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Made in mk
Regular Dakkanaut





Here is the list I am planning on taking to a local tournament
The strategy is straight forward, advance the BWs and Trukkz forward with the Big Mek hiding behind them to give them the 4++, joining one of the squads in the charging turn, while Lobbas and the Lootas support the advance, and set up for a charge
The Dakkajet and the Lootas are the only AA, but it should prove good enough against most things
Any thoughts on it? what would you change ?
Spoiler:
1848 points

Primary Detachment
HQ:
Warboss
- Mega Armor
- Kombi-skorcha
- Da Lucky Stick
Mad Dok Grotsnik
Troops:
Ork Boyz
-16 Sluggaboyz
-1 Nob (Powerclaw , Shoota)
-1 Mek
Ork Boyz
-18 Sluggaboyz
-1 Nob (Powerclaw , Bosspole , Shoota)
-1 Mek
Fast Attack:
Dakkajet
- Extra Suppa Shoota
- Flyboss
Heavy Support:
Battlewagon
- Reinforced Ram
- Grot Riggers
- Big Shoota
Battlewagon
- Reinforced Ram
- Grot Riggers
- Big Shoota
Mek Gunz
- 5x Lobbas
- 4x Ammorunts

Secondary Detachment (Waaagh! Ghazghkull)
1 HQ, 1 Elite 2 Troops Mandatory

HQ:
Big Mek
- Mega Kustom Forcefield
- Warbike
Elites:
Meganobz
- 3 Meganobz
- Kombi-skorcha
- Bosspole
- Trukk (Reinforced Ram, Big Shoota)
Troops:
Ork Boyz
- 10 Shoota Boyz
- Trukk (Reinforced Ram, Big Shoota)
Troops:
Ork Boyz
- 10 Shoota Boyz
- Trukk (Reinforced Ram, Big Shoota)
Heavy Support:
Lootas
- 15 Lootas
   
Made in us
Bonkers Buggy Driver with Rockets





Make sure every squad has a Nob and bosspole... Very useful even if the Nob isn't kitted out

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





 Waaagh 18 wrote:
Make sure every squad has a Nob and bosspole... Very useful even if the Nob isn't kitted out

The one that doesnt has the warboss and grotznik running with them, hence no bosspole
I am experimenting between spliting them per battlewagon and having them ride in one, i still cant decide
as for the 10man shootaboyz squads, they are just a cheap scoring unit, and sometimes eat an overwatch so that the wagon crew can charge in
I dont want them trying to mobrule themself to death if they break or the trukk pops

This message was edited 1 time. Last update was at 2014/08/24 18:59:14


 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Personally I wouldn't take so many Ork Boys, but i suppose that's my fear of the Mob Fule these days.

Realistically, I really feel that the Trukk Boys won't be doing much and are dead weight to this list, sorry.
-- When the Trukk explodes, strength 4 hits all around, possibly followed by your strength 4 moral tests. Your going to loose a lot of guys.
-- As these units are "shoota boys" they won't be stuck in combat, which means that mob rule will most likely make you run away, especially since you have no Nob in that group.

Gretchin are "fantastic" depending on how you use them these days. Most people do ignore them and are a better shot than the orks for tiny points less. They'll help you to fill a troop slot a bit better.

I really like 10 Grots and their Runterig (sorry mispelt) manning a Lascannon behind an Aegis Def Line. The line itself will give your lootas and Lobba's some fantastic 4+ cover saves, which Lootas really need.

I would also think about moving one of your Meks into your Loota Squad, as if these guys ever need a Moral Test, having that character there to make sure you don't run away is vital.

Those options unfortunately mean you go over the 1850 points by about 16 points (if you were to replace the mek with a standard slugga boy).

Boys are hard to play with these days.
   
Made in us
Bonkers Buggy Driver with Rockets





If you're using the Shoota boyz as a charge screen just give then sluggas. I also think that Gretchin are a complete waste, as for 25 points more you can get 10 Boyz with 2x WS, +1 S (+2 on charge), +2T, +2 LD, and 6+ armor. Gretchin get killed so fast by any volley of shots that it is ridiculous. Boyz have a higher toughness so they can weather the storm.


Automatically Appended Next Post:
You don't have Grots just responding to Sketchfyk

This message was edited 1 time. Last update was at 2014/08/25 16:20:02


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






I think you are about right with Boys.

I am not a fan of the Warboss going with the regular squad. He slows the unit down. They would not be able to run during the Whaaagh! because of his S&P. Plus you don't have room in that squad for both the Warboss and Grotsnik. (16+1+1+2+1=21) The Warboss in Megarmor takes up two spaces.

I myself prefer the shootas in the wagons and the sluggas in trukks. More shots to shoot with and can still be a nasty squad to charge with if need be. And the tukk boys need a nob so they can get a boss pole. That is a must with trukk boys. With the mob rule you really need that reroll.

Grotsnik in with the Meganobs would be a better choice if you ask me. Gives them rampager which is amazing and FNP to boot.

Not sure I think Lobbas are the best choice anymore. But if you face a lot of armies with ADL's then yeah it might be.

I agree with Waaagh 18, grots are pretty crappy. They will do nothing for you army at all.

I guess that is all I can think of atm.
   
Made in ca
Ork Boy Hangin' off a Trukk






Sketchyfk wrote:
Personally I wouldn't take so many Ork Boys, but i suppose that's my fear of the Mob Fule these days.
...
Boys are hard to play with these days.


I disagree. Don't fear the mob rule! It looks awful on paper, but in practice it has only served me well. Bosspoles are definitely a must though. With decent rolls your boyz will be super reliable and will be have to be killed to a man before they call it quits.

balsak_da_mighty wrote:I think you are about right with Boys.

I am not a fan of the Warboss going with the regular squad. He slows the unit down. They would not be able to run during the Whaaagh! because of his S&P. Plus you don't have room in that squad for both the Warboss and Grotsnik. (16+1+1+2+1=21) The Warboss in Megarmor takes up two spaces.

I myself prefer the shootas in the wagons and the sluggas in trukks. More shots to shoot with and can still be a nasty squad to charge with if need be. And the tukk boys need a nob so they can get a boss pole. That is a must with trukk boys. With the mob rule you really need that reroll.

Grotsnik in with the Meganobs would be a better choice if you ask me. Gives them rampager which is amazing and FNP to boot.

Not sure I think Lobbas are the best choice anymore. But if you face a lot of armies with ADL's then yeah it might be.

I agree with Waaagh 18, grots are pretty crappy. They will do nothing for you army at all.


Shootas in wagons sluggas in trucks is solid advice. The wagons make great firing platforms for the hail of dakka you can unleash, and truck boyz should really be getting out of their trucks and stuck in the enemy's lines as soon as possible. And yes, dropping the mega armour on the boss is also a good plan. Missing out on run moves blows, and being able to sweep at I4 is nothing to scoff at either.

However, I feel like grots can be useful in a handful of ways as long as you keep the unit min sized and unupgraded because of how cheap they are. Once you start actually paying points that you'll miss for them, you're missing the point of grots entirely.

Useful applications of the Grot:

Spoiler:
Unreliable backfield holder

Extra wounds for a Shokk Attack Mek

Mounted in looted wagons then jump in front to give the wagons a 5+ cover save

Marching in front of Boyz to give them a 5+ cover save

Charging a unit with mean overwatch (such as fire warriors) before a unit of boyz in order to die for their betters

20 T7 wounds for our artillery.

But in a mech list they really have no place and should be left behind at the squig drops where they belong.
   
Made in mk
Regular Dakkanaut





sluggas are in the waggons because those squads are the charging hammer of the army
the shoota boyz are just objective holders so if they stay on one Id like to see them shoot atleast
Grots are great for holding backyard objectives, but with the lootas and the big gunz holding them, and the rolling threat in the midfield from t1, the back objectives are quite secured
btw balsak you are right, 1 less boy should be in that wagon, my bad, the list started with a regular warboss and forgot to account for the mega armor
   
Made in us
Longtime Dakkanaut






See I don't believe in hold back field objectives with units (unless they are Lootas or things that stay back anyways). Why waste points on something that is not going to do anything? Even at 35 points that could be an upgrade or two to a squad, A couple of bikes, Two more lootas, among other stuff. No to mention sitting on objective isn't as prevalent as it once was. With the Tactical objectives cards you are always moving and grabbing different objectives. So sitting on Objectives is not the way to go about it anymore IMHO.

I like to have my objectives towards the middle of the table. That is where I plan to be that is where I want the objectives to be. No waste in models and points. I also put a squad of boys or two in reserve to come out later just in case there are objectives in the back field, not to mention it helps with covering for DS'ing units and outflanking units. Not that you see outflankers that much anymore.

Shootas can do the same thing out of the wagon. Plus they get to shoot before they assault if need be. They are so much better at receiving a charge too. They can shoot a lot of shots when they overwatch which could help them deal with some of the lighter armored units. I personally only run Shootas now. I have never looked back either.



   
Made in ca
Ork Boy Hangin' off a Trukk






Yeah, midfield is where you want the objectives, but if your opponent is place all his on one side, when it comes time to pick sides, if I'm choosing, I'm taking the side he just stacked with objectives like a moron.

I would never take grots on their own merit. I would take them to fill out a Troop slot or two if I had a list that was running multiple CADs and I couldnt afford another unit or two of truckboyz instead. And in that case, I'd rather find uses for the little anklebiters rather than just have them lounge around doing nothing.

I have found running them just an inch or two ahead of the boyz, strewn out in a congo line works not too shabby, giving the mob a 5+ cover and taking the charge if the enemy has fast units like bikers or spawn, so that next turn the boyz can get their charge bonuses.

They're not all that bad if you think of them as basically being a 35 point, last-edition, ghetto-tier KFF.

2016 Score: 7W; 0D; 2L 
   
Made in mk
Regular Dakkanaut





As Bolg said, Grotz are great troop filler, they are good at hiding behind stuff or manning an ADL at best. their biggest merit is them being so ignorable until the mid/late game since there are a ton of Orks and supporting fire flying at the enemy
But with Lootas and Big Gunz sitting in the backfield I dont see the need to cut stuff for some grotz, and the trukker shootaboyz I have I can hold midground objectives while the power of the BW boyz strikes at the hearth of the enemy lines
   
Made in us
Bounding Assault Marine




United States

They're not all that bad if you think of them as basically being a 35 point, last-edition, ghetto-tier KFF.


Haha, this part was great.

2000+

"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken."  
   
Made in us
Bonkers Buggy Driver with Rockets





Frankly, Grots are a horrible use of points. They really should be 2 points each. As a 35 point unit they are worse than boyz in every way for only 25 points less. Find the points, get rid of the Grots.

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





 Waaagh 18 wrote:
Frankly, Grots are a horrible use of points. They really should be 2 points each. As a 35 point unit they are worse than boyz in every way for only 25 points less. Find the points, get rid of the Grots.

Grots are alot smaller and much easier to hide, not to mention they are great at manning ADL Guns. Not to mention that boyz even in smaller squads are a higher priority target then grotz due to their profficiency in combat, even a small group of 10 boyz can destroy alot of things in CC.
Don't write the grots off. They have won me many games just by hiding them behind a building or a hill sitting on an objective while war waged in the middle of the board
   
Made in us
Longtime Dakkanaut






 Delevarius wrote:
 Waaagh 18 wrote:
Frankly, Grots are a horrible use of points. They really should be 2 points each. As a 35 point unit they are worse than boyz in every way for only 25 points less. Find the points, get rid of the Grots.

Grots are alot smaller and much easier to hide, not to mention they are great at manning ADL Guns. Not to mention that boyz even in smaller squads are a higher priority target then grotz due to their profficiency in combat, even a small group of 10 boyz can destroy alot of things in CC.
Don't write the grots off. They have won me many games just by hiding them behind a building or a hill sitting on an objective while war waged in the middle of the board


My thing is I hate wasting points just sitting there. Even if it is only 35 points you are wasting them by having them sit there. Orks don't need to sit there and camp. Which is why Grots are useless. If grots could pull their weight with the army then they would be great. But they can't. You say hide them. So the only way they are effective is if you hide them? Then they are not worthy to be in my army. Because my Orks move and get in the face of others. ADL is not an option for me as it is again a waste of good points to buy more Orks and Ork things. Grots in Kans have a use, Grots with big guns have a use, Grots by them self have no use therefore they are useless. Just my 2 Cents of course.
   
Made in ca
Ork Boy Hangin' off a Trukk






I agree with the majority here that you should never ever take grots for the sake of taking grots. The only reason I would EVER take them is if I was running 3 or more CADs and couldn't fit in more boyz without making sweeping sacrifices in other parts of the army, and even then, I would NEVER EVER take more than the minimum sized unit. Dont even bother with a squig hound. If someone looks at them funny they'll break, and there's not much you can do about it so dont even bother trying. The zapper prod can be funny though sometimes.

And I just feel like if I have the runts I might as well make the best of a bad situation and try to find some clever uses for them. And really, using them as a screen isn't that bad. Their shooting sucks so you have no reason not to run, and they give a 5+ to all orks behind them.

Even better is if the opponent ACTUALLY WASTES THE BULLETS to kill the anklebiters. HILARIOUS MISALLOCATION OF RESOURCES.

2016 Score: 7W; 0D; 2L 
   
 
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