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		<title><![CDATA[Latest posts for the thread "[1850] - Orks - Ork Line"]]></title>
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				<title>[1850] - Orks - Ork Line</title>
				<description><![CDATA[ Hey everyone,<br /> <br /> I'm trying to make an 1850 ork list... It's essentially a mekgun line... Why? Because a 33 point blast artillery piece is insane...<br /> <br /> <br /> It's 1848 points, 4 detachments.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s<br /> <br /> Big Mek with Mega Armour, Lucky Stick, and <span class="glossaryitem" onmouseover='gp(163);'>KFF</span><br /> 2x Big Mek with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span><br /> A Painboy<br /> <br /> 8 squads of minimum grots as compulsory troops.<br /> <br /> 3 x3 lobbas each with ammo runts.<br /> 9 x3 Kustom Mega Kannons, with ammo runts.<br /> <br /> and a void shield generator, 3 shields.<br /> <br /> <br /> What are your thoughts?<br /> <br /> I'm considering swapping the generator to an aegis + quad gun for anti-air...]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2016 14:46:50]]> GMT</pubDate>
				<author><![CDATA[ yugiohfreak2011]]></author>
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				<title>[1850] - Orks - Ork Line</title>
				<description><![CDATA[ It seems like something a Mekboy would do, comes across as something Mork would bless.<br /> <br /> I feel like 75% of your gunline is out of range turn one, it especially concerns me because you will need to have the grots in front.<br /> <br /> Whichever cannon squad gets the <span class="glossaryitem" onmouseover='gp(613);'>MA</span> Big Mek might need to be bigger since its one of the few things you have that can move and shoot.<br /> <br /> I do not like depending on grots to score midfield objectives.  Also the quantity of grots and footprint size will likely put them under a surprising amount of four inch scatter friendly fire templates.  Points for Orky.<br /> <br /> Anything that assaults a <span class="glossaryitem" onmouseover='gp(684);'>KMK</span> star is hitting majority toughness two.  Likely losing combat and running if not swept.  Hopefully, all those grots will keep you shooting.<br /> <br /> Sorry if I seem negative, it seems like lots of time and effort for a list you might get bored with.<br /> <br /> You need Runtherds in some of the kannon squads to make them less prone to run.<br /> <br /> I feel like you need a fast disposal upfield unit or four to waste the opponents time for a turn to give you time to move up]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2016 16:05:32]]> GMT</pubDate>
				<author><![CDATA[ Rismonite]]></author>
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				<title>[1850] - Orks - Ork Line</title>
				<description><![CDATA[ Issues I see<br /> Assault lists are not your friend <br /> Leadership and cowardly grots are not your friend<br /> Grabbing mission objectives are not your friend<br /> Buying 12 Mek guns are not your wallets friend<br /> <br /> If you are just looking to make a strong competitive spam list just use this list which is about as strong as you are getting with Orks right now.<br /> <br /> 1850pts <br /> a pure min max, ob secured, spam of the best ork units. <br /> Detschment 1- CaD <br /> Zhardsnark- warboss with Intiative 4 <span class="glossaryitem" onmouseover='gp(107);'>PK</span> on bike that has scout and skilled rider<br /> Painboy on bike <br /> <br /> Mek with megablasta with tankbustas <br /> 6 tankbustas upgrade one to nob<br /> <br /> 8 warbikers-upgrade one to nob with <span class="glossaryitem" onmouseover='gp(107);'>pk</span> (zhardsnark and painboy here)<br /> 3 warbikers<br /> 3 warbikers<br /> <br /> Gunwagon x2- for tankbustas/bullyboys <br /> Gunwagon x2- for bullyboys (proxy trukks if needed for 4x av13 transports) <br /> <br /> Detschment 2- bullyboyz <br /> 5 meganobs one with skorcha<br /> 5 meganobs one with skorcha<br /> 5 meganobs one with skorcha<br /> <br /> Detschment 3- renegade knight warden <br /> knight warden (have fun converting this model as a looted ork vehicle)<br /> <br /> 17 powerklaws +1 <span class="glossaryitem" onmouseover='gp(123);'>str</span> d knight, high mobility, tons of obj secured, tough warlord, ok shooting with knight warden, tankbustas and 16x str5 ap5 assault3 twinlinked bike spam and everything (except tankbustas) has either a 2+ armour save or 4+ (or better cover save, such as with turboboost, nightfight, and/or zhardsnark unit having skilled rider). ]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2016 16:13:39]]> GMT</pubDate>
				<author><![CDATA[ gungo]]></author>
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				<title>[1850] - Orks - Ork Line</title>
				<description><![CDATA[ You have much the same idea I have.   <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">  <a href="http://www.dakkadakka.com/dakkaforum/posts/list/690874.page" target="_new" rel="nofollow">See my Bloodaxe Orky gunline list</a> <br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/692153/8681292.page"><b>gungo wrote:</b></a><br/>Issues I see<br /> Assault lists are not your friend <br /> Leadership and cowardly grots are not your friend<br /> Grabbing mission objectives are not your friend<br /> Buying 12 Mek guns are not your wallets friend</div></blockquote><br /> <br /> Mek gunz are great but you can't use them all on their own they need support. <br /> You can attach a naked mek to a mekgunz unit to use his leadership (still only 7 but better than 5) the same way as a runtherd buffs the leadership of a grot squad.  You can also give the mek a rokkit launcha for 5pts so he has something else to do besides glower at cowardly grots.  Grots squads are great for cheaply sitting on objectives but can't take them or even defend them.  That is not necessarily a problem if your mekgunz can reliably remove enough enemy units each turn.  You should still want something faster than a grot or harder hitting for getting some objectives.  Stormboyz, trukk boyz, deffkopters would be better for that.<br /> <br /> Ammo runts are a bit of a waste on lobbas since they are blasts.  Ammo runts are best on the other gunz especially the ones you want to maximise the hits with in the early game.  Grot crew use the artillery pieces toughness!  So buying extra crew for the gunz you want to live and then sticking them in front of the gun to tank shots is good.  Don't bother doing that with lobbas though as with a range of 48" and indirect fire they are best stuck out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> for surviviablity.  You seem to be using Big meks with <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> to do that but I think it is not cost effective.  I think you should reevaluate at your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices.<br /> <br /> I just finished but not yet published an improved blood axe gunline at 1850pts with 5 units of 5 mek gunz so 25 gunz in all.  But i am not going to be buying 25 boxes of mek gunz from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> at £30 a pop  <img src="/s/i/a/a0063ed0e1a62441a38f6206bd3f5ad7.gif" border="0"> .  <br /> <br /> Converting ww1&ww2 kits and old skool metal gunz from ebay are the way to go.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2016 16:52:50]]> GMT</pubDate>
				<author><![CDATA[ SolarCross]]></author>
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				<title>[1850] - Orks - Ork Line</title>
				<description><![CDATA[ It's 36 mek guns... also I have the painboys and big meks for saves <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, and leadership... it's expensive money wise, but its 36 blast weapons!!!]]></description>
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				<pubDate><![CDATA[Wed, 1 Jun 2016 17:40:06]]> GMT</pubDate>
				<author><![CDATA[ yugiohfreak2011]]></author>
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