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Made in us
Smokin' Skorcha Driver




Dallas, TX

Need so advice on Ork mech horde

HQ
2 Big Mek w/ KFF. 170

Troop
11 boyz. 147
1 nob w/ PK & boss pole
Trukk w/ boarding plank

10 boyz. 141
1 nob w/ PK & boss pole
Trukk w/ boarding plank

10 boyz. 141
1 nob w/ PK & boss pole
Trukk w/ boarding plank

10 boyz. 141
1 nob w/ PK & boss pole
Trukk w/ boarding plank

10 Gretchin w/ Runtherder. 40

Fast
3 x 3 warbuggy TL Rokkits. 315

Heavy
3 x 3 Killa kanz w/ Grotzookas 405

Summary
22 vehicles on the board should be pretty tuff to deal with. Gretchins would be for late game objective taking. Everything else would move forward and swarm my opponent.

Thoughts?
   
Made in ca
Hauptmann





Calgary AB, Canada

IMO the kans don't really fit with this list. I mean, whats the point of them in an all trukk force?If you shield your trukks, they can shoot your guts out while you move slowly accross the board. If the trukks zoom ahead (as they should) the kans will be left in the dust, and will make little impact for the 400pts your spending. You would be far better off running the meks in some cheapo battlewagons with lootas. It fits better with the speedy mech theme, and you get a good ranged unit

Just my 2 cents

 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

I think its quite nice actually, since your enemy will most likely focus on the first wave(trukks!), and the walkers with some running will get there eventually.
I mean really dude, 2 KFF will stop most bullets anyways, orks are cheesy that way

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To die knowing that your task is done
 
   
Made in us
Lead-Footed Trukkboy Driver






MT

I would get rid of the kans and buy more trukks. 6 or 7 ork trukks could be awesome. The kans will not preform like the boyz will.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in gb
Tower of Power






Cannock

Looked pretty good until got down to the Kanz. Walkers do not go with faster moving vehicles. Replace with Deffkopers for alpha strike and more fast moving targets and maybe Kannonz for long range fire support or Lootas.

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Made in us
Smokin' Skorcha Driver




Dallas, TX

The problem I have with trukks is that they don't survive very well (AV 10 and open top), so putting more in the build would drive the cost up, and bring the survivability factor down.

On the flipside killa kanz survive very well (AV11 not open top, sqaudron). and they are cheap, points wise. Yes they are slow, but combined with the buggies ( that can engage turn 1), and trukks ( that can engage turn 2), the kanz can be in firing range by turn 2-3, and are arguably more deadly then their equivalent points in trukk boyz.

The theme here is not speed freak, but Mech Horde. 22 vehicles on the board is going to saturate the playing field, all with a 4+ cover. My other thought would be to drop the trukks and go with 3 x 30 boyz squads, 18 vehicles and 90+ infantry models)
   
Made in ca
Growlin' Guntrukk Driver with Killacannon





Owen Sound, ON. Canada

mercer wrote:Looked pretty good until got down to the Kanz. Walkers do not go with faster moving vehicles. Replace with Deffkopers for alpha strike and more fast moving targets and maybe Kannonz for long range fire support or Lootas.


+1

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Made in us
Lead-Footed Trukkboy Driver






MT

Being a squadron makes kans less survivable, since a immobilized result turns them into a wreck.
If I were your opponent I would focus fire your trukks down which isn't that hard (like you said open topped av10) then worry about the rest later (since its not even a threat until turn 2 or 3).
I think you you would be better off running everything together. Either more trukks or like you said more boyz behind the kans(which would make you better in the assult phase)
Also I don't think you need 9 grotzookas....rokkits are better most of the time.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in ca
Hauptmann





Calgary AB, Canada

My thoughts exactly. The way the focus of this army is split the whole thing would suffer against anything shooty. Trukks would mostly be killed before the kans were even close. By that time, the rest of your opponent could focus their fire on hurting the only units you have left, ie. the kans

Just my 2 cents

 
   
Made in us
Pulsating Possessed Chaos Marine






You should replace 7 kans and keep 2 as seperate slots since they most likely wont be targeted until midgame. Make that gretchin mob at least 3 figures bigger, and add a battlewagon with armor plates, rpj, grot rig and no more than 3 big shootas. Wagons are target priority so need those weapon destroyed counters to prevent immobilization. With the remaining points add a mob of boyz to go in the wagon with a pk nob keep it at 19 or less so your mek with kff can go in too. Kan wallz are made for green tides mainly and so might I suggest kommandos since they infiltrate. Take 3 squads with 2 rokkits a piece and they will become a threat. Keep in mind not to upgrade them to nobs as these will usually be the first of your boyz to bite the dust. I really recommend kommandos if you can spare the points as they dont need 20 boyz for 2 rokkits (YOU ONLY NEED 5)

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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Issue I see (as many pointed out) is you'll be restricted to how quickly the kans move. If your trukks/buggies take off, you lose the KFF on the kanz. The list also lacks punch aside from the buggies/kanz. I think something like IG would tear this apart

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Made in ca
War Walker Pilot with Withering Fire





Behind you

IG cant really tear it apart.They have KFF, which really stops those annoying autocannons and lascannons.Plus parking lot generals have more templates, which will be pretty much useless on them trukks

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Made in us
Smokin' Skorcha Driver




Dallas, TX

Ok what about changing the Grotzookas to Rokkits? 18 Rokkits on turn one is going to hurt.

That way the kanz can fire turn one. Tactic wise I'd move the wall of vehicles up at the pace of the kanz until everyone can get into range for CC.

I still think that 22 vehicles on the board is going to be nasty for anyone to deal with. At hire points and with opponent permission i can bring grot tanks for even more weenie vehicle madness (potential for 18 more vehicles with grot tanks).

I'll have to try this list out and let you guys know how it works.
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

This.Army.Is.Murder.

What is the joy of life?
To die knowing that your task is done
 
   
Made in gb
Tower of Power






Cannock

mrfantastical wrote:The problem I have with trukks is that they don't survive very well (AV 10 and open top), so putting more in the build would drive the cost up, and bring the survivability factor down.

On the flipside killa kanz survive very well (AV11 not open top, sqaudron). and they are cheap, points wise. Yes they are slow, but combined with the buggies ( that can engage turn 1), and trukks ( that can engage turn 2), the kanz can be in firing range by turn 2-3, and are arguably more deadly then their equivalent points in trukk boyz.

The theme here is not speed freak, but Mech Horde. 22 vehicles on the board is going to saturate the playing field, all with a 4+ cover. My other thought would be to drop the trukks and go with 3 x 30 boyz squads, 18 vehicles and 90+ infantry models)


What? I totally agree that Trukks are rubbish and should be avoided like the plague but you're not getting the idea of target saturation. If you have a single Trukk it won't last long, if you have 10 Trukks they're going to last a whole deal longer making them a lot more survivable, not worse.

Kanz aren't any more survivable than Trukks because in squadrons if they're immobilised they become wrecked and you're still not getting the point that they lumber behind and get picked off, this makes your army be dealt with in two waves. The fast moving Trukk wave and then the slow walker wave which means your opponent can deal with your army in halves at their leisure and target prioritise even better.

Mech horde doesn't include Trukks..it's mass walkers because you can then have about 130 Ork models not a total of 50+ hardly a horde at all.




Automatically Appended Next Post:
Tony the guardsman wrote:IG cant really tear it apart.They have KFF, which really stops those annoying autocannons and lascannons.Plus parking lot generals have more templates, which will be pretty much useless on them trukks


It doesn't stop autocannons and lascannons, it has a chance of stopping them, they still get through and cause damage. A good Guard player with plenty of medium range weapons would stop this list easily.

This message was edited 1 time. Last update was at 2011/02/22 13:49:48


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

Hmmm yes lascannons and autocannons...but with a 4+ cover save they can block half the shots...HALF!And with a bit of smart driving at least 1/3 of the surviving trukk units should be in combat ripping guards up.
Although orders might be killy against the trukks...but still..

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Flashy Flashgitz




Alexandria, La

I've run a similar list at 1500 points:

2x KFF Big Mek
2x 20x Boyz, 2x Big Shoota, Nob, PK, BP
3x 5x Loota
3x 3x Killa Kan, 3x Rokkits
3x 3x Warbuggies, 3x TL Rokkits

The purpose of this list isn't mech spam, it's targeting confusion. Everything in this army is a high priority target, which means that your opponent has no optimal choices to shoot at.
   
Made in us
Liche Priest Hierophant






I'd say differentiate the weapons on the Kanz. Each of the three squadrons, 1 BS, 1 Rokkit, 1 grotzooka. Or else each of the three squadrons has a single type of weapon, each different. Utilize the Kanz for shooting more than CC, since they're probably the best in the Ork codex for that. Big shootas and rokkits can fire turn one, 'Zookas turn two or three. There'll be enough trukks the way it is that at least SOME of them will survive, and they'll pester the enemy and keep them occupied until the rest get there.

I think a lot of folks forget just how Many four trukks, 9 Buggies, and 9 Kans is. Mechanized alone, you've got 22 vehicles, which means Armour, which means only 2/3 of the hits'll do anything, with KFF, meaning a further 1/2 of those won't even hit. Which means the enemy will need to decide whether to concentrate on the four Trukks, leaving your Kanz and Buggies free to shoot, or else concentrate on the rest, leaving the Trukks to get their boyz all up in there, or split the fire, meaning they do neither very well, and you've got shooting AND Boyz at the same time.

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