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				<title>2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ Hello, me and a buddy are playing a 2000p game orkz vs black templars.  Its a friendly game, but we have been excalating armies for some time now, so I want a mix of fun units, but also a good working theme. This is what I`ve come up with so far. Its around 1900p so far give or take (dont have the list with me <span class="glossaryitem" onmouseover='gp(258);'>atm</span>). <br /> <br /> Expecting to meet Black Templars. 1 thunderfire cannon. 1 flier either razorback or stormraven. Some crazy melee challengers (last time I met a captain with with artificer armour and stormshield, struggled to kill him in melee with my best units), venerable dreadnaught. Terminators with storm shields. Landraider.<br /> <br /> 1 <span class="glossaryitem" onmouseover='gp(683);'>CAD</span><br /> Mega armour warboss with lucky stick, cybork body, bosspole.<br /> 10 ard boyz with 1 nob <span class="glossaryitem" onmouseover='gp(107);'>pk</span> in trukk<br /> 10 ard boyz with 1 nob <span class="glossaryitem" onmouseover='gp(107);'>pk</span> in trukk<br /> Morkanaut with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and grot riggers.<br /> Battlewagon with kannon and 2x rokkits.<br /> 10xtankbustas with 2 bomb squigs.<br /> 9xwarbikers, 1 nob with <span class="glossaryitem" onmouseover='gp(107);'>pk</span><br /> 1 <span class="glossaryitem" onmouseover='gp(683);'>CAD</span><br /> Big mek with heavy armour and shokk attack gun, gitfinda, cybork.<br /> 1x mek gun with kustom mega kannon (only have one model to work with), ammo runt.<br /> 10x grots<br /> 10x slugga boyz in a trukk, nob with big choppa.<br /> 1x warboss with <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, heavy armour, bosspole<br /> Aegisdefence line with quad gun<br /> 3xkillakans with grot blastas<br /> <br /> <span class="glossaryitem" onmouseover='gp(613);'>MA</span> Warboss goes in one of the trukks, other warboss in another one, or maybe with the tankbustas.<br /> Tankbustas goes in battlewagon.<br /> Morkanaut extends force fields to defence line on turn 1.<br /> Grots man quad gun. Big mek and mek gun behind defence line.<br /> <br /> Alternative stuff im considering:<br /> 2 meks and 3 burnas inside morka (I dont feel that the burnas will do that much vs <span class="glossaryitem" onmouseover='gp(119);'>SM</span>)<br /> Blitza bommer or dakkajet (dakkajet is better I guess, but the blitza is just hilarious).<br /> Wierdboy<br /> Painboy (with the small unit sizes I cant find a place for him).<br /> Lootas behind the defence line (these are probably going to be the main thunderfire target tho).<br /> <br /> Concerns I`m currently having: Termies and other high armour vehicles. Not having enough melee. There should be enough vehicles in this list to negate incoming <span class="glossaryitem" onmouseover='gp(9);'>AV</span> fire?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Might switch the morkanaut for a gorkanaut since I first envisioned the morka covering the trukks with the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, but dat dont work now does it? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 09:20:37]]> GMT</pubDate>
				<author><![CDATA[ Trillebaard]]></author>
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				<title>2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ At 2000pts, I would really say that 15 Warbikers with a Warboss Biker and a Painboy Biker are a must.  You gotta remember that orks aren't that good these days anyway, so anything we have counts as "friendly".<br /> <br /> Your Warboss already gets an armor re-roll with Da Lucky Stikk, so there's no need to have cyborg body.  While I don't have the points just now, I want to suggest something like this:<br /> <br /> 1st <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> = Warboss + Bike + <span class="glossaryitem" onmouseover='gp(107);'>PK</span> + <span class="glossaryitem" onmouseover='gp(260);'>BP</span> + Da Finkin Kap (warlord)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> = Painboy + Bike <br /> Fast = 15 Warbikers (your list is quite speed freaky) <br /> <br /> Troops = 10x grots + <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> + Quad Gun<br /> Heavy = 15 Lootas + Mini <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Mek (behind <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>)<br /> Heavy = 1 <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> + 2 Gunners + 1 Ammo Runt.<br /> <br /> Troops = 12 ard slugga boyz inc Nob <span class="glossaryitem" onmouseover='gp(107);'>PK</span> + <span class="glossaryitem" onmouseover='gp(260);'>BP</span> in a Trukk + Ram + Boarding Plank<br /> <br /> 2nd <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>: <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> = Warboss + Mega Armor + Da Lucky Stikk + <span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> Troops = 17 Slugga Boys inc Nob + <span class="glossaryitem" onmouseover='gp(107);'>PK</span> + <span class="glossaryitem" onmouseover='gp(260);'>BP</span> + Mini Mek <br /> Heavy = Battlewagon + Ram + Boarding Plank + 2 Rokkits (with MADLS Warboss + Slugga Boys inside)<br /> <br /> Troops = 12 ard slugga boyz inc Nob <span class="glossaryitem" onmouseover='gp(107);'>PK</span> + <span class="glossaryitem" onmouseover='gp(260);'>BP</span> in a Trukk + Ram + Boarding Plank<br /> <br /> Elites = 10 Tankbusters + 3 Bomb Squigs (even if you don't have the 3rd one) + Painboy + <span class="glossaryitem" onmouseover='gp(260);'>BP</span>.  Preferably in a Battlewagon.  Preferably 15 Tankbusters, the Painboy and 2 Meks.<br /> <br /> NB: I don't know what points I'm at <span class="glossaryitem" onmouseover='gp(325);'>tbh</span>.  I would say that if you're taking Morky, then the extra meks inside really help to buff him.  And yes, he does cover other vechiles.<br /> NB: The MADLS Warboss works better in a Battlewagon.  The boys can <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to save him from AP1 or AP2 ranged attacks.  The mini Mek and Nob can be sacrificed to save him from AP1 or AP2 challengers who can hit you faster.<br /> <br /> If someone can give me a points count, then that would help massively.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 11:33:35]]> GMT</pubDate>
				<author><![CDATA[ Sketchyfk]]></author>
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				<title>2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ I agree with the above stuff mentioned, except in a few instances.<br /> <br /> I'd prefer shoota boyz with your <span class="glossaryitem" onmouseover='gp(613);'>MA</span> <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLS</span></span> warboss in the wagon. Primarily because; you can be pretty sure that the battlewagon will be his prime target turn 1. You do have other <span class="glossaryitem" onmouseover='gp(9);'>AV</span>, but I mean killa kanz wont be in range till turn 2, the morka will also be quite slow, whereas your BW will if left, that warboss is going to be assaulting turn 2 most likely. <br /> <br /> So lets assume the wagon goes down turn 1, before you've moved it. Now you have a <span class="glossaryitem" onmouseover='gp(489);'>SnP</span> 20 boyz blob who cant run and have sluggas. there not going to be doing much for the rest of the game. However, if given shootas you've now effectively created a unit that has a 2+ save re-rollable, with a 24" (is it 24 or 18 for shootas? - mind blank) range, atleast if they get popped they can still press forward and do work. Plus shootas in combat are still pretty darn effective, you simply lose 1 attack.<br /> <br /> Above, you've put the mini meks in units that are elite and heavy; As far as i know, the mini meks must be prioritied to troops and artillery first, and I think this counts even for units of 12 trukk boyz that max out the vehicle. So you'd have to put them their which takes you to 13 and then they cant go in the trukks <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> I like the 'ard boyz, I think a unit of 'ard boyz is always good in the mix, they can be used as a slightly more beefy hammer to the rest of your boyz units. If you can get a painboy in there with them then they become a whole lot more durable.<br /> <br /> Keep the morka - the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> will cover your wagon and trukks turn 1. Keep some burna boyz inside for the mek repairs and so that they can jump out later. Just remember; if you disembark, the morka cant charge. So <span class="glossaryitem" onmouseover='gp(269);'>id</span> keep them in there for more of a nasty surprise turn 3-4, great for cleaning up some already weakened units.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 12:20:17]]> GMT</pubDate>
				<author><![CDATA[ Solar Shock]]></author>
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				<title>Re:2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ Unfortunately I only have 9 bikes, 10 tankbustas and 12 lootas, but I`ll aim for maksimum numbers here.<br /> <br /> Definately doing the finking kap on the other warboss.<br /> <br /> Probably taking your advice and getting the lootas behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> to get more synergy with the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. Worried about the thunderfire seriously hurting the squad, but if I spread them out and maybe get some <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> coverage first turn it should be good.<br /> <br /> I like the painboy in the bikes although I dont have the model, a standin model will have to do.<br /> <br /> Other than that I love the orky randomness units, so I just have to keep the Big Mek with <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>. Would prefer the blitza also, but dat might be overdoing it. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Thanks for the tips! ]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 12:31:25]]> GMT</pubDate>
				<author><![CDATA[ Trillebaard]]></author>
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				<title>Re:2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/630425/7490644.page"><b>Trillebaard wrote:</b></a><br/>Unfortunately I only have 9 bikes, 10 tankbustas and 12 lootas, but I`ll aim for maksimum numbers here.<br /> <br /> Definately doing the finking kap on the other warboss.<br /> <br /> Probably taking your advice and getting the lootas behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> to get more synergy with the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. Worried about the thunderfire seriously hurting the squad, but if I spread them out and maybe get some <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> coverage first turn it should be good.<br /> <br /> I like the painboy in the bikes although I dont have the model, a standin model will have to do.<br /> <br /> Other than that I love the orky randomness units, so I just have to keep the Big Mek with <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>. Would prefer the blitza also, but dat might be overdoing it. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Thanks for the tips! </div></blockquote><br /> <br /> Just remember, your warlord is the only warboss/big mek who can take da finkin' cap. So if your taking an <span class="glossaryitem" onmouseover='gp(613);'>MA</span> warboss and a Big mek with <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>, <span class="glossaryitem" onmouseover='gp(269);'>id</span> give the cap to the mek and make him your warlord. Then the warboss can take the <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLS</span></span> for crumpin'<br /> <br /> Lootas indeed will be a prime target for any ignore cover shots; a question. For any rules boyz out there,<br /> If I have a unit of lootas thats also got grotz spaced around/between - When say a pie plate hits the lootas, can you assign the wounds to the grots. For example, pie plate hits 5 lootas and 5 grots. So i roll to wound, can I roll to wound on the grots or does it have to be done on the lootas and then the grots sebsequently? as lets say I do then recieve 5 an overall 5 unsaved wounds, could I kill off the grots?<br /> <br /> What you could do is split your units of lootas into 2 if you have the models, that way he cant target both, but then each one is more likely to run.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 13:25:34]]> GMT</pubDate>
				<author><![CDATA[ Solar Shock]]></author>
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				<title>2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/630425/7490526.page"><b>Sketchyfk wrote:</b></a><br/>You gotta remember that orks aren't that good these days anyway, so anything we have counts as "friendly".</div></blockquote>Do not listen to this Eldar-Spread propaganda! It's really not true.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 13:57:44]]> GMT</pubDate>
				<author><![CDATA[ grendel083]]></author>
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				<title>Re:2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ Well if wez iz winnin we iz figthin good, and if we iz dying we iz fightin good and if we iz runnin away da Boss told me we iz doin somethin called retreatin and dat dont count!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/630425/7490746.page"><b>Solar Shock wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/630425/7490644.page"><b>Trillebaard wrote:</b></a><br/>Unfortunately I only have 9 bikes, 10 tankbustas and 12 lootas, but I`ll aim for maksimum numbers here.<br /> <br /> Definately doing the finking kap on the other warboss.<br /> <br /> Probably taking your advice and getting the lootas behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> to get more synergy with the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. Worried about the thunderfire seriously hurting the squad, but if I spread them out and maybe get some <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> coverage first turn it should be good.<br /> <br /> I like the painboy in the bikes although I dont have the model, a standin model will have to do.<br /> <br /> Other than that I love the orky randomness units, so I just have to keep the Big Mek with <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>. Would prefer the blitza also, but dat might be overdoing it. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Thanks for the tips! </div></blockquote><br /> <br /> Just remember, your warlord is the only warboss/big mek who can take da finkin' cap. So if your taking an <span class="glossaryitem" onmouseover='gp(613);'>MA</span> warboss and a Big mek with <span class="glossaryitem" onmouseover='gp(164);'>SAG</span>, <span class="glossaryitem" onmouseover='gp(269);'>id</span> give the cap to the mek and make him your warlord. Then the warboss can take the <span class="glossaryitem" onmouseover='gp(540);'><span class="glossaryitem" onmouseover='gp(705);'>DLS</span></span> for crumpin'<br /> <br /> Lootas indeed will be a prime target for any ignore cover shots; a question. For any rules boyz out there,<br /> If I have a unit of lootas thats also got grotz spaced around/between - When say a pie plate hits the lootas, can you assign the wounds to the grots. For example, pie plate hits 5 lootas and 5 grots. So i roll to wound, can I roll to wound on the grots or does it have to be done on the lootas and then the grots sebsequently? as lets say I do then recieve 5 an overall 5 unsaved wounds, could I kill off the grots?<br /> <br /> What you could do is split your units of lootas into 2 if you have the models, that way he cant target both, but then each one is more likely to run.</div></blockquote><br /> <br /> Grots would be one unit, and lootas would be another. So the wounds would allocate to either unit depending on where the pie plate hits. So dat wont fix anyfing!<br /> <br /> Really sucks that the Thunderfire is barrage, might consider a <span class="glossaryitem" onmouseover='gp(613);'>MA</span> Big Mek with tellyporta gun thingy in front otherwise.]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 14:08:58]]> GMT</pubDate>
				<author><![CDATA[ Trillebaard]]></author>
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				<title>Re:2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/630425/7490746.page"><b>Solar Shock wrote:</b></a><br/>Lootas indeed will be a prime target for any ignore cover shots; a question. For any rules boyz out there,<br /> If I have a unit of lootas thats also got grotz spaced around/between - When say a pie plate hits the lootas, can you assign the wounds to the grots. For example, pie plate hits 5 lootas and 5 grots. So i roll to wound, can I roll to wound on the grots or does it have to be done on the lootas and then the grots sebsequently? as lets say I do then recieve 5 an overall 5 unsaved wounds, could I kill off the grots?</div></blockquote>If it hits 5 grits and 5 lootas, you roll to wound separately against both units, and allocate any wounds separately to the two units. The wounds never get combined. <br /> Treat it as a separate attack against each unit. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/630425/7490843.page"><b>Trillebaard wrote:</b></a><br/>Boss told me we iz doin somethin called retreatin and dat dont count!</div></blockquote>It don't count, because you can come back for another go!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 14:20:01]]> GMT</pubDate>
				<author><![CDATA[ grendel083]]></author>
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				<title>Re:2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(613);'>MA</span> on the big mek might be worth it so he and the mek gun can both move and shoot.  I'd probably add in another <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> if you do go that route.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 9 Jan 2015 20:34:44]]> GMT</pubDate>
				<author><![CDATA[ flaming tadpole]]></author>
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				<title>Re:2000p game, orkz vs Black Templars</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/81714349d166e541a9985447ba1da2b7.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/630425/7492321.page"><b>flaming tadpole wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(613);'>MA</span> on the big mek might be worth it so he and the mek gun can both move and shoot.  I'd probably add in another <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> if you do go that route.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> </div></blockquote>If you're putting a <span class="glossaryitem" onmouseover='gp(613);'>MA</span> Mek in with <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> Mek Gunz, then consider giving him a Tellyport Blasta. <br /> It's basically a better <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> (no Gets Hot, chance for instant death), just with a shorter range (which if you're moving them, isn't so bad). And it looks sweet!]]></description>
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				<pubDate><![CDATA[Sat, 10 Jan 2015 14:21:41]]> GMT</pubDate>
				<author><![CDATA[ grendel083]]></author>
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