Welcome to Librarium Online!
so, here is my begginer ork list using two battle forces and a couple extra trukk purchases and some other bits.
Warbike, power claw, cybork body
12 boys, choppa and slugga
Nob with power claw and boss pole
Transport: Trukk (no upgrades)
I have four of those.
Nob with power claw and boss pole
Boomgun and 1 big shoota
Now, I havevn't made the looted wagon yet, that part I plan to add later after I get some feedback on this list.
My main conscerns are if the looted wagon is a good choice or not, if my HQ choice is good, and if my model count is too low.
My tactics are to advance the trukks forward while behind them I will hide the Looted Wagon and the bikes, joined by the warboss, until the appropriate time for them to be revealed.
Looks pretty good, but it has virtually no anti-armor weaponry in it. Instead of a boomgun, what about 5 tankbustas inside the looted wagon, two rokkit buggies, or more bikes? In any case you either need rokkits, or something that has the ability to maneuver around the enemy, and hit side or back armor.
Ya, I noticed the lack of anti tank too
Here is the new list, I decided to drop the bike from the warboss as well
PK, attack squig, cybork body
10 Tank bustas, 2 with tank hammers
Choppy boys, 12 in a trukk with pk/boss pole nob X2
Choppy boys, 11 in a trukk with pk/boss pole nob x1 (the warboss would most likey join this squad)
6 Warbikers, Nob with pk/boss pole
2 Warbuggy with rokkits in seperate squads
Looted wagon w/ 2 big shoota (to transport the tank bustas)
1000 points exactly
Last edited by Guthbrand; March 4th, 2008 at 07:27.
I like your new version of the list. It's very well balanced, and can deal with many different types of armies. The only reservation I have is with the tankhammers. They aren't bad, but they aren't much better than tankbusta bombs against tanks. In close combat, I believe you'll find that denying the enemy their save is far more important than having a high strength. Although tankhammers aren't bad, it doesn't seem worth it, considering they have to give up their rokkits for it.
If you're planning to rush the tankbustas into assault, I'd drop one of the warbuggies (for points), and instead of using tankhammers, I'd upgrade a tankbusta to a nob, and give him a powerklaw and a bosspole (in a nob squad, that only costs 30 points more). If you don't want to drop the buggy, you could always remove 1 tankbusta, the boss' attack squig (it isn't bad, but it's expensive), and a single big shoota off the looted wagon to make up the points.
Personally, I'd just run them as 10 normal tankbustas, but find out what works for you. Remember though: the rokkits are assault weapons, so if you're assaulting with the tankhammer, you have to factor in that you're not getting the shots against it before the assault.
Here's a little math: 2 tankbustas shooting rokkits = 0.66 hits = 1/3 chance of at least glancing armor 12, + 2 tankbusta bombs in the assault = 1 hit (assuming it was moving, but not a lot) = 2d6 + 6 armor penetration = roughly 2/3 chance of at least glancing armor 12. Altogether, mathematically, you have at least 1 guaranteed glance or more from those two normal tankbustas.
With tankhammers, it's no shots in the assault, and 6 attacks in the assault = 3 hits = 5/6 chance of each at least glancing armor 12 = 2.5 glancing/penetrating hits.
Granted, 2.5 is greater than 1, but overall 10 normal tankbustas are causing 5 glancing/penetrating hits against armor 12, while tankbustas with 2 tankhammers along are doing 6.5. I just don't feel that the extra 1.5 glancing/penetrating hits are worth sacrificing the rokkits for. The tankbustas alone are good enough to finish the job.
ya, i'll drop the tank hammers then, was kinda doubting their effectiveness myself.
Is footslogging larger squads of tank bustas ever a good idea?
Last edited by Guthbrand; March 5th, 2008 at 05:55.
The long answer is 'depends'.
With a nob, bosspole and powerklaw, you could manage, especially if you marched them slightly behind a team of boyz, or placed them in cover, but they're going to be a prime target for your opponent to go after, and they may suffer from their glory hogs rule a bit. In a transport, even a looted wagon, you can more easily move them over to where they'll be effective, and give them a little extra protection.
I play with a few guys who use them in teams of 5, placed inside a battlewagon. To them, the tankbustas are simply 5 detachable rokkit attacks for the tank, that can shoot even if the wagon moves. When you think about it, it's more effective than loading the battlewagon up with rokkits.
Tankbustas work really well in transports, but you can move them on foot as long as they have leaders to help keep them alive. Still, I really like them in transports, not so much for the added protection, but for the added mobility.
The only worry with that list I have is the lack of typical melee troops. With only two squads of trukk troops that you will want to see combat you run the risk of having a lot of ur army killed too quickly. Orks die from just about any firepower that hits them and I find that having a big 20+ squad of shoota orks is a must coz one bad move or unlucky dice roll with the Trukks and your squad is gone!
It might not be bad to field shoota boyz on foot instead of sluggas in trukks, but since you really need special weapons (rokkits or big shootas) to be effective, you'll need at least 75-100 points to change all the squads into footsloggers. Of course, you could have 2 teams of footsloggers instead of 3, but then you'll be a little light on troops.
There's no real 'right' answer, it all depends on how you want to play. If you want to rush your opponent, keep the trukks. If you want to shoot them down, go with farmergiles' advice. It's really up to you.
I try to use both at the moment. My 500 point list uses a Trukk mob and a big shoota mob. I would expect that my future 1000 point list will include an additional Trukk mob, maybe even a 3rd or a 2nd shoota mob depending on points left over.
Its hard to tell just how many boyz you should have really. Orks are generally accepted as a horde army, but when you start taking the elite Orks and various vehicles your # of troops drops dramatically and you find yourself struggling with numbers compared with Imperial Guard and Tyranids. My recent order from the US for well cheap boyz (think it was £37 for 75 Ork Boyz, some of which can be convereted to Tankbustas and spare Lootas using the remains from the 2 Burna sets I have) I hope will enable me to try both methods. One to make a more mech list with more bikes and Trukks/wagons, and one to try a Green Tide esque force.
One rules query though. Your heavy guns inside the shoota squad have to target the same mob that the rest of your mob is hitting right? This presents me with a dilemma every game as I'm forced to decide whether to shoot a vehicle hoping that 2 rockets will hit or shooting at a squad of men and leaving the vehicle be. I know the range is different but on a typical table (slightly smaller I think with our tables) you rarely find yourself out of range of troops of some sort. I wonder whether I should rely on Tankbustas and Power Klaws for tank hunting rather than rockitts in mobs.
Last edited by farmergiles65; March 31st, 2008 at 13:22. Reason: Last point....
On a side note, although the orks are a good swarm army, I've had significant trouble overwhelming some armies with numbers. It isn't so much the army itself, but what types of troops I'm facing. Really tough, powerful and expensive close combat units, like nobz on bikes, dark eldar wyches, harlequins, monstrous creatures with retinues and such can be too much for your average squad of boyz to handle.
Even with overwhelming numbers, I've found that if my opponent has spent 300-400 points on the unit, maximizing its ability in close combat, a unit of boyz will only diminish them by 1 or 2 models every assault phase (mainly due to the powerklaw) even if I get the assault. The other unit, on the other hand, can easily wipe out 8 boyz or more a turn, and this doesn't give the boyz much staying power. Even if I throw unit after unit of boyz into them, I'm screwed if the rest of the opponent's army is able to hold his own. To make matters worse, players often take 2 of these CC units, even in as little as a 1500 point game, or take a single one in a 1000 point game.
I'm not saying swarms of boyz are a bad idea, but the army should be reasonably good at shooting as well, to deal with these CC heavy units.