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Made in au
Beardling




hey fellow 40k players! i need some serious advice on this ork list and tactics, i'm new to 40k so all experience is welcomed.

HQ- Ghazghkull
- Big Mek w/ force field

Elites- 15x Kommandos w/ Boss Snikrot
- 2x burna's

Troops- 30 boys w/ nob,claw and pole
- 30 boys w/ nob,claw and pole
- 30 boys w/ nob,claw and pole
- 30 boys w/ nob,claw and pole
- 30 boys w/ nob,claw and pole
- 30 boys w/ nob,claw and pole

This leaves 100pts for upgrades.

My tactics is to run 3 boy mobs with force field straight up, with Ghaz as well
keep 3 mobs for objectives and the kommandos to come in from reserve from any side to bolster up strengths.
   
Made in us
Battlewagon Driver with Charged Engine




What you've got there is solid. . . but, as weird as it may sound, I think you have too many boyz, and not enough toyz. That's the opposite of the usual Ork dictum, but hear me out.

What you have in your army is 7 PKs, a KFF Mek, and a ton of ablative wounds, basically. There's a LOT of mech out there, and you don't have enough tools to deal with mechanized armies. You also don't have the concentrated krumpin' power to be able to deal with some of the big, bad deathstars that are roaming around the tabletops; TWC, Paladinstars, Purifiers, Dark Eldar Beastmaster packs, heck, even Ogryn can often deal with plain old boyz. They're solid troops, don't get me wrong, but they don't have the tools to fight everything.

With all that in mind, you should probably do some retooling. If you definitely want the horde effect, then 4 mobs of 30 is enough; 120 models, most with a cover save, are enough to make it across the field and then some, and any more get crowded. Honestly, even 120 will be a LOT to fit on a single tabletop (and, from another perspective, are also a lot to paint). Losing two of the mobz gives you 550 points to play with, and you have several options for what to do with them; I recommend some mixture of two or three of the options.

1. Get some anti-vehicle firepower. Lootas work very well for this; Kannons are also decent , since while you get fewer shots for the points they are more accurate and slightly higher strength. As an added plus, Kannons can fire off frag shells if you're facing other hordes. However, both Lootas and Kannons are fragile and will require careful placement. Other options include Warbuggies or Tankbustas; in this list those are probably not such a good idea, since Warbuggies will soak up ALL your enemy's anti-tank fire on turn 1 and Tankbustas die just as easily as other boyz but are three times the points cost.

2. Take some Killa Kanz. The Kan Wall is a time-honored and fairly effective strategy; Kanz in front get 4+ cover from the KFF, Boyz behind get 4+ cover from the Kanz. It's a win-win! They're also cheap enough to take 9 and have some points left over for something else.

3. Upgrade a mob to 'Ard Boyz. Normally I wouldn't recommend this, but in a mass footslogger army it's a decent idea. Use them to screen your advance with their 4+ armor, giving cover to all the boyz behind them; they'll also last quite a bit longer when locked in close-combat.

4. Get big shootas or rokkits on your mobs. I normally take nothing but big shootas, since in my opinion boyz ought to be shooting at infantry if they're shooting at all, but if you don't want to take dedicated AT units then rokkits on your boyz is about the only other option.

5. Take some tank-hunting Fast Attack choices. Basically, your options here are Deffkoptas or Warbikers; there are pros and cons to each. Warbikers are cheaper, can get a PK Nob who's Strength 9 with 4 attacks when he charges, and are fast enough to start opening vehicles on turn 2; in addition, you can use them for other roles, mostly anti-infantry shooting. Deffkoptas aren't as strong in melee, but have the Scouts rule and can take twin-linked rokkits, meaning that if you get the first turn it's possible to turbo-boost on your Scout move, move normally, fire the rokkits into side armor and then charge a motionless vehicle for automatic S7 hits against rear armor, which is a nice trick when you get to pull it off. The downside is that they're not particularly good at anything EXCEPT attacking vehicles, so they're much a one-trick pony.

EDIT: Also, by my count you're actually at 1955 points, and only have 45 to spare before making any changes. Have I double-counted something?

This message was edited 1 time. Last update was at 2012/01/22 05:00:34


 
   
Made in us
Tail-spinning Tomb Blade Pilot






BeRzErKeR wrote:What you've got there is solid. . . but, as weird as it may sound, I think you have too many boyz, and not enough toyz. That's the opposite of the usual Ork dictum, but hear me out.

What you have in your army is 7 PKs, a KFF Mek, and a ton of ablative wounds, basically. There's a LOT of mech out there, and you don't have enough tools to deal with mechanized armies. You also don't have the concentrated krumpin' power to be able to deal with some of the big, bad deathstars that are roaming around the tabletops; TWC, Paladinstars, Purifiers, Dark Eldar Beastmaster packs, heck, even Ogryn can often deal with plain old boyz. They're solid troops, don't get me wrong, but they don't have the tools to fight everything.

With all that in mind, you should probably do some retooling. If you definitely want the horde effect, then 4 mobs of 30 is enough; 120 models, most with a cover save, are enough to make it across the field and then some, and any more get crowded. Honestly, even 120 will be a LOT to fit on a single tabletop (and, from another perspective, are also a lot to paint). Losing two of the mobz gives you 550 points to play with, and you have several options for what to do with them; I recommend some mixture of two or three of the options.

1. Get some anti-vehicle firepower. Lootas work very well for this; Kannons are also decent , since while you get fewer shots for the points they are more accurate and slightly higher strength. As an added plus, Kannons can fire off frag shells if you're facing other hordes. However, both Lootas and Kannons are fragile and will require careful placement. Other options include Warbuggies or Tankbustas; in this list those are probably not such a good idea, since Warbuggies will soak up ALL your enemy's anti-tank fire on turn 1 and Tankbustas die just as easily as other boyz but are three times the points cost.

2. Take some Killa Kanz. The Kan Wall is a time-honored and fairly effective strategy; Kanz in front get 4+ cover from the KFF, Boyz behind get 4+ cover from the Kanz. It's a win-win! They're also cheap enough to take 9 and have some points left over for something else.

3. Upgrade a mob to 'Ard Boyz. Normally I wouldn't recommend this, but in a mass footslogger army it's a decent idea. Use them to screen your advance with their 4+ armor, giving cover to all the boyz behind them; they'll also last quite a bit longer when locked in close-combat.

4. Get big shootas or rokkits on your mobs. I normally take nothing but big shootas, since in my opinion boyz ought to be shooting at infantry if they're shooting at all, but if you don't want to take dedicated AT units then rokkits on your boyz is about the only other option.

5. Take some tank-hunting Fast Attack choices. Basically, your options here are Deffkoptas or Warbikers; there are pros and cons to each. Warbikers are cheaper, can get a PK Nob who's Strength 9 with 4 attacks when he charges, and are fast enough to start opening vehicles on turn 2; in addition, you can use them for other roles, mostly anti-infantry shooting. Deffkoptas aren't as strong in melee, but have the Scouts rule and can take twin-linked rokkits, meaning that if you get the first turn it's possible to turbo-boost on your Scout move, move normally, fire the rokkits into side armor and then charge a motionless vehicle for automatic S7 hits against rear armor, which is a nice trick when you get to pull it off. The downside is that they're not particularly good at anything EXCEPT attacking vehicles, so they're much a one-trick pony.


You offer him some great points, especially with the kans. However in the FA slot, imho, the best choice is the mighty warbuggy with rokkit launchas, bikers simply dont cut it for anti armor duties, thats is why a pure biker list is non competative, and deffkoptas are highly expensive for the same purpose.

Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in us
Battlewagon Driver with Charged Engine




Normally, I would agree. . . but in a foot horde list, warbuggies are just going to die. I mean, immediately. If the other player has a reasonable TAC list, he's got a bunch of missile launchers, lascannons, and/or meltaguns in there. . . and they're all gonna home in on the Warbuggies. AV 10 open-topped explodes in a strong breeze; they NEED target saturation in order to survive, and in this list they just don't have it.

 
   
Made in us
Tail-spinning Tomb Blade Pilot






BeRzErKeR wrote:Normally, I would agree. . . but in a foot horde list, warbuggies are just going to die. I mean, immediately. If the other player has a reasonable TAC list, he's got a bunch of missile launchers, lascannons, and/or meltaguns in there. . . and they're all gonna home in on the Warbuggies. AV 10 open-topped explodes in a strong breeze; they NEED target saturation in order to survive, and in this list they just don't have it.


I know what you mean, but if he makes the modifications to the list that are suggested the saturation will be there. Also dont forget there should be a couple of kff's in there that make them far more durable than you may think! Most people underestimate the potential of rokkit buggies and don't shoot at them for a couple turns anyways

EDIT: I forget to mention that this is exact;y the list i like to play, 120 boys, 2 kff meks, 9 kans, 9 buggies, 2 dreads! And that is my 2k pt list!

This message was edited 1 time. Last update was at 2012/01/22 06:57:04


Victory is not the most important outcome. Enjoyment and excitement is the best outcome, victory is sweeter when it was fun.
 
   
Made in us
Mutated Chosen Chaos Marine





Sitting in yo' bath tub, poopin out shoggoths

I would drop the kommandos, and get some anti-tank. Rokkit buggies and killa kans with rokkits or KMB are both solid choices.

750 points

1000 Points
 
   
Made in ca
Water-Caste Negotiator





Guelph

Solid idea so far. I'd keep the kommandos, but only because they allow you to bring in Ghaz with them and wreak havoc behind enemy lines with some good luck.

Drop two units of boys down to 20 each, allowing them to board battlewagons as a delivery system. Since you're running a very stabby army, you want to get in close ASAP. With the planks and deffrollas, with should have no problems with vehicles you get close to since you can either run them down for D6 S10 hits, or allow your nob to reach out and touch someone with his klaw. Bonus points for running down infantry units. Should they get opened up, you have the boys flood out and cause problems. The wagons can also provide a LOS block for the boys slogging behind if you watch the terrain.

With the deffkoptas sporting TL rokkits, as long as you get initiative you should be able to pop rhinos or equivalent with a little luck, which makes it even more fun when the kommandos roll in with burnas.

225 Ghaz
85 Big Mek KFF

220 30 Boys, nob, pk, pole
220 30 Boys, nob, pk, pole
220 30 Boys, nob, pk, pole
160 20 Boys, nob, pk, pole
160 20 Boys, nob, pk, pole

265 15 Kommandos, 2x burnas, Snikrot

125 Battlewagon, Deffrolla, Grot Riggers, Boarding Plank, RPJ
125 Battlewagon, Deffrolla, Grot Riggers, Boarding Plank, RPJ

45 Deffkopta, TL rokkits
45 Deffkopta, TL rokkits

45 Deffkopta, TL rokkits
45 Deffkopta, TL rokkits

Total so far, 1985 if I've added everything correctly. Currently sleep deprived, please double check my math to be sure. BeRzErKeR's count has me paranoid regarding my own.


Everyone knows if you paint your last miniature, you die. - Kaldor

 
   
 
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