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Made in us
Fresh-Faced New User




The idea is to use Da Finkin' Kap and the Weird Boys for some possible deep strike or outflanking with the big mobs or a few other choice units like the tankbustas. Thoughts?

10 Ork Boys
-Battlewagon (Big Shoota x4, Deff Rolla)
-Boss Nob (Power Klaw, Boss Pole, Shoota)
-Warboss ('eavy Armor, Power Klaw, Da Finkin' Kap, Shoota)

10 Ork Boys
-Battlewagon (Big Shoota x4, Deff Rolla)
-Boss Nob (Power Klaw, Boss Pole, Shoota)

11 Ork Boys
-Trukk (Rokkit Launcha , Reinforced Ram)
-Boss Nob (Power Klaw, Boss Pole, Shoota)

11 Ork Boys
-Trukk (Rokkit Launcha , Reinforced Ram)
-Boss Nob (Power Klaw, Boss Pole, Shoota)

5 Tankbustas
-Trukk (Rokkit Launcha, Reinforced Ram)
-Bomb Squig x3

29 Shoota Boys
-Boss Nob (Power Klaw, Boss Pole, Shoota)
-Weirdboy
-Painboy

29 Shoota Boys
-Boss Nob (Power Klaw, Boss Pole, Shoota)
-Weirdboy
-Painboy

2 DeffKoptas
-Rokkit Launcha x2

2 DeffKoptas
-Rokkit Launcha x2

10 Lootas

3 Zzap Gunz
-Three Ammo Runt
-Three Additional Gretchin
   
Made in dk
Sneaky Sniper Drone



Denmark

Is this an unbound list?
Because as far as i can see you have 5 hq's (warboss x1, painboy x2 and weirdboy x2) and 4 heavy support (2x battlewagons, lootas and mek gunz).

Anyway if it is, remember you wont get objective secured troops, or the ideal mission commander rules, so no rerolling those two warlord traits.

Should you succeed in getting the psychic powers and warlord traits needed for your deep striking shenanigans then it could be a fun game for you.

1 thing I would change tho is not to waste points on Zzap guns, see if you can scrounge up the points for KMK's instead.
   
Made in us
Fresh-Faced New User




Not unbound. Let me put it into detachments real quick.

Combined Arms Detachment (1):

Compulsory HQ:
-Warboss

Compulsory Troops:
-10 Ork Boys
-10 Ork Boys

Combined Arms Detachment (2):

Compulsory HQ:
-Weirdboy

Compulsory Troops:
-11 Ork Boys
-11 Ork Boys

Combined Arms Detachment (3):

Compulsory HQ:
-Painboy

Compulsory Troops:
-29 Ork Boys
-29 Ork Boys

Fitting in two optional HQ and four heavy support into the above is pretty easy along with some transports and the koptas. I get the KMK but the Zzap guns are more there for theme than for anything. Plus their special ability to auto Crew Shaken is pretty nice. Although i'm looking at the KMK right now and I didn't see that they had the blast bit. Might consider dropping three shoota boys for them. We'll see, thanks for the advice!

This message was edited 1 time. Last update was at 2014/09/17 04:27:26


 
   
Made in ca
Ork Boy Hangin' off a Trukk






This is extremely similar to the 1500 list I'm running. Its the same as this minus one truck, the battlewagon, and the deffkoptas. And the zap guns are kannons instead. Its the same 3 CAD group with 2 weirds, 2 pains, and 1 warboss. One of the blobs are melee, and I have two units of grots as a tax for the third CAD.

All in all, its an extremely fun and competitive list. Getting the Outflank trait is AMAZING, because then you outflank the boss and the shootas mob, two trucks of boyz, and a truck of tankbustas. Even better if one of your weirds get Da Jump. Pop him into the 30 man melee mob and deep strike into his deployment turn one. By turn two, orks are coming in from all angles and its a total nightmare for them.

If you dont get the outflank, the list still works pretty well on its own merits. Just push the footsloggers forward on their own and keep the trucks out of LoS on deployment, then flat out all of them (except the bustas) 24" straight into his lines. By turn two, once again, its a total nightmare for them. Even better considering you have more trucks and the wagon. The deffkoptas also help with harassment, and the lootas and gunz build a decent backfield for objective camping.

2016 Score: 7W; 0D; 2L 
   
Made in us
Fresh-Faced New User




Awesome! So you've played a similar list. I'm glad to know it works well and is actually competitive. That has been my biggest worry about getting into Orks.

How do you usually use the deffkoptas? It seems that there are so many good options. Outflank, scout, etc. Do I outflank them as well if I get the warlord trait and do I outflank them when I don't get it? Do I shoot them ahead and give cover to my trucks? I'm confused on how to use them.

Also, what do you usually do against deep strike heavy armies as orks?

   
Made in ca
Ork Boy Hangin' off a Trukk






I don't usually run the deffkoptas in my 1500 list. But I would outflank them, whether or not the rest of your army is able to or not. Getting shots on butt armour is great with rockets, that most of the time will pen on 3s.

Against deep strike heavy armies I laugh and spread out the grots and boyz mobs in my deployment so he can't get anywhere without being in charge range of 30+ boyz as soon as my turn rolls around. I consider it a boon. The sooner I'm in melee the better, and if the enemy is willing to COME TO ME, I can only grin. The only things to keep in mind in that case is to not leave the grotillery and lootas exposed where boyz can't be there to help them out in a pinch. Having the trucks is really nice.

All in all I actually love the list I'm running and yours is extremely similar so I'm sure you'll also have a good time. It has a great blend of mobile and slow elements that really come together, unlike some of the other ork lists out there that are really disjointed. This list supports itself extremely well because the trucks form a brutal alpha strike if you flat out everyone turn one right into the enemy deployment, while running your boyz up the field (this is why I take only one shoota mob, I'd rather be running!). By turn two, the surviving truck boyz jump out and start krumping, and by turn three your horde has made it. No matter which group they focus on, they're screwed. If they put everything into killing off the truck mobs, next turn the blobs are coming down on them. If they focus the blobs, well, nothing is going to happen and they're gonna die even worse than if they focused down the trucks. You'll find there are few armies with the necessary firepower to thwart the one two punch.

If you end up with the outflank trait, I like to outflank my warboss with the shoota boy mob, because they cant assault that turn anyway so I might as well lay into the nearest unit with 60+ shots. I additionally outflank two units of truck boyz and the truck mounted tankbustas. You won't be able to outflank the wagon boyz though, because it's not a dedicated transport, which is a shame.

One genuine suggestion though to change your list is to replace the zapguns with kannons. If you drop some of the extra grots you can even take a 4th kannon and a 4th runt. Being able to switch between blasts and monstrous creature/marine killer shells is awesome, and they're the cheapest gun of the bunch.

2016 Score: 7W; 0D; 2L 
   
Made in us
Fresh-Faced New User




Great tips, thanks!

I could potentially drop the shootas on one of the blobs and revert the Zzap Guns. That'll leave me with a good 45 extra points or more if I dropped a boy here or there. I could potentially get some more Mek Gunz with that or even get another Weirdboy if I wanted to. Or just more boys to shove in the wagons. Thoughts? There is a ton I can do with those points. Another deffkopta, two warbuggies, more lootas.

What kind of targets would it want to hit with the boys once they get into melee with the enemy army? Do I want to be charging tanks and killing them with pk's or do I want to be jumping into melee with infantry?
   
Made in ca
Ork Boy Hangin' off a Trukk






A good rule for orks is to be a bully. As in, pick on things that are weaker than you. You don't necessarily want to charge dedicated combat units, but say, a squad of tac marines will usually crumple under a team of truckboys. The big mobs often wont be too big by the time that they reach the enemy lines, but if they are, they can take on some bigger fish, but only like, one step up. As in a unit of terminators maybe. Klaws are great at killing MEQs and better. If you're charging, say a unit of guard, and there's a leman russ right there, do a multicharge. Your boyz slam into the guardsmen and ruin their day even without the +1A because they have 3 from dual wield anyway, and your Nob can murder the russ. Play it safe and maybe put two boyz too to try to glance it down if the nob doesnt do his job right. It just depends on what the situation is and who you are fighting. Multicharges can be a blast. The only drawback is not getting your +1 charge attack, but you still get furious charge. Against tau, always multicharge, because they're all gonna overwatch you, and its going to be a disorganized charge because of flashbangs anyway.

Use those extra points to get more lads in the battlewagon mobs. Try to fill them to max capacity including the characters joining them.

So to break it down, and this'll be the order your mobs hit too:

Truck Mobs: Should hit turn two. Use their speed to try to hit his ranged threats immediately. As in his Devastators, or his Leman russes, etc. The things that will be killing your footsloggers or pose a threat to the Wagon Mobs.

Wagon Mobs: Should also hit turn two. Turn three maaaaybe. Same as above, but because they should be fleshed out at double the size (20 strong) and hopefully include a character like a Warboss, they shouldnt be afraid to go after bigger fish. Consider using both Wagon Mobs (total 40 dudes) to slam into the enemy's entire frontline. So multicharges EVERYWHERE. Don't charge into a buttload of flamers though obviously. This will tie up a LOT of your opponents attention.

Foot Mobs: Will hit turn three. Might hit turn two if you get good runs and you Waaagh turn 2, or if your opponent dares take a step into no mans land (aka ork turf). Might hit turn 4 if he's kiting you hard or your truck and wagon boyz did their jobs really well (or really poorly). These guys come in and clean everything up.

Lootas: Light armour. Use them to rip apart rhinos and chimeras. They eat light armour alive. If there's none of that left, aspect warriors and guardsmen take it pretty rough from deffguns too. Their use is significantly diminished against T4 3+ models though.

Deffkoptas: Outflank and blast tanks in the butt armour or character snipe.

Kannons: Golden. Literally just do whatever you want with these because they are saintly and can do no wrong.

2016 Score: 7W; 0D; 2L 
   
Made in us
Fresh-Faced New User




Ok great! Now that I understand what to do with it all I can understand my list a bit better. You've been a ton of help. So I moved some points around, here goes.

19 Ork Boys
-Battlewagon (Big Shoota x2, Deff Rolla)
-Boss Nob (Power Klaw, Boss Pole, Shoota)
-Warboss ('eavy Armor, Power Klaw, Da Finkin' Kap, Shoota)

16 Ork Boys
-Battlewagon (Big Shoota x2, Deff Rolla)
-Boss Nob (Power Klaw, Boss Pole, Shoota)

10 Ork Boys
-Trukk (Rokkit Launcha , Reinforced Ram)
-Boss Nob (Power Klaw, Boss Pole, Shoota)

10 Ork Boys
-Trukk (Rokkit Launcha , Reinforced Ram)
-Boss Nob (Power Klaw, Boss Pole, Shoota)

5 Tankbustas
-Trukk (Rokkit Launcha, Reinforced Ram)
-Bomb Squig x3

28 Shoota Boys
-Boss Nob (Power Klaw, Boss Pole, Shoota)
-Weirdboy
-Painboy

27 Boys
-Boss Nob (Power Klaw, Boss Pole, Shoota)
-Weirdboy
-Painboy

2 DeffKoptas
-Rokkit Launcha x2

2 DeffKoptas
-Rokkit Launcha x2

10 Lootas

4 Kannon
-Two Ammo Runt

I turned one mob of shootas into normal boys, got rid of some Big Shootas on the wagons, and moved some boys around. Ended up with more boys in the wagons, although I couldn't get them to 20 each without hurting the big blobs. I used some other points to get another kannon as well. I'm not sure how important having guns on the wagons are, along with just two ammo runts on the kannon unit. I could potentially turn those into a few more boys for the wagons or the blobs. Not sure where I'd get the points to fill everything out. Are there any units that need to be filled out more than others? Also, a weirdboy doesn't seem quite as good in a boy blob as opposed to a shoota blob. Perhaps I could put him in a wagon. I suppose it'll mostly depend on what ability he gets though.

Doing my research on the orks, are there any other ork lists that are competitive without so many boys? Or do orks just rely on them? I'm a little sad not to have mega nobs or a nob squad or a dakkajet.
   
 
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