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				<title>[1850] - ORKS! - Da Ripper</title>
				<description><![CDATA[ Hey<br /> <br /> I've been toying around with the idea of really trying to push Orks to their limit as they stand currently.<br /> <br /> What I've come up with is a fairly complex list that offers a lot of aggressive utility and has some legs to stand on both with volume and some quality saves on select squads.<br /> <br /> <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>#1 <br /> <br /> Zardsnark 150                          -Joins Big Warbikers Squad<br /> <br /> Warboss (60) 135                       -Joins Deffkoptas<br /> The Lucky Stikk <br /> Warbike <br /> Powerklaw <br /> <br /> Warbikersx15 (270) 310<br /> Power Klaw <br /> Boss Pole<br /> Boss Nob <br /> <br /> Troop 10x Boyz /w Trukk (60) 130<br /> Boss Nob <br /> Boss Pole<br /> Powerklaw <br /> <br /> Lobba <br /> Lobba <br /> Lobba <br /> <br /> Ork Horde Detachment<br /> <br /> Warboss (60) 110                        - Joins Warbikers<br /> Warbike <br /> Powerklaw <br /> <br /> Painboy (50) 75<br /> Warbike <br /> <br /> Painboy (50) 75<br /> Warbike <br /> <br /> Lobba <br /> Lobba <br /> <br /> 9x Kommandos /w Snikrot (150) 160<br /> 2x Big Shootas<br /> <br /> Troop 10x Boyz /w Trukk (60) 130<br /> Boss Nob <br /> Boss Pole<br /> Powerklaw <br /> <br /> Troop 10x Boyz /w Trukk (60) 130<br /> Boss Nob <br /> Boss Pole <br /> Powerklaw <br /> <br /> Troop 10x Boyz /w Trukk (60) 130<br /> Boss Nob <br /> Boss Pole <br /> Powerklaw <br /> <br /> 5 Deffkoptas (150) 225<br /> Rokkits<br /> 3x Buzzsaw's <br /> <br /> 1850<br /> <br /> Zardsnark is the warlord and joins the warbikers to give them scout. Painboy joins them for a +2 to their mob rule rolls.<br /> <br /> Finkin Cap and the other painboy joins the kopters which have the same +2 roll to mob rule.<br /> <br /> So with the bikers we have a blob of 2+ cover save <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> bikers that move 24'' plus a scout. They hit like a truck with the painboys attacks + the regular boys plus an at initiative claw and a initiative 1 claw.<br /> <br /> The kopter squad gets to scout and move 24'' as well. They will have the warboss with a 3+ cove save rerolling plus <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>. They have less volume of attacks but do have hit and run. Might be beneficial to put the shootas on them for a better overwatch actually as they will basically always turboboost.<br /> <br /> Snik and his kommandos offer an interesting anti troop option for a little later in the game. Lots of mobility and they can effectively destroy <span class="glossaryitem" onmouseover='gp(45);'>GEQ</span> sitting on backfield objectives while staying alive with a good cover save.<br /> <br /> This list offers the generic 5 trukks and 5 lobbas as volume of fire aggressive options.<br /> <br /> Pros:<br /> Has many tools and ideas to utilize differently game to game. Lots of room for tactical decisions.<br /> Aggressive <br /> Offers both volume of fire and high strng ap2<br /> Asks multiple types of fire from the opponent<br /> Consistently delivers two effective turn two assaults<br /> Strong Objective game<br /> Although ignores cover is fantastic vs. us graviton is not. <br /> Unfamiliar army for many opponents <br /> <br /> Cons:<br /> We aren't winning kill points<br /> Although we have many units that want to hold objectives few are ObSec<br /> Ignores cover is brutal for us<br /> Many different types of squads offer a lot of choice. Easy to make mistakes especially with our fragile defenses<br /> Going second is a big liability, we want to turboboost asap.<br /> Zag is toughness 6 but the rest of the army gets doubled out at strng 10<br /> wildly expensive<br /> <br /> What do you think?<br /> <br /> <br /> <br />  <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 05:17:48]]> GMT</pubDate>
				<author><![CDATA[ Aijec]]></author>
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				<title>Re:[1850] - ORKS! - Da Ripper</title>
				<description><![CDATA[ I'm still looking at the list but I noticed right off the bat you can't take the lobbas in the zhardsnark <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> because of his rules excluding big gunz if you take him. I would replace them with Lootas in this case.<br /> <br /> "<i> Biker Boss: An army led by Zhadsnark may include Warbikers (if available in the army list) as Troops choices, but the army may not include any Deff Dreads, Killa Kans or Big Gunz.</i>"]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 12:31:28]]> GMT</pubDate>
				<author><![CDATA[ TheunlikelyGamer]]></author>
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				<title>Re:[1850] - ORKS! - Da Ripper</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/698843/8824278.page"><b>TheunlikelyGamer wrote:</b></a><br/>I'm still looking at the list but I noticed right off the bat you can't take the lobbas in the zhardsnark <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> because of his rules excluding big gunz if you take him. I would replace them with Lootas in this case.<br /> <br /> "<i> Biker Boss: An army led by Zhadsnark may include Warbikers (if available in the army list) as Troops choices, but the army may not include any Deff Dreads, Killa Kans or Big Gunz.</i>"</div></blockquote><br /> <br /> Lobbas are Mek Gunz not Big Gunz]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 15:54:49]]> GMT</pubDate>
				<author><![CDATA[ Aijec]]></author>
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				<title>[1850] - ORKS! - Da Ripper</title>
				<description><![CDATA[ Big Gunz don't exist anymore, they evolved into Mek Gunz in the 7th edition codex. Using a little common sense and friendliness we can conclude we shouldn't take any Mek Gunz if Zhadsnark is the Warlord.<br /> <br /> The list looks alright but as is normal for Orks it will suffer in any kill point missions, which you're already aware of. I find the best thing about Zhadsnark is that he lets you take Warbikers as Troops so I like to capitalise on this as much as possible, the I4 <span class="glossaryitem" onmouseover='gp(107);'>PK</span> is nice but it's really not that great most of the time (<span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>).<br /> <br /> Why are you getting +2 to rolls on Rule table? That only comes on detachments from the W!G supplement and is to be avoided/mitigated at all costs. The Ork Horde Detachment doesn't have that rule thankfully. You can probably achieve what you're trying to do using 2/3 CADs anyway and then you'll get the bonus of <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> ObSec which can be very useful in Maelstrom.]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 17:02:48]]> GMT</pubDate>
				<author><![CDATA[ xlDuke]]></author>
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