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Post by cdrwattz on Feb 3, 2014 8:13:58 GMT -5
Hey guys, Long story short, I'm a die hard IG player, always was always will be. Recently thou, I was given a whole bunch of Ork models and I whipped up a list for a 500 point mini tourni my friend is holding. I would really like your feed back on the lists themselves, which list I should take and recommendations for future upgrades for the army.
List #1
Orks 500 Points
HQ - Warboss - 'Eavy Armour, Boss Pole, Cyborg Body, Power Klaw, Twin Linked Shoota.
Troop #1 - 30 man Boyz Mob - Nob w/PK, 'Eavy Armour, Boss Pole.
Troop #2 - 20 man Boyz Mob - Nob w/PK, 'Eavy Armour, Boss Pole.
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List #2
Orks 500 Points
HQ #1- Warboss - 'Eavy Armour, Boss Pole, Cyborg Body, Power Klaw, Twin Linked Shoota.
HQ # 2- Big Mek - 'Eavy Armour, Boss Pole, Cyborg Body, Power Klaw, Kustom Force Field.
Troop #1 - 20 man Boyz Mob - Nob.
Troop #2 - 20 man Boyz Mob - Nob.
Thanks for your time and advice.
-Cdr.Wattz-
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Post by emptyhat on Feb 3, 2014 16:44:14 GMT -5
Your 1st list is the stronger of the two. I don't think a Bigmek will give you anything a Nob wouldn't in list 2. Keep in mind that you only have two units on the table, you will have to pick your targets so that you don't have 30 boyz chasing 5 space marines while the rest of the army kills off your other mob and hides on the other side of the table.
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Post by cdrwattz on Feb 3, 2014 18:10:00 GMT -5
Hey man, I forgot to add the main reason the Big Mek is in there. The Kustom Force Field. Now that know that, which do you think is the stronger?
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Post by treadiculous on Feb 3, 2014 19:14:31 GMT -5
Warboss + 10 Nobs all with Big Choppa's riding in a deffrolla equipped battlewagon.
you may even have a few points spare to upgrade some nobs to have combi-skorchas.
all eggs in one basket. (easter is coming)
is only 1 HQ and 1 troops though. (shame. its great... something like 40 S7 attacks on the charge! + the warboss at S8... + a flaming deffrolla!)
I think list 1 at the moment seems stronger, boys are ace and shoota boys even more so.
Big mobs of 30 can be tricky - 15 with a nob and boss pole or simply 20 straight works well.
Skorcha trakks are lots of fun at small points and offer loads of conversion possibilities.
I'd also consider a bike for your boss..he'll terrify your opponents! (and you can cut some of the cybork and armour since the bike provides a bunch of saves)
does your mate allow Imperial Armour 8 stuff..
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Post by emptyhat on Feb 3, 2014 20:08:39 GMT -5
But it sounds like cdrwattz is planning to only use the models that they've been given, so things like biker bosses are probably out.
I'm not sure now that the kustom forcefield is in the mix, it is still only a 5+ cover save but that can be quite handy against bolters. You also get the option of detaching the big mek from the unit and he can get the better "look out sir". Maybe the second list is better.
By the way, have you considered temporarily changing some of your chimera into trukks? Replace the turret with a bottle top with a gun attached to it and blue-tac some cardboard armour plates painted in your orky colours and you'd have some vehicles that can easily go back to being Imperial afterwards.
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Post by cdrwattz on Feb 4, 2014 1:05:45 GMT -5
Thanks for the reply guys. Emptyhat is correct thou, I'm pretty much using all the models I have. I guess I have to decide weather I want an extra power claw on the table as well as ten extra boys or everyone having a 5+ invun? What do you guys think?
-CdrWattz-
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Post by emptyhat on Feb 4, 2014 2:17:04 GMT -5
If you think your boss can survive outside of his unit for a couple of turns (the warboss is pretty hard to kill especially at a low points limit)then you benefit from having three powerklaws in three different places. If you think your opponents will be able to kill him off too quickly outside of his unit then you'll end up with two powerklaws in the same place which won't be much more useful than having one.
Similar thing for the boyz. Those ten boyz will be more useful than a 5+ if there is going to be lots of cover you can use to get a 5+ anyway, if they are just going to be orky shields and get gunned down then they won't be worth it. Ork units are very dangerous when you still have enough boyz and when you get the charge, it is like being hit by a wave. Once they drop to a small number of survivors then it can be hard to decide combat in that first round when they get +1 strength and +1 attack.
You want to go deliver as many bodies as possible into combat and the armies you are facing (are they likely to be shooty or staby?) and the amount of terrain you'll be getting will decide which is best.
Terrain is also a double edge for Orks. You want it for the cover but loathe it when it slows you down. Sometimes larger mobs will force you to take more difficult terrain tests because of the space they take up (this goes double if you spread them out to avoid templates). If you roll low then you might only get part of the mob out of the difficult terrain which is more likely if you have more models.
Finally there is a psychological aspect. Having a lot of Orks can intimidate your opponent, but having to take a lot of Orks of the board without even getting a save (a lot of weapons will go through their 6+) can be demoralising for you.
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Post by treadiculous on Feb 4, 2014 5:37:21 GMT -5
I think empty has summed it up very well here.
Can't think of much more to add.
The only thing I can't tell is whether you will be running shoota boys or choppa boys.
Shoota boys are very similar to guard blobs, the drop in BS is made up for by shootas S4. This means they're good at overwatch and can rain enough firepower into a unit from 18" that they can really do a lot of damage. They're still orks and while they lose that extra +1 attack they can still be very effective in close combat too.
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