Hey guys, I know it has been a while but work, preparing for school (starts today), and a dire lack of wanting to paint but play (with my new orks) has had me held up from posting anything for a while now, as well as the fact I have had nothing to post.
So first things first, yeah I have a new Ork army.
"But what happened to your Griffons you ask?"
Well I have put that army on hold for now, need a break from the quartered red/yellow and besides it has not been playing very well for the most part. I need to step back, take a break, and rethink my list a bit before I go back in and tackle the final 800 - 1.5K of models to paint.
The Ork army has been growing by leaps and bounds during the month of September as I find more and more uses for the AoBR models which I keep finding for cheap on ebay or around the area. I have been building like a mad man trying to get everything together so I can get it painted while testing things out (as this is the first time I have ever played Orks in 40K). The painting on the other hand, at least in the month of September has been going really slow. The Warboss (pictured above) and 7 Nobz took me 3.5 weeks to get finish and I still haven’t based them properly yet as I can not decide on what finish I want to go with. Here is a bad pic of what they look like:
As I mentioned above, I have been getting in some gaming recently, a lot more then I did over the summer and I have had a chance to face the new Space Wolves list. So 2 games against the new Space Wolves this week and also a game against a very tweaked IG MEQ list last weekend has caused me to begin thinking about my Ork list and what needs to be changed to deal with both of these very different threats. The Wolves really do out Ork the Ork army, putting out an insane amount of attacks (especially Sky Claws and Grey Hunters packs with wolfen) at a higher Init then my Orks, killing a lot of boy before I even get to go. IG on the other hand, tends to be lots of tanks and transports with a butt ton of melta bottled up inside those transport waiting to kill my 2 wound Nobs and Deff Koptas dead with ease. How do you combat both the need for more counter charge ability against wolves and tank busting ability against guard?
To be honest I am not sure, but I have some ideas. For those that don't know or who will be there I am headed to Mechanicon the first weekend of November up in Philly for a 5 round 1850pt 40K Tournament, and I will be playing Orks. Besides figuring out what I will be taking, I need to figure out how to deal with the above two list and all the rest I might face or at least have a plan for each type of army going in. The list I had intended to take looks like this:
Big Mek (Kustom Force Field)
2 units of 30 Slugga/Choppa Boyz with Nobz
20 Shoota Boyz with 2 Big Shootas and Nob
7 Nobz w/ Trukk
10 Tank Bustas
5 Deff Koptas
What I have found (though I have not used the Battle Wagon yet) is that this army just can't handle high armor or fully MEQ armies very well. Sure the Mass of boyz is nice but isn't in anyway guaranteed to take out tanks or transports if they get to them. Additionally, a more mobile hard hitting Melee army like Space Wolves can have lots of tools that make this type of list not work either. In a game last night I found that all the Wolves have to do is jump a sky claws unit lead by a wolf priest behind my unit of 30 Slugga/Choppa boyz and they can pretty much clean house by shooting and then charging in and it is doubtful that I will be able to win the combat, even with a full 30 Orks at the start.
I suspect that I am going to need to try to start thinking more unconventionally with the Orks to be able to handle some of the nastier New fangled IG and Wolf lists. Also, to add insult to injury, I found out last night that I have been doing something wrong; Boyz units can not take a truck if they have more then 12 models in them, something I have been doing to give my Tank Bustas a ride.
I have talked to a few Ork players about what they do and all of them have told me or have been surprise that I do not have any Trukk boy mobs in my army. A trukk boy mob is just 10 to 12 orks, usually with a Nob with Power Klaw mounted up in a Trukk. Personally just looking at them on paper seems like I am giving my opponent easy Kill Points. 12 boyz and a truck, wow that is an easy 2 KP right there, Pop the truck and then blast away at the 12 boyz with a low 6+ armor save, simple. But I am going to go against my instinct I think and try them out. From everything I have heard you are never supposed to Run them in less then groups of 2 to 3 trukks so I am going to try out 2 units run together for now (As I only have 2 Trukks). I will be mounting up 12 Slugga/Choppa Boyz with a Nob w/Power Klaw and a Boy with a Big Shoota into each trukk. Here is a pic of most of the models for these two units:
As for the rest of my army, this has a few effects. For starters I have had to cut down one of my 30 Boy Mobs to 20 models as I only have so many extra boyz lying around. Secondly, I need a new ride for my Nobs and Tank Bustas. In comes a Battle Wagon which I have just finished building and a Looted Wagon (which as luck would have it; I started building out of an unassembled Rhino kit I had laying around). Here is a pic:
And finally I think I am going to be upping the number of Lootaz in my army to 13 as was suggested to me by a friend that plays orks. 13 ups the number needed to be killed to take a test to 4 and gives me 4 more deffguns to blast away at my enemies with (in the old squad of 10 had a mech with a rokkit). To do this, and get in all the other stuff I want to add in it probably means I am going to have to drop the Shoota Boyz, at least in 1850pt games. So as of now here is the new list am leaning towards, at least till I test it some and find out is does not work at all, sigh
Warboss and Big Mek (KFF)
2 mobs of 12 Trukk Boyz with Nobz w/ Power Klaws
2 mobs Boyz w/ Nob and Sluggas/Choppas, one 30 Boyz, one 20 Boyz
5 Nobz in a
10 Tank Bustas mounted up in a Looted Wagon
4 Deff Koptas with TL Rokkits