The 75th Logres Prime Ice Drakes:
http://www.warseer.com/forums/showthread.php?t=96543
WAAAGHHH GORTEEF_ my Orks:
http://www.warseer.com/forums/showth...71#post5572071
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\m/ Another Metalhead on Warseer \m/
im going for a wall of killa kans in front of my ork boys then use battlewagon put nobs or flamers in it blitz objectives and have a big Mek with kff(kustom force field) to protect the advance.
When I last played mine I only took one KFF instead of the standard two (I was trying a bunch of different things to see how they played in 6th). Don't make that mistake. 1 KFF dead... you'll learn to hide him better these days and then 9 Killa Kanz... pop pop pop pop turn 4 the imperial guard were somewhat dancing on the other side of the table.He had lucky rolls.... my common opponent always does. I'm now going back and trying out other fun lists and razing about all over the place. Vrooom Vrooom, meep, meep. BANG!
My little gaming group have moved to play School League rules to get quick fun games in with the new rules. 600pts so nothing big but boy are the games quick and it stops the slower tacticians from getting bogged down whilst learning to play their models again.
I'm currently running a warboss, 3 trukk boyz squads (2 with nobs & shootas, 1 sluggas for warboss), and deff koptas (rokkits). Cheapest options all around so now giving the nobs (& boss) boss pole, eavy armour, big shootas (tl shoota) for precision and big choppas for +2 strength.
I'm totally new to orks, but a friend and I might be doing a doubles tournament with a dual ork list. I was thinking of doing something like this:
Wazzdakka, 2 units of 4 bikers with a nob with claw, 3 death koptas with rockets, and a dakka jet. It all fits into 750 nicely, and it keeps the models manageable to my time, money, and interest. He would probably bring a speed freak army as well. Does anyone have any experience running this kind of list in 6th? Seems like it would be tons of fun
Old school Black Templar horde, ruined temple Blood Angels, and art scale Space Wolves!
http://www.warseer.com/forums/showth...rough-the-Ages Low brow, high vibrancy, fantasy mash up
http://www.warseer.com/forums/showth...?343809-Quest!
Dark Eldar, unabashadly based on Drizzit from my childhood http://www.warseer.com/forums/showth...lms-Persussian
Anyone taking a harder look at allies yet? I like Szeras so threw this together.
1750 for a tournament...
Mek with Shokk
5 Loota
5 Loota
30 boyz
30 boyz
10 grots
2 Jets
4 Bikers, Nob with Klaw
1 Dread, 2 x Skorcha
Defense Line + Quad Gun
Szeras + Warriors in Night Scythe
Annihilation Barge
Noise Marines
I've been playing 750 point games in an attempt to learn the rules/try new formations/stuff from 5th edition to see if they stil work. I've been running 'Nobless' (tee-hee) squads of 20 boyz (both shoota and slugga) backed up with either a nob squad in Trukk (as chums for the Warboss) or Lootas. I must say that the 'bare' boyz squads, thus far, are working well and not allowing the opportunity to have a power klaw nob smacked by some cheap sergeant/similar in a challenge.
I have started just taking the cheapest (minimum) options for mobs etc. I have found the the Big Choppa Nob seems to be dealing the damage nicely, hits in normal init. order and does not cost a fortune but that challenge mode seems a bit naff when I loose and great when I win. I like the idea of Trukk Nobs and have yet to try them. I tried burna boys in a BW and boy did they deal some space marine death.
Whats the core of your allied list? At 1750 I am going with this.
Biker Boss, PK, Cybork
5 Bikers, 3 PK, Painboy, Choppa, all Cybork.
2 x 7 Loota
2 x 20 Boyz, Shoota, Nob, PK
Dakkajet, Supa Shoota, Ace
Leaves me 575 to put toward allies.
Noise Marines
On squad nobz I've noticed that due to the new pile-in that they're nigh useless (in footslogging shoota mobs that is.). IME,They either:
-Start too close and get mowed down (by shooting or initiative strikes)
-Start too far and get hosed by never making it to combat
Now; I have been running 30 man squads so I'm nigh-perpetually fearless which only contributes to the problem; but fact is with the new FnP change I've lost half of the incentive I used to take them for. Dreads and MCs were a lost cause most of the time (and a waste) anyway. I took them to get rid of hard to kill infantry more efficiently (and even up the former ridiculous No Retreat! issues.) Now that those are gone it seems those 120+ points should be going towards firepower of some kind. thoughts?
On Killa Kans
I always ran Skorcha-Kanz in the late fifth ed. I'd probably go back to big shootas these days (as ranged firepower has become quite formidable IMO.)
That said, the reasoning is to keep them low cost. Sure, at 150 points a squad might be dangerous to keep around, and indeed, AT is less of a requirement than it used to be (and much more plentiful at 2000+ points). But... at 120 points, they continue to be a nuisance and require a good deal of firepower to take down.
The way I see it, they do a few things:
-Get in the way of enemies (so my boyz are harder to charge)
-Take S8 off the wagons
-Divert some squads attention (if they have meltas or plasmas) away from boyz (which means usually 5-8 bolters not shooting at 'em)
-Still eat vehicles quickly and with skorchas can put a hefty number of wounds downrange if the enemy does ignore them.
It's also worth noting that they have a much larger threat range than before (essentially having 5th ed fleet mixed with difficult terrain) meaning that the enemy really needs to take them out earlier than usual. For me this means my big shootas, deffguns, rokkits, and Killkannon (6th gave me reason to try it out again) can pummel the enemy relentlessly while they're attempting to deal with a small portion of the army.
Last edited by The_Klobb_Maniac; 31-07-2012 at 03:24.
Interesting thought on the Kans. I havent been impressed with them at the higher costs (3 x Rokkits/3 x KMB) and didnt really like them with Skorcha's either due to the way the damage table works out with snap fire and templates (same reason I didnt like how my Killkannon performed either, you can still stun vehicles that only have blasts!).
3 x Big Shoota sounds great actually.
For the Nob, I still like them in my 20 boy units, put them with a few bodies in the way, make a few LOS, and they will get in combat and do something for you.
Noise Marines
Thing is, I've seen (in my recent Nurgle game) small squads of plagues chew through boyz anyway (had one squad deliver 9 unsaved wounds, meaning it got all the way through the boyz in front and started hitting the nob)
I'll break it down my thoughts:
-Guard, Eldar, SM-tacs, etc.. Don't need the klaw, you'll win anyway
-Scorps or similar, Klaw isn't needed really (without the no retreat problem) and same as below, it might just die
-Berzerkers, Space Wolves, CSM, Termies - Probably a lost cause if you're charging into that, and probably not pretty on the other end. Good chance of losing the klaw before it strikes in the first round or two. Rather just shoot em.
-MCs- Chew it up with boyz; stay away from Wraithlords
-Dreads- You should've been avoiding these anyway as they take *forever.*
120 points is 20 more boyz on the field. That odd occasion you run into a dread and think "Damn, I should've had a nob" just cancels out the benefit of the extra boyz. Rather than killing the dread you're just stalling it the rest of the match. And on that note, Dreads and Wraithlords being the only things boyz can't actually do anything against, you should have TBs, Lootas, or kannons on those things.
Argument: Nobz are spendy now, and as snipers get more popular might be a liability. They no longer protect the squad like they used to, nor do they help much with morale (you should stay fearless longer) nor do you need them for vehicle killing nor do you have a nice hidden fist anymore.
Conclusion: At 40 points a piece, it's a hefty price to pay for the massive loss in utility. I'll pay it in Ard Boyz, Nobz, or Storm Boyz squads; but probably not in boyz anymore.
Broadly I agree with you Klobb; I've also reduced the number of PKs in my units, especially the smaller ones. I use big choppas now, and the point savings help me get more units on the board.
That being said, I still have a few PKs about. I like having the ability to scare terminators, threaten ID, and have a chance against AV14.
LR's and Monoliths are what I am most concerned about actually, but the Bikers can take care of that normally.
Noise Marines
For those of us Warbosses that use bikers, yes.
I am speaking mostly of LRs and Monoliths, but it's worth keeping in mind other vehicles that have more than Av10 for rear armor.
Personally I keep a contingent of TBs around. Aside from that; I DO keep a couple PKs, (mostly in MANz form) to help with the odd situation.
To help clear that up:
MANz are Assault 4 BS4 15" Lascannons (if you need an estimate of effectiveness.) If that can't take out monoliths and things, nothing can.
Man, I still can't leave home without my nobs. There's been a proliferation of terminators and their ilk locally so my Nob is usually the only one who kills anything. I've never really had him not reach combat and kill at least as much of the squad. I am not sure the boyz could win combat without him.
Have u tried using a Mega-Boss instead? let him soak up the damage and he has a good chance of winning a challenge.