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Torn ACL FTL
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Discussion Starter · #1 ·
So, here's my first in a series I hope to do about possible ways to run my Orks to keep them at least somewhat competitive.

First up is simple, Battlewagons running down your throat.

HQ
Big Mek-KFF, burna, cybork body, bosspole
Warboss-Powerklaw, cybork body, kombi-skorcha

Elites
Meganobs-5, 2 kombi-skorchas, Battlewagon w/ armor plaes, big shoota, reinforced ram, grot riggers
2x 9 Lootas

Troops
Nobs-6, Painboy, cybork bodies, 2 powerklaws, Waagh! Banner, 2 kombi-skorchas, bosspole (all mixed up to be unique, cuz I'm an asshole), Battlewagon w/ armor plates, big shoota, reinforced ram, grot riggers
Shoota Boyz-20, 2 big shootas, Nob w/ powerklaw, bosspole
Slugga Boyz-19, Nob w/ powerklaw, bosspole
Grots-12, runtherd

Fast Attack
Deff Kopta-rokkitz, buzzsaw
2x 2 Buggies-rokkitsz

Heavy Support
2x Battlewagons-armor plates, big shoota, grot riggers, reinforced ram

2000 even.

So, we've got 4 wagons full of ornery Orks ready to stomp on your throat and call it a day. The tricky part is getting there. Battlewagons are deceptive, they look great on paper with AV14, but open-topped and the super narrow model basically turns it into a 4th edition vehicle with AV12 after turn 1. It's almost impossible for them to block for each other because of the shape of the model, so you're going from AV14 to open-topped AV12 quite rapidly. The KFF mitigates it, but once you get into melta range it's pretty much over.

Still, 40 Orks and 2 units of Nobs can break the backs of most anything. The Boss and Big Mek are no slouches either. The former rides with the Sluggas to give them a little extra oomph, while the Big Mek has to babysit the Meganobs. I gave him a burna so he can protect them better by dishing out 4 S5 I4 power weapon attacks on the charge. Shootas will usually stay mounted and blast infantry, but they can hold their own in assault too.

To back that up, I have my Kopta ready to turn 1 pop a vehicle or outflank and annoy. Buggies are cheap, mobile firepower, and Lootas can down light armor from across the board. Having them on foot can cause problems, mostly from LoS blocking Battlewagons, but since I didn't max out to 15 I can find them a good spot to chill most of the time.

Thoughts?
 

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I like a lot of parts on your list, but it seems to me, you just dont have enough boys in your army dude. I mean 39 boys plus one squad of Nobs and one small squad of Gretchin isn't nearly enough models in a 2,000 point ork list.
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BTW your Nob squad will be under elites.
 

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Torn ACL FTL
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4,404 Posts
Discussion Starter · #3 ·
The Warboss makes a unit of Nobs troops.

I'm not running a horde, just maxing on AV14 and firepower to ram a bunch of angry Nobs down somebody's throat (gross).
 

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The wagons if your going to run them in such a list need Deffrollas. It's the sort-of list I would have run a while ago (start of the year).
 

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For deffrollas you could take out the armor plates and/or grot riggers and reinforced ram. The battlewagon brigade is a good idea, but I like to use bikers with a biker boss to unleash close range dakkagun fire and assault any short range meltas that get to close to the BW's. You could drop some big shootas and give some kannons, giving you enough anti tank to drop the rokkit buggies/koptaz.
 

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Automatic points from ramms are 20 meaning we need to find 60

I'd take the points out of the gretchin, because you already have a KFF. Grots are nice for holding objectives, but this is a list designed to table oppnents, if that fails "escorting" them off with rollas is just as good. And it's 45 pts easy money. The gretching would provied a nice kill point or give you something to 'hold an objective' now this is good, but against a smart player with as few scoring units as you have deep-striking ontop of them any turn but 1 would be great. Why? becuse they then have an objective that you were going to 'hold' you also now need to split your wreaking ball to stop them winning that one.

Next 15 from armour plates and done.

Other than that I'm well drunk (woo party for our 6 weeks away from the little devils ((yes I work in schooling))) and good luck~!
 

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Hey ===You==!


Cool list here. I think I have some ideas that might help.

First, Deffrollas are nice, but I don't think you need them on every BW. I've been running them on my Shoota Boyz wagons, but it seems like I'm either never in range, or I want to move only 6" so I can still shoot with my Shoota boyz (which is part of the reason I'm never in range). In the last tourney I was in, I only used them once or twice in 3 rounds. Of course, I probably just forgot about them a few times as well.

So, if I were you, I would put the Deffrollas on the BW's with Meganobs and Nobs and Always run them 12+ Inches. But then again, I don't know how you use the Shoota boyz in the Wagon. Do you move them 12" in the first turn and then 6" in following turns to use them as an Assault 41 Tank? Or do you move them 12" until you can jump out and assault the enemy.

If you go with my suggestion, you only need 2 Deffrollas, which should be enough anyways. I would take the Grot Riggers and the Plates off the 2x BW's. Here's why.

The Plates only really have one chance to be useful, and that's if the opponent rolls a 2 on a Pen hit or a 3 on a Glance. That's still nice and could happen, but it seems the odds are pretty low. I would probably take these 2x Armor plates off the BW's with Shoota Boyz since they can't shoot if they get either result and probably wouldn't move that far anyways, while the Nobs want to keep on moving until they're down the enemies throat.
Also, if the Boyz get Stunned, they can still get out and move 6" and shoot if they need to.

--Grot Riggas. I always thought these would be really useful, but if you think about it, they usually kick in too late. I'd say in most cases you get immobilized Turn 2. In which case you can roll Grot Riggers in the shooting phase of T3, correct? That means, if you're lucky and roll a 4+ and DON'T get shot at again, you can move on T4. But by then, the games probably almost over, or if you had any troops in the BW, they would probably have disembarked and moved towards enemy lines. Again, there's always a chance they could save the day and make a huge difference, but I think the odds are kinda low...unless the game goes past the 5th Turn.

So for these guys, I would take the 2x Grot Riggers off the Nobs, because I highly doubt they're going to sit in a BW and do nothing for a whole turn or two. Aside from that, if it does get immobilized, your enemy just needs to shoot it a couple of more times and if it results in anything other than "weapon destroyed", you still can't move. At least the Shoota boyz can still swoop in and do some cleaning up on T4 or T5, or shoot from where they are..and I dont think they're as likely to get shot up if they are immobilized.

That still leaves you with All your troops intact and upgrades where I feel they would be the most useful and gives you 2x Deffrollas where they should have a chance at hurting something.

So in short, Drop the Rams on the Grot Riggas from the Nob Wagons, and the Armour plates from the Shoota Boy Wagons and the should give you enough points.

OH!! A couple more things that might help your list be more competitive. First, have you assembled all the Batllewagons? I'm assuming you already have, but if you hadn't I would suggest using Plasticard to make them a bit wider, which should help the AV 14 problem. I plan on doing this with one of my un-assembled Battlwagons. Eventually, I'm even thinking about tryin to partially disassemble or add to the other BW that I've already assembled. It helps them block LOS and gives them more front AV 14...so I think it's worth it.

Lastly, I would think about adding another nob or two. 6 just doesn't seem like enough. Not sure how important the Buzzsaw and Gretchin are to you. but I think you could get another 2 nobs if you got rid of them (or got rid of some more BW upgrades).
 
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