Warhammer-Empire.com
Between the Battles & the Art ... => The Count's Tavern => Topic started by: Nicholas Bies on May 11, 2010, 08:03:05 AM
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So I got a 20% discount at the shop thanks to my participation in the tourney
We're starting this massive Sector based 40k Campaign with lots of star systems and things and nearly all my friends are playing so I decided I should join in which as I don't have a 40k Army would be a slightly difficult thing.
So today I used my discount to pick up:
2x Battalion Boxes
1x Battlewagon
1x Burna/lootas box
1x Grazkul Thrakka (sp).
So I've got
40 Ork boyz,
5 burnas (going to try and use the lootas bits to make 5 boyz into lootaz)
2 Trucks
1 Battle wagon
6 bikerz
1 mega armoured warboss.
A decent beginnings to my army I believe. I've gone through the Ork Codex and I think I've got a bit of a strat I'm going to try which is to used Grazkhull as a SC so I get the 2 turn WAAAGH and auto 6" fleet movement.
Combined with red paint job thats 13" +2 + 6 + 6 for a whopping 23" charge seems bloody nasty. Especially when the boss has 7 str10 attacks and with my burnas having 3 powerweapon attacks as well, str4 on the charge. I feel they're going to cause some serious hurt.
I think I'll make the bikerz Nobz as well. Anyway any advice/tips etc. because as I've said this is all just book reading yet to play or see orks played.
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Sounds badass!
Make two loads of Trukk boys and a large mob of Shoota boys riding da Wagon with the Warboss.
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Sounds badass!
Make two loads of Trukk boys and a large mob of Shoota boys riding da Wagon with the Warboss.
I was thinking Burna boyz plus warboss on a truck
12 boyz on truck with nob with pc
rest of the boys on wagon with nob with pc
5 lootas offering ranged support with their BS2
6 nob bikers covering the trucks,
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You can't disembark when driving more then 12" .. .ever! Except for special rules like the valkyries and storm ravens. So you can only drive 12" and then disembark, even though you have red paint ;)
Now tell us something about the campaign :P
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umm red paint specifically states it can move 13" but counts only as moving 12" for all purposes.
so it's 13" 2" disembark, 6" fleet, 6" charge.
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My ork player has cheated himself! :icon_lol:
Carry on them :P
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My ork player has cheated himself! :icon_lol:
Carry on them :P
Sorry for my douchy tone above. Didn't mean it honest!
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Burnas are not as good in HtH as they look. They will do much MUCH more damage by flaming things from inside their trukk. In HtH, their AS6 and T4 do them no favors when combined with their I3 (on a charge). Normal ork boyz will pummel most things for you about as hard as the burnas. Against high AS models, you will normally be looking at alot of dead burnas before you get any attacks back. But still, they are versitile and awesome.
Phil
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but a unit of 10 plus warboss i should be able to take a few casualties and then hit back relatively hard.
I had this conversation about Ork Truck Boyz and how 12 is a small number I'm lookng at 4-5 dead before I attack. Then I remembered I'd have about 20 odd attacks back!
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Indeed, 10 with a warboss sounds like potential mayhem.
Anyway, you are aware of the fact that Burnaz and Warbosses lacks transport options. Hence it would be better to have them ride in the Battlewagon, enjoying some drive-by-burning that I have heard Philly loves very much.
This means you can support them with you load of Trukkboyz while your large unit of boyz move forward on foot, blasting away with shootas and big shootas.
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Our big bad Ork player runs burnas by themselves and leaves them in their wagon. He drives it around and templates things. He once got 93 hits on a single unit!
Of course, he wins a lot of tournaments here, and busts skulls at the 'Ardboyz tourneys too.
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10 in wagon ? I'm rusty on the new(er) vehicle rules having not really played since 3rd ed. Can the templates be fired after the tank has moved 6"
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No, but you need to start thinking of the burnas as flamer carriers and not power weapon weilders. They will almost always do more flaming than swinging. A warboss in a unit of trukk boyz will do about as well as a unit of burnas with the warboss. The trukk boyz have the added bonus of having a PK weilding Nob who cannot be picked out. Unlike the Warboss...
Phil
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OK here are two lists I've made. 1 is with the models I currently have and 1 would be for the 1500pt list (which will only take 2 more boxes, 1 truck an 1 burna/lootas). Tell me what you think.
Ghazghkull Thraka 225
Nobz - x6 Bikerz, all with big choppas, 1 painboy with grot orderly 335
Burna Boyz x5 75
Lootas x5 75
Ork Boyz x10, nobz w powerclaw 95
Trukk redpaint, grot rigger, armour plates 55
Ork Boyz x12, nobz w powerclaw 107
Trukk redpaint, grot rigger, armour plates 55
Ork Boyz x13, nobz w powerclaw, ard' armour 165
Battlewagon red paint job, wrekin ball, grot riggers, armour plates, 140
4 big shooters
Total: 1327
Ghazghkull Thraka - 225
Nobz - x6 Bikerz, 4x with big choppas, 2xpowerclaw 1 painboy with grot orderly 370
Burna Boyz x10 150
Lootas - x10 150
Ork Boyz x11, nobz w powerclaw 101
Trukk redpaint, grot rigger, armour plates 55
Ork Boyz x11, nobz w powerclaw 101
Trukk redpaint, grot rigger, armour plates 55
Ork Boyz x10, nobz w powerclaw 95
Trukk redpaint, grot rigger, armour plates 55
Battlewagon red paint job, wrekin ball, grot riggers, armour plates, 140
4 big shooters
total 1497
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I dont know...
Trukks are sooo vulnerable in my mind.
Aldaris posted an IG platoon for 380pts or something which had 5 infantry squads, each with an autocannon and a grenade launcher.
Now the grenade launcher only has a range of 24" so thats not a big threat. But the 10 autocannon shots per turn from just those units are!
An extra battle wagon might be good, but i dont know much about orksies.
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It´s all about zee trukkz! Orkz are no pansies like ummies. Ork vehicles don´t have plates and dagz and stuff to be protecty, NO! It is there tae make em more urty zee?
A Battulwagon az lotsa amour to da front cause it makes it more urty! That it makes em ard is just a bonus! A trukk is dere ta get em ladz stukk in fast. Not fer em tae hide in, yer silly ommie!
An if it gets a bit broken, da ladz kan fix it up afta da fight, zee! :icon_mrgreen:
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Trukks are a must. If they are wasting shots on the trukks, they aren't shooting the other models. The good thing about the trukk is it is open topped which means it is easy for the orks to escape should they need too.
Also, I doubt you will want to go through the trouble and expense of trying to make a unit of Biker nobz. The body size for the Nob is significantly larger than normal bikers.
Phil
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Nob Bikers are one of my favourite units in the game. So nasty..... I play Orks 5 years now and in my experiance: Invenerable save for Nob Bikers (a must if you fight marines, also usefull in other cases os HtH), Burna boyz suck (only five of them die as easily as ordinary boyz) I suggest you to take 10 lootas instead , they can harm even a deamon prince or a ctan ,light vehicles from afar, or other nasty things . YOU NEED NOBZ with painboy , decent ork lists including Ghazckull have nobz in the Battlewagon, Ghazck will have also feel no pain!!! Even if I have goff clan I have stoped using ghazckull, I learned too win without him, but remember you can activate his waagh even in your oppomnents turn (not the 1 of the game though) if he does something nasty yougive all your squads fearless and Ghazckull 2+inv.
If you want something competitive : drop the burnas for more lootas, if you have the points (and money) take 5-8 Nobz and stick them with Ghazckull in the Battlewagon. If you can t take Nobz , then join Ghazckull to a 18 strong ard shoota mob and in the wagon.
Trukks are cool, but are also easy kill points and usually if they expode the orks will be shoot to death (unles you are ultra lucky) or get beaten in combat. Good units for trukks are : 5-9 tankbustas with 2 hammers and nob with claw, 3-4 meganobz (these are for tank hunting and meganobz can harm infantry without power weapons too). 5 Nobz with 1-2 claws and combi scorchas and big choopas. Or 10-12 burnas for maximum burning without leaving the vechicle.
You want your trukks to cause fear to your enemy and make them a priority target to him, if he doesn t kill the tank bustas his Land raider is doom. So he can open fire to them(always full speed on your first turn) so the battle wagon can go and kill stuff, this way you protect also your Nob bikers. Try to move your trukks as menacing as you can.
Remember ,no matter how cool orks are in combat if you assault the wrong enemy (eg Deciver) you will get into a trap or get assaulted by other strong assault units as: Space wolves Terminators with prist and lord, Black templar terminators, tyranid lord with retinue, A big bad dreadnought (inta kill on nobz and warboss, watch out and get it in combat with boyz). These are some examples of strong cc units that can harm even ghazckull .
Good luck and let the WAAAGH consume your enemies :icon_mrgreen: :icon_mrgreen: :icon_mrgreen:
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hmm wow a lot to think about.
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Burnas are not as good in HtH as they look. They will do much MUCH more damage by flaming things from inside their trukk. In HtH, their AS6 and T4 do them no favors when combined with their I3 (on a charge). Normal ork boyz will pummel most things for you about as hard as the burnas. Against high AS models, you will normally be looking at alot of dead burnas before you get any attacks back. But still, they are versitile and awesome.
Phil
No, but you need to start thinking of the burnas as flamer carriers and not power weapon weilders. They will almost always do more flaming than swinging. A warboss in a unit of trukk boyz will do about as well as a unit of burnas with the warboss. The trukk boyz have the added bonus of having a PK weilding Nob who cannot be picked out. Unlike the Warboss...
Phil
Trukks are a must. If they are wasting shots on the trukks, they aren't shooting the other models. The good thing about the trukk is it is open topped which means it is easy for the orks to escape should they need too.
Also, I doubt you will want to go through the trouble and expense of trying to make a unit of Biker nobz. The body size for the Nob is significantly larger than normal bikers.
Phil
It's true... You really should use the spellchecker more often.
:engel:
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Shut up Auke! :D
As for burnas, they are amazing when in a vehicle. They will swallow almost anything. Also, Nob bikers are great, but again, making the models can get very expensive very fast. I like mine in a battlewagon with a KFF anyway.
Phil
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Well I wasn't planning on having any other bikers so was just going to use the regular ones anyway.
My main issue is how do I get powerclaws, to my lack of knowledge there aren't any in the boxes which means blister models (are their blister models) or conversions of some description.
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In each ork boyz box, you also get a Nob on top of the 10 boyz. He gets a powerclaw or a Uge Choppa. :icon_wink:
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If you want to do a decent conversion you should also get some bigger bodies for Nob bikers, because regural orks are really smaller than Nobz , making them look weird with a power claw,or an Ork boy head. I would suggest you to buy a Nob box to get the extra claws(these are also different from the one in the Ork boyz set for a bigger variety) ,heads and bitz.
Now bodies for Nob bikes are mainly from the Nob Biker at th Bikers sprue and the ork boyz Nob (because the Nobs set has different way of gluing the bodies that won t work on a bike)
Chec out the sprues at the site before any purchase. Also here are my Nob Bikers for inspiration :icon_mrgreen: http://www.warhammer-empire.com/theforum/index.php?topic=33144.msg498577#msg498577
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YEah, regular orks aren't going to work since they are WAY small by comparison. Nob bikers need Nob bodies. Like Mathi said, easiest way is to just get the nob body from the boyz box and replace those nobs with the Nob box. The Nobs from the nob box are not two stage.
But again, prefer regular bikers, then nobs in a vehicle. With the number of battlea cannons in armies, it is too dangerous to use nobbikers. They pop way too easy and don't offer an enormous bump over normal bikers or nobs in a vehicle.
Phil
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Well I think I'll make it regular then and I can reconvert to larger bodies should I like them or use as regular bikers and stick a nobz squad on trukk later on.
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I wouldn't put nobz in a trukk. If you have the wagon, use the wagon with a KFF Mek. It is the best. Other than a Stompa of course...
Phil
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KFF?
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Kustom Force Feild. The end all be all of the ork army. People use this instead of the warboss almost every time. It is a must use in a competitive list.
Phil
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What's your opinion of Lobbas/Kannons PhillyT?
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Kannons crews aren't bad, but I would rather take a unit of Kans everytime. If they didn't look so awesome, I wouldn't put kannons on my Battlewagons, but they are too sweet not to!
Lobbas I have never liked.
Phil
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If you want Lobbas, join the Guard and use their mortar teams.
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I like the idea of indirect support from cowardly gretchins, but as Philly said, kannons are so sweet. Basically the workhorse of ork long range heavy weapons. Also, if you compare with zapguns and lobbaz, I feel the kannons are simply the best choice and gives you most out of the BS3 of the Gretchins.
I will have one at the moment. It is huge compared to the grots since it is a 1/35 scale model of a russian ZiS3 76,2mm AT/fieldgun. But since orkz worry more about size and sound, I feel it is a very appropriate kannon! :icon_mrgreen:
And when it comes to nobz, I must really agree with Philly that there is really no other ride that show the status of the Nobz like a Battlewagon. Hence why Kellie rides with his nob drinking cronies on the battlewagon Defftread, while his Ard boyz ride on the second one, Steelsquiggoth, and Big Mek Oddball with his KFF (really no forcefield at all, it is Oddball projecting his Posutiv wibez :icon_mrgreen: ) mounted on the third one, Gitslayer, who packed both Kannon and Killkannon.
The Killkannon is really a rather sucky upgrade, but it was such a good excuse to have two cannons mounted on one Wagon. My T-34 model now looks even more brutal! :icon_razz:
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I have two hulks of Leman Russ tanks left over. They have no sponsons or turrets, so I'm thinking of making a kind of gun deck on top and putting the gretchin and kannon on it.
For a laugh, it will amuse me.
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Sounds awesome! Go ahead and post pics! :icon_mrgreen:
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Who needs kannons when you can tear up the Land raider with your Uge Deef rolla :icon_mrgreen:
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I love guns.
And I'm using up what I've got, there is a budget to consider!
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Deff Rollas do not work on vehicles. Unfortunately.
Phil
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Yes they do, they faq'd it.
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That must have been EXTREMELY recently. I swear I looked at the faq less than 8 months ago...
If that is the case I will be one happy mother!
Phil
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Ork FAQ February 2010
Q. Can you use the Deffrolla when Ramming
vehicles or does it only work when Tank
Shocking non-vehicle units?
A. The death rolla does indeed inflict D6 S10 hits
against vehicles, as Ramming is just a type of
Tank Shock.
Q. Does a unit that successfully stops a Deff
Rolla-equipped Battlewagon’s Tank Shock suffer
any hits?
A. Yes, it does. In fact, it suffers 2D6 S10 hits!
Q. Can a Deff Rolla affect more than one enemy
unit with a single Tank Shock move?
A. Yes, all of the units Tank Shocked are affected
by the Deff Rolla (roll separately for each unit).
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hmm i'm going to have to go look at the FAQ myself methinks.
I opened the battalion box and I saw the nobz, I think I should be able to make Nobz bikers however I'm not sure I want to.
I'm thinking the cheaper the things are and the more of them the better.
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The cheaper the better. But when it comes to a Rolla, d6 st10 hits (automatically) on a vechicle, only for 20 points on a 14 front armor 4+ obscured Wagon, why not? :engel:
I mean Orks don t have a lot of anti tank support, only some tankbustas, maybe zzap guns if you re lucky, mainly close combat power claws or dreads, now with this faq opening a Raider has never been easier .
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I got to make a Deffrolla for Battlewagon Defftreed somehow.
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I got to make a Deffrolla for Battlewagon Defftreed somehow.
Same.
I'm beginning to reshape my army slightly. Big Mek is needed with Force field - obscured target = 4+ cover right?
I'm also going to convert my old warlord from ages ago - the big shooter/large choppa model and mix him with grazkull so he's an Individuwal mowdel.
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I covered the front of my tanks with spikes and such. That is so awesome about that faq!
Phil
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Well, I was thinking of making a minevelt style of deffrolla. After all, my ladz are about recon-in-force. Smashing through a point of the enemy defences and then swooping of to scout the area and if need be return the way they came pointing the way for the main force while they hide the best booty inside their vehicles. :icon_mrgreen:
A vehicle able to fluffwise create a path through enemy defences suits the job perfectly. :engel:
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Yeah you don t need to make it look exactly tha same as the picture in the book , Orks do a lot of different stuff to use them for the same purpuse. I also saw in the GW site that you can buy it
http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1300048&prodId=prod30013a&rootCatGameStyle= , same I was playing with a toilet paper all this time :icon_cry:
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That upgrade pack makes me happy in my pants.
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I keep sneaking peeks at the sprues every morning before I start studying and it's beginning to make me REALLY excited to make and paint.
1 question I've been thinking about my Warboss and was contemplating the idea of just giving him a Powerclaw and leaving him at that. Only 85pts then, I can fit in a Big mek and some more boyz for the cost of Grazkull.
What do you guys think?
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Ghazkull is great for a new Ork player, even though he is too expensive. I played my first ten games or so with him, because he is the sure thing, even if you scrue up somewhere his waaagh will help you win the day most of the times , giving you more opportunities to try out new units,tactics and most of all make mistakes that can be undone with the UBER WAAAAaH of his.
So my advice would be try him for the first games, and after you have made up your mind about your armylist, backround and way of playing (try out all the other units) change him fo a regural warboss.
I use Ghazkull now only in Apocalypse and games that I can t afford to loose( he is the real deal dammit) :icon_cool:
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Upgrade pack looks darn sweet. With a killkannon to boost! Not that I need one since I improvised one for my T-34, but a future orky kit may want one. If I happen to get a Landraider someday and do some serious Konverzun on it, It´s gonna get a turrent with a Killkannon for sure. :icon_razz:
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Ghaz is expensive, too expensive for small games (2250 or less). In apocolypse, like the GEneral said, he is a must play. Tough, and a drop in the bucket when playing 5000 to 10000 points.
As a rule I use a Warboss who runs about 115 - powerklaw, cybork, boss pole, attack squig, big shoota (because he has one not because it is worth it). And a Big Mek who is the real dearling of the list normally with a KFF, powerklaw, cybork, and bosspole.
Killkannon is a tough one. I like the idea, it can be worth it, but my wagons are usually moving around too much to get the full effect from it.
Phil
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Yes, that is my worries about the Killkannon aswell. That is also why in my list, the battlewagon with Killkannon is part of the support detail and not meant to drive around to much.
My Big mek rides with it, together with a small bunch of expendable grots. Fluffwise they drag a kannon behind them.
When time comes to smash through the enemy line, the Killkannon battlewagon is meant to take up a position (on an objective in my zone, for example, deploy the grots and the towed kannon, and open up in support for the two other battlewagons and the trukk carrying the assault forces.
My fluff is about a fully mechanized ork force, and bar the lone Kannon everything I have will theoretically have a vehicle to ride in, bar the Kommandoz. But then, they are meant to be up ahead anyway and fluffwise, I guess they simply cling onto the wartrakk and the warbuggy if need be. :icon_mrgreen:
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I'm thinking of converting Graz so he's not the exact pose. But I don't think Mega armour is worth it, not if I don't get the auto 6" move that Graz's waaaagh gives me and d6 movement doesn't bode well for my Trukk rush plans.
I have the old warboss with chain choppa and big shooter with the 2 shot guns on his back. I got him when he first came out YEARS ago.
I'm thinking of mix and matching the Graz to make my own boss and maybe use the other bits to make my Big Mek- idea is he believes his mega armour will protect him sooooooooo much his ego makes it protect all the people nearby.
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Be sure to take pics :icon_mrgreen:
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ok so i've been trying to patient and wait for my exams to finish. But I gave up and built a mob of 11 Orks incl Nobz w PC.
I'm happy with these models and can't wait to put together the rest of my army.
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Phill,
Can you give some tips and hints for general ork play and your regular 1500pt list for me?
Be much appreciated.
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I will give you a full breakdown when I get back from work this afternoon.
Generally this is what I run:
1 Big Mek with KFF
7 Nobz - 3 PK, 2 Big choppa, 2 regular. 1 heavy armor, 1 waagh banner, 1 bosspole, 1 upgraded to painboy. No duplication between the 7.
3 trukks with 11 orks and a PK nob.
2 Battlewagons with kannon, 2 BS, and deffrollas. One is a dedicated transport
3 Killa Kans - rokkit launchers
3 Killa Kans - Blasters
7 Bikers with nob armed with a PK
This is generally what I use, though I will need to go back and check the points!
Phil
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Are Weirdboyz with warphead upgrade worth it?
I'm thinking a
Big Mek with Forcefield and PC
Weird boy with warphead
3 Truck mobz
Nobz in battlewagon
burnas in battlewagon
mob of 20-25 boyz with warphead (these would be shootas with 2 big shootas.
Also if the unit teleports thanks to the weirdboy the unit can still shoot or do they count as moving in the shooting phase (like running) and can't shoot?
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Warphead is ALWAYS worth taking IF you take a wierdboy. That said, wierdboys suck badly. They are a fun model, but not a competitive one.
Phil
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Weirdboyz (and why wouldn't you take the Warphead upgrade?) are great for the sheer random orky fun of it. But I agree with PhillyT; sometimes you want something you can rely on for more than a laugh from your opponent!
Having said that, I can't wait to finish the simple conversion I've been working on... :engel:
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hmm see all of his stuff seems useful...in a certain situation. I just thought it would be a lot of fun to deepstrike a unit of boyz to the flank of some enemy line and gun them all down with assault weapons.
Maybe I should just go for the Warboss (cheap as nails) so I get the WAAAAGH as I'm really loving the idea of bursting out of cover and doing a tonne of charges into the space marine line...
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Just witnessed our local Waaaghboss in a local doubles tourney. 1k points each, random teammates. He had 2 squads of biker nobs, while his teammate had two land raiders and a couple squads of grey knights. Each and every game the gray knight guy got wiped before turn 3, and the ork nob bikers would wipe out everything left in the enemy armies. If he had had a better teammate he would have easily dominated the tournament.
Lesson learned: Biker nobz are mean!
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Lesson learned: Biker nobz are mean!
One of the dirtiest units in the game :icon_mrgreen:
As for the weirdboy, always upgrade to wraphead, but if you have the points take Old Zogwort, the one that turns characters into squigs, he and ghazckull are great fun to play with
. He is also goud at cc, and worth 145 points .
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I almost always take a warboss and a mek. If not, it is a pair of meks. In apocolypse I use 6 Big Meks, a Warboss or two, and a pair of weirdboyz on occasion.
Again, Nob bikers rock, but bikes are expensive moneywise and converting them to nobs makes things more expensive since you need all those bodies.
Phil
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well it looks like I may be buying my mates 2500pt ork army plus Stompa for HK$2200 which incl. a unit of 6 Nobz Bikers from Forge World and the Forgeworld warboss on warbike.
which should help things out!
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SO played my 1st game of 40k in about 2-3 yrs.
My list:
Warboss - attack squig, tl big shoota, power claw, cybork body, eavy armour
Big Mek - powerclaw, cybork body, eavy armour, kustom force field, grot oiler
6 Nobz - painboy with orderly, Big chppa, Big choppa-eavy armour, Big Choppa-eavy armour-bosspole, Power claw - heavy armour, Powerclaw-heavy armour-bosspole. - Big Mek in here
- Battlewagon - eavy armour, death roller, 2x Big shootas, red paint
12 boyz - nob with PC and bosspole
- Trukk - eavy armour, red paint
11 boyz - nob with PC and bosspole - Warboss in here
- Trukk - eavy armour, red paint
25 boyz - shootas, 2xBig shootas, nob with PC
6 Bikers - nob with PC & bosspole
3 deffkoptas with TL rockits.
I played against some Tyranid army which I was told is very unfriendly for a newbie.
Hive Tyrant with 2x Bone Swords
3 Hive guard with some no LOS needed str8 gun
3 warriors with death spitters
10 Ymgarl geanstealers
x amount of termagents with flesh borders
2x Carnifex things that spew out units of Termagents and have psych powers
2x Massive huge model with - Trygon? with 2x ST (apparently thats re-roll failed 1's and 2's to hit...)
Entire army with toxin sacs
I seemed to do alright except for horirble rolling. I got my warboss and trukk boyz into one of his big critters so thats 10 attacks, hitting on 4+ I got 7 hits, wounding on 2+ I rolled 6, yes let me repeat that, SIX ones...
same thing seemed to happen everywhere. I kept fluffing my attacks...
I was then accused of cheating because I was rolling feel no pain against his monterous creatures without knowledge that I didn't get it for that (remember 1st game) meanwhile this guys who's been playing since 5th came out kept rolling for new termagaunts even though he had rolled doubles for both his spawn-bitches in T1 which would mean he couldn't spawn any more - found this out after the game.
The Nobz did ok. Took out 2 mobz of termagents, a spawnbitch and 5 wounds on a Big nasty massive thingy...
otherwise quite a dismal effort by everything else
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Lesson learned, don t play with a$#@*&es , it is a waste of time. It happens even to the greatest warboss. :icon_cool:
Interesting list btw.
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That guy sounds like a Dutch-Bag. :icon_evil:
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That guy sounds like a Dutch-Bag. :icon_evil:
WHAT DID YOU SAY?!
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LOL, poor Obi!
Phil
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That guy sounds like a Dutch-Bag. :icon_evil:
WHAT DID YOU SAY?!
:biggriin:
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Lesson learned, don t play with a$#@*&es , it is a waste of time. It happens even to the greatest warboss. :icon_cool:
Interesting list btw.
What do you mean by interesting list?
I brought another 5 burnas (so I'll have 10) and battlewagon to house them in.
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Lesson learned, don t play with a$#@*&es , it is a waste of time. It happens even to the greatest warboss. :icon_cool:
Interesting list btw.
What do you mean by interesting list?
I brought another 5 burnas (so I'll have 10) and battlewagon to house them in.
Lotz of trukk boyz, warboss goes with ordinary boyz. Only six Nobz. But a fast moving army in generall.
It is just that I use most of the times 60-80 footslogger boyz and 2 units of nobz (either nobz or meganobz in Battlewagon or bikers).I never take deffkoptas and almost never use trukk boyz. I might just use them now :-D
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I think it's written into the codex that every ork player HAS to field a squad of 20 burnas in a battlewagon.
Also, writing about Orks makes the spell checker in my browser go crazy.
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Everything in my army is in a vehicle. Foot slogging armies are too similar to my fantasy orcs. Generally, I use 3 trukks and 2 battleswagons as the core of my army. Everything else is gravy. Normally 6 kans and 9 bikers are added to the mix. The only thing ever on foot are 8 - 12 lootas.
Phil
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yea I think a 3rd Trukk is next on the list.
I'm having trouble getting used to the range difference. One of my main opponents is going to be a BA army and I kept forgetting yesterday that when my 18" guns are in range of his marines, his marines are in range for charging me!!
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Yes, but this also means your shootas be shootan'.
FINISH HIM.
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Well I found the above out with my 6 bikerz who took down 2 assault marines but that left 8 which butchered me.
Oh General - I'm only taking deffkoptas atm because I actually quite like the model but more importantly because I've got them. Once I increase my collection I'll be subbing them out.
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What? Why? Deffkoptas Scout! And you can give them a power klaw! They kill vehicles on turn 1! If you get first turn and assault their vehicles that's STR8 on rear armor autohitting! Fear them! :ph34r:
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How does Scout work?
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Move 6" I think?
I think it lets you outflank as well.
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I know they're jet bikes so 12" move, fly over terrain 24" turbo gives them a 3+ invun. But i'm not overly sure how infiltrate/scout etc. work or when I'd want to do it.
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The whole point of Deffkoptas is their scout move. They are a wonderful little throwaway model that you can use to hit enemy vehicles on turn 1, and draw fire away from your other stuff.
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I need to learn what this scout move is.
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The whole point of Deffkoptas is their scout move. They are a wonderful little throwaway model that you can use to hit enemy vehicles on turn 1, and draw fire away from your other stuff.
But they're not FLYING TOWERS RAINING FIRE.....
.................Just saying
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Scout units get a move for free after deployment. That means the deffcopters get to move 24" before the game begins. They then get to charge and assault on turn 1.
Phil
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Yeah, but their buzz saw is st6, right? Since they are orks with st3. So st7 at the charge at rear 10 ,sounds good to me. :icon_biggrin:
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Good for killing vehicles, or tying up and maybe killing that thunderfire.
If you do not see every squad in an Ork army as disposable, you will be disappointed when everything starts dying.
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Yeah, but their buzz saw is st6, right? Since they are orks with st3. So st7 at the charge at rear 10 ,sounds good to me. :icon_biggrin:
Well Furious charge so str8 in 1st round. Buzzsaw makes it a powerfist if I'm remembering correctly.
Philly - yea i was reading through the rules last night on scout/infiltrate/reserves/outflank and IC's.
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Yeah, but their buzz saw is st6, right? Since they are orks with st3. So st7 at the charge at rear 10 ,sounds good to me. :icon_biggrin:
Well Furious charge so str8 in 1st round. Buzzsaw makes it a powerfist if I'm remembering correctly.
Nope, you get the +1 st after you have doubled the st3. So 2x3+1=7. If you could add the +1st and then multiply, nobz would have st 10 :icon_eek: with power klaws.
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they don't....oops.
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Yeah, S9 is fine though. Enough to maul most vehicles.
Phil
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So I played a game last night about Tau.
My list:
Warboss - cybork body, eavy armour, pc, attack squig
Big mek - KFF, eavy armour, pc, cybork body
7 nobz - 1 regular, 1 with big choppa, 1 with big choppa/eavy armour, 1 with bigchoppa/eavy armour/bosspole, 1 with pc/eavy armour, 1 with pc/eavy armour/bosspole, 1 doc with orderly
Battlewagon - 2xbig shootas, armour plates, deathroller, grot oiler, red paint
10 boyz incl nob with pc on trukk with armour plates and red paint
12 boyz incl nob with pc on trukk with armour plates and red paint
20 shoota boyz NO nob with 2xbig shoota
3 deffkoptas with buzzsaw and tl rockits
6 bikers with nobz with PC and bosspole.
Tau list:
Shas'O with cyclonic ionblaster and plasma rifle
2 battlesuits with plasma rifles and missile pods + 1 drone with marker light
3x12 firewarriors, 1 with devilfish
10 pathfinders with devilfish
12kroot+10 kroot hounds
3 stealth suits
Hammerhead
So this was an exp. player who hangs around in the NZ GT scene and was a big learning curve for me (mostly because I saw how shifty movement works). I was quite lucky in the early game with my trukk hosting warboss being hit by his ENTIRE army but surviving thanks to the KFF only to get wrecked by a single drone pulse carbine the last shot for his entire turn... eitherway it went out of control driving 9" directly towards his battle line and depositing 10 orks (well 6 after the explosion) and my boss 1" from a unit of firewarriors.
The nobz joined the attack on a 2nd unit of firewarriors in turn 2 and my Warboss (now solo) took out 1 entire unit alone and over the course of the game went on a rampage taking out the pathfinders, crises battlesuits and kroot and immobilizing a devilfish which tried to tank shock him in the last turn of the game.
That said I understand why you'd give eavy armour to your nobz in trukk mobz
deffkoptas are WAY too expensive at 70pts each, need to drop these for my 2nd battlewagon and 10 burnas asap.
bikerz i've been unimpressed with. They got tank shocked and then the cheeky bugger made sure there was always some drones around so they couldn't rally.
My plan now is to start painting, get the burnas with wagon and maybe another 1 or 2 trukk mobz.
Game ended him his win. He held 1 objective (the firewarriors that had been in the devilfish that bailed out on the objective when the devilfish tried to shock my warboss) and there was 1 contested objective as well.
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You need 9 bikers per mob. They will get LD9, and it is a terrific amount of shooting to drop. ALso, you need another power klaw and a waagh banner for your nob unit.
Phil
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hmmk will work on both!