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First attempt wiith the new Ork codex

 
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jockelinde

External


Since: Dec 31, 2004
Posts: 309



(Msg. 1) Posted: Sun Feb 03, 2008 10:33 am
Post subject: First attempt wiith the new Ork codex
Archived from groups: rec>games>miniatures>warhammer (more info?)

I havn't gotten used to the new codex yet, but here's my first atempt
with it:

HQ
--
Warboss, klaw, bike
[125]

Big mek, shokk attakk gun
[95]

Elite
-----
15 Lootas
[225]

Troop
-----
22+1 boyz w/shootas, 2 big shootas, nob, bosspole
[163]

11+1 ard boyz w/ choppa+slugga, nob bosspole, klaw
[160]
Trukk, plates, riggers
[50]

11+1 boyz w/ choppa+slugga, nob, bosspole, big choppa
[92]
Trukk, plates, riggers
[50]

11+1 boyz w/ choppa+slugga, nob, bosspole, klaw
[112]
Trukk, plates, riggers
[50]

Fast attack
-----------
9+1 stormboyz, nob, bosspole
[135]

4 warbikes
[100]

Heavy support
-------------
3 kanz, rokkits
[150]

Looted wagon, boomgun, ard case
[115]

3 zzap guns, 6 extra crew, 3 ammo runts, runtherd
[127]

Sum 1749

How do you think the above list wld work? What would you change?


--
Joakim

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Erik Setzer

External


Since: Dec 27, 2007
Posts: 162



(Msg. 2) Posted: Sun Feb 03, 2008 10:33 am
Post subject: Re: First attempt wiith the new Ork codex [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 3 Feb 2008 10:33:49 GMT, jockelinde <nouser.DeleteThis@notmydomain.se> wrote:

>I havn't gotten used to the new codex yet, but here's my first atempt
>with it:
>
>HQ
>--
>Warboss, klaw, bike
>[125]
>
>Big mek, shokk attakk gun
>[95]
>
>Elite
>-----
>15 Lootas
>[225]
>
>Troop
>-----
>22+1 boyz w/shootas, 2 big shootas, nob, bosspole
>[163]
>
>11+1 ard boyz w/ choppa+slugga, nob bosspole, klaw
>[160]
>Trukk, plates, riggers
>[50]
>
>11+1 boyz w/ choppa+slugga, nob, bosspole, big choppa
>[92]
>Trukk, plates, riggers
>[50]
>
>11+1 boyz w/ choppa+slugga, nob, bosspole, klaw
>[112]
>Trukk, plates, riggers
>[50]
>
>Fast attack
>-----------
>9+1 stormboyz, nob, bosspole
>[135]
>
>4 warbikes
>[100]
>
>Heavy support
>-------------
>3 kanz, rokkits
>[150]
>
>Looted wagon, boomgun, ard case
>[115]
>
>3 zzap guns, 6 extra crew, 3 ammo runts, runtherd
>[127]
>
>Sum 1749
>
>How do you think the above list wld work? What would you change?


I think the list could work, but it seems like it's trying hard to be
a Kult of Speed list while elements of a horde style force try to work
their way in. The zzap guns and Lootas will have to be positioned
near each other to try to support each other, which could leave them
somewhat vulnerable to massed fire. Also on the point of
vulnerability, that's a smallish Stormboyz mob, they could be hurt bad
just with movement casualties; one good burst of bolter fire could
clear them from the table. Aside from that, it looks good. Just
wondering if you might be trying to do too many things with one list.

--
Erik

Insert soulless sig file here.

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SunDancer

External


Since: Dec 31, 2007
Posts: 8



(Msg. 3) Posted: Sun Feb 03, 2008 2:04 pm
Post subject: Re: First attempt wiith the new Ork codex [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

jockelinde schrieb:
> I havn't gotten used to the new codex yet, but here's my first atempt
> with it:
>
> HQ
> --
> Warboss, klaw, bike
> [125]

> Troop
> -----
> 22+1 boyz w/shootas, 2 big shootas, nob, bosspole
> [163]

If the boyz walk, make it 30. You'll need all the heads you can get.

> Fast attack
> -----------
> 9+1 stormboyz, nob, bosspole
> [135]

drop 'em. To small mob. Use points to max out the 22+1 shoota mob and
add bikes

> 4 warbikes
> [100]

Add bikes here. If the Boss is riding, more boyz will do too.


You could also dropp the cans, use a deff dread as troop choice and add
an open toped battlewagon. redo your 22+1 to a 19+1 and mount them in
the tank.

Every vehicle should have red paint, grot riggers and armour plates. the
extra 1" movement can be vital! Remember: you need to get into CC as
soon as possible!

--
SunDancer

http://www.der-boese-metaller.de
http://www.hard-n-heavy-ol.de
http://www.warmonger.de
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Richard Busby

External


Since: Jan 21, 2007
Posts: 143



(Msg. 4) Posted: Sun Feb 03, 2008 8:02 pm
Post subject: Re: First attempt wiith the new Ork codex [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

jockelinde wrote:
> I havn't gotten used to the new codex yet, but here's my first atempt
> with it:

See comments inline. I see where you're going with this though. A static
shooty element and a fast assault force. Give the opponent firing
decisions. Shoot the big guns in the back or the mob of boyz advancing?

> HQ
> --
> Warboss, klaw, bike
> Big mek, shokk attakk gun

Solid HQ choices. Big Mek sits and shoots, Warboss can either linebreak,
play tank hunter or counterattack.

> Elite
> -----
> 15 Lootas

Lootas rule. For this list though with lots of fast assault choices you
will get limited use of them and LOS will get blocked quick unless you
use them to secure a flank. Either drop some assault and get more or
drop them for more Boyz.

> Troop
> -----
> 22+1 boyz w/shootas, 2 big shootas, nob, bosspole
> 11+1 ard boyz w/ choppa+slugga, nob bosspole, klaw
> Trukk, plates, riggers
> 11+1 boyz w/ choppa+slugga, nob, bosspole, big choppa
> Trukk, plates, riggers
> 11+1 boyz w/ choppa+slugga, nob, bosspole, klaw
> Trukk, plates, riggers

I would merge the two Boyz squads into one big 'Ard Boyz, your choice of
sluggas or shootas to taste. That 11 man 'Ard Boyz unit isn't going to
stay fearless long and will draw lots of fire.

At the very least I'd swap roles and make the 'Ard Boyz shooty and the
regular Boyz Sluggas.

Drop plates, replace with Red Paint.

> Fast attack
> -----------
> 9+1 stormboyz, nob, bosspole

Waste of points. These will evaporate in one turn of shooting. Unless
you plan on using them for table quarter grabbing and nuisance, they
will be useless. A grot mob of 30 costs less and is more durable.

> 4 warbikes
> [100]

I like the bikes. For the cost of the Stormboyz you could have another
four and add a nob with Klaw.

> Heavy support
> -------------
> 3 kanz, rokkits

I like it!

> Looted wagon, boomgun, ard case

So far my Looted Wagons have exceeded expectations and provide pie plate
Space Marine killy goodness. Also awesome modeling opportunity!

> 3 zzap guns, 6 extra crew, 3 ammo runts, runtherd

Growing to like the Kannon more myself. Dependable Str 8 hits and
cheaper than the Zzap. Oh sure you have the potential for AP2 kills but
other than anti-Terminator duty they are limited use now.

For 1750 points I came up with this:

Warboss, bike, klaw
Big Mek, SAG

Boyz x20, Sluggas, Nob, Klaw
'Ard Boyz x20, Shootas, Big Shoota x2

Boyz x10, Nob, Klaw, Trukk, Red Paint, Riggers
Boyz x10, Nob, Klaw, Trukk, Red Paint, Riggers
Boyz x10, Nob, Klaw, Trukk, Red Paint, Riggers

Bikers x4, Nob, Klaw
Bikers x4, Nob, Klaw

Looted Wagon, 'ard Case, Boomgun
Big Gunz x3 Kannon, Runtherd
Kans x3, Rokkits
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jockelinde

External


Since: Dec 31, 2004
Posts: 309



(Msg. 5) Posted: Wed Feb 06, 2008 4:04 pm
Post subject: Re: First attempt wiith the new Ork codex [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-02-04, Richard Busby <richbusby.DeleteThis@hatespam.bellsouth.net> wrote:
> jockelinde wrote:
>> I havn't gotten used to the new codex yet, but here's my first atempt
>> with it:
>
> See comments inline. I see where you're going with this though. A static
> shooty element and a fast assault force. Give the opponent firing
> decisions. Shoot the big guns in the back or the mob of boyz advancing?

Yup, hard decisions for the opponent from turn one, that's the idea.

>> HQ
>> --
>> Warboss, klaw, bike
>> Big mek, shokk attakk gun
>
> Solid HQ choices. Big Mek sits and shoots, Warboss can either linebreak,
> play tank hunter or counterattack.
>
>> Elite
>> -----
>> 15 Lootas
>
> Lootas rule. For this list though with lots of fast assault choices you
> will get limited use of them and LOS will get blocked quick unless you
> use them to secure a flank. Either drop some assault and get more or
> drop them for more Boyz.
>
>> Troop
>> -----
>> 22+1 boyz w/shootas, 2 big shootas, nob, bosspole
>> 11+1 ard boyz w/ choppa+slugga, nob bosspole, klaw
>> Trukk, plates, riggers
>> 11+1 boyz w/ choppa+slugga, nob, bosspole, big choppa
>> Trukk, plates, riggers
>> 11+1 boyz w/ choppa+slugga, nob, bosspole, klaw
>> Trukk, plates, riggers
>
> I would merge the two Boyz squads into one big 'Ard Boyz, your choice of
> sluggas or shootas to taste. That 11 man 'Ard Boyz unit isn't going to
> stay fearless long and will draw lots of fire.

If I make the 'Ard Boy unit larger they won't fit in the trukk. They
could of course ride a battle wagon instead, but that might be too
many eggs in one basket.

> At the very least I'd swap roles and make the 'Ard Boyz shooty and the
> regular Boyz Sluggas.

Hmmm...maybe. I have 20 'Ard Boyz. Three of the are armed with burnas
Sad
10pt 'Ard Boyz also look pretty expensive next to 6pt Slugga Boyz.

> Drop plates, replace with Red Paint.

Are you sure? If the trukk is stunned it still won't move even if it
is red.

>> Fast attack
>> -----------
>> 9+1 stormboyz, nob, bosspole
>
> Waste of points. These will evaporate in one turn of shooting. Unless
> you plan on using them for table quarter grabbing and nuisance, they
> will be useless. A grot mob of 30 costs less and is more durable.

They are intended for the same role as the trukk boyz, but with a
movement mode that can't be stunned or immobilized. A small mob is
easier to keep out of LOS.

>> 4 warbikes
>> [100]
>
> I like the bikes. For the cost of the Stormboyz you could have another
> four and add a nob with Klaw.
>
>> Heavy support
>> -------------
>> 3 kanz, rokkits
>
> I like it!
>
>> Looted wagon, boomgun, ard case
>
> So far my Looted Wagons have exceeded expectations and provide pie plate
> Space Marine killy goodness. Also awesome modeling opportunity!

I have a half done looted Leman Russ that I have not had time to use
yet Sad

>> 3 zzap guns, 6 extra crew, 3 ammo runts, runtherd
>
> Growing to like the Kannon more myself. Dependable Str 8 hits and
> cheaper than the Zzap. Oh sure you have the potential for AP2 kills but
> other than anti-Terminator duty they are limited use now.

If I had Kannons I would use them instead. 20pts per Kannon sounds
like a pretty good deal.

> For 1750 points I came up with this:
>
> Warboss, bike, klaw
> Big Mek, SAG
>
> Boyz x20, Sluggas, Nob, Klaw
> 'Ard Boyz x20, Shootas, Big Shoota x2
>
> Boyz x10, Nob, Klaw, Trukk, Red Paint, Riggers
> Boyz x10, Nob, Klaw, Trukk, Red Paint, Riggers
> Boyz x10, Nob, Klaw, Trukk, Red Paint, Riggers
>
> Bikers x4, Nob, Klaw
> Bikers x4, Nob, Klaw
>
> Looted Wagon, 'ard Case, Boomgun
> Big Gunz x3 Kannon, Runtherd
> Kans x3, Rokkits

Looks good.

--
Joakim
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Richard Busby

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Since: Jan 21, 2007
Posts: 143



(Msg. 6) Posted: Wed Feb 06, 2008 7:16 pm
Post subject: Re: First attempt wiith the new Ork codex [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

jockelinde wrote:
>> I would merge the two Boyz squads into one big 'Ard Boyz, your choice of
>> sluggas or shootas to taste. That 11 man 'Ard Boyz unit isn't going to
>> stay fearless long and will draw lots of fire.
>
> If I make the 'Ard Boy unit larger they won't fit in the trukk. They
> could of course ride a battle wagon instead, but that might be too
> many eggs in one basket.

Ah... missed the Trukk for the 'Ard Boyz. Well... if you are going to
Trukk them just drop the 'Ard part and leave them in the Trukk. Maybe
drop the Armor plates on all the Trukks and give the foot slogging mob
'Eavy Armor.

>> At the very least I'd swap roles and make the 'Ard Boyz shooty and the
>> regular Boyz Sluggas.
>
> Hmmm...maybe. I have 20 'Ard Boyz. Three of the are armed with burnas
> Sad
> 10pt 'Ard Boyz also look pretty expensive next to 6pt Slugga Boyz.

Maybe time for some mathhammer. How many boyz will you save in two
rounds of shooting getting 'eavy armor vs. just taking more Boyz?

Assuming 20 Space Marines firing at you:
'Ard Boyz- 13.333 hit, 6.666 wound, 3.33 save. 3.33 Casualties.
Boyz- 13.333 hit, 6.666 wound. 6.66 casualties.

Over two rounds, that's 13.332 dead Orks versus 6.66 dead 'Ard Boyz.

In CC they will fare better too, especially important now that you are
I3/I2.

>> Drop plates, replace with Red Paint.
>
> Are you sure? If the trukk is stunned it still won't move even if it
> is red.

True, but with Armor 10 pretty much anything is going to deal
penetrating hits except harsh language. Add open topped +1 to the
results and 4 of 6 results end with a destroyed Trukk anyway. With Red
Paint you get an extra 1" movement... sometimes the difference between a
charge and a failed charge.

My personal philosophy is that if the Trukk is getting shot at, it's
being sacrificed or I've done something horribly wrong.

>>> 3 zzap guns, 6 extra crew, 3 ammo runts, runtherd
>> Growing to like the Kannon more myself. Dependable Str 8 hits and
>> cheaper than the Zzap. Oh sure you have the potential for AP2 kills but
>> other than anti-Terminator duty they are limited use now.
>
> If I had Kannons I would use them instead. 20pts per Kannon sounds
> like a pretty good deal.

You pretty much have all you need... Grots and Gun Chassis. A little
plastic tubing and card, some creative rivet work and your Kannons
await. I have some of the old Pulsa Rokkits that I also use the "Counts
As" rules to play as Kannons. No one seems to much mind.
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The Cheshire Cat

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Since: Apr 10, 2007
Posts: 215



(Msg. 7) Posted: Wed Feb 06, 2008 7:19 pm
Post subject: Re: First attempt wiith the new Ork codex [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> At the very least I'd swap roles and make the 'Ard Boyz shooty and the
>> regular Boyz Sluggas.
>
> Hmmm...maybe. I have 20 'Ard Boyz. Three of the are armed with burnas
> Sad
> 10pt 'Ard Boyz also look pretty expensive next to 6pt Slugga Boyz.

at least they arent 24 point grey knights space marines as basic troops?
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