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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ Hey everyone, I'm new to Warhammer, I've played maybe ten games in total, which were almost all losses.<br /> The people I'm playing with, say that orks generally aren't that competitive, but I've decided not to accept that and try to create a more competitive list.<br /> I guess it should be noted that I purchased a complete second-hand army, so I don't own that many extra models outside of this list. (A Trukk, Battlewagon, Nobz, Boyz, Gretchin and some orks that are too few to make a decent unit out of).<br /> <br /> This is the list I'm looking into playing:<br /> <br /> Formation Detachment: Mogrok’s Bossboyz (440)<br /> Big Mek Mogrok: The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait: The Warlord can re-roll one failed armour or invulnerable saving throw each turn.<br /> Very Kunnin’: Before deployment, the controlling player can nominate up to D3 friendly Ork units; these units gain the Acute Senses and Outflank special rules. The controlling player also adds +1 to any attempts to Seize the Initiative.<br /> <br /> Warboss in Mega Armour with a Lucky Stikk<br /> Big Mek Mogrok in Mega Armour<br /> Big Mek in Mega Armour, with a Bosspole<br /> Big Mek on a Warbike, with a Killsaw<br /> Weirdboy, tier 2<br /> <br /> Combined Arms Detachment (1408)<br /> 2x Painboy<br /> 2x Mek with Kustom Mega-Blasta<br /> 26 Shoota Boyz, 3x Rokkit Launcha Boyz, and a Boss Nob with Power Klaw and Bosspole (One Mek, Painboy, Weirdboy and Warboss will join this unit)<br /> 26 Shoota Boyz, 3x Rokkit Launcha Boyz, and a Boss Nob with Power Klaw and Bosspole (One Mek, Painboy and Big Mek Mogrok will join this unit)<br /> 25 Gretchin with 2 Runtherds and a Squig Hound<br /> 7 Warbikers with a Boss Nob on a Warbike with Power Klaw and Bosspole (Big Mek will join this unit). These unfortunately are all the Bikes that I own.<br /> 15 Lootas (Big Mek in Mega Armour with Bosspole will join this unit)<br /> 3 Deffkoptas with Twin-Linked Rokkit Launchas<br /> 3 Deffkoptas with Twin-Linked Rokkit Launchas<br /> Looted Wagon with Reinforced Ram, a Big Shoota and a Killkannon<br /> <br /> The strategy would be to try and outflank with the two Boyz units, with Mega Armour nob upfront. Look-out-sir <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 weapons, and tank the rest with re-rolls from Lucky Stikk, Mogrok's Warlord Trait, and Feel No Pain.<br /> <br /> I have all the models, except for the three Meganobz, which I'd like to buy. But before I do that I'd love some feedback!]]></description>
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				<pubDate><![CDATA[Tue, 4 Oct 2016 13:42:00]]> GMT</pubDate>
				<author><![CDATA[ Crugar]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ First of all: I like this list. Getting bikes or something outflanking is a great idea. However, I have a few ideas from my time playing Orks:<br /> <br /> 1. Give the Big Mek on bike a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. Give one of the Painboyz a bike so he can also join this unit. Or, just get another Painboy and put him on a bike, they aren't too expensive.<br /> 2. Split the Deffkoptas into smaller units. 6 individual units (while offering a lot of kill points - but I don't tend to play <span class="glossaryitem" onmouseover='gp(316);'>kp</span> missions) won't run off the board after one is shot down. Also they can charge nasty units to take the overwatch for your meaty boyz (or whoever). You can easily split into 2 CADS with the units in your list, giving you enough <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slots for the 6 deffkoptas.<br /> 3. Never used a Looted Wagon - have you had success? If not, get rid of it to make points for the Painboy's bike and/or the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>. If you're desperate for ranged firepower, I find Mek Guns work better (and fit with your Mek-y theme)<br /> 4. What is your Weirdboy doing? If he is just a tax for the formation, don't bother upgrading him. He won't do anything against psychically strong opponents anyway. More points saved here for <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>/bike Painboy. <br /> <br /> Other than that, I really like it! Good luck, WAAAGH!]]></description>
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				<pubDate><![CDATA[Tue, 4 Oct 2016 18:32:02]]> GMT</pubDate>
				<author><![CDATA[ Sledgio]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ Thanks a lot Sledgio!<br /> <br /> 1. I like the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, I guess I could scrape some points off the Gretchin (19+Runtherd), and one less Deffkopta to pay for him.<br /> 2. I would need a fourth troop choice to split it into two <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>'s, so I don't think smaller Deffkopta units, or a third Painboy are options. Alternatively, I could make this an Ork Warband, instead of a Combined Arms Detachments. It would give a third slot for the Painboy, but I'd lose ObSec.<br /> 3. Looted Wagons miss often because of <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 2. But they have the potential to clear an entire Space Marine Squad, for less than 80 points. (Large Blast S7, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3) So, eh, I don't know. I'd love to use Mek Gunz, but currently don't own any. They are so expensive! I could get rid of the wagon to get a 35 pt Gretchin unit, a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, and split the Deffkoptas up in seperate units?<br /> 4. The Weirdboy unfortunately is required to have the tier 2 upgrade for the formation.]]></description>
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				<pubDate><![CDATA[Tue, 4 Oct 2016 18:52:58]]> GMT</pubDate>
				<author><![CDATA[ Crugar]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ Righty ho - first of all my bad, I completely misunderstood the Allies rules and thought you could take an Allied Detachment of the same force (therefore only requiring 1 compulsory troops choice). However, you are right. <br /> <br /> 1. Do it.<br /> 2. (addressed above, ignore me)<br /> 3. That is a real nice weapon. It's up to you of course, but I think your mini-bikestar needs something to keep it alive, so I would choose the <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> option. That allows for the Deffkoptas in small units which, again, is just my preference, but it has worked well for me.<br /> 4. Righty-ho, never mind then!<br /> <br /> This looks like a fun list and I'm intrigued to try this formation now, let me know how it goes!]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 19:52:34]]> GMT</pubDate>
				<author><![CDATA[ Sledgio]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ 1.  I would consider putting the deffkoptas into 3 units of 2 if you stick to not adding more detachments/formations.<br /> <br /> 2. I would not try and outflank the boyz units.  Earliest they can come in is turn two, and then they can't shoot or assault until turn three- you may find it useful if your opponent is castled up in some area of the table however with the acute senses and all.  I would also consider outflank for deffkoptas, or even the looted wagon.  Being able to pop in and likely drop a str7 ap3 template on something unexpectedly could be a Morky move.<br /> <br /> 3.  Personally I would try to add the finkin cap to Mogrok, the chance to get another +1 seize from warlord trait is nice, giving up to 3 mobs infiltrate is nice for your boyz mobs, first turn night fight...nice...all of them are good.  Its only 10pts.  You could drop a single loota or bike and grab it-and have a few points left to throw some ammo runts into some units <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 20:23:10]]> GMT</pubDate>
				<author><![CDATA[ blaktoof]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ Just a few other thoughts on playing the list:<br /> <br /> 1. How does the bossboyz formation reach the enemy (guessing outflank?) If they don't reach combat I don't think they'll make there points back.<br /> <br /> 2. Friendly reminder to make best use of cover to help keep you alive and also spread out to avoid blast templates.<br /> <br /> Best of luck in your future games.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 21:38:22]]> GMT</pubDate>
				<author><![CDATA[ angelsvermillion]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ Thanks a lot guys, the feedback really got me thinking!<br /> I've tried to incorporate both of your feedback and have come up with a new list.<br /> <br /> One question though, blaktoof: Your remark about not outflanking with the Boyz did get me doubting the list quite a bit. Do you really think it would devalue the army more than add value? In my experience, the first two turns, the boyz don't really do anything other than being cannon fodder, that's why outflanking seemed like a good idea.<br /> <br /> Formation remains unchanged, except for the removal of the Lucky Stikk, and the addition of Da Finkin' Kap. I think it has a great deal of potential indeed. Lucky Stikk is more consitent, but the Kap fits the Mek theme, and orks never scare away from a bit of gambling. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Other than that, I think I'll make it two <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>'s:<br /> One with 2 Troops, namely the two units of Boyz<br /> 2 Meks, 2 Painboyz,, 3 individual Deffkoptas and 15 Lootas.<br /> <br /> The second <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>:<br /> One Painboy on a Warbike, Two individual Deffkoptas, and eight warbikers with a boss nob. (So a total of two more bikes, including the addition of the painboy. I'll try to get my hands on two more models).<br /> The troops are two squads of Gretchin, one with 17, and one with 18 Gretchin. Both with a Squig Hound.<br /> <br /> Lastly: This new list kinda doesn't have room for the Looted Wagon, unless I cut into other units. Is this worth it, or do you guys see a better option?<br /> <br /> Edit: Thanks angelsvermillion! Yeah, my hope is reaching the enemy by Outflanking, or possibly infiltrating with Da Finkin' Kap. I guess I'll just have to play it and see if it works. (Fingers crossed!)]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 21:39:08]]> GMT</pubDate>
				<author><![CDATA[ Crugar]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/704434/8947532.page"><b>Crugar wrote:</b></a><br/>Thanks a lot guys, the feedback really got me thinking!<br /> I've tried to incorporate both of your feedback and have come up with a new list.<br /> <br /> One question though, blaktoof: Your remark about not outflanking with the Boyz did get me doubting the list quite a bit. Do you really think it would devalue the army more than add value? In my experience, the first two turns, the boyz don't really do anything other than being cannon fodder, that's why outflanking seemed like a good idea.<br /> <br /> Formation remains unchanged, except for the removal of the Lucky Stikk, and the addition of Da Finkin' Kap. I think it has a great deal of potential indeed. Lucky Stikk is more consitent, but the Kap fits the Mek theme, and orks never scare away from a bit of gambling. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Other than that, I think I'll make it two <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>'s:<br /> One with 2 Troops, namely the two units of Boyz<br /> 2 Meks, 2 Painboyz,, 3 individual Deffkoptas and 15 Lootas.<br /> <br /> The second <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>:<br /> One Painboy on a Warbike, Two individual Deffkoptas, and eight warbikers with a boss nob. (So a total of two more bikes, including the addition of the painboy. I'll try to get my hands on two more models).<br /> The troops are two squads of Gretchin, one with 17, and one with 18 Gretchin. Both with a Squig Hound.<br /> <br /> Lastly: This new list kinda doesn't have room for the Looted Wagon, unless I cut into other units. Is this worth it, or do you guys see a better option?<br /> <br /> Edit: Thanks angelsvermillion! Yeah, my hope is reaching the enemy by Outflanking, or possibly infiltrating with Da Finkin' Kap. I guess I'll just have to play it and see if it works. (Fingers crossed!)</div></blockquote><br /> <br /> Yeah walking orks are cannon fodder, the problem is if you half your cannon fodder is off table what tends to happen is the half on the table gets hammered about twice as hard as it is walking, then you have the other half walk in untouched but not until turn 2-3, maybe even 4 and it can't assault the turn it comes in.  You could outflank both but then the rest of your Army is not really tough.  Outlfank isn't a bad option, its just better for units that can come in shooting well.  Like tankbustas, deffkoptas, or even bikes.  Since you can't assault the turn you arrive from outflank its almost always better to choose shooty units.  This is one of the reasons not many people run snikrot formation, outlfank assault just isn't very good due to the sitting there for a turn issue.  You do have some good shooting in your boys units with the shoota boys and rokkits, KMB on mek and the mega armor big meks.  The problem is for the cost of that unit, a 65pt tankbusta unit with 5 rokkits with tankhunters is shooting about just as much for about a fifth the points- you lose out on the two AP2 shots but the tankhunter bonus is stronger versus <span class="glossaryitem" onmouseover='gp(9);'>AV</span>.  <span class="glossaryitem" onmouseover='gp(522);'>TLDR</span>- its not a bad option, its just not a good option <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.  A lot of it depends on who you are playing really, having deployment options and the ability to outflank is good- just suggesting to consider using it on some units other than the boys (wagon, deffkoptas, etc..)]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 22:01:01]]> GMT</pubDate>
				<author><![CDATA[ blaktoof]]></author>
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				<title>[1850] - Orks - New to the game, looking for advice</title>
				<description><![CDATA[ I see, I think you have a good point there.<br /> <br /> In that case, having a single unit of five deffkoptas might be better? Outflanking just one or two seems a bit underwhelming. <br /> <br /> Then I'd stick more to the initial list, just with a <span class="glossaryitem" onmouseover='gp(163);'>KFF</span>, a Finkin' Kap and one less Deffkopta, and six less Gretchin.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2016 22:12:16]]> GMT</pubDate>
				<author><![CDATA[ Crugar]]></author>
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