Thursday, October 28, 2010
Sprue Posse Invitational-Ork List #1
So more information can be found here about the event in general and what this post pertains to. That way I don't have to do a repeat at the beginning of every article J
http://hulksmash-homeplace.blogspot.com/2010/10/sprue-posse-invitational.html
So I'm going to jump right into it. Here is an Ork list I'm considering. If you've ever read Whiskey&40k it'll look a little familiar.
-HQ-
Big Mek-85
KFF
-Elite-
3 Nobz-210
3xKombi-Rokkits, 1 Big Choppa, Battlewagon w/Deffrolla, Armor Plates, Big Shoota, Grot Riggas
3 Nobz-210
3xKombi-Rokkits, 1 Big Choppa, Battlewagon w/Deffrolla, Armor Plates, Big Shoota, Grot Riggas
-Troop-
10 Boyz-135
Nob w/PK, Shootas, Trukk w/Reinforced Ram
10 Boyz-135
Nob w/PK, Shootas, Trukk w/Reinforced Ram
10 Boyz-135
Nob w/PK, Shootas, Trukk w/Reinforced Ram
10 Boyz-135
Nob w/PK, Shootas, Trukk w/Reinforced Ram
10 Boyz-135
Nob w/PK, Trukk w/Reinforced Ram
Deff Dread-100
3xDCCW, Skorcha, Grot Riggas
-Fast Attack-
3 Rokkit Buggies-105
3 Rokkit Buggies-105
3 Rokkit Buggies-105
-Heavy Support-
3 Killa Kanz-135
3xGrotzookas
3 Killa Kanz-135
3xGrotzookas
3 Killa Kanz-135
3xGrotzookas
So this list is has a profusion of targets and lots of shots. Buggies and Deffrollas are for killing enemy vehicles outside of combat and Grotzooka Kanz are anti-infantry by the trukk load. I prefer shooty boyz since I don't want them engaging to often if it can be helped and the Deff Dread is in case someone bring Daemons so it can tie up those pesky Bloodcrushers. I'll freely admit I stole this idea of Z and Mike at the Nova and really like the concept. My Waaagh of the Grand Loota stuff is me building this army.
I'm still worried about Ghazzy but less worried about his friends. IG could be a bit of nuisance but my biggest concern is Mephiston. Since he can easily kill entire Kan squads or boy units and I have 0 AP2 shooting. Oh well. So…Thoughts?
Labels:
Army Lists,
Orks,
Tournaments
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15 comments:
Looks like a pretty good Ork list. I guess my only concern is that the dreads get left behind potentially.
It certainly maxes out on the two best buys in the dex (kans and buggies).
I wonder what you could get by dropping the trukks and going for bigger mobs. Just curious.
I like the target saturation. So many little vehicles, so much dakka.
Cheesy spam unfluffy :P
I'm actually going to cast a "no" vote on this one. On paper, it looks like MSU goodness.
In (theoretical) practice, I think it would turn into a messy hairball. Assuming you put the mek in one of the BW's, and then try to fit as many trukks and vehicle squadrons in the bubble? That's going to make a real mess for you if you go second. You potentially roadblock yourself with ramshackled trukks, pinned or running boyz, and slow walkers. Mech orks suffer from this the most because they bring the most bodies and easiest transpors to pop.
Plus, this army only functions within 24". I'd reckon that IG, Logan missiles (a-la Chumby's 18 missile list), Tau, and even mech Eldar could do evil things to this list by roadblocking you before you even cross midfield. Str6 shooting is becoming the "new black" and it does lolWTF things to ork vehicle squadrons. Not too hard for a dakkafex to take out a whole squadron if they stray from your only KFF.
Don't listen to Chumb. I think this is totally fluffy. ;) It's like Orks with more Orkz and Ork Mech and Walkers... with KFF... Totally Fluffy!
As far as how competitive, this is one of those iffy ones that has a lot of targets, but maybe the effectiveness of those units are not that great (see Truck Boyz). However, this is one of those lists that needs testing, and lots of it.
Hivemind, it's not that hard.
You only have to KFF one member of each of the buggie / kan squadrons on deployment, and stretch them at the 4" betweeen squadron sep; then a trukk or two can go int he gaps, or even easier, just hide the trukks BEHIND the kanz/buggies, which is enough to get you 50%.
This is a VERY strong list, especially in the hands of a player like Brad.
But yeah, copycat!
Mike: No doubt it's a tough list designed by a tourney champion. I have no doubt in Brad's ability either and my own performances pale in comparison to both of yours.
I just feel shooty IG, SW, Tau, or evil skimmer tricks from Eldar could pose a serious problem to this list, especially since none of the boyz are numerous enough for fearless once the trukks start ramshackling.
@Mike
Not a copy cat! Well not entirely :D My guys have shootas, my BW's have more stuff, I'm only running 10-man boy squads, and my Dread has a skorcha.....so there :P
@Hyv3mynd
It actually fairs very well against all of those styles of list except Eldar. Well built Eldar, Daemons, and Tyranids are actually it's worst match-ups. Eldar due to speed, Daemons because their big stuff can open up Kanz and their shooting can open the transports, and Tyanids because of the same reasons as deamons but even worse :)
@Mike,
Check your email.
And for the record not having the ability to stun/shake your opponents shooting on turn 1 poses a serious problem for many lists, especially Orks. As Hyv pointed out, having a max range of 24" is a real problem because on turn one you basically don't get a shooting phase against anyone who has range on you and that can spell serious trouble when your opponent shoots back.
I'd add Lootas.
Yup. If your opponent deploys back, you can't do a single thing t1 except move and get shot at. You could drop the Nob/BW's and 2 squads of Kanz and add 2 BW's in HS and some lootas.
Brings some balance IMO. Kanz/DD are your main assault units as 10 man Boyz don't always hit hard enough to stand alone. However, Kanz/DD are the slowest units on the list. 3 Nobz aren't going to do much either. With lootas you have a first turn threat and continuing pressure on assault armies that will mosly be focusing on the rollaz, buggies, and klaws.
I'm goin to disagree with you Nash. The buggies have the range to hit something turn one 90% of the time. It's basically a trade off. More stuff to get shot at so it can survive or stuff to keep them from shooting and having the same number of units left. Not to mention I hate the randomness of Lootas and would have to re-structure the entire list to fit them in.
Let me say that this is one of the few armies I truly fear with my SW's. Especially after playing a damn good player out east running something very similar.
If your opponent deploys his shooting vehicles with 48" range on the table edge all 9 of the buggies won't be able to get to them on turn one in a pitched (deploy at 12" move 12" shoot 18") and have no chance in spearhead. The lead buggy might get a shot off if terrain is favorable. Forget it if you have to hide behind wagons.
I've tried similar lists and what ends up happening is your opponent dumps 18 long fangs, triple vendettas or double manticore templates into your army and by the time your buggies are in range on turn two if they aren't dead themselves you're down a couple wagons, 3 trukks and half your infantry.
Lootas are the best unit in the codex and their randomness can be mitigated with redundancy. The 36"-48" shot is vital on the first turn as I'm sure your long fangs, typhoon speeders or any guard vehicle or heavy weapons team can attest. You must be able to neutralize enemy firepower early or your army stands to get tabled.
Note my enthusiasm for lootas doesn't mean I dislike rockitt buggies or kanz. I think they are fantastic. I just think that one of the unfortunate realities of the ork codex and the first turn heavy shooting phase metagame is you need to basically start with lootas and then build the rest of your list from there.
I'd dump the dread and 3 of the kanz, maybe shave some rockitt buggies from 9 to 6, find room for a PK warboss and then move one of the nobz to the open troops slot and add 5/5 lootas and a big gunz unit. I'd also probably find points for the bosspole on the nobz.
That's functionally a similar list but with first turn shooting and another scoring troop.
I know of your love for them Nash. And I accept that they have a place in some lists. I just don't think they can enhance this particular build.
Also my personal experience with lootas is that they are hit/or/miss in 5 man units. In my personal opinion they aren't nearly the best unit in the codex. To me they are a unit that is only useful 1/3-1/2 of the time and that isn't worth the point investment. This army also absolutely negates anti-infantry shooting which adding in kannons and lootas gives them back. Just comes down to preference and personal experience I suppose.
Oh and rokkit buggies have an effective 36" range. 12" for movement and 24" for shooting.
You're right on the range I stand corrected. Still a difficult shot on turn 1 though.
I look forward to seeing your army list selection. I'll have pairings up on Monday by the way. That might impact your selection.
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