Ork footslogger army? Can it work??

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starslayer ( 560 )
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Re: Ork footslogger army? Can it work??

Post by starslayer »

Thanks for all the tips! Its appreciated. I'll check it out. My army will have several sets of AOBR Orks at its core.
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Re: Ork footslogger army? Can it work??

Post by MagickalMemories »

Avoid Warseer, unless you want to be publicly exiscerated if you say ANYTHING negative about GW.
Dakka has some good forums for discussing army lists. I'd go with The Waaagh first, though.

The problem you'll run into with Ork Horde lists is that you can't protect everything.
Sure, you can use 2 Meks with KFF's to protect all 6 units of running boys... but, then, you won't have a Warboss to Waaagh, which is important to footsloggers. Also, those Lootas you'll be relying on so much will turn tail and run after taking some casualties (and, with a 6+ armor and likely 4+ cover, they'll be priority targets that WILL take casualties).
Putting a Big Mek with bosspole in the unit helps... but takes the KFF away from your footslogging boys.

IMO, if you want to play a horde, play 4 - 6 units of 30 boys & 2 - 3 units of Nobs. Take multiple PK's in each Nob unit. THAT is your anti-armor.
Forget lootas. As much as I love them, you should avoid them in a footslogging list. Orks can be played 3 ways effectively: Footsloggers or Speed Freaks or shooting (because you can get so much, NOT because they're good shooters). Note, though, the use of the word "or." Orks do NOT diversify well. You can usually add in a unit or 2 from outside your focus, and it will work nicely within your element, but don't try to play a 'jack of all trades' army with orks. You'll die miserably.

One thing you can try...
Imagine a 6-pack of soda...
Those are your Boys units.
XX
XX
XX

In between the 2 middle cans (units), you have your KFF Big Mek in a unit of Ork Nobs
XX
XMX
XX
In between the front & rear pairs of kans, you have more NOb uits
XNX
XMX
XNX

As long as you string them out properly, and keep ONE model from each unit iwthing 6" of the Mek. all the units will get the KFF's invulnerable save. It's only a 5+, but it DOUBLES your chances of survivability.
Also, your rear units will get 4+ cover saves.
Now, take a warboss. Either take Wazdakka or a Warboss on bike (and make one of those Nob units a Nob Biker unit), or take a generic warboss, kitted out as tough as possible. DO NOT TAKE MEGA ARMOR FOR HIM. it'll slow him down. Attach him to your front unit of Nobs.

Do not forget to waaagh. Use it the FIRST time it will help you get more than 1 unit into combat that otherwise could not have done so.

Hope that helps.

Eric
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Re: Ork footslogger army? Can it work??

Post by s_o_r_r_o_w »

MagickalMemories wrote:Avoid Warseer, unless you want to be publicly exiscerated if you say ANYTHING negative about GW.
Dakka has some good forums for discussing army lists. I'd go with The Waaagh first, though.
I would third The Waaagh. Agatheron over there is an old friend of mine, and he does some of the most amazing modeling work I've ever seen.

On top of that, he's a really sharp player.
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Re: Ork footslogger army? Can it work??

Post by starslayer »

What about tankbusters? Any good? They could move up with the big Boyz mobs.
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Re: Ork footslogger army? Can it work??

Post by porkuslime »

IIRC Tankbustas MUST try to shoot at any vehicle they can see, whether or not they can actually have range to it.. or a chance to bust armor. Which means that they cannot Run if they see a target.

For that reason, I don't use em.
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Re: Ork footslogger army? Can it work??

Post by warlordgarou »

porkuslime wrote:IIRC Tankbustas MUST try to shoot at any vehicle they can see, whether or not they can actually have range to it.. or a chance to bust armor. Which means that they cannot Run if they see a target.

For that reason, I don't use em.
I don't have any (and have not considered it, for similar reasons). If they see a vehicle, they have to shoot and/or assault it, regardless of range or ability to actually damage it. And since the rokkit launcha only has a 24" range, I don't see a lot of use for them - at least, not in a foot army. When I have a couple extra trukks, I might think about it. . . but I need trukks for my hundreds of boyz first.
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Re: Ork footslogger army? Can it work??

Post by starslayer »

porkuslime wrote:IIRC Tankbustas MUST try to shoot at any vehicle they can see, whether or not they can actually have range to it.. or a chance to bust armor. Which means that they cannot Run if they see a target.

For that reason, I don't use em.

Hmmmm...ok. I just dont want to bee too light on anti-tank.
thanks guys!
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Re: Ork footslogger army? Can it work??

Post by MagickalMemories »

I've tried tankbustas.

Blech.


It's like they're teenage boys and a tank is the hot cheerleader at school.

All she's gotta do it move around the right way so that they think there MIGHT be a shot, and she has their TOTAL attention to the exclusion of everything else.

Eric
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Re: Ork footslogger army? Can it work??

Post by porkuslime »

run Rokkits inside the Boyz units if you must. That will give you the "option" of firing on a tank if you (for some reason) choose not to run.

Otherwise, I find that Ork Anti-Tank is.. Nob Portable, Electric, and in a pinch, open beer cans as well as Rhinos
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Re: Ork footslogger army? Can it work??

Post by Ironhide »

MMmmmmm....beer.
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Re: Ork footslogger army? Can it work??

Post by getupandgo »

porkuslime wrote:
Plus, they are outflanking scouting Jetbikes.. so can come in on the flanks and turbo 24" for a 3+ invul save..

I have seen a fair number of Deffcoptas into Biker conversions though.. that is another option.
Are you sure it's a 3+ inv? I thought it was a 3+ cover... big difference.


Problem with kopters is that they die, and die fast. Don't expect them to last more than a turn or two, and from my recollection, they're not exactly cheap points-wise.

I'd say, if you want a horde, stick with a horde... don't worry about anti-tank too much, you're not going to be able to fit a ton in... Get some rockets and big shootas in your boyz mobs, move them up and try to assault everything. MM mentioned stringing your mobs to get the most within KFF range, and that's usually how I see this army played... You can also spread a mob out to capture more than one objective pretty easily. I learned that if you have a mob that hasn't broken at the end of the last turn, and is NOT in coherency, they can actually claim 2 objectives, which pissed me off rather thoroughly, since I sunk about 40 shots into this particular mob and killed about 25 of the 30 models.
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Re: Ork footslogger army? Can it work??

Post by porkuslime »

Drat it.. you are correct and I mis"spoke" .. it IS a 3+ cover save which means templates kinda hurt. I did know it, and play that way, I just used the wrong word.

-Porkuslime
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Re: Ork footslogger army? Can it work??

Post by MagickalMemories »

IMO

Deff kopters are worth the points. Especially if you do it right.

At 35 points a piece with TL Rokkit launchers, you have a nice little firing platform.
If it dies in a turn or two... So? it's job is to harry the enemy, maybe pop some armor, and die.
I like to take (when I take them) 2 units of 2. I give a buzz saw to one model in each unit.
Why?
It just upped that "gotta kill it" factor of the unit (for 25 points), making them that much more attractive, compared to my boyz (who are the MOST IMPORTANT unit in the army) and allows me to take advantage of wound allocation, since they're 2 wound models and are equipped differently.

Plus... they can pop armor from a distance OR close up, now!

Eric
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Re: Ork footslogger army? Can it work??

Post by porkuslime »

MagickalMemories wrote:At 35 points a piece with TL Rokkit launchers, you have a nice little firing platform.
Except with the TL Rokkits they run 45, not 35 points.

I also like to give one of my Rokkit Coptas a Big Bomm (partially for wound alloc) but also in case there is a nice squad of Guardsman that I don't want to Rokkit attack.. gives me *one* big ol template.. before the Coptas bite it.
2+2=5 for sufficiently large values of 2.

If you don't have your Location listed in your User Control Panel, why not take a second and update it? It will let your trading partners know where you are from the beginning.

I use the Unofficial Porkuslime Trading Guidelines - if you have way less refs.. you ship first.

Folks I am awaiting a ref from.. Zack

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Re: Ork footslogger army? Can it work??

Post by getupandgo »

porkuslime wrote:
MagickalMemories wrote:At 35 points a piece with TL Rokkit launchers, you have a nice little firing platform.
Except with the TL Rokkits they run 45, not 35 points.

I also like to give one of my Rokkit Coptas a Big Bomm (partially for wound alloc) but also in case there is a nice squad of Guardsman that I don't want to Rokkit attack.. gives me *one* big ol template.. before the Coptas bite it.
So basically, they're as much as a rhino, without a good ballistic skill (I'm assuming 2, unless they've got a grot-manned option), and they can die to massed small arms fire quite easily.

That's a pretty easy kill point you're giving up, and I'm not sure I'd take the hitting on 5's re-rolling misses for one turn or so to do it. As a flanking harassment unit that comes in on reserve, maybe backed up by kommandos, I could see a slight usefulness, but as a front line assault anti-tank platform? I don't think it's effective for it's points.

and unless I'm mistaken, they're open-topped too, right?
Always ship with delivery confirmation, I do the same.

Rating of less than 100 (or with no known traders)? You ship first (for trades and purchases), otherwise, we can ship simultaneously.

YOU must ship your package; not your wife, friend, lover, cousin, or dog. If you are not able to ship packages yourself, then please don't work out a deal with me.
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