /> He won't be standing still much.<br /> Even if you think the Gitfinda works with the Bikes Relentless (debatable), Relentless doesn't work with Assault weapons (only Heavy, Ordnance etc..)<br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ab1369d03ae9998290d00b83c59fa3cb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/606517/7049678.page"><b>TehGonzalez wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(187);'>FoC</span>'s not a thing anymore. </div></blockquote>Well sort of. Each Deatchment has an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, along with Restrictions and Command Benefits.<br /> <br /> <blockquote class="uncited"><div>In general you're going to want to got with the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> anyways, since it gives you the Objective Secured rule that lets you contest objectives.</div></blockquote>I've been finding Objective secured to not be as usful to Orks as it is to more defensive armies.<br /> <br /> If you can't clear an enemy off an objective with a single charge, then Orks struggle to clear them at all. That Hammer of Wrath benefit is suprisingly helpful.]]></description>
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				<pubDate><![CDATA[Wed, 23 Jul 2014 19:01:28]]> GMT</pubDate>
				<author><![CDATA[ grendel083]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e07718db8287bbc7e44889431b322ada.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/606517/7049871.page"><b>grendel083 wrote:</b></a><br/>I'd loose the Gitfinda on the Warboss's bike.<br /> He won't be standing still much.<br /> Even if you think the Gitfinda works with the Bikes Relentless (debatable), Relentless doesn't work with Assault weapons (only Heavy, Ordnance etc..)<br /> <br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ab1369d03ae9998290d00b83c59fa3cb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/606517/7049678.page"><b>TehGonzalez wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(187);'>FoC</span>'s not a thing anymore. </div></blockquote>Well sort of. Each Deatchment has an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, along with Restrictions and Command Benefits.<br /> <br /> <blockquote class="uncited"><div>In general you're going to want to got with the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> anyways, since it gives you the Objective Secured rule that lets you contest objectives.</div></blockquote>I've been finding Objective secured to not be as usful to Orks as it is to more defensive armies.<br /> <br /> If you can't clear an enemy off an objective with a single charge, then Orks struggle to clear them at all. That Hammer of Wrath benefit is suprisingly helpful.</div></blockquote><br /> OK, wasn't sure about the git finder, I'll get rid of it.<br /> <br /> I am confused, so I can take the standard <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> from the rulebook (1HQ, 2 Troops) and get objective secured. Why is the Ork <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> (1HQ, 3 Troops) and what does it give me? I don't play <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> for the objective secured rule, I play <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> so people don't get mad at me playing an army with 7 Fast Attacks and no troops. I hate putting boys in a flimsy ass trukk and losing half of them when it explodes turn 1 and they fail they're leadership and have the mob rule screw them over and you end up with like 5 boys left. I also don't want to play the way I used to with 6 squads of 30 boys running across the battlefield. Just want to use bikes and stormboys and other fast attack.]]></description>
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				<pubDate><![CDATA[Thu, 24 Jul 2014 14:54:05]]> GMT</pubDate>
				<author><![CDATA[ Davespil]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ the ability to take 3 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and 9 troops..As opposed to two <span class="glossaryitem" onmouseover='gp(56);'>Hq</span>'s and 6 Troops ..]]></description>
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				<pubDate><![CDATA[Thu, 24 Jul 2014 21:18:50]]> GMT</pubDate>
				<author><![CDATA[ morfydd]]></author>
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				<title>Two 1500 Point Ork Speed Mob lists, 1 bound and 1 unbound</title>
				<description><![CDATA[ Davespll,<br /> <br /> One of the big changes this edition is that there is no one, standard <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>.  The Ork faction has the option to take a variant of the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> that basically allows it to take way more units of Boyz (9 instead of 6).  That's all that <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> is supposed to do.  It gives the Hammer of Wrath rule to assaulting Boyz in some circumstances and lets you reroll on the Ork Warlord Traits table.  Thing is, you're running Speed Freaks, not Green Tide, so you shouldn't bother with the Ork <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>.<br /> <br /> If you just want to run Fast Attack, then honestly I would suggest just going Unbound.  At the 1500 points level, even for a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>-based army (the most efficient way to get the most <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots), the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and troop tax is going to be prohibitive.  If you'd rather have a Battleforged (that is, not Unbound) list handy, then you've got two options:<br /> <br /> 1.  Keep the obligatory Boyz squads down to a minimum and rush them across in trucks.  They'll be easy targets and essentially free kill points, but they'll keep pressure off your bikes and they might even make it to the enemy's lines.<br /> <br /> 2.  Put the Boyz in Battlewagons instead, which will accomplish everything in Option 1 but keep the Boyz alive longer at the cost of fewer <span class="glossaryitem" onmouseover='gp(35);'>FA</span> units.  It's just a question of where you want to sink your resources.<br /> <br /> A squad of Boyz in a Battlewagon is going to move faster and be harder to kill than a squad of Stormboyz.  On the other hand, if you've got 20 Boyz in a bare-bones Battlewagon, the cost comes out to 2.5 more points per model than an equivalent-size Stormboyz mob.<br /> <br /> Hope this helps.]]></description>
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				<pubDate><![CDATA[Fri, 25 Jul 2014 09:07:20]]> GMT</pubDate>
				<author><![CDATA[ TehGonzalez]]></author>
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