Author Topic: Ork questions  (Read 1398 times)

tcliff86

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Ork questions
« on: February 28, 2010, 07:28:33 PM »
Hey all

I am trying to move my Orks in a more competitive direction but I am not sure where to go from here.

Right now, in a 1500ish point range, i field:

HQ - Warboss w/ power klaw, attack squig, cyborg body, eavy armor = 120pts
     - Big Mek w/ power klaq, kustom force field, cyborg body, eavy armor, attack squig = 140

Elite - 5 Nobz w/ cyborg bodies, pain boy, 1 power klaw = 180
       - 5 Nobz w/ cyborg bodies, pain boy, 1 power klaw = 180

Troops - 30 Boyz w/ Sluggas & Chappas, 3 big shootas, nob, power klaw, bosspole = 235
          - 30 Boyz w/ Sluggas & Chappas, 3 big shootas, nob, power klaw, bosspole = 235
          - 12 Boyz w/ shoots, 1 big shoota, nob, pk, bosspole = 112

Fast Attack - 3 Deffkoptas w/ twin linked rokkits = 135

Heavy Support - Battle wagon w/ hard case, zapp gun, 4 rokkits launchas = 165


i typed this out roughly from memory, so there may be some errors, but for the most part that is my 1500 pt list.  Is there anything overly wrong with it or better selections then what I take?

My plan is usually the same, to put the nobz in the battlewagon and get as close as possible, hoping that that will be a fire magnet and let my two big boy squads ,pve up the field.  One boy squad has the warboss and the other gets the big mek.  If there are objectives I just try and plant 30 boys on two out of three objects for the win.  The deffkoptas I usually turbo boast and try and get behind the enemies armor to shoot rokkits at its rear.


I would like to be flexible in my army to be able to compete against static firepower armies and assault oriented forces, but I am a little lost on how I need to change/upgrade the army and change the way I am playing it.

any tips on the list or tactics would be greatly appreciated.

Thanks
-Tim

Doomscape

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Re: Ork questions
« Reply #1 on: March 01, 2010, 02:02:46 PM »
Hey there Tim,

Well, my first thought was, "Where's the trukks?" I reckon both those nob units could be put in a trukk pretty cheaply points-wise, and you could land 20 boyz in a battlewagon after that - then everyone charges across the field as per the usual.  Nice thing is that the Warboss and the Big Mek could both go in different squads, too, to maximize killyness.

I usually stay away from deff coptas, but that's personal preference.  They're damn good at what they do.

jesterofthedark

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Re: Ork questions
« Reply #2 on: March 01, 2010, 06:44:15 PM »
I can personally attest to that, I did not like a single thing about the koptas.  Then I fielded one to fill a 45 point gap in a list.  now I'm up to running up to 6 in a squad sometimes, twin linked rokkits is nice then the fact that they are still orkz with toughness 5 and two wounds.  Against some armies its quite a joy to pop a rokkit and then charge the guards men squad that needs 6's to wound.

As for mounting your army, there are alot of opinions about it.  I'd say the biggest one is don't half ass it.  You can't mount a unit of nobs and call it a day, that trukk will get loads of anti-tank love if that is the only vehicle you field.  But, having someone go ordinance happy on your squads is also a sad face.  I usually just take the face punch and foot slog, but sometimes I'll mount a few orkz into trukkz its always worked out well for me.  Gives them buggers a 13" move+2" deployment off the trukk + a 6" charge= :(   <---- that is your opponent's face.  Side note tears of a loser are said to give you super powers. 

tcliff86

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Re: Ork questions
« Reply #3 on: March 02, 2010, 01:30:30 AM »
thanks for advise,


so I might be well served mounting both nob squads in trukks, then a shortened boy squad in the battlewagon as distractions/initial assault, followed by my footsloogers.  so that would be two trukks, a battlewagon, and some koptas and a bunch of boys.    Should i drop the warboss for two kustom force fields, and to force fields work from trukks?   i could put the meks in two trukks with the nobs to help them get across the field,  I could tweak points to have 3 20 boy squads, one in a trimmed up battlewagon, and two walking across the field

now I have neglectied Kans and Dreads,   are they worthy additions? i dont see how I could get them in point wise changing the army considerably, but change isnt bad.

youmentions not hald doing the trukks,   would two trukks and a BW be enough around this point value? 


thanks for opinions and advise
-Tim

jesterofthedark

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Re: Ork questions
« Reply #4 on: March 02, 2010, 01:40:35 AM »
Force fields do work in vehicles, you measure the 6" range off the hull of the vehicle that the Big mek is riding in.  Its also more effective for vehicles, troops get a 5+ save, vehicles get a 4+ save.

As for army composition, you kinda have to play a few games with the army to decide if you prefer the mobile force to the foot sloggin.  Mobile gets you across the field faster while sacrificing the number of your squads.  Foot sloggin gets you more models but you have to absorb alot of fire before you break their lines.

Ian Mulligan

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Re: Ork questions
« Reply #5 on: March 02, 2010, 09:52:00 AM »
In this edition, mobility is key.
beep bop boop

tcliff86

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Re: Ork questions
« Reply #6 on: March 02, 2010, 10:58:27 AM »
if I were to switch over to a more mobile force,  would 2 trukks and a BW be enough for this point value,  or is that only half doing the job?   

I like the idea of a 18inch threat range for a squad, and I have played a hole mess of games footsloggin it across boards (i play mostly against a Micheal who has a shooty SM and then an IG army) and against firepower armies, I havent seen much success (most likely due to my own abilities, but lets blame my army list for now...)  so unless I am putting 4 squads of 30 boys down I just dont think it will be enough bodies to weather that much firepower

so my plan, with thanks to all your advice, is to mount the nobz into trukks, and a squad of twenty boyz into the BW, keep the deffakoptas (maybe add to the squad of them) go two force fields, and let the foot soldiers follow behind

harass/attack enemy with the mobile arm of my army and move the foot soliders up to take objectives.

new question, would two trukks and a BW just get shot to pieces? would more trukks be better,

and what about all the "other boyz" - lootas, burnas, kammandos, stormboyz, tankbustas, etc...  am i missing out by ignoring them?  they all seem expensive for what amounts to a ork boy with a special rule.   I do like lootas for fire support, and tankbustas sound fun (fire that many rokkits you might hit something)    but are they used in competitive games?

sorry to ask so many questions,   i just had my wisdom teeth out (all four at once) so i am laid up at home with my ork codex and green paint so im doing some list building and such, seeing what I want to do with my army and how much its going to cost me.


thanks again

-Tim


jesterofthedark

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Re: Ork questions
« Reply #7 on: March 02, 2010, 11:35:29 PM »
lol, my wisdom teeth visit is this thursday so I feel your pain. 

As for the specialty boys:

Lootas: D3 strength 7 can be reallly good at taking out vehicles (Well everything but heavy stuff with Armor 14)  Or you could roll low and still pump out a nice number of shots for the points cost.

Burnas:  I like'em but don't get much use from them personally.  A flamer that can count as a power weapon if you don't shoot it.  That makes for a versitial weapon, flame a horde and mop them up or hold the shot and use the power to deny marines their armor say against a ton of attacks.  I don't field them alot due to the fact that Lootas are far more effective for me personally.

Tank Bustas: Like you said alot of shots, access to the bomb squig for an auto hit on a vehicle.  The only down side is the glory hogs rule, you opponent can really mess with your turn.  Since they are required to shot at the closest visible vehicle your opponent can just leave something out in the open out of their range and they have to shoot it whether or not its within range.  This costs you the shots on a closer squad and the charge on that squad.  There are ways to control it by using your units to block line of sight, but thats alot of work.

Flash Gits: Paul G swears by them, I haven't used them once again just a situation where I like other heavy support units more.  But they have a d6 Ap meaning they can get just plan scary when you start pumping out assault 2 strength 6 shots at 24".   I think these are very competitive in play can something you might see in a tourney list.