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Made in us
Fresh-Faced New User





Hey just needed some ideas on how to improve on this list. I want to have fun with it, but still be competitive to a degree. Also, I'm a little torn between bikes or deffkoptas.

Warboss
- Attack Squig
- Boss Pole
- Cybork Body
- Warbike
- PK

Lootas (4x) w/ Mek
- Mek Toolz
- Kustom Mega Blasta
- DG's

Trukks (2x) w/ 12 Shoota boys in each (no nobz)
- Reinforced Ramz and Big Shootaz ( both trucks)
- 1 big Shoota for each group of 12 boyz

Warbikerz (4x) w/ PK Nob and Boss Pole

Da Boss'z Nobz (4x) w/ painboy on a bike and a Cybork body
- 1 Waaagh! Banner
- 2 PK's
- 2 Big Choppaz
- All Cybork Bodies

996 Pts

NEW LIST AFTER SUGGESTIONS

Warboss is the same

Kannons (3x)
- 6x gretchin
- 3x ammo runts

Trukks and Shoota boy combo is the same ( might consider just making a big horde o' shootas tho)

3 Deffkoptas ( all individual)
- each has the TL rokkits

Nobz are the same cept I dumped all the big Choppaz and added and extra Nob

1000 points straight Thanks for all the help Btw, good to see that there are a lot of experienced greenies out there!

This message was edited 1 time. Last update was at 2014/04/23 17:24:11


 
   
Made in ca
Mutilatin' Mad Dok





A few suggestions:

Meks aren't really as effective as simply adding another loota mostly due to the limited range of the kustom mega blasta compared to a deffgun. If you take another loota, he'll at least he'll get to shoot along with the rest of the unit (and deffguns are better anyhow!)

A small unit of warbikers is going to have big problems. Even with a bosspole, you'll be taking a LD 7 check as soon as you take a single casualty with a 4-man unit... I'd say either bump them up to a much larger unit size or take another trukk full of boys instead.

Or alternatively, deffkoptas instead of bikes like you were thinking. They can operate as units of 1 to mitigate the leadership issue. I like taking the twin-linked rokkit launchers for tank-hunting, going after side and rear armour using scout/turbo-boost or outflank.

I prefer slugga boys in trukks, but arguably shoota boys are the more competitive option.

That's all I've got for now, happy waaaghing!
   
Made in us
Power-Hungry Cultist of Tzeentch





First of all, you don't need cybork bodies with Warbikers. They already get a +4 cover save from exhaust fumes.

Now when we look at your army, one thing that it has is a lot of anti-infantry. Shootas, big shootas, Dakkaguns, deffguns... a lasgun line IG army would be crumpins for this. However, I would make some slight alterations.

First of all, I would replace your lootas with Kannons. They are cheeper, can be both serious anti-infantry or anti-tank (or anti-flyer...), have better BS, can reroll hits with ammo runts, and have T7. They are actually quite amazing, and with the right scenario can even hold objectives.

So, removing the cybork bodies and the lootas allows you three kannons with 2 ammo runts each at 999 points. Then I would take away a big choppa nob warbiker (5 nob bikers plus a warboss is a decent sized squad for 1500-1850 points) and two big shootas to allow for 2 more warbikers. I believe this would be a much more balanced and competitive army.
   
Made in ru
!!Goffik Rocker!!






You DO need cybork bodies on warbikers. There's lots of ignore cover ap4 stuff floating around. And you want to get a little something reliable in mellee and not just 4+ armor save that any strong mellee guyz plain ignore.

I'd pass on warbikers to be honest. In favour of more boyz or koptas. Actually, i've tried a Bikerboss + Koptas combo. Grants your warboss Scout and Hit+Run. They're acting pretty decently.

But since you allready have biker nobz, it's more preferable to stick boss in there to give ld9 and not risk running away with such an expensive squad.

I've noticed that 1 pk is usually enough for bikernobz when they're with boss. They don't need big choppas either. Bigchoppas are handy but give minor advantages. Waaagh banner is nice and looks cool but once again, not mandatory.

Give shootaboyz bigshootas.

Another thing that i've noticed that in most of my games with bikerbosses, footslogging shootaboyz are somewhat better than truckboyz. Trucks are very fragile while 40 pts is the cost of almost 7 boyz. Shootas are gona be in shooting range by turn 2-3 anywayz. And you'll need more bodies there. However, that might work differently to you.

This message was edited 1 time. Last update was at 2014/04/23 06:22:25


 
   
Made in nz
Disguised Speculo





First of all, you don't need cybork bodies with Warbikers. They already get a +4 cover save from exhaust fumes.


Sorry man but this is the worst advice I've ever seen.
   
Made in us
Nasty Nob





United States

Can Warbikes get Cybork without the Mad Dok? I only ask because my codex is apparently one of the editions that had the Warbikes listed with 2W and is supposedly wrong.

Is it different in the later revision?

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in ru
!!Goffik Rocker!!






Warbikers can't. Nob bikers can when they include a painboy. Why would you want to make warbikers even more expensive? They're allready cost pretty much like 4 boyz
   
Made in gb
Longtime Dakkanaut






personal experience with speed freeks is that having a trukk with no powerklaws is just begging to be charged by a wraithknight, or a dreadnaught, or some terminators, or some wraithguard.

I run powerklaw in boys units in trukks, sometimes with a dakkajet for some firepower. I'd reccommend boarding planks, as for 5 points per trukk you can avoid getting decimated by the return fire after assaulting a vehicle - and you'll still be in the trukk next turn, s ocan move firther. works very well when people are rocking annihilation barges and trying to slowly run away from your trukks.

nob bikers invariably get shot down nowadays, especially if they've got a warboss in there. too much AP4 ignores cover weaponry around nowadays. you can nullify all the opponents benefits of good AP and long range and such with the good old trukk-rush. first turn you're in their face, second turn you charge. dakkajet helps deal with some decent armour or large squads with ease, job's a good 'un.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

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