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Currently I have 2 battlewagons and 4 trukks and I want to figure out a plan to get to the enemy with as little casualties as possible. My plan so far is to have the battlewagons (filled with 20 boz, Nob with PK & BP) leading the way side by side one with a kustom force field mek inside. two trukks of cheap boyz(12 shoota boyz, nob with a Bp and a big shoota) will be protecting the exposed flanks of each battlewagon and just within the kustom force field range. These guys are to draw some of the enemies fire away from the battlewagons and protect their side armour. I would expect these guys to get their trucks destroyed and that is why I made them relatively cheap. directly behind the battlewagons would be my other two trucks with some heavy hitters in them (nobz, ard boyz with PK nob, or burna boyz).
This formation would move up the battlefield at the 12 inches per turn. The battlewagons would hopefully hold strong, the "cheap" trucks may or may not make it and the heavy hitters should almost be guaranteed safe passage into assault as they are proteted by Battlewagons.
I think that the good thing about using this formation is that I can carry some more expensive units in cheap trucks in relative safety to the other side of the battle.
The bad things about this is that It doesn't really take advantage of my trucks' speed and if flanked I will probably find my heavy boyz walking to the battle.
I haven't had time to play test this tactic and I probably won't anytime soon so I was wondering what you guys thought of it. would it be effective, is it to easy to counter or is there better ways of getting my boyz up the field?
I ran a similar configuration in another game, only I also included 3 deff choppta's with TL rokkit's. (One for each fast slot). I didn't hold the deff choppta's in reserve. I used their scout move and turbo boost. So on my first turn, I turbo boosted the coppta's 24, then moved them 12, and immediately engaged all the "anti vehicle" weapons I could.
When I fought vs space marines, I wiped out their dreadnought, and disabled their TL Lascannon's on turn 1. Basically destroying 75% of their anti vehicle weapons. The only weapons left were str 8, so had to roll 6's to even glance the battle wagons.
The choppta's then took a combined firepower of the ENTIRE opposing side, as nobody wants those things in their back field..giving me an entire turn of no firing at the trukk's or battlewagons. Basically a free 13 inch movement on the battlewagons.
The reason I take 1 deffchopta in each fast slot..is then you don't have to worry about their piss poor leadership scores, and each can engage a different target, allowing you to pick which units take the brunt of your attacks.
I also found if I don't get turn 1, their turbo boost 3+ save, pretty much guarantees the enemy will waste an entire turn trying to blow them up (since there are 3 separate units), and one almost always survives to fire during my turn....even if they all get wiped out, they still wasted an entire turn of shooting, with nothing being aimed at the wagons or trukk's!
That sounds like it would work well. I have some deffcoptas from AOBR so I'll give a try the next time I play. do you think it would be worth it to have some lootas camping on my half of the board providing my vehicles with covering fire and hopefully stunning or even destroying enemy tanks that could take out my trukks and battlewagons? or would these guys be easily destroyed as they are being left without any support?
You could consider running a small group of loota's, maybe just 5. This won't cost too much points wise (75), but will be enough to harass the enemy. Sure they'll be decimated the second something deep strikes or outflanks you, but that's something that ISN'T targeting your trukk's or wagons.
One thing I'm learning quickly (in gameplay), is sacrifical units are a godsend. Don't think so much as "oh crap, my loota's/deffchoppta's are gonna die!". Instead think "Sweet, they didn't shoot at my battlewagons this turn!". Expect the loota's and the deffchoppta's to die a horrible but orky death...then every single turn they survive and every turn they do damage, is just icing on the cake.
Orks are all about overkilling. If you roll well, everything dies massively. If you roll poorly? Well that's why you have tons of units .
Heh...one of my friends plays tau, and he has a ton of broadsides now. They're 2+ Armor save aren't they? You'd need to use buzz saws (str 6 +1 on charge power weapons) on the deffchoppta's to have a chance of taking them out. Rokkit's wouldnt' work. (Though they'd insta kill them if they failed the save). Best bet vs broadsides are kommando's outflanking. Still you'd have to dodge those TL rail shots each round (they ALWAYS hit) until the kommando's pop in.
A smart player might ignore the deff choppta's and shoot at the wagons...but then of course the choppta's will get a chance to get stuck in....heck just getting stuck in immediatley would prevent them from shooting the next round (if the chopta didn't die).
sounds like it would work well enough. The coptas would get a bit pricey with the buzz saws on them but if it means my army gets into assault range with the tau.. well I think we know whats going to happen. Thanks for all the advice.
Ya the problem with broadsides (if I remember correctly), is they have an armor save of 2+. If that's the case, you'd have to hit them with AP2 weaponry, or a power weapon, to nullify that save.
So either you've got to slog a klaw over there, try hitting them with nob warbikers, use deffchopta's with buzz saws, or kommandos with a PK, kan's with megablasters, or a big mek with a shock gun.
Of those, only 2 of them could really present a problem on turn 1...the copta's or the big mek.
Of course the big mek would most likely fire through cover, so he'd get a cover save. Still not as bad as though 2+ saves!
You could also use enough copta's with big shoota's to completely saturate them with rounds..but TL on 5+ rolls, doesn't mean you'll necessarily hit. Just a greater chance. But then if I'm not mistaken, i think they have 2 wounds too? (The broadsides).
So high str, low ap weapons, or PK's, or complete and total saturation of wounds are your only route for total devastation.
Zapp guns would also be an option (ap2, 2d6 strength) but I think that their range wouldn't be good enough since the broadsides (72" range) would probably be deployed as far away from me as possible and the zapp guns only have 36" range. It looks like the deffcoptas will be my best bet. thanks for the help.
Ya, not only that, the zapp guns no longer auto hit. Now you have to roll for their strength, and roll to hit. You could roll a 10 on the strength roll, then completely miss. Kinda of a bummer...especially since if you roll over a 10, grots die!
The shock gun has a 60 inch range though. Just whether or not it'll hit is the question...and i can guarentee if you miss, the next round, every single TL Railgun is shooting at the big mek!