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yo

i'm going to be participating in a 1500pt battle w/ my friends SW army, but you see my dilemna is that he usually takes blood claws in LR and norm SW in rhinos etc. sry i dont know the specifics and evrytime i play him i cannot get the balance between can openers and boys lile when i come prepared to blow up his tanks and othe ard bits he...as embarassed as i am to say this...swamps me because of my lack of boyz do can you please help give me some tips or even show me a sample army list for a good balanced ork 1500pt army
 

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THE SPACE WOLVES ARE NOT BEATABLE BAHAHHHA jk
anyway.....
get some killa kans..they basically mow down anything without power fists or lascannons which blood claws lack or have none
not just a single kan, but get about 3 of them
 

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You can take a lot of slugga boyz, and swamp em. Killa kanz will help. A mob of grots to slow down incomming fire and swamp him in close combat if you need to, you can take a dread for a little more punch....the Space Wolves are a close combat army...perfect to lead them into slaughter.
I beat the Space Wolves every time, just remember the Wolves are just to happy to rush to their doom with my Skar boyz and Slugga mobs...WAAAGH!
 

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Grimnar what the hell are you talking about? BC's can have 3 power fists in a squad of 11. Power fists are the one thing BC's DONT lack. If you want to beat the SW's dont take sluggas take choppas, killa Kans and some bikes for harrassment.
 

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Kans rule, but personally I'm not a big fan of power claws since they strike last; arming all your nobz with them really ruins the whole power of the waagh charge.. I prefer slugga boyz with burnas. Don't forget burnas can be used as template weaons at distance OR power weapons in close combat.

Tank Busta boyz! You get the benefits of regular boyz and get +1 AP plus tank busta bombs. Oh and a mek armed with super stikkbombz will melt to slag even a LR (10+2d6 AP!).

Zzap gunz also rule. Automatic hits, AP2 and potentially a STR 10 weapon. If he likes to charge you, set up a battery of 3 and wreak havoc. Just make sure you take a few extra grots in case they backfire.

If you've got the model, a looted basilisk is also a nice way to ruin his day though you can only fire indirect at ranges over 36" which is something a lot of people forget about; that makes them not so useful against close combat oriented opponents.

Mounting some boyz in trukks and assaulting him before he assaults you is also a good way to quickly gain the upper hand. 10 boyz armed with choppas and sluggas, charging, have 40 attacks. That's an enormous amount of damage to inflict.
 

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Originally posted by Waldo_Pepper@Jan 3 2004, 06:16
Kans rule, but personally I'm not a big fan of power claws since they strike last; arming all your nobz with them really ruins the whole power of the waagh charge.. I prefer slugga boyz with burnas. Don't forget burnas can be used as template weaons at distance OR power weapons in close combat.

Tank Busta boyz! You get the benefits of regular boyz and get +1 AP plus tank busta bombs. Oh and a mek armed with super stikkbombz will melt to slag even a LR (10+2d6 AP!).

Zzap gunz also rule. Automatic hits, AP2 and potentially a STR 10 weapon. If he likes to charge you, set up a battery of 3 and wreak havoc. Just make sure you take a few extra grots in case they backfire.

If you've got the model, a looted basilisk is also a nice way to ruin his day though you can only fire indirect at ranges over 36" which is something a lot of people forget about; that makes them not so useful against close combat oriented opponents.

Mounting some boyz in trukks and assaulting him before he assaults you is also a good way to quickly gain the upper hand. 10 boyz armed with choppas and sluggas, charging, have 40 attacks. That's an enormous amount of damage to inflict.
i swear killa kans weapons count as dreadnought Cc weapons..
 

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They do. I guess I shouldn't have mixed two comments into one sentence: For power claws, I was actually commenting on the suggestion to arm nobz with them; I find that a waste of a lot of points: 30 points for an upgraded nob vs. 45 for a Kan armed with a big shoota AND a power claw plus real armor. That's a no-brainer in most cases IMO. The nobz real strength IMO is their high I in a charge and that's made moot by the power claw.

In general, ork dreadnoughts are pretty much a waste of money IMO, compared to a mob of Kanz. A dread with a pair of big shoota costs 86 points while a pair of kanz armed the same way only cost 4 points more. Personally I'd rather have the two separate units for the extra 4 points. While they've got slightly worse armor, they're twice as hard to knock-out for obvious reasons. :)
 
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