Wednesday, July 23, 2014

Ork Codex Review - Pt. II - HQ's



Oi! DIS HERE IZ MY PART UV DA REV-U!!!! WAAAGH!!!


Thanks Snazzletoof, but i've got it from here. Welcome back to the Ork Codex review! Today we will be talking about the HQ choices!



Here is how we will break it down. I will talk about the rule, model, unit, etc. and then give my initial impressions. I will then state positives, negatives, potential, and a rating of Teef; 1-5, five teef being da best, 1 toof being for smelly gitz!!!


Okay, let's start with the Ork Codex HQ!!

Tuesday, July 22, 2014

WH40k Tournament - 1500 pt. - @Area 51 G.A.C.



Oi! Lissen up ya smelly gitz! Da Orks went krumpin' in a tor..tur...er...tourn...errr....

I'll take it from here, Snazzletoof. You were doing so well too! It's true! I played in a 1500 pt. tournament this past Saturday at Area 51 Gaming and Collectibles in Grapevine, TX. It was a super laid back tournament with a lot of really great people in attendance. We had a super relaxing 3 hours per round which made it much more enjoyable for everyone. While I feel 2 1/2 would have been plenty of time with relaxation involved, it ended up being pretty nice. 

My first matchup was against an old friend who plays Tau: Farsight Enclave. Unfortunately, I did not grab extra copies of my opponents lists so you will have to bare with me while I try to remember what they have. What I CAN tell you is that Farsight and his drones had Fearless and it turned out to be pretty epic. However, here is my list!

Tuesday, July 15, 2014

Ork Codex Review - Pt. I - Special Rules


Oi! Lissen up, gitz!!! We gotz a noo Codex hurr and it iz full 'o WAAAGH!!!

Easy there, Snazzletoof. Welcome to the Keumpin' Time! Ork Codex review. Over the course of the next 6 posts, I will be breaking down the codex unit by unit in detail. I will make strong comparisons from the past and potentials for the future. I truly feel as if we have a gem here that just needs some love in order to work. Regardless, it's not going anywhere and it's not changing. We might as well get use to it! 

Here is how we will break it down. I will talk about the rule, model, unit, etc. and then give my initial impressions. I will then state positives, negatives, potential, and a rating of Teef; 1-5, five teef being da best, 1 toof being for smelly gitz!!!


Okay, let's start with the Ork Codex Special Rules!


Monday, July 14, 2014

1500pt. Tournament Incoming!!!


Oi! I'm playing in a 1500pt. Tournament this Saturday and here is what I'm looking at for the battlefield! Also, I picked up this yellow ottoman tray

I have a few list options I am looking at. 

Waaagh! 1
Mega-Armoured Warboss: Attack Squig; Da Finkin' Kap
Painboy

4 Meganobz: Power Klaw/Kombi-Skorcha
Battlewagon: 3× Rokkit Launchas; Grot Riggers; Extra Armour; Boarding Plank; Reinforced Ram

12 Ork Boyz: 'Eavy Armour; Nob (power klaw; Bosspole)
Trukk: Rokkit Launcha; Reinforced Ram; Extra Armour; Boarding Plank
12 Ork Boyz: Shoota; Nob (power klaw; Bosspole)
Trukk: Rokkit Launcha; Reinforced Ram; Extra Armour
12 Ork Boyz: Shoota; Nob (power klaw; Bosspole)
Trukk: Rokkit Launcha; Reinforced Ram; Extra Armour

7 Warbikers: Nob (Power Klaw, Bosspole)

5 Mek Gunz: 5× Lobba; 4× Ammo Runts
12 Lootas: Mek
------------
1499

With this list I am looking to get in their face fast and hard. Running the 3 ObSec Trukk Boyz around to snag objectives will be of the utmost importance. However, I don't expect these boyz to actually last. In reality, they are bait for my other units. Ideally, I drop the boyz off and in the next turn I hide the trukks in a nice cover save or LoS blocking area. Assuming they actually survive turn 1, they could potentially be Turn 5 flat-out Objective grabbers/deniers. Obligatory Reinforced Ram and Extra Armour. Cannot afford stuns! BP on the 'Ard Boy Trukk...because...Orks.

The MAWBoss/Painboy/MANZ unit is pretty straight forwards. Krump 'Ard and Krump Fast. I've effectively used this unit before to chain massacre in my enemies lines. If the Battlewagon can survive turn 1, they WILL begin the slaughterfest. There is no way around it. If I can delete two units and a vehicle or 2 in a game, they will have more than made their expensive cost.

The Lobbas are my secret Bread 'N Butta. These guys will almost undoubtedly destroy at least one unit if not force panic checks. I will, without hesitation, lobba the bejesus out of a unit incoming on a boyz unit. I could care less if I clip my boyz. Taking 4 ammo runts is essential. You want to get that Twin-Linked for at least the first 4 turns. With the way Barrage works in 7th, and the addition of the barrage rule to the Lobba, this unit is...wow.

Lootas. Okay, this is my anti-flier unit. I don't like how small it is, but it's large enough to be effective in the skies. The Mek is almost mandatory now with the new Mob Rule. You simply cannot afford to run on Ld , especially since they will most undoubtedly be on your back lines and so close to the edge. 

 My first iteration of this list had 4 units of Trukk boyz and no bikers. After discussing my list with some friends after a bloody game against Space Wolves I decided to drop one of the Trukk squads to bring in some bikes. In doing so, it allowed me to turn the unit of Slugga Boyz in to 'Ard Boyz. I am a little weary of the size of the bike squad. However, I feel if played correctly, they can grab an objective early on or light up some backfield chaff. Even if my opponent focus' his/her fire on them turn 1, that's less incoming fire on my ObSec Trukk Boyz. 

Or

Waaagh! 2
Mega-Armoured Warboss: Attack Squig; Da Finkin' Kap
Painboy

4 Meganobz: Power Klaw/Kombi-Skorcha
Battlewagon: 3× Rokkit Launchas; grot riggers; extra armour; boarding plank; grabbin' klaw; reinforced ram

12 Ork Boyz: 'Eavy Armour; Nob (power klaw; Bosspole)
Trukk: Rokkit Launcha; Reinforced Ram; Extra Armour; Boarding Plank
12 Ork Boyz: Shoota; Nob (power klaw; Bosspole)
Trukk: Rokkit Launcha; Reinforced Ram; Extra Armour
12 Ork Boyz: Shoota; Nob (power klaw; Bosspole)
Trukk: Rokkit Launcha; Reinforced Ram; Extra Armour

3 Deffkoptas: 3× Twin-Linked Rokkit Launcha; Buzzsaw

5 Mek Gunz: 5× Lobba; 5× Ammo Runts
14 Lootas: Mek
------------
1499

In this list, I drop the Bikes and bring a unit of 3 Outflanking Deffkoptas with a Buzzsaw and x3 TL Rokkits. I'm not completely sold on this. This is such a hit or miss unit. They are Ld7 with no characters...Mob Rule...Ouch... However, they are so cheap and effective being Twin-Linked. Nobody likes seeing Outflanked TL Rokkits. The buzzsaw is me just crossing my fingers they don't flee after getting shot up turn 2 or 3. 

I'm not sure of the makeup of this tournament as it is probably going to be very small. It's the stores first 40k tournament in several years so it should be interesting to see what happens. I will hopefully get a few more games in this week with both lists in order to primer up.


WAAAGH!!!