| Da Boyz | |
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Makari Supreme Forum Overlord
Posts : 3291 Join date : 2007-11-10 Age : 46 Location : Milford, OH
| Subject: Da Boyz Thu Mar 06, 2008 8:32 pm | |
| 1750 Da Boyz Fast 'Unz Tear it apart Zogwort Wazdakka 3 MegaNobz *****Trukk 5 Tankbustas *****2 bombsquigs 8 Lootas *****1 Mek kustom mega blasta 9 Kommandos 1 bigshoota ***** 1 Snikrot 5 Warbikers 5 Warbikers 11 Ork Boyz S&C 1 Big Shootas *****Trukk *****1 Nob Eavy Armour 11 Ard Boyz S&C *****1 Trukk *****1 Nob Big Choppa 11 Ork Boyz S&C *****1 Trukk *****1 Nob Big Choppa 11 Ork Boyz Shootas 1 Big Shoota *****1 Trukk *****1 Nob | |
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Nathan Veteran Sergeant
Posts : 1134 Join date : 2007-08-25 Age : 33 Location : Mason, or Dayton, Ohio
| Subject: Re: Da Boyz Thu Mar 06, 2008 9:02 pm | |
| Love Snikrot, Zogwort really won't do you much good (too many psychic hoods and such). Big Choppas are all right, but powerclaws are better if you can find the points for them. Why put the 'eavy armor on only one Nob? What are the Mega-armoured Nobs going to do? This list looks like it would leave them in the dust and they would end up doing nothing all game (unless you're hoping Zoggy can teleport close to the enemy). | |
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JMarv The MathHammer
Posts : 914 Join date : 2007-08-20 Location : Evendale, OH
| Subject: Re: Da Boyz Thu Mar 06, 2008 9:06 pm | |
| I'm not as familiar with orks, but isn't one of the benefits that they can take 30 boy units which then become fearless? All those small units seem like they would break easily | |
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Makari Supreme Forum Overlord
Posts : 3291 Join date : 2007-11-10 Age : 46 Location : Milford, OH
| Subject: Re: Da Boyz Thu Mar 06, 2008 9:32 pm | |
| TRUKKS! The MegaNobz are in da Trukks to git der fasta. I prefer the Big choppa for points cost and the ability to wound even better. I wanna git in da fik ov tings kwik. The eavy armor was I had 5 points left. eh just toying with the idea it's a bit different tactic than what I usually run. | |
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Matt CAG Founder
Posts : 3552 Join date : 2007-08-19 Location : Cincinnati, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 4:17 am | |
| I think Wazdakka is a pretty poor HQ choice, especially seeing all the awesome stuff the Orks have in the HQ category. I don't really care for 3 ork nobs in a trukk. It's not even funny how easy it is to pick off ork trukks, so seeing 3 mega nobz in one trukk is just asking for it to get blown to bits. I want to say playtest it, but compared to Ork lists that I have had trouble with since the new dex... this one just doesnt seem to cut it. And PowerClaws really are far far better than big choppas. The way it is right now, I don't see this army dealing with MEQ armies, even in assault. Plus the 5 tankbustas are the only tank hunting in the army, and they aren't too hard for most players to deal with when in a unit that small. Keep playing with it though, I'd like to see a "speed freak" style list played well in our group (not easy to do though ) | |
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CJ Captain
Posts : 2334 Join date : 2007-08-20 Age : 49 Location : Harrison OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 11:47 am | |
| I can see my Railguns and Missles scoring easy points.
Did UI mention my new found love of Marker Lights? | |
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Marc Fantasy Moderator
Posts : 2428 Join date : 2007-08-20 Location : Milford
| Subject: Re: Da Boyz Fri Mar 07, 2008 12:24 pm | |
| - JMarv wrote:
- I'm not as familiar with orks, but isn't one of the benefits that they can take 30 boy units which then become fearless?
Just need to have 11 to become Fearless. Why anyone would take a mob of 30 is beyond me. Seriously, 2 mobs of 30 or 5 mobs of 12 ...a no brainer | |
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Matt CAG Founder
Posts : 3552 Join date : 2007-08-19 Location : Cincinnati, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 12:56 pm | |
| I don't think it's quite that simple Marc.
A few casualties in a mob of 12 and you are looking at failed morale checks.
They don't have to be 30 either, but should be more than 12.
I've faced the big mob Ork armies, they are really hard to deal with unless you have some reliable maneuverability.
Of course, in this case Makari is limited by the trukk space. | |
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Makari Supreme Forum Overlord
Posts : 3291 Join date : 2007-11-10 Age : 46 Location : Milford, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 1:11 pm | |
| First off they are units of 12 orks I just call out one as a Nob seperately. Shoot your railgunz at the trukks and stuff at the trukks, congrats you just did what I thought you would and left the bikes alone! The trukks down blow up like anyother vehicle. Destroy them the orks don't care they still have a very good chance of no wounds on the guys in the trukk. And of course I didn't list what was on those trukks to help kick some butt. The trukks try and get the orks across the board for a turn 2 asssault. If they don't the Bikes will. Good luck trying to take them all out in one turn, Granted I don't really have the fire power to take out tanks but hasn't been too much of an issue for me. If the trukks survive after the drop off of the Boyz then Bonus! I had all my trukks wiped out in the recent game at Scifi vs. Chaos MArines and still managed to pull a draw for contention of the board. I do want to try it against a more mechinzed army though. And until they make it so the Power Klaw is not the price of a couple of orks then I'll keep using the Big Choppas for now, which may change I do see the usefullness in larger mobs. I haven't tried Wazdakka yet so thats why he is there, and I may trade the psyker for a big mek with shokk attack gun. | |
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Marc Fantasy Moderator
Posts : 2428 Join date : 2007-08-20 Location : Milford
| Subject: Re: Da Boyz Fri Mar 07, 2008 1:13 pm | |
| I really really thought over Orks before going bikes. Lets take 20 then. One helluva footprint which means a big target. You invite the opponent to concentrate firepower. All Orks in a big unit have to do the same thing, often creating usless Orks in the unit (Shootas out of range, Overkill in close combat, etc) Big units are easily pinned by close combat elite. Smaller units have tactical advantages. More units equals more scoring units, multiple targets for the opponent so he has to split fire between units or combine fire and risk overkill. It's less of a problem to sacrifice or lose a unit. Finally, the BIG one is the opportunity to take a charge with one unit and counter-charge with another. Furious charge is great and works great but it only works on the charge. Stagger your mobs Shoota then Slugga. I like 12 because even if I lose 4 I'm testing on LD8. Beyond that the unit is sacrificial. $.02 | |
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Matt CAG Founder
Posts : 3552 Join date : 2007-08-19 Location : Cincinnati, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 1:29 pm | |
| To each his own, but i think a pretty standard firebase can deal with 12 man mobs... 4 casualties (as per your example) is super easy to put on ork mobs... in reality there will be a lot more, making your Ld test something more like 7 or below.
One combat squaded dev squad w/4 heavy bolters over two or three turns of shooting will deal with a lot of the squads that are actual threats. I think 15 to 20 is a good number.
my $0.2 | |
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Makari Supreme Forum Overlord
Posts : 3291 Join date : 2007-11-10 Age : 46 Location : Milford, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 1:54 pm | |
| OK Good points.
I do take a few larger mobs when I usually play, usually 2 20+.
The Orks in Large mobs would allow for more attacks...maybe. I like a good balance between the two amounts. But I wanna see what the fast attack does. gotta get my trukks and extra bikes... So if my Dealer is watching I think it's safe to place the order.
Any takers for a match maybe next week/end? thats of course if I can get the trukks and bikes in time. | |
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Steve Initiate
Posts : 275 Join date : 2007-09-23 Age : 39
| Subject: Re: Da Boyz Fri Mar 07, 2008 4:43 pm | |
| I have been looking at a lot of new ork list, why is no one really taking a combined arms approach, 2 20+ mobs and then some truck mobs to go hold the enemy in place? Is their some glaring hole about that strategy? | |
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JMarv The MathHammer
Posts : 914 Join date : 2007-08-20 Location : Evendale, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 5:07 pm | |
| Yeah, to me the 20+ Mob is so much scarier than the 12 strong mob. Rapid-firing some bolters into a mob of 12 will probably send that mob running away. Also, I haven't seen the codex very much, what is the base initiative of orks 2 or 3? | |
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Nathan Veteran Sergeant
Posts : 1134 Join date : 2007-08-25 Age : 33 Location : Mason, or Dayton, Ohio
| Subject: Re: Da Boyz Fri Mar 07, 2008 5:15 pm | |
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JMarv The MathHammer
Posts : 914 Join date : 2007-08-20 Location : Evendale, OH
| Subject: Re: Da Boyz Fri Mar 07, 2008 5:48 pm | |
| Good, that's what I thought. So for my army at least, and probably DA or and SM chapter that's geared for some CC I'm not even really afraid of 12 orks charging cause I know I'll put some serious hurt into them before they get to swing. Those 36 or 48 attacks or whatever will end up turning into 12 or 16. | |
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Marc Fantasy Moderator
Posts : 2428 Join date : 2007-08-20 Location : Milford
| Subject: Re: Da Boyz Sat Mar 08, 2008 8:48 am | |
| I just think 20+ would be cumbersome and pressed to find cover. Its not like the only thing on the field would be 5-6 units of 12 Boyz Anyways, I'm not after John the Builder with an order of 80+ Orks even though I know hes hoping I'm up to defending my TheoryHammer | |
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Matt CAG Founder
Posts : 3552 Join date : 2007-08-19 Location : Cincinnati, OH
| Subject: Re: Da Boyz Sat Mar 08, 2008 4:46 pm | |
| It's not that bad at all once you throw in a KFFG. | |
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