Switch Theme:

[1850] - orks - incomplete, need help  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Been Around the Block




Hi,

It's been a while since I've played 40k (6th ed.) and now I'm trying to make a semi competitive list with my orks but I'm a couple of points short and need help with finishing my list. Any advice ours welcome. Here's my list
Spoiler:

hq

Warboss.
Lucky stick
Eavy armour
Cybork
Power klaw

Warphead

Total 189 points

troops
2x
10 boyz (1 rokkit)
'eavy armour
Nob
Boss pole
Big choppa
Trukk with rokkit

Total 340 points

elite
3 burnas/ 2 meks

3 mega nobz
1bp
In a
Battlewagon
reinforced ram,
2 rokkits
Grot rigger

10 tankbustas
3bomb squigs

Total 516 points

heavy support
Looted wagon
Killkannon
2 rokkits

Morkanaut
KFF

5x kannons

Total 347 points

Fast attack
3x warbikers

3x deffkoptas
Rokkit launcha's

Blitza bommer

Total 279 points

total points: 1678


The idea is that the boss initially will go with the meganobz in th BW and when it gets shot to bits, will go in the nearest unit that can get him in to combat
The morkanaut is to draw fire and carry burnas
Troops and fast attack to harass/ capture points
Tankbustas go into looted wagon
Defkoptas are chosen over warbuggies because I don't have the buggies.

The question i have is: should i make my units bigger/ more durable or is it better to make them a bit cheaper and field an extra troop choice/ Hq

This message was edited 1 time. Last update was at 2016/12/07 13:29:48


we woz build to fight, not to lissen to da warlord 
   
Made in us
Krazed Killa Kan





Denver, Colorado

Thoughts as I see them:

Cybork bodies aren't great, but are ok-ish for 5 points, I suppose. A painboy is a far better investment.

Bosspole for warboss

Fill up your trukks, only 11 unit boy squads (unless you mean 10x boyz, 1x rokkit boy and a nob).

Also, probably need more boyz. If you go trukk mobs, probably a power klaw too in every other trukk.

And if you take a 3rd troop, you can take a 3rd HQ - painboyz are a solid 3rd HQ.

If the burna squad is going in the morkanaut, you want 3x meks, not burnas. pretty much their only job is to repair the walker. Also, consider a mek from the mekaniaks rule, to have 4x meks inside the walker repairing on a 5+.

If you're going for the cost of a battlewagon, may as well toss in some more meganobz. Great escort for meganobz is grotsnik, painboy, or big mek with KFF.

I wasn't sold at first, but I'm 100% a believer now, lobbas are AMAZING compared to kannons. Their longer range, ability to blind fire, twin-linking ammo runts, and barrage rules combine into a far more effective unit.

3 warbikers are a waste of points, honestly. be better to bring more meganobz, especially with all the room in that wagon.


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

Some fun stuff in there! That said, you're asking for thoughts, so here are some:

If your boss is taking the Lucky Stikk, give him mega armor. 4+ rerollable is ok, 2+ rerollable is insane. Give him some buddies who can "look out sir" any AP1/2 (NOT meganobz) and let him rip.

I agree with the Kap'n that you need more troops, but a couple squads of grots sitting in the back holding points would do fine.

Rather than running 3 bikers, take your favorite and make him an HQ (I'd go big mek, to keep him cheap and shooty) give him that bike artifact and run him with the deffkoptas. They can outflank, move similar speeds, and he boosts their leadership. If the koptas run rockets, that gives you 6 TL AP3 shots out of that unit, which makes them destroy MEQs.

Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in nl
Been Around the Block




I do agrree with kap'n krump on the lobbas, throwing 10 blasts anywhere on the table sounds very good, I initially chose kannons for their ap3 shots (most of my friends play smurfs or wolves) I'll take a look into that.

The main idea behind this list is keeping units cheap so when they are lost it's no big deal. In 6th ed. I ran big hard hitting units that could take on almost any cc unit, but half my army never got in to cc so I'm trying something new here. Now i don't know if i pack enough punch

About the warboss: if i give him mega armour, he makes an entire unit slow and purposeful, since every ork vehicle has a weakness which can be exploited by most army's, he could risk walking around the entire game, if he's with the meganobz, they can take the punches for him. 2+ rerolable saves and feel no pain is insane, but i don't think it fits this list

The warbikers' job is to be sacreficed, torboboosting to an objective first turn and then get shot to bits. so, yes they are 54 points paperweight with an off chance to give me a victory point.

I think the addition my army gets is a small unit of grots for objectives near my deployment zone, a big mek on warbike and maybe an extra deffkopta
Also the extra meks in the morkanaut is solid, I'll take that advice

we woz build to fight, not to lissen to da warlord 
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

About the warboss: if i give him mega armour, he makes an entire unit slow and purposeful, since every ork vehicle has a weakness which can be exploited by most army's, he could risk walking around the entire game, if he's with the meganobz, they can take the punches for him. 2+ rerolable saves and feel no pain is insane, but i don't think it fits this list


That's a fair take. He would definitely need a trukk, and that trukk MUST survive turn one. After that first 24" movement he's in your opponent's face and can't be ignored- and will weather stupid amounts of fire (I tried this in my last game, took 3 units 3 turns of shooting to bring him down, and even then he only died because I rolled a 4" charge and couldn't get into the safety of CC. He took a LOT of heat off my other forces).

Try it each way, see how you like it. I was sold, but to each their own.

Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in nl
Been Around the Block




I did a retake on my list and took some of your advice and discarded others. I´ve noticed that single deffkopta´s are a insanely effective, more so than 3 deffkopta´s in a single unit that run off the table when one of them get´s shot down. I also want my vehicles to get some sort of cover save- meetshield in case of droppod melta´s. So here´s my new list, please post what you think of it.

It´s a 2 CAD list

Spoiler:

CAD 1

+ HQ (140pts) +


········Warboss w/ Mega Armour [Gift: Da Lucky Stikk, Mega Armour, Power Klaw, Twin-linked Shoota, Warlord]

········Mek (HQ)

+ Elites (485pts) +

········Burna Boyz [2x Burna Boy 3x mek]

········Meganobz (260pts)
············Boss Meganob [Bosspole, PK & TL-Shoota]
············2x Meganob [PK & TL-Shoota]
············Battlewagon [Grot Riggers, Reinforced Ram, 2x Rokkit Launcha]

········Tankbustas (145pts) [3x Bomb Squig, 10x Tankbusta]

+ Troops (310pts) +

········Boyz ['Eavy Armour for Mob, 9x Boy]
············Boss Nob [Big Choppa, Bosspole, Shoota]
············Trukk [Reinforced Ram, Rokkit Launcha]

········Boyz ['Eavy Armour for Mob, 9x Boy]
············Boss Nob [Big Choppa, Bosspole, Shoota]
············Trukk [Reinforced Ram, Rokkit Launcha]

+ Fast Attack (195pts) +

········Blitza-Bommer

········Deffkopta [Twin-linked Rokkit Launcha]
········Deffkopta [Twin-linked Rokkit Launcha]

+ Heavy Support (445pts) +

········Looted Wagon (WD) [Killkannon, Rockit Launcha]

········Mek Gunz [Ammo Runt, 5x Kannon]

········Morkanaut [Kustom Force Field]

CAD 2

+ HQ (70pts) +

········Weirdboyts [Power of the Waaagh!, Psyker Mastery Level 2]


+ Troops (115pts) +

········Boyz [9x Boy]
············Boss Nob [Big Choppa, Bosspole, Shoota]

········Gretchin [10x Gretchin]
············Runtherd [Grabba stik]


+ Fast Attack (90pts) +

········Deffkoptas [Twin-linked Rokkit Launcha]

········Deffkoptas [Twin-linked Rokkit Launcha]
········Deffkoptas [Twin-linked Rokkit Launcha]


The Gretchin will be a meetshield for the kannons
Depending on who get's first turn, the deffkopta's will deny melta range for droppods while also grant cover if needed. After the first turn the deffkopta's can go objective hopping/ deny enemy charge and take popshots at lonely vehicle's
same goes for the foodslogging boys,
Weirdboy will go wherever his powers give me the most advantage. I'm hoping for a tankhunter killbolt. but jumping MANZ would also be great

Please let me know what your take is on this list and the tactics.

we woz build to fight, not to lissen to da warlord 
   
 
Forum Index » 40K Army Lists
Go to: