Saturday, July 5, 2014

The Grot tide


My Lobba battery with grot crew and ammo runts
Since we have the ability to combine as many CADs as we want (with opponents consent).  A funny idea of a list I had was as follows

390 points, CAD
50 painboy
35 10 gretchin, runtherd
35 10 gretchin, runtherd
90 5 lobbas, 10 grots
90 5 lobbas, 10 grots
90 5 lobbas, 10 grots

Take 5 of these and sprinkle in some ammo runts and you've got 2000 points.  What do you get?

100 gretchin
10 runtherds
5 painboys
75 lobbas
150 grots

The grots are mostly there to shield the artillery from assaults.  Put the painboys in the front line of the artillery and move back as you take wounds.  You've got 75 Str 5 small blast barrage and 300 T7 wounds!!! With 100 of them having FNP.

The weaknesses of this are pretty obvious, the opponent should never really shoot at the Painboy squads with FNP and Ld7.  They'll shoot at the other squads, only need 3 dead grots to cause a morale check which they fail 72% of the time.  In assault everything is T2.  You can't touch AV12 and up.  The real vulnerability is from tank shocks.  A 12" long 4-8" wide swath of falling back that you can't stop.

You could switch some Lobbas to kannons or zzap guns, add some tank traps or an ADL.  It's still not great, but a fun little list to come up with.  Granted, that I don't think this would actually be very fun to play.  Setting up 340 models that mostly act as meatshields then placing and rolling for 75 blast markers would take forever. We're talking about at least an hour to setup and play one turn.

Thursday, July 3, 2014

My Ork collection

First ever 40k match, using AoBR

So far, I've been using generic pictures I pulled from the internet.  My goal this weekend is to start taking pictures of my collection so I can use them in posts instead.

The above picture is from my very first ever game of 40k.  My nephew and I played using the AoBR starter set.  I even painted most everything before we began.  The paint job isn't the best as I believe I only had 5 or 6 colors.  We only had the measuring stick that came with the set and a cheap pocket tape measure.

The terrain is all scratch built by yours truly.  I would like to say that my terrain building skills have improved, but I don't think I've actually made anything since then.


My painting skills have improved, but I thought it was a pretty decent job to get us started at the time.  No washes or dry brushing yet.  The brush I used at the time was huge considering I use a detail brush for base work and a 000 for detail work.  The marines were painted with a very heavy brush and lost a lot of detail.


The boyz got slaughtered by the marines. It was mostly a learning experience anyways.


The big mistake we made was a misreading of the rules.  I thought you only got one attack at AP2 with a klaw.  So the terminators just ran roughshod over the orks.

The first units I bought after AoBR was a painboy in finecast.  Some lootas, warbikers, and boyz were next.  Then I realized the potential of eBay. This was July 2011 and I had about 2000 points by November for my first ever random match at a FLGS, which I won!

Building an Ork army from the troops up


Since you have to have troops, let's figure out how to we can use them in an army.

Option 1 - Placeholders

Take a minimum number of squads and beef up on other, more efficient units such as lootas, mek gunz, flash gitz, meganobs, bikers, stompas, etc.  Since everything except swooping FMCs and zooming flyers (and death company, fenrision wolves, tau drones) scores, it's less of a concern.

For only 70 points you can get 2 squads of grots.  Cheapest mandatory troop tax in the game.  This is a nice option to have.  You might as well take another squad for 35pts, so you have the option of taking another HQ in the Ork horde detachment since you won't be using that objective secured rule anyways.

Option 2 - Trukk boyz

I can see the appeal in theory.  For 147 pts you get 11 boys, a nob with pk & BP, and a trukk with a ram.  The ram is necessary so you don't immobilize and can take advantage of your speed.  Move 12" then turbo boost 12" your first turn.  On your 2nd turn you pop the waagh, move the trukk 6", get out up to 6", then run and assault.  With 'ere we go you can charge 11" about 70% of the time (drops to 9" for difficult terrain).  That's a 47" threat range over 2 turns.  Even in vanguard strike that will get you anywhere but the back few inches of the opponents corner.

Who is the ideal target for a small unit like this? Guardsmen in the open, pathfinders on the first level of ruin, a 5 man scout squad?  I'd rather not rely on my opponent being a bad player. A squad of 12 just doesn't do that much damage when you have to weather a turn (or 2 if you go 2nd) of shooting, overwatch, then usually their attacks before you get to swing. 

Have you ever tried charging a 10 man squad of grey hunters.  Even without flamers, a banner, or mark of the wulfen they'll kick your ass every time.  You'll lose 2 guys to overwatch, 6 to their attacks, then the remaining boyz will kill one and the nob will kill 2.  You take a Ld test on 4 and either get swept or the kill 2 more of your own guys due to mob rule and then the rest get cleaned up before you get a chance to attack.

All it takes is someone using proper screening techniques to prevent you from getting what you want to go on the 2nd turn and then you're stuck in double tap range.  Counter assaults hurt because you lose an attack and furious charge. 

This doesn't even get into the frailty of the trukk itself or that templates kill the occupants, or that explosions (and templates) are random hits which could kill your nob. You take a pinning test for explosion, moral for casualties, tank shocks, fear tests, etc.  Your boyz are killing themselves.

Many ork players think of their army as 'THE' assault army.  That everyone is scared of a squad of 12 boyz in a trukk coming at them.  The reality is that there are a ton of armies that just don't care -- White Scars, daemons, necrons, CSM, nids -- and will come at you just as hard and fast, then shred you.
An alternate way to use trukk boys is to take a squad with 10 shoota boyz and a trukk with a ram for 105 points.  Hold the unit in reserve then come on after the 2nd wave to hide or pick off weakened units.  This combos well with the Master of Ambush Strategic Trait, which lets you outflank (via infiltrate) 3 units.  Take Da Finkin's Kap for a 2nd chance on the table. Then you can place your guys pretty much where you want them.

Option 3 Battlewagon boyz

Since you can fit 20 boyz in the BW, you've got the weight of numbers to survive a little longer.  You're less likely to explode and kill the occupants.  Unfortunately, the model is a bus with a tiny front arc, wide sides at AV12, and AV10 rear.  It comes with no guns stock and at only BS2, are hardly worth taking other than to prevent weapon destroyed turning into immobilized.  It isn't fast, so your threat range is diminished slightly

Why would anyone every take 'ard case for 15pts.  Losing assault vehicle status is bad enough, but to pay points is ludicrous since it is an assault vehicle first, line of sight blocker 2nd, then certainly some other uses, then gunwagon last.  Once you dump the boyz, the BW can be used to block line of site, maybe do a Str 9 ram.

So you either have to sacrifice speed for shooting (move 6" fire one weapon) or move 12" and fire snap shots.  The only solid gun option is limited to 24" at Str 7 Ap3 blast, which can't be snap shot.  Once you get in that range you're just asking to get shot in the sides.  The killer is that it reduces your capacity to 12 boyz.

A mek on a bike w/KFF behind the battlewagons with some warbikers will hand out the 5++.  This is better than limiting it to a single BW.

There is also an opportunity cost of not taking lootas and mek guns with your heavy support slots so your opponent's tanks are untouched before you reach them.  You're limited to Rokkits from various sources - squad upgrades, buggies, deffkoptas, tankbustas.

This is better than trukk boyz, but you lose a lot of dakka.  Battlewagons are better suited to delivering tankbustas and meganobz.  I could see a morkanaught with KFF flanked by battlewagons with tankbustas or maganobz inside and boys following behind.

Option 4 Ard Boyz

Can survive explosions and mob rule much better.  Bolters don't rip them to shreds and you can count on getting a save in close combat except against power weapons.  For 10 points, you don't get any more offensive capabilities and you have to consider if you want more boyz or more survivable boyz.

Most troops come with a 3+ or a 5+ or worse.  Units with a 4+ are warriors of some sort Necron warriors, firewarriors, and Tyranid warriors plus scouts and dire avengers.  At least scouts will get a better cover save, Tyranid warriors will be handing near some venomthropes for a 3+ cover, necrons and dire avengers have great dedicated transports and firewarriors will usually try to hang out behind an aegis or in ruins.

We forget how much has AP4: heavy bolters, autocannons, psycannons, heavy flamers, incinerators, assault cannons, quad guns, krak grenades, missile pods, heavy burst cannons, Eldar plasma missiles, whirlwinds, manticores, etc.

If you're going to take boyz in battlewagons, you probably should give them eavy armor to maximize your investment.

Option 5 - Horde

There is strength in numbers. A full squad of 30 requires 8 casualties before the morale test. You have the weight of fire and attacks to bring down a lot units. Whether you want slugga or choppa boyz is going to depend on the list.

Big mobs are limited by terrain.  There is no way to get move through cover on standard boyz. You'll roll double ones then roll a 1 on your run move and feel like you're wasting your life.

Formerly, they were solid for bringing down MCs or at least acting as a tarpit.  With so many units having fear, which isn't covered by mob rule and is a test every round, hitting on 5s, wounding on 6s is a poor strategy, you'll just end up killing yourself through mob rule.

A grot screen to go in front of 2 or 3 squads is a worthwhile investment. 

I've never liked the green tide list.  It was a tough matchup for some opponents but really wasn't a very strategic list.  Games took forever and I never had fun playing it.  I have about half my boyz painted and the other half only primed because I got tired of painting green.

Wyverns, thunderfires, splinter cannons, Tau of all sorts, tesla, and warp spiders will all take you out to the woodshed and do unspeakable things.  Good thing none of those are populat :). If someone brings a promethium pipe relay they should at least buy you dinner first.

Squads will die faster than before but if you use them correctly, they can be effective.  Boyz should be in the 2nd wave of assault, rather than the first.  You need something to take the threat off of them right away and something to take down backfield threats.

Supporting the Boyz

Boyz by themselves just aren't very good.  In my next post I'll look at supporting the boyz with HQs - KFF, warboss, and painboys.  Maybe that's the way to go.

Boyz Before Toyz?


"Boyz before toyz" was one of the first mantras I heard for ork advice. I'm not sure it applies anymore.  There are so many great choices in the Ork codex that are reasonably priced it seems like taking boyz is a missed opportunity.

I'm not considering unbound lists, it's too rife for abuse.  This means we have to have at least 2 units of troops.  Troops are at less important then ever before for sitting on objectives since everything scores, but more important for taking and holding objectives.

Here are the three main troop choices with their pros and cons.  I'll use the next post to dig into my thoughts on how to fit them into a list.


Slugga choppa boyz
Pros
  1. At 6pts a pop you're getting 4 attacks on the charge
  2. Can take a nob with a BP and PK for 40pts over the cost of a boy.
    1. The nob is going to do most of the work
  3. 'Ere We Go rolling 1 dice makes mid range charges fairly reliable
  4. Makes best use of the mob rule table, since you'll want to be in assault
  5. Nobs can wound units outside a challenge and are more likely to live to get to do so. 
Cons
  1. Really need to get the charge off.  If you fail, you get blasted by the opponents guns, then charged and are only str 3
  2. Probably not going to shoot very much, you 
  3. Vulnerable to fear since they are only Ld7, which isn't eligible to roll on the mob rule table
  4. Vulnerable to tank shocks as long as the opponent is smart and avoids the Nob .  You'll want to be in your opponents zone.  If you pass morale then you're bunched for templates and blasts, if you fail you roll on the mob rule table and causing wounds to yourself (which can trigger additional tests for 25% casualties) all in the movement phase.  Remember that falling back units automatically fail morale tests.
  5. Once you lose the nob, the squad is pretty useless, but thankfully it's harder to do with less precision shots and focus fire
  6. Nobs will get crumped by any real CC unit or character.  A lone nob won't survive to swing.
  7. Really hard to plan assaults to last 2 player turns
Shoota boyz 
Pros
  1. Assault 2, Str4 gun
  2. Still 2 attacks base
  3. A full squad with 27 and 3 BS is 63 shots.  Dat's a lotta dakka. It's fun to roll that many dice
  4. Even snap shooting, it's a fair number of hits  (but can't overwatch when going to ground)
  5. Can pump out shots from open topped vehicles
Cons 
  1. More expensive at 1 point over standard boy
  2. Less attacks on the charge, less attacks in subsequent rounds
  3. Mob rule favors assault, so not only are you less efficient in assault, you won't get the benefit of a 1 roll on the table
  4. Nob is mandatory, making the unit more expensive (used to run them base at 30 boyz for 180pts, not they require a nob (w/BP but no weapon) and clock in at 224pts)
  5. Can shoot yourself out of charge range
Grots
Pros
  1.  Objective secured usually
    1. This will protect against something like jetbikes turbo boosting on the last turn, but tank shocks push you off since you have no way to stop even AV10 without taking a grot-prod
  2. Cheap at 35 points for 11 wounds, albeit at T2.  The magic numbers are 13 and 17 for maximizing value when taking 25% casualties. 
  3. Can take a squig hound for a morale/pinning re-roll.  You'll usually want to take this.
  4. Fear doesn't bother them too much, since they weren't expecting to win combat anyways
  5. Can shield other infantry, giving a 5+ cover to units behind them (pg 38) even if they aren't 25% covered
  6. Runtherd can now be your warlord :)
Cons
  1. Are 1 or 2 T2 units, along with Ratlings
  2. Poor shooting, no assault capabilities
  3. No mob rule, must rely on squig hound
  4. Need to protect the runtherd, otherwise you're dropping to Ld5, which only passes Ld tests 28% of the time
  5. The grot prod is pretty useless going into effect only when in a challenge.  If you challenge with the runtherd, it's usually because you want him to die so you can lose the combat, because you risk losing Ld7 to stay in so reducing their attacks by 1 isn't going to do much.  I'm not sure who a runtherd is expected to beat in a challenge, maybe a naked AM sgt charging through terrain

It's a lot harder to decide how to use boyz than most other codexes.  Unsupported, they're fairly lackluster.  Do we use our HQs or heavy support to buff the boyz squads or keep them cheap and use more efficient units elsewhere to do the heavy lifting?

Wednesday, July 2, 2014

Waaagh! On



With the release of the 7th edition Ork codex. I'm starting a journey to come up with Ork armies that will be fun to play and competitive.

Orks were my first army when I started in 5th edition.  From the humble beginnings wrought of the Assault on Black Reach set, I've amassed around 6,000 points of Orks.  I'll show off painted models as I get the opportunity, but I want to start with reviewing the new codex.

My purpose will be to do so with an eye towards looking to see what works rather lamenting any losses.  We're not going back to the 4th edition codex and it's unlikely that GW is going to issue any sort of FAQ to fix any glaring issues (oops... we meant for Painboys to be a slot-less HQ choice).

With that in mind it's time to get our Waaagh On and get to choppin'.