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Made in gb
Lurking Gaunt





UK

Hello all,

Me and my friends that I play 40k with have arranged a big game where we each use two armies, regardless of how well they ally, with an approximate total points value of 3000 points. Therefore, each individual army needs to be around 1500 points. I currently play Crimson Fists and I have decided (much against Pedro Kantor's approval) to ally with Orks.

Here's where it gets interesting: My enemies will be using Chaos + Tau, and Eldar + Grey Knights. Within these lists, there will be a Tau Hammerhead and R'varna (FW Riptide), and there will be 2 Nemesis Dreadknights, AND an Eldar Wraithknight.

What I need your help with is what to include in my Ork list. Here's the list:

HQ

Warboss (Warlord) [148pts]
Gifts of Gork and Mork: Da Lucky Stikk
Mega Armour
1 Ammo Runt
Attack Squig
Bosspole

Painboy [65pts]
Cyborg Body
2 Grot Orderly

Mek [25pts]
Grot Oiler
Kombi Weapon w/ Rokkit Launcha

Elites

Meganobz [140pts]
Boss Meganob
Mega Armour
2x Killsaws
2x Meganob w/Kombi-Skorcha

Nobz [140pts]
Boss Nob
Power Klaw
Slugga
Bosspole
4x Nobs w/ Choppa and Slugga
Entire squad taking 'eavy armour

Troops

15x Boyz [105pts]

18x Boyz [260pts]
Boss Nob
Power Klaw
Slugga
Bosspole
2x Boy with Big Shoota
'eavy armour for mob

18x Boyz [260pts]
Boss Nob
Power Klaw
Slugga
Bosspole
2x Boy with Big Shoota
'eavy armour for mob

Fast Attack

Trukk [40pts]
Big Shoota
Grot Riggers

Trukk [40pts]
Big Shoota
Grot Riggers

Warbikers [92pts]
Warbiker Nob
Slugga
Big Choppa
Bosspole
3x Warbikers

Heavy Support

Morkanaut [300pts]
Grot Riggers
Kustom Force Field

Thanks,
Doge

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Waaagh! Warbiker




Alaska

Well, a few things:

Since your warboss has Da Lukky Stikk, the ammo runt and attack squig are redundant, so save those points

On your MANZ, you can't have both killsaw and kombi weapons, as the killsaw replaces the models shooting weapons, though it gives them +1 A and armorbane.

I think 'eavy armor isn't going to get you far. Much of your enemies stuff is gonna chew through it, and you're already running MEQ for tough elites. Maximize the ork assets in this list: horde and FnP.

Grot riggers on Trukks is a straight-up waste. It's just never worth it, since those everything's will be pen hits.
   
Made in gb
Lurking Gaunt





UK

Thanks for the feedback, I would never have noticed that myself!

*edit* So I just realised that it's not very obvious on the list that the Meganobz are a squad of Meganobz with the Boss Meganob having 2 killsaws, and the other two Meganobz in the squad have the Kombis.

This message was edited 1 time. Last update was at 2015/03/30 20:10:50


Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Waaagh! Warbiker




Alaska

Aaaaaaaahhhhhhh.
Makes more sense.
   
Made in gb
Lurking Gaunt





UK

So is that a good way to equip them or not?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Waaagh! Warbiker




Alaska

Um. Put the killsaw on another nob, so it can't get challenged out JIC you run into a crazy SM that can shred it.
Also, ork shooting bombs. Take those 10 points, buy more killsaws. That's what I'd do anyway, TBH.
   
Made in gb
Lurking Gaunt





UK

Thanks, much appreciated!

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Tough-as-Nails Ork Boy







What purpose does the 5 man unit of nobz serve? Also why have cybork on the painboy he already has a 5+ fnp, cybork gives him a 6+.

This message was edited 1 time. Last update was at 2015/03/30 21:29:00


'Nids growing soon
3500 pts. unpainted
Admech 1000 buying & building
If you don't enjoy playing against people with unpainted armies, break into their house when they sleep, paint their figures for them, help yourself to their cheerios and then your problems will be solved.
Well, my opponents usually don't have more than 1-2 Wave Serpents 'cos Serpent spam is very expensive in real life money.
GENERATION 11: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Lurking Gaunt





UK

TheMisterBold wrote:
What purpose does the 5 man unit of nobz serve? Also why have cybork on the painboy he already has a 5+ fnp, cybork gives him a 6+.


Tbh I don't really know, I'm super new to Orks so I expected some stupid mistakes to have been made in this list.

The 5 man unit of Nobz... erm... heavier versions of Boyz? Idk if I need them or not I just thought it'd be useful to have them.

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Tough-as-Nails Ork Boy







Nobz imo are a very situational unit. Usually run as biker nobz or battlewagon ridas. A unit of 5 is just an easy kill point and point sink. 140 pts could go to that unit of 15 boyz without a nob and a small unit of tankbustas.

'Nids growing soon
3500 pts. unpainted
Admech 1000 buying & building
If you don't enjoy playing against people with unpainted armies, break into their house when they sleep, paint their figures for them, help yourself to their cheerios and then your problems will be solved.
Well, my opponents usually don't have more than 1-2 Wave Serpents 'cos Serpent spam is very expensive in real life money.
GENERATION 11: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Lurking Gaunt





UK

Hey guys,
I've been wondering, what do Orks have that's useful for taking down the likes of Riptides, Wraithknights and Nemesis Dreadknights? I thought maybe Mek Guns but nothing I've read about specifically says that they're any good against these 'monstrous creature'-type units.

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in nl
Flashy Flashgitz






Why take cybork bodies on painboys? They have the fnp rule already

6K
6K
6K
4K
 
   
Made in us
Flashy Flashgitz





K drop the nobz you're spending 140pts on them for armor 4 and 1pk. If you notice, you spent 140 for your unit of mega nobs... Double them up instead. 2 units of mega nobs is better than 1.
Next, with so few models on the board drop the morkanaut. Use 210 from that to buy 15tankbustas nob bp. They kill monstrous creatures and vehicles and if they do it for first blood you gain a second kill point.

With the other points, full out your tiny biker squad. Come to think of it, put your pain boy on a bike to go with them.

Also if you do run 2mega nobs units I like to do 1 with warboss w/lukky stikk, the other with mad doc both units with kill saws. Both targets are amazing meaning all your boys are making it into tau Overwatch.

Another thing. Use that bike squad to kill the center squad in a super fire line. Then use your trukks at one flank or the other. If you don't they'll gun down your full squad in Overwatch.

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Lurking Gaunt





UK

Thanks to everyone who has replied so far, especially to FratHammer for that really informative response!

Regarding the MegaNobz, are you saying outfit them all with just Killsaws? I mean surely you need some ranged weapons or are we looking at getting them in CC asap?

Two quick things aswell: How should I outfit my Tankbustas and how many Warbikes is enough (remember I'm on a relatively small point limit)?

Thanks,
Doge

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Waaagh! Warbiker




Alaska

Ork shooting is like foreplay. Sure, it's fun and gives a few chuckles. But really it just gives you something to do before you can get stuck in and rough things up.

Tankbustas? Take a handful, plus nob with bosspole. Don't bother with tankhammas or klaws, take advantage of the melta bombs you already have.

8-9 bikers makes a tough unit, but 5 is the minimum.
   
Made in us
Flashy Flashgitz





+1 Boss Makk. I was working. And only had time to pester 1 post chain and I chose the bases argument on you make da call. But yeah, he's spot on. Our mega nobs won't hit or kill anything. +1 attack is way better. In fact the only Orcs I really love shooting with is Flashgitz. I love them man. Don't get me wrong lootas and bikes are great shooting also, but omg its so much fun to obliterate units with Flashgitz.

Warboss Troil
"Less chat, more splat!" 
   
Made in us
Krazed Killa Kan




Homestead, FL

Anti MANz ork here, ditch them. your about to fight monstrous creatures who ignore 2+ armor anyway, save those points for a big nob squad or bikers, personally I would roll a ton of regular ork bikers, 3+ Jink when they turbo boost and T5 to eat up at least a few of those lower strength shots, but the biggest thing is you can hide a warboss and a nob BP/PK in their that can kill Rip tides!

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lurking Gaunt





UK

Anyone have a counter-argument to that?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Waaagh! Warbiker




Alaska

There isn't one.


Haha! Thanks FratHammer. That's what I tell some of my friends who are always telling me to take more sweet ork guns, like KMBs. None if them play orks though. . .
   
Made in us
Flashy Flashgitz





A counter argument why nobs are bad? I don't know...90% of my posts are to inform people (including Ghaz on numerous occasions why nobs are awful so lets do it again)

Nob, heavy armor, pk 42
Mega nob 40

Now attacks are the same, initiative is the same, sounds are the same and in any case fighting anything but a monstrous or ap2 at initiative creature manz are better. 2 points cheaper and 3 will get your job done.

Now ask me, do you drive the manz at the model with the s8+ ap2 initiative weapon!? No! That would be very special of you. Orcs are bullies. We pick on units interior to ours or we hit them with so many interior models they are crushed under our weight of numbers. In almost every case the model with armor 2 is going to be better.

War bikers are amazing. I think we talked about that, but if you even think about a nob on a bike hit the rest button on your wetware. 45pts per model minimum is 2 1/2 warbikers. For the cost of 10nob bikers you can have 30warbikers, it's insane to even contemplate. Don't do it.

Also on the topic of warbikers, don't turbo boost unless its the end of the game and you're objective grabbing. They are one of our few tolerable shooty units. 15x3=45, 45s5ap5 twin linked shots... It's not half bad. Then if sufficiently wounded by that, assault in.

I'm sorry about if differing opinions can be confusing, but it's important you hear every side to make your own mind up


Automatically Appended Next Post:
Also riptide killing for me is done by Flashgitz if they only run 1 or by tying them up with a12 man boys unit for the game. Riptide kills like 1-2a turn. It's pathetic.


Automatically Appended Next Post:
The second option was for if they run more than 1.

This message was edited 2 times. Last update was at 2015/04/01 15:28:51


Warboss Troil
"Less chat, more splat!" 
   
Made in cn
Elite Tyranid Warrior





If you are allied with a space marine army, then don't bother with anything shooty. You really probably don't need a morkanaut. Imperial sissies are great at shooting things from across the the table, you want to get your orks stuck into combat and safe from return fire.

Take big squads of boyz, around thirty of them. This way they can take a round or two of shooting without disappearing. Always take the nob with BP and PK too. This makes the unit a real threat to armoured pansies and vehicles, as well as keeping them on the table. Don't take any other upgrades, your boyz are meant for running. If you have time to shoot at a distant target, something is probably going wrong.

Swarming the enemy with smaller squads mounted on trukks and bikes means that you can assault as early as turn two. Having several trukks with the free rokkit launcha can then act as a harassing unit is then useful. They fall apart if the enemy takes a turn to actually shoot them, but that is a turn that they aren't shooting your other models. Trukks can also hold objectives if that is a factor in your game.

Still waiting for Godot. 
   
Made in us
Krazed Killa Kan




Homestead, FL

Frathammer you and I disagree on this :-p i win with my combo and you win with yours. He said he is going to be facing a horde of Monstrous creatures, furthermore I don't know what he has in his Space marine list but from what I see of the ork list the only thing that can realistically handle a MC in their are the MANZ and they aren't designed to do that, they die to the AP2 weapon and its game over. I suggested ditching the MANZ for a bunch of REGULAR warbikers, you put a Nob BP/PK in their and you have an Anti-MC weapon that can be reused a few times depending on squad size. As for turbo boosting, I don't know why you wouldn't turbo boost, turn 1 your going to be out of range unless they goofed and if you don't turbo boost they are going to attempt to wipe out your bikes because everyone knows they are scary. Don't get me wrong, you can not turbo boost if your close enough to something on turn 2 or 3 to shoot it and assault it, but I almost always turbo boost my 1st turn.

anyway, ditch the manz get some bikers to deal with 1-2 of those MCs, I would take a Battlewagon with lootas in it instead of a morkanaut, morkanauts aren't good really, they do ok shooting and the KFF is nice and all but it gets focus fired and never really does much.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lurking Gaunt





UK

Okay, put shortly, my Space Marine list is as follows:

Captain
Command Squad
Chaplain

Dreadnought
LotD Combat Squad
Sternguard Veterans

Tac Squad
Tac Squad

Assault Squad (5-man)

Devastator Squad


Automatically Appended Next Post:
Also, can't I just have Warbikers and MANZ, or is it better to dedicate as many points as possible to either more Warbikers or more MANZ?

This message was edited 1 time. Last update was at 2015/04/01 17:09:08


Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Waaagh! Warbiker




Alaska

You can mix and match.

If you're worried about MCs, the best unit is the tankbustas then. They come with rokkits and melta bombs. Versus both bikers and MANZ, they are the superior choice in the matter, at least point - effective wise
   
Made in us
Krazed Killa Kan




Homestead, FL

yep im just concerned that his tankbustas wont survive because of the shooting. Maybe put them in a battlewagon and have another battlewagon loaded with boyz. Dont know. Either way because of how fragile they are, i usually prefer bikes. :-p

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lurking Gaunt





UK

What about putting them in a trukk and some boyz in another trukk? Or is that not gonna survive long enough?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Flashy Flashgitz





15 Tankbustas is more than enough to survive awhile. And they were mentioned before.

Also the mcs hitting the table are a wraithknight (armor3) a riptide... Dealing at best 1ap2 instant death kill on a 5+ per turn out 2ap2 wounds on 5+... Not scared. Also what are the warbikers doing going after mcs? Our Tankbustas and lootas, even our Flashgitz are much better for that. The meganobs are in the list to bully things... Like all Orcs... It's what they do. Again if it's ap2, make sure mega nobs aren't there. And nobs are never worth their cost unless there is a snazzgun in their hand.

Also... If you ran foot slogging, the Morkanaut never shoots... He runs, every turn just like the boys... He would only shoot if assaulted or the boys are all dead.

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Lurking Gaunt





UK

So I'm using the Tankbustas to hit mcs, Meganobz to bully things, the Warbikers to break up Tau gunlines, the boyz just do what Boyz always do, and Trukks to drop things off then harass with the rokkits... Correct?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
Made in us
Flashy Flashgitz





Yes sir.

Warboss Troil
"Less chat, more splat!" 
   
Made in gb
Lurking Gaunt





UK

Nice I finally have a somewhat solid army list.

One question though, I think someone mentioned putting Mad Dok Grotsnik with some Meganobz, is this necessary? Could I not just use a Painboy?

Used to play Crimson Fists back in the day. Now a new Tyranids player after a long break. 
   
 
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