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Made in au
Stinky Spore




Hey hey. thanks for looking at my list.

HQ
Warboss @ 110pts
Bike, Klaw

Troops
12 Boyz w/ 'Eavy Armour in a Trukk with Reinforced Ram @ 185pts
Including a Nob w/ Klaw and Pole

12 Boyz w/ 'Eavy Armour in a Trukk with Reinforced Ram @ 185pts
Including a Nob w/ Klaw and Pole

Fast Attack
9 Bikers @ 202pts
Including a Nob w/ Klaw and Pole

Heavy Support

Kustom Mega Kannon
w/ 1 Extra Gretchin

Kustom Mega Kannon
w/ 1 Extra Gretchin

Total: 748pts

I was going to get regular Kannons originally but the new models are just a million times better.

Anyway, I haven't played a single game of 40k in 7th edition or with the new Ork book so most of this is guess work and units I think will look cool.
A bit of an Evil Suns theme which I definitely want to stick to as I expand the army. I'll be using this for a little tourney in about a month and I'd welcome any feedback before I actually splurge out on getting the models.



This message was edited 2 times. Last update was at 2014/08/21 09:57:21


 
   
Made in ch
Flashy Flashgitz





Looks like a very good list for 750pts. And fun!

An alternative for the Kanons could be Lootas, which are among the best Ork units.
   
Made in jp
Yellin' Yoof on a Scooter





I would cut the heavy armor on the boys. for just 1/3 more than the price of the armor you can get another boy. Could add a 5 man squad of lootas and still have about 20 points for another bike, some more grots or ammo runts ect.
   
Made in us
Longtime Dakkanaut






I don't know, I think Orks in trukks need eavy armor now. They just die to quick without it. I think the list is fine.

The only thing that might be better is to combine the two Mek guns. But you will have to try this out and see.

Good luck!
   
Made in us
Bonkers Buggy Driver with Rockets





Leaving them separate if you have the slots gives better flexibility and they can shoot at different targets. Also, Trukk boyz don't need heavy armor just because of their Trukk, it is still pretty unlikely to get an explode result from normal infantry shots even with the ramshackle nerf

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Longtime Dakkanaut






But it can help.

I have seen a few trukks blow up and be left with 5-6 boys and a Nob. Not saying its needed, just saying it couldn't hurt especially if you design it like that.
   
Made in ca
Ork Boy Hangin' off a Trukk






Consider dropping the armour on the truck boys to divide the biker squad up into two or three squads instead and grab as many powerklaws as you can. Otherwise turn one your opponent will just focus everything on the bikes and blast them away.

If you divide them up into smaller groups it presents him with more targets that he has to divide his attention on, not to mention having more zippy powerklaws for ripping apart tanks or hunting down characters. Oh, and thats two more 24" moving scoring units for hunting tacticals.

I know its a frightening prospect considering mob rule, but even in a large unit they are almost never going to benefit on the 4 up table, so its not like it really changes your mob rules anyway. Bikers, in my opinion, are just too good of a target to have them all clumped together like that, at least at this points level. Makes the opponents game into a no brainer: Focus down the bikers then move onto trucks, all the while he will ignore the grot cannons.

Make his job harder by splitting up your groups, its especially useful if he ends up totallly overkilling a unit rather than having those wounds spill onto other bikers, they just disappear because there are no more bikers in your little min units.

Also, consider taking ammo runts instead of an extra grot per gun. You have 6 models in the unit total to start, adding two will bump you to 8, but youll still be running if you lose two grots anyway. They're pretty hardy at T7 already and those ammo runts can save you from both gets hot and might just get you a game changing kill.

In my opinion, only take extra grots if youre taking a full krew (5 guns, 20 grots, 5 runts, + a naked Mek for ld7). Otherwise its better to fit points into things that matter more, like runts, or armour plates for vehicles that cant afford to stay still.

EDIT: armour on the truck boys doesnt particularly matter as much as everyone says it does only because if their truck DOES explode they're probably stranded in the middle of nowhere in the open and will be swept up next turn anyway

This message was edited 1 time. Last update was at 2014/08/22 00:41:08


2016 Score: 7W; 0D; 2L 
   
Made in ca
Longtime Dakkanaut






Toronto

Nice list, switch kannons with lootas.

Adepta Sororitas: 3,800 Points
Adeptus Custodes: 8,100 Points
Adeptus Mechanicus: 8,400 Points
Alpha Legion: 4,400 Points
Astra Militarum: 7,500 Points
Dark Angels: 16,800 Points
Imperial Knights: 12,500 Points
Legio Titanicus: 5,500 Points
Slaaneshi Daemons: 3,800 Points
 
   
Made in us
Longtime Dakkanaut






 Bolg da Goff wrote:
Consider dropping the armour on the truck boys to divide the biker squad up into two or three squads instead and grab as many powerklaws as you can. Otherwise turn one your opponent will just focus everything on the bikes and blast them away.

If you divide them up into smaller groups it presents him with more targets that he has to divide his attention on, not to mention having more zippy powerklaws for ripping apart tanks or hunting down characters. Oh, and thats two more 24" moving scoring units for hunting tacticals.

I know its a frightening prospect considering mob rule, but even in a large unit they are almost never going to benefit on the 4 up table, so its not like it really changes your mob rules anyway. Bikers, in my opinion, are just too good of a target to have them all clumped together like that, at least at this points level. Makes the opponents game into a no brainer: Focus down the bikers then move onto trucks, all the while he will ignore the grot cannons.

Make his job harder by splitting up your groups, its especially useful if he ends up totallly overkilling a unit rather than having those wounds spill onto other bikers, they just disappear because there are no more bikers in your little min units.

Also, consider taking ammo runts instead of an extra grot per gun. You have 6 models in the unit total to start, adding two will bump you to 8, but youll still be running if you lose two grots anyway. They're pretty hardy at T7 already and those ammo runts can save you from both gets hot and might just get you a game changing kill.

In my opinion, only take extra grots if youre taking a full krew (5 guns, 20 grots, 5 runts, + a naked Mek for ld7). Otherwise its better to fit points into things that matter more, like runts, or armour plates for vehicles that cant afford to stay still.

EDIT: armour on the truck boys doesnt particularly matter as much as everyone says it does only because if their truck DOES explode they're probably stranded in the middle of nowhere in the open and will be swept up next turn anyway


You are speaking like the other player has a lot more models and weapon then him. It is pretty damn hard to kill 9 bikes with a Warboss attached. Giving that they will have a 3+ cover save when they jink. Splitting up the bikes into 2-3 different squads is the worst advice to give. They will be easier to kill and to get that many extra PK's you are spending so many points. That's an extra 50 points in PK's alone. The one piece of good insight is with the ammo runts. I do think an ammo runt per gun would be pretty useful.

About the eavy armor. There are not a lot of weapons that are going to bypass 4+ other then maybe Eldar. I think in this small points game Eavy armor is just about right for you. It will help if the trukk explodes, it will help in CC and it will help with being shot at. But no plan is fool proof. You will just have to honestly test the waters a bit. Know you enemy as well. If I know right more people will be trying to kill those 3+ T5 bikers that can shoot the crap out of most things on the table, especially at this point level.

As always good luck!
   
Made in au
Stinky Spore




Thanks for all the feedback
I'm inclined to agree with balsak though, Bikers are T5 with a 3+ save if turbo boosting, seems pretty solid to me. Plus if people throw absolutely everything at the bikes, then my much more fragile trukks will actually get to the enemy lines.
I'm totally okay with that.

Get lootas


Was thinking about this, but with the mek guns I can say everything in my army is technically on wheels...
Also I didn't take ammo runts because I didn't think they'd work. They allow you to re-roll a to hit roll and blast weapons don't roll to hit right?
Can anyone explain how this works?
   
Made in us
Longtime Dakkanaut






If its blast you would get to reroll the scatter and distance. Trust me it is very useful.

In this small game, lootas would be overkill and way more expensive. If you go higher in points then the lootas will make you back you points for sure.


   
Made in au
Stinky Spore




Awesome, I'll go for runts then. Thanks again.
   
 
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