Tuesday, May 31, 2011

Lootin' and Shootin'

Why not get this blog started by posting the new ork list I've been running which I have dubbed "Lootin' and Shootin'" Is the name lame? A little bit but it gets the point across.

Big Mek W/ Kustom Force Field - 85
Big Mek W/ KFF - 85
12 Ork Boyz w/ Trukk -147
12 Ork Boyz w/ Trukk -147
11 Ork Boyz w/ Trukk -141
11 Ork Boyz w/ Trukk -141
10 Lootas - 150
10 Lootas - 150
10 Kommandos w/ 2 burnas and Snikrot - 215
3 Big Guns (Kannons) w/ 6 extra Grotz - 72
3 Big Guns (Kannons) w/ 6 extra Grotz - 72
3 Big Guns (Kannons) w/ 6 extra Grotz - 72
Total : 1477

Worth noting that all the boyz squads have Nobz w/ Power klaws and Bosspoles. If you're running boyz any other way, you're runnin them foolishly

Quick Backstory, I never used to be a big fan of vehicles when I first started playing. I was an infantry man and Orkz were my army for that. I actually own 120 ork boyz along with tons of other models. I can run a half descent green tide and while I like to do that from time to time, this my list that I've been using when I need to throw down and win a game. I'm not gonna go super in depth right now into each unit but I will be talking about how they all work together. Combined with some future blogs about how awesome each of these units are, the list will make a lot of sense. Also I hope I'm not messing myself up too much posting my army and strategy for all my "friends" to see.

The list is called lootin' and shootin' because of how it all works together. You've got you're boyz zooming up in trukks for the lootin' and you've got other boyz in the back shootin'. And who ever said I wasn't clever?

Anyways, Let's start with the Trukks and boyz. While 12 boyz are good, if they fight anything that knows what they're doing in melee (Basically anything that makes more then one attack per round) then your boyz are gonna have trouble. I've seen 30 boyz die to the boy from khorne berzerkers so imagine what they'll do to just 12. It's bad, trust me. With that, you try to never run a truck by itself. You want the trukks together so should it become assault time, you can launch 24 boyz in as opposed to 12. There are exceptions of course though. I've run 3 together and left 1 to hold an objective which works pretty well with the gun lines to back up the one trukk. (More on that later.)
Another Big part of the Trukks are the Big Meks with Kustom Force Fields. This gives all trukks within 6'' of the Big Mek's trukk a 4+ cover save. This is massive as Trukks need all the help they can get. Armor 10 carrying troops with 6+ saves need all the help they can get. This gives you one more reason to run your Trukks in pairs. So all ready you've got some serious synergy and that's just the frontline.

Behind the boyz you've got Lootas and Big Guns. The BGs I'm still experimenting with but so far they seem rather effective. It's a 72 point ork long fang squad. You really get what you pay for with that but it's hard to beat 72 points. Most players know Lootas pretty well though. They're much more popular in Ork lists and for good reason. Lootas destroy anyone unfortunate enough not to be a Space Marine and so much more. Even firing at Space Marines, STR 7 makes wounding easy and helps make up for ork'z terrible ballistic skill.
However the purpose of the guns is less for shooting down marines (because lets face it, you're probably gonna be shooting at power armor) and more for breaking Rhinos... I mean transports. Boyz are great in the assault but the trouble is if they get to the enemy and the enemy is hiding inside of their metal boxes then you're in for some trouble. Ork shootas probably won't wreck even something with armor 10, you can't rely and getting behind rhinos, and your boyz have yet to start stealing meltas. The Guns in the back are there to break open the transports and give da boyz something a bit more exciting to assault. Thus you're lootin' and shootin'

Last are the kommandos. Now they don't exactly fit with the name of the list but they are incredibly important and not to mention incredibly awesome. Like I said orks do best in melee against enemies who don't know what they're doing and kommandos are perfect for sneaking right up on those guys. With Snikrot in the squad, you've got a 12'' bubble around the entire table where you can pop in and strike. If your opponent realizes this, they may move their units up to avoid being assaulted or even leave a strong unit behind for defense. Both are great as you've distracted your opponent or possibly moved his units in closer range to the Trukks. However, should he ignore (or forget) that snikrot can enter the table from ANY TABLE EDGE of his choosing, you've got some pretty great targets for Snikrot and his buddies. On top of all of this Snikrot is a beast. I'll post more on him later but he is quickly becoming one of my favorite parts of the Ork Codex.

So that's the list. I'll be posting more in depth thoughts on each unit as time goes on.

Killa Kan Blog

Like so many blogs that are started up, this one too will feature the first post being about the purpose of this blog. First and foremost it's a blog about Warhammer 40k. I play Orkz (hence the name) and the Not Blood Angels (which may be explained later). I try and keep up with all the 40k business that I can so this blog is essentially a place for me to show those ideas, vent my frustrations, and post some tactics that I think are so nifty.
This blog is written mostly for friends I'm gaming with but if you're a stranger, you're more then welcome to read and hell if you feel like disagreeing with me, I won't turn it away. To everyone, lets get some discussions going on this place. Lemme know what you like, don't like, and tell me what a great guy I am. All is welcome on this blog! KILLA KAN!

(Hopefully this is a more then one day thing. I saw a lot of 40k blogs that just had a one of these posts.)