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Made in us
Hollerin' Herda with Squighound Pack





This footslogging da boyz army has two detachments.
The primary detachment is the Ork Warband
Benefits:
-Re-roll on ork table (goal is to get Thunderbolt / Prophet of the Waaagh)
-Greenskin Horde - Units of 10+ gain HoW when rolling 10+ on their charge
-Stampede - After the first turn you may Waaaagh EVERY TURN

2nd is normal CAD when grants some screening grot mobs Obsec (if they survive)

-=Army list=-

HQ
Warboss
WarBike
Powerklaw
Bosspole
Finkin Kap

Big Mek (2nd CAD)
KFF
Warbike

PainBoy (2nd CAD)
WarBike

Elite
4 Nob Bikers

Troops
10 Grot Mobz (x4) - [3 in 2nd CAD]

16 Boyz (x6)
1 Nob
BossPole
PowerKlaw

Extra
1Mini Mek (put anywhere)


The plan here is you have your mini DethStar riding around on Bikes staying within shouting distance of the boys.Utilizing the warlord traits (ideally) that allows them to re-roll all their charge dice to increase the chance of getting HoW in the charge. and Prophet makes all da boyz fearless since they should use Waaagh every turn.
Waaaagh constantly so Boyz can run and charge in the same turn getting into the fray by turn 2, (102 orks with 6 PKs running at you is pretty scary) and a S10 Ap2 PK on a T6 (Fnp on everything!!) bike is even more terrifying.
Use grots to screen, and once in combat, have the 2nd CAD (obsec) grots slink off to cap objectives.

NOT play tested as I dont have 102 orks, but feel free to use and give me feed back!

This message was edited 1 time. Last update was at 2014/10/26 02:13:06


 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Would be better if you devided your list to show which units are in which Detachment.
   
Made in us
Hollerin' Herda with Squighound Pack





 grendel083 wrote:
Would be better if you devided your list to show which units are in which Detachment.


-=Army list=-

1) Greenskin Horde
HQ
Warboss
WarBike
Powerklaw
Bosspole
Finkin Kap

Elite
4 Nob Bikers

Troops
10 Grot Mobz

16 Boyz (x6)
1 Nob
BossPole
PowerKlaw

Extra
1Mini Mek (put anywhere)

2) CAD
Big Mek (2nd CAD)
KFF
Warbike

PainBoy (2nd CAD)
WarBike

10 Grot Mobzx3
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

Your list is similar to a plan which DID work, but back in 5th and 6th edition. Nob bikers are, unfortunately, poor these days. If your doing to do a biker deff star, these are your options:

1st Detachment:
HQ: Warboss + Bike + PK + LuckyStikk/Finkin Kap (+ maybe a Combi Skorcha)
HQ: Painboy + Bike + Bosspole

Unit to link go with: Fast: 5 Deff Koptas + Twin Rokkits.
Or:, Fast: 15 Ork Warbikers inc 1 Nob Biker + BP + PK (+ maybe a combi skorcha)

Deffkoptas are more durable with 2 wounds each, and are better for taking out light tanks. As they have a smaller model count, it means you can move them around alot easier (17 bikes are going to hit dangerous terrain). On top of this, you get Scout with them. Gotta love a scouting Warboss... It's iffy which you would prefer on the warboss, the Lucky Stikk means all your Bikers get 1+ WS, which is good as you have so many attacks. Otherwise the Finkin Kap is good too for that chance on outflank. I've left out the 2nd detachment as:
HQ: Big Mek + Bike + KFF
HQ: Big Mek + Bike

This one is iffy. The good thing about the Warbikers is that you have a Nob in there already. It means your Nob can accept any scary challenges while your Warboss goes to down. For the Deffkoptas, you don't have that. You do have Hit and Run though, although the chance to pull it of is slim. On top of this, the KFF only has a 6'' range, which is easier to use on the smaller squad of Deff Koptas. The naked Big Mek is designed to take challenges, although it seems a waste IMO.

If your determined to go for Nob Bikers, then 5-6 would be good and remember their PKs and the Waaaaaaargh! Banner. It's effect gives the +1 WS so you don't need to take the Lucky Stikk.

Hope that helps a bit!


Automatically Appended Next Post:
From what I've seen, the best "horde" ork army version doesn't use the ork detachment, as loosing Objective Secured isn't good. You get better benifits from the Waaaaaaagh! Gazzy book's Green Tide and then using a Painboy and Weirdboy walking along with 10 x (10 ork slugga/shoota boys inc Nob + PK) where 1/3 will have 'Eavy Armor as your allowed to allocate wounds caused by the Mob Rule. As those 10 groups of boys form together to become 1 massive group, the Painboy will give FnP to them all, which is fanastic. The remainder of the list would be anti-air which, unfortunately, a deffstart unit doesn't really manage to do.

This message was edited 2 times. Last update was at 2014/10/30 12:07:34


 
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

consider switching your boys into a Green Tide formation. it is much more powerful then 16x6. You also will have the three gretchin mobs as your troop tax for the second detachment.

The green tide destroys whatever it touches.
   
Made in us
Hollerin' Herda with Squighound Pack





Sketchyfk wrote:
Your list is similar to a plan which DID work, but back in 5th and 6th edition. Nob bikers are, unfortunately, poor these days.


I'm required to take a nob squad as part of the formation, so I just put them on bikes. I'm aware that they rarely make their point cost back, but I didnt know what else to do with them
   
 
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