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MyLittlePwny
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PostSubject: Ork tactics   Thu 15 Oct 2009 - 22:28

Any of you guys out there played with/against orks and won/got beaten good? Razz

I just had a small skirmish game with my Ultramarines friend yesterday and i must admit that there's no font small enough to write my boyz' current WAAAAAGH!!! Sad
We played 800 points, and in the very first turn i lost 40 boyz, 2 nobs, a killa kan and got my rokkit launcha destroyed on the second kan... first turn! The game was lost after then, i'd only managed to get a single land speeder with a lucky rokkit.

I'm going for a very standard ork army with just models i think are cool (well they all are, so no hinderance there) - i just don't want to have a maxed out bike army or the like JUST to win... But i've realized that i need to do SOMETHING Razz
Any advice for a 1000/1500 point army? I don't need specifics with points and wargear and number of models and such, just a general idea of what i could be lacking...
(btw, i fielded 2xboyz, 1xnobs, boss 3 kans - pretty straight forward)
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PostSubject: Re: Ork tactics   Fri 16 Oct 2009 - 1:14

could you be a little more specific pwny? How many boyz, what equipment and such.

what is your plan? straight rush for the kill, shooty?
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PostSubject: Re: Ork tactics   Fri 16 Oct 2009 - 5:09

My LittlePwny:

You need to have the first turn, Orks just need to rush headlong and hope the dice rolls are in your favor.

Or....you could start playing Death Squads which is 40K Skirmish gaming and it plays a lot better than 40K smaller forces.
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 8:18

Yes.. we need more info. At this small scale, 40k fails miserably. WHY? Well, you Marine opponent can have a Dreadnought and a Devastator Squad... you are TOAST! Get some trukks for mobility... your Boyz need to get there quick! Also, bikes are nice to out flank. At 1500 pts... do not underestimate the sheer numbers of (my favorite) Gretchins. They are TROOPS, so they can get objectives, and their sheer numbers make them a great diversionary unit.

Burna Boyz are your buddies... get lots of them to soften the Marines before the big WAAAGH! push.
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 8:31

I wish I could be of some assistance, but my ONLY experience gaming with my borrowed Orks involved exploding Truks & Storm Boyz landing in impassable terrain while the rest of the lot found someplace else they'd rather be...then the second turn rolled around.
OF COURSE, I STILL LOVE them...YET another sign of imminent senility.
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 8:44

I don't have any specifics yet, that's why i made this thread, still building my army and trying out different tactics.. Razz so far - an all infantry/kan rush straight at the Ultramarines didn't work! But yea, i'll definately need more trukks Smile
And DaBank, smooth way to namedrop Wink
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 9:04

Ohhh... let me see if I can come up with a 1500 killer list for you. Can you give us a list of what you HAVE?


BTW... what you think of MY subtle hint for Death Squads? Razz
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 11:39

@Mylittlepwny

Yea, I thought I would give you a fun alternative to mini 40K. Death Squads is great for smaller 40K games.
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 15:22

Well friend... here you have it. A basic list capable of messing with MANY little forces. I tried to pick models that you could easily already have (from AoBR). The Meganobz & Lootas will be part of your bigger army, so they would be a nice investment. You mentioned having one or two Kans... so I added one. Again, a list of the models you have handy would be useful. Also, this list have NO Trukks. I know I said you need little cars... hehehehe... but at this level they are a waste of precious points. This list is not as fast, but you have LOTS of Troops and many units are deceiving... you know like Transformers... "More than meets the eye!"

OK... try this list for size... hehehehe... My comments on green below. ... and remember... 40k is NOT any good at this low levels. You wanna play skirmish level... play Death Squads Some people there could help you fine tune your army too! Razz {What? I spend the effort to make you a list... I have the right for a shameless plug!}

May your WAAAGH! manages to grow to be at least 72 dpi! Very Happy

==================================================
795 Pts - Orks Roster

HQ: Warboss (1#, 60 pts)
1 Warboss @ 60 pts (Choppa; Slugga; Stikkbombs; Furious Charge; Mob Rule; Waaagh!)
You need some kind of HQ! While characters are fun, they are EXPENSIVE. In this case, K.I.S.S. is best.

Elite: Nobz (5#, 180 pts)
4 Nobz @ 180 pts (Choppa x3; Power Klaw x1; Slugga x4; Feel No Pain; Furious Charge; Mob Rule; Waaagh!; Bosspole x1; Waaagh! Banner x1)
1 Painboy ('Urty Syringe; Furious Charge; Mob Rule; Waaagh!; Dok's Tools; Grot Orderly)
These are your deceptive Close Combat monsters. They have the FNP rule, thanks to the Painboy. Squishing Marines are their job!

Elite: Lootas (5#, 75 pts)
5 Lootas @ 75 pts (Defffguns; Furious Charge; Mob Rule; Waaagh!)
Tank busting units! Those Deffguns D3 hits at S7 can rip all tanks, but Landraiders. This unit fires up to 15 shots per round. Bye-bye Dreadnaughts!

Elite: Burna Boyz (6#, 90 pts)
5 Burna Boyz @ 90 pts (Burna; Furious Charge; Mob Rule; Waaagh!)
1 Mekboy (Kustom Mega-Blasta x1; Furious Charge; Mob Rule; Waaagh!; Mek's Tools)
Much needed sweeping templates! BURN 'EM ALL!!! Notice that they come with a free Mekboy! They 2nd roll is to support your Killa-Kan.

Troops: Meganobz (3#, 120 pts)
3 Meganobz @ 120 pts (Count as Troop Troops; Power Klaw; Twin Linked Shoota x3; Stikkbombs; Furious Charge; Mob Rule; Waaagh!; Mega Armour)
Here comes the GREEN CHEESE! You can count this guys as TROOPS! Terminators as troops! They will provide good support for other units and whatever objective they want, its an objective they WILL have.

Troops: Boyz (10#, 70 pts)
10 Boyz @ 70 pts (Choppa & Slugga; Rokkit Launcha x1; Furious Charge; Mob Rule; Waaagh!)
Troops: Boyz (10#, 70 pts)
10 Boyz @ 70 pts (Choppa & Slugga; Rokkit Launcha x1; Furious Charge; Mob Rule; Waaagh!)
Troops: Boyz (10#, 70 pts)
10 Boyz @ 70 pts (Choppa & Slugga; Rokkit Launcha x1; Furious Charge; Mob Rule; Waaagh!)
40k is a Troop game... have 30 Boyz to create a nice Waaagh! Use them to take objectives and for blowing things up with those rokkits!

Heavy Support: Killer Kans (1#, 60 pts)
1 Killer Kans @ 60 pts (Dreadnought CCW; Kustom Mega-Blasta x1; Grot Rigger x1)
This is a deception unit! Your enemies will be very afraid of the Kan and his Kustom Mega-Blasta (and they should be!)... but its roll on the battlefield is to suck up fire! Sure, if he takes a Dreadnaught and several Marines with him the better... but at 60pts, you could not ask for a cheaper sponge!


As an alternative you could remove ONE Nob and ONE group of 10 Boyz... and get you, still for 795 points...

Fast Attack: Deffkoptas (2#, 90 pts)
2 Deffkoptas @ 90 pts (Choppa; Twin Linked Rokkit Launcha x2; Furious Charge; Hit & Run; Mob Rule; Scouts; Deffkopta)
High mobility to outflank enemies... with twin-linked rokkits, these serve as Marine killers!
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PostSubject: Re: Ork tactics   Sat 17 Oct 2009 - 17:31

Nice work Mordheimer.
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PostSubject: Re: Ork tactics   Sun 18 Oct 2009 - 17:03

Woah thanks a lot man! I actually have all the models except the painboy and the meganobz.

What i have so far is:
2x Warboss with powerklaw and twin linked shoota
20x nobs, 5 (i think) with powerklaws
36x boyz, all with slugga/choppa
10x loota/burna (only assembled 1 of each so far)
20x gretchin and 2x runtherd
3x killa kans, no weapons put on yet (have rokkits and skorchas, only options in the pack)
6x deffkoptas with twin linked rokkits
1x trukk (still unassembled)


Is it worth having many smaller groups? I tried it shortly, but got tired of retreating every time i lost 2 models in same turn (25% lost in a 5man squad)
I like the large boy groups, but they give so little mobility...
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PostSubject: Re: Ork tactics   Mon 19 Oct 2009 - 4:35

I suspected as much... about what models you models you have. Smile At that small scale, small groups will be your BAIN. Why? The Orks lack staying power... bolters will negate Armor Saves, so you get mowed like green grass. HA! GREEN GRASS! Get it? Uhhh... bad pun. Yes... anyhow...

You need a force capable of getting hit once, and being able to shot back. Having a larger group of Boyz would allow it... specially if they get to shot 1st! Use some models as 'count-as' Meganobz... they are your Marine killers. Send them to soften the targets and the Boyz to mop up.

You do not need that much mobility in this size of an army... if you want it, get some of the Deffkoptas! WAAAGH!
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PostSubject: Re: Ork tactics   Mon 19 Oct 2009 - 22:45

I've considered using more deffkoptas, they're just so damn expensive when you think about how easily they're taken down, i mean - 1 t5 wound :O
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PostSubject: Re: Ork tactics   Tue 20 Oct 2009 - 4:26

Strength in numbers... try a list without the Meganobz and your 6 Deffkoptas in two groups... with 2 twin-linked rokkits each AND scouts... they will freak your opponents (even at at this small level!) when you outflank him and destroy his precious vehicles from the BACK!

Think about it... 6 shots (re-roll to-hit) at S8 and AP3 per group, you can take vehicle from the sides or back weaker size (AV 11-12) with ease... bye-bye Dreadnought! If enemy has some bad units (like Space Marine Devastators), you can take THEM out; NO Saves! How sweet. Your Marine Opponent probably has the small 5-man units. This tactic will take them below half for sure... Your buddies will HATE your flying buggers. If they make 'em a priority, you still have 20+ Boyz and a Killa-Kan to mess with them.

Rendering Space Marine useless!
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PostSubject: Re: Ork tactics   Tue 20 Oct 2009 - 9:29

Ooh that might work Very Happy and btw, the no save is non-essential since s8 is instant kill on space marines!! WOOOO!!!!
Thanks man, gotta get my koptas assembled for WAAAGH Very Happy
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PostSubject: Re: Ork tactics   Tue 20 Oct 2009 - 11:17

Very true... let me know how it goes!
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PostSubject: Re: Ork tactics   Tue 20 Oct 2009 - 13:07

s8 is instant kill? plz explain Very Happy
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PostSubject: Re: Ork tactics   Tue 20 Oct 2009 - 23:00

In 40k, any weapon that is double of more the Toughness of the victim results in Instant Death... no Armor or Cover Saves allowed (only an Invulnerable Save could help you!) Also, if your model has multiple wounds, I believe (not 100% sure on this part) that all Wounds are taken away... thus the model dies. Typical Space Marines have a T4... so the S8 Rokkits will blow 'em to pieces. IF there is any Marine with T5 (with some wargear), then the Rokkit AP3 negates the Space Marine Armor Save of 3. This is why Ork Rockkits are (pardon the pun) da' bomb! Having them twin-linked means that you most likely will hit 60% of the time... and that is GREAT for Orks! Very Happy
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PostSubject: Re: Ork tactics   Tue 20 Oct 2009 - 23:29

Yup, multiple wounds die too! Unless it's a special character with the "Eternal Warrior" special rule which ignores instant death Smile
That is why i LOOOOOOOOVE power klaw nobs - s8 attacks (s10 when assaulting)
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PostSubject: Re: Ork tactics   Wed 21 Oct 2009 - 2:33

ahh!!! SWEET!

so what would be the best thing to have in an ork boyz mob, rokkits or big shootas? or both?
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PostSubject: Re: Ork tactics   Wed 21 Oct 2009 - 10:45

None of the above Smile
You need more than one for them to have effect, and if one boy shoots, the entire squad can't run - which is needed a lot Very Happy
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PostSubject: Re: Ork tactics   Wed 21 Oct 2009 - 15:13

they have assault 3 (big shoota) and assault 1 (rokkit) Wink so they can run & shoot Smile
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PostSubject: Re: Ork tactics   Wed 21 Oct 2009 - 16:39

I would go with having some of the Boyz with Big Shootas... remember that Orks can't hit the side of a PLANET while standing on it... the more shots you get, the better it is for you! The Deffkoptas I would go with the Rokkits because they are two AND and twin-linked
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PostSubject: Re: Ork tactics   Wed 21 Oct 2009 - 22:43

does assault count for running as well? I thought it was just when assaulting :O Then i definately need shootas
(edit: BIG shootas!)
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PostSubject: Re: Ork tactics   Thu 22 Oct 2009 - 7:02

If you RUN, you can not enter in Close Combat (Assault) unless your units have FLEET. Boyz do not... so you can't run & assault.

Units (like Tyranid Hormagaunts) have Fleet, so they move, run & assault! They do not have any shooting bioweapons, so it is nice to be in your enemy's face with possible 18" of movement!
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PostSubject: Re: Ork tactics   Today at 2:50

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