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Thread: Taktika: Orks

  1. #221
    Chapter Master paddyalexander's Avatar
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    Re: Taktika: Orks

    One thing with taking an Mega Aromoured retinue is give the Mega Boosta to a Nob instead of your Warboss. As an independent character he can be singled out & killed in CC & the unit will have its movement sevearly hampered. Remember that Mega Armour makes you act lick you're in difficult terrain so also makes you roll for your assualt distances.
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  2. #222
    Chapter Master IAMNOTHERE's Avatar
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    Re: Taktika: Orks

    You have to give the mega booster to everyone in mega armour or its useless.

    Also don't forget that ICs have the move through cover ability so roll 3d6. Handy if you've got a solo warboss.
    Last edited by IAMNOTHERE; 04-08-2007 at 17:24.

  3. #223
    Robobee Overlord Meriwether's Avatar
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    Re: Taktika: Orks

    Quote Originally Posted by NotMyIfurita View Post
    Anyone have any conversion tips to make my own Stormboys from regular boys? I have tried the straws I was using to make rokkit launchers, but they aren't satisfying width-wise.
    Stormboyz are easy to make from regular boyz. Space marine jump packs work great. So do various wooden beads (with green-stuff straps and indian-bead rivets, plus the occasional plasticard fin) from your local girlie-crafts store. I like to mix-and-match actual stormboyz with both of the above. Of the 60 stormboyz I own (not counting a kitbashed warlord with an old-school metal landspeeder engine for a jump-pack who passes for Zagstrukk), 10 are old-school stormboyz, 10 are 'modern' stormboyz, and the other 40 are regular boyz that have been kit-bashed.

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  4. #224

    Re: Taktika: Orks

    that stormboy idea is genius

  5. #225

    Re: Taktika: Orks

    some say they dont like kommandos but i love them they the best elite choice and can deal with any threat if they can infiltrate use them as assasins to take down artillery/command squad/shooty threat, clearing the path for the boyz. if their slogging it use em as tankbusters w/pk nob or tankbusta bombs or even cheap screen for larger boyz squads.
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  6. #226
    Chapter Master Goq Gar's Avatar
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    Re: Taktika: Orks

    The only problems with kommandos are: limited troop size, limited special weapons (can only take one), and infiltrating with them doesn't often amount to much seeing as they're still orks and they still get shot to bits. All they can really do is infiltrate and get some lucky shots, or some lucky hits on a vehicle, however, a good unit of kommandos needs 10 orks, a nob, a rokkit launcha, a power klaw, and tank busta bombz. thats more than 150 points, more than the cost of most vehicles they'll be spending their time attacking, and I doubt they'll do more than use up enemy bullets IF they manage to destroy a vehicle.

    If i'm that desperate to have a unit tank-killing for some reason, i'll get tankbustaz, who can support my unit's along the way into battle, and not just hide on my opponent's table edge.
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  7. #227
    Chapter Master paddyalexander's Avatar
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    Re: Taktika: Orks

    Regular slugga boyz cost 9 points each. For just 1 point more per boy you get to set up a potential 12" away from your opponent. Compare that to a unit of trukk boyz. Including the cost of a basic trukk with just a rokkit luancha with the boyz means you're paying 13.5 points per boy.

    With infiltraters, especialy fragile units, I find it best to deploy them defensivly even if its not the furthest you can place them. Deploy them in cover if possable. Don't just plonk them down directly in front of your opponents gun line.

    It doesn't matter if they get wiped out in the first turn as long as my opponent has to dedicate a significant amount of his resources to do it. I usally don't take any of the bombz upgrades as your boyz quickly jump from being 10 points per model to 14+ points per model.

    In a recent game I had against Eldar I managed to deploy a unit of 10 basic kommandos behind a woods in his deployment zone. It met the criteria of being 12" away from enemy units and out of sight. My opponent got first turn and moved a unit of Warp Spiders, His Falcon & Fire Dragon passangers plus his Wraithlord into possitions where they could fire at my boyz before they got the chance to move into the woods or assualt anything.

    The unit was wiped out, however the disruption this cuased my opponent was worth the sacrafice as the Wraithlord was unable to get into assualt for the rest of the game, the Fire Dragons didn't attack anything else untill turn 4 & the Warp Spyders had possitioned themselves in a place where most of the big shoota carrying mobs in my army could see them.

    If I had gotten first turn, moved and assaulted trough the woods, the impact would have been greater. Instead they forced two units to effectivly take themselves out of the game for at least two turns & another unit to move into a kill zone. 10 boyz out of 107.
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  8. #228

    For nids

    Speed freeks 1500 pts

    Need to take out nids this weekend.( my 7th battle, i'm stil quite new)
    What do you think of this army:
    The kustom shoota used is a moredaka shootier blasta @ 9pts
    thats asult2 str 5 ap3 @ 12" and ap2@ 6"
    The Uge choppa is cheep compared to a power claw and remember nids have no armour just tuffness.
    I plan to move 12" dismount 2" fire, and where possible assult 6" first turn.
    That frees up the Trukkz and creats an extra bite and plenty to retreat to.
    Basicly I want a total Waaagh in the first turn with every thing I got.

    3 of these Elites

    4 x Skarboyz Slugga Choppa
    3 x Skarboyz Choppa Big shoota
    1 x Skarboyz Nob uge choppa Slugga
    1 x War Trukk Big shoota Grot riggers Red Paint Job

    5 of these Troops

    2 x Burna Boyz Slugga Choppa
    3 x Burna Boyz Choppa Burna
    1 x War TrukkRokkit Launcha Grot riggers

    HQ

    1 x War Trukk Rokkit Launcha Grot riggers
    1 x Big Mek Kustom Shoota Uge choppa

    Fast

    1 x Fighta bomma raid
    3 x Out riders

    3 x Out riders

    Heavy

    1 x Gun Truck Grot riggers Lobba Rokkit Launcha

    1 x Gun Truck Grot riggers Lobba Rokkit Launcha

    1 x Gun Truck Grot riggers Lobba Rokkit Launcha
    Last edited by Obis; 23-08-2007 at 08:25.

  9. #229
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    Re: Taktika: Orks

    Instead of the outriders get 2 units of 3 kopters with a mek and burna in each. With 2 twin big shootas and a burna you should beal seriouse damage, since youcan then charge and shoot 3 more twin big shootas. In one turn with 3 models you should get about 11 dead gaunts (burna should take 4, 5 big shootas will take 7). They are toughness 5 so are hard to kill, have a 4+ save and 5+ cover save, ignore terrain and all of the other great orkyness of them.

    Your tactic will work so long as you give them 1st turn. Usually you deploy 24" away, so they move 6, then you move 13 (red), disembark 2.99 (only a sliver of the base has to be within 2") and charge 6. That's their 6 plus your 22 so you will get a bunch of models in, espeshaly if they take ravenars, or anything with fleet or wings. Just remember, you can only move 22" so ether let them move first or 1st turn move 5" foreward, then 2nd turn charge with all
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  10. #230

    Re: Taktika: Orks

    When fighting space marines (1500pts), is it best to go with 3 Fast attacks or with Big guns?

    Ive just aquired some warbuggys and a biker mob to go with my trukk boyz and mounted retinue.

    My usual army includes 2 big gun batteries and a looted demolisher, but lately things have not been going well!
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  11. #231
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    Re: Taktika: Orks

    Which big guns.

    lobbas and kannonz don't work too well but zzap guns are very helpfull for some extra anti tank/command squad power (5d6 vs vehicles, not 4!). Buggies are good with twin rokkits for more anti tank, and trukk boyz are prety good as a whole. Bikes won't do too much vs marines though, so I would say use the demolisher, some big guns and a buggy or two as 1 model squads (never take more than 1 per squad!)
    "because necrons -can- be painted without chainmail"

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  12. #232

    Re: Taktika: Orks

    Ive got kannons and zzap guns.

    I think im gonna try 'gorkamorka' in my next game
    Waaagh! Grignak 9500pts and counting!!!

    Lets stompa sum 'ummies!

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    Peace is Sought through War.

  13. #233

    Re: Taktika: Orks

    My favorite strategy is 2 meat sheild mobs of gretchins 15-20 gretchins and a slaver with a rokkit covering lots and lots of slugga boyz with a battlewagon moving an eavy armour and bionik bonced warboss (uge choppa of course) with his two mega armoured nobz

  14. #234

    Re: Taktika: Orks

    Isnt their a min 5 nobs in the retinue?
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  15. #235
    Chapter Master Latro_'s Avatar
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    Re: Taktika: Orks

    just gonna kick this thread up a bit as talk of da ork has died down a bit on ws the last week or so.

    with the rumoured changes to the organisation of the boyz, its tricky working out what to spend your standard force org slots on, esp when it comes to elites.

    What you guys thinking of taking in there?

    myself:
    lootas exclusivly for elites slots

    storm boyz for the fast

    kans for the heavy.

  16. #236
    Chapter Master IAMNOTHERE's Avatar
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    Re: Taktika: Orks

    Lootas in one slot, kommandos with snikrot in a second.

    As I've got the models I'll probably take half a dozen tank hunters and stick them on my battle wagon for the third slot.

    I've always been a fan of storm boys so a big mob af them is definatley in, as is 2 rokkit buggies.

    The rest I'm going to wait and confirm with the codex but probably 2 looted wagons with ordanance shots on.

  17. #237

    Re: Taktika: Orks

    My new list is extremely light on elites. I'm using one slot to buy 5 kommandos with 2 rokkits and that's it. I like the lootas, but I really love the kommando models. I may proxy the lootas to see if I like them, but they're really going to be a fire magnet with not much toughness to back them up.

    My list is generally close to what it used to be, with the exception of Stormboyz. I never used them in the last edition, but I'm proxying up some that are legless and on unicycles...

    I'm also taking a deff dred as a troops choice.
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  18. #238
    Chapter Master IAMNOTHERE's Avatar
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    Re: Taktika: Orks

    Must see those sephiroth87, sound way out.

    My current problem with lootas is leadership. They might be fearless over 11 but leadership and target selection is going to be key. Even if they take a Nob it's still ld 7 I think.

  19. #239

    Re: Taktika: Orks

    The list that I am currently playing at 2000 pts is very heavy on troops choices. It looks something like this:

    Warboss w/ 'eavy armor, cybork body

    2 Units of 30 sluggas w/ Nob(PK, 'eavy armor, bosspole), 3 rokkit launchas
    2 Units of 30 shootas w/ Nob(PK, 'eavy armor, bosspole), 3 big shootas
    30 grots w/ 3 runtherds

    3 warbuggies w/ skorchas
    3 wartrakks w/ big shootas
    9 warbikes

    2 killa kans w/ armor plates, rokkit launchas
    3 killa kans w/ armor plates, big shootas

    This is roughly 2000 pts. It is pretty much a horde army. I played a game last week against a Nurgle/ Slaanesh list and they couldn't kill enough before I got to them. With the new Mob Rulez he needed to kill 20 models from each troops choice before I even had to start taking tests, and that goes for the Grots from what I read 'cause they have that rule as well. So, in essence, 100 Boyz/ Grots needed to die before I worried about morale tests.

    BS 3 on the Kans is nice. They hit a lot more and I was able to do some damage to his tanks pretty quickly. Grots made a nice meatshield and protected the sluggas behind them. I know opinions vary on them, but I'll always take a unit of the little buggers.

    The sheer amount of attacks in close combat was staggering. With the 2" bubble, I was getting in the neighborhood of 45-60 attacks per turn w/ the sluggas and 20-30 attacks per turn w/ the shootas in close combat. And that's not counting the Nobz! I didn't stay in combat with a unit more than 2 turns. I killed a D. Prince, Typhus, a Defiler, a unit of Deathguard, and a unit of Noise Marines this way. I probably would've wiped out the rest of the units in HtH, but we had to call it on Turn 3 due to time constraints.

    Skorcha buggies were also impressive. I was routinely getting 5 or 6 hits w/ the flamer template a turn. Granted, I rolled horribly for wounding and he made most of his saves, but three flamer templates per turn on a unit is nasty. I see a lot of potential here.

    The hardest thing I had to deal with was deployment. My deployment zone was full. I forgot to leave space for my fast attack choices, so my bikes were stuck behind 60 boyz. Same thing with my wartrakks, but the range on the big shootas actually let me get in some good shots without worrying about return fire( do I shoot at the 120 screaming maniacs charging at me, or do I shoot at those three little vehicles back there?)

    I'm not saying that the Orks are going to be unstoppable. I'm sure that there are lists out there that will annihilate my army (3 pie plates of doom anyone?) But I do think that they are much more in line with other armies now and can be at the least competitive.

  20. #240

    Re: Taktika: Orks

    Quote Originally Posted by IAMNOTHERE View Post
    Must see those sephiroth87, sound way out.

    My current problem with lootas is leadership. They might be fearless over 11 but leadership and target selection is going to be key. Even if they take a Nob it's still ld 7 I think.
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