Switch Theme:

[1000] - Orks - friendly list  [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
Fresh-Faced New User





Hey everyone,

I'm an ex tau player who wanted to have a go with the orks. I'm looking to make a list just for fun, friendly games. Halfway through the painting and am losing my mind with ork boys just now, but the finish line is almost in sight.

1000 point Ork CAD

HQ

Warboss
- bike
- headwhoppas killchoppa
90 points

Big Mek
- shock attack gun
85 points

Troops

11 Boyz
- boss nob with power klaw, boss pole
- trukk w/ reinforced ram
147 points

11 Boyz
- boss nob with power klaw, boss pole
- trukk w/ reinforced ram
147 points

11 Boyz
- boss nob with power klaw, boss pole
- trukk w/ reinforced ram
147 points

Fast attack

Deffkotpa
rokkits
points 30

Deffkopta
rokkits
points 30

6 warbikers
- with boss nob with power klaw
points 166

Heavy Support

10 Lootas
points 140

Total 997

The plan is pretty straight forward. Lootas and big mek blast stuff, everything else gets in to peoples faces. The deffkoptas will be held in reserve and will outflank, get objectives or rear shots where possible.
I know the big mek isnt optimal, but i just love the model.

Any glaring problems with the list? And should i ditch a deffkoptas and get a unit of grots to put the big mek with?

Thanks!

   
Made in ca
Fighter Ace






Your big weakness is av14 armour. No tankbustas, but you have some powerklaws. None of these units are really elite in cc so watch out for enemy specialists. Good list overall, just those are some things to watch out for along the way.

I won't make any outlandish suggestions, are your selections are fine. Consider splitting the lootas into 2 groups of 5. You could drop the extra boy from each squad and have enough to get a lobba and some extra grots. You could pair the big mek with this unit for t 7 up front and gretchin los rolls. His bs sucks so maybe a git finder if you can afford one. He's probably fine with the lootas, but I'd worry about having that many eggs in that particular ld basket.

The killchoppa is... Not optimal. This is a different, non compatible suggestion to the big mek advice, but if you drop the killchoppa and the three boyz then you could give the boss the nob's powerklaw, the lucky stikk, and a bosspole. The nob can just have a big choppa and eat challenges. That boss tho now has ws 6, s10 ap2 hatred*, shred*, a 3+ rerollable jink*,and the bosspole that unit will need to make sure a coupl hundred points of characters and wargear don't go smashing each others faces or run away.

*to a point. But it's a pretty amazing point.

This message was edited 5 times. Last update was at 2017/01/20 11:10:36


 
   
Made in it
Waaagh! Ork Warboss




Italy

List is not bad for a beginner! As Slip suggested before split the lootas into 2x5 and give that warboss a power klaw, also da lucky stikk if you find the points. The big mek has no synergy with the rest of the army, as lootas are a good anti low-med av vehicles and the sag is basically an anti infantry weapon, i'd drop him. Alternatively you stik a couple of Kustom mega kannons with him if you really like that big mek. Drop some boyz, min units of 10 are good enough and you can save some points. The warbikers unit needs a bosspole, give it to the nob or the warboss. For anti tank i think in a 1000 points game lootas and 5-6 pks are fine. If you drop 6 boyz, the killchoppa and switch the pk from the warbiker nob to the warboss you can add a boss pole for the bikers, a big choppa for the warbikers nob, and a KMK with ammo runt that joins the big mek.

 
   
Made in au
Fresh-Faced New User





Thanks for the replies,

I see your point re the warboss - i have changed him to the lucky stick power klaw combo. I meant to add in my first list that the biker nob has a boss pole as well.

So I'm not sure i see how adding a KMK helps with my anti-armour problem, its only strength 8 yes? So im still only glancing av 14 on 6s?
And I also dont see how it helps my big mek survive - if i put him with a single KMK out front, it would be still using the majority toughness of the grot crew yes? Or do I have this wrong?

I'm actually not sure how orks should best deal with av14, i know tankbustas were good, but only being able to place one grenade in combat really reduces their effectiveness. Maybe add some buzz saws to the deffkoptas?

   
Made in ca
Fighter Ace






Powerklaws and killsaws are the best way to deal with av14. Alternatively, rear armour. Tankbustas are fine against av13 (aka av14 side/rear) and MEQs. (Tho in a pinch I'd try them vs av14. They need a 6 to glance, about 16-17% but the reroll should bump it up closer to 30%. The thing is people really underestimate just how much more effective rerolls makes things. At the upper ends experience dimishing returns, but the orks get the most kick out of rerolls of any army. The lucky klaw boss should cover av14 at this point level. 5x S10 ap2 rerolls bonanza... He should scare everything really. Shokk attack gun could help? I feel like every sentence involving the shokk attack gun should end in a question? I feel like he's Schrodinger's ork. (kidding of course, i feel every ork army should have one relatively cheap wild card. I roll a weirdboy personally. keeps your army from being too static and playing the same way twice.)

The kmk would help because wounds are taken from the closest models to the unit shooting at them. By putting the kmk out in front, they have to deal with the T7 wound first making him effectively invulnerable to S4 small arms fire, and a couple grots to los the bigger, scarier shots.

iirc the kmk has a badass ap value and a template. not bad with some ammo runts cuz it does scatter badly, but can't re roll gets hot rolls, ouch.

This message was edited 6 times. Last update was at 2017/01/22 00:10:05


 
   
Made in de
Dakka Veteran




just another quick tipp...

drop one boy in each trukk squad and get two meks in (u can purchase one mek per HQ fielded).

those meks are great to eat up challenges, so the PK-nob can survive an extra round


and never rely on a shokk attack gun to deal with armour. its much more reliable against heavy infantry
btw... the shokk attack gun is reeaaally bad.. but funny as hell


Spoiler:
HQ

Warboss
- bike
- lukky stick
- PK
- bp
140 points

Big Mek
- shock attack gun
85 points

mek
15
mek
15

Troops

10 Boyz
- boss nob with power klaw, boss pole
- trukk w/ reinforced ram
141 points

10 Boyz
- boss nob with power klaw, boss pole
- trukk w/ reinforced ram
141 points

10 Boyz
- boss nob with power klaw, boss pole
- trukk w/ reinforced ram
141 points

Fast attack

Deffkotpa
rokkits
points 30

Deffkopta
rokkits
points 30

6 warbikers
- with boss nob with power klaw
points 166

Heavy Support

9 Lootas
points 126

Total 1000

This message was edited 1 time. Last update was at 2017/01/22 02:35:34


 
   
Made in it
Waaagh! Ork Warboss




Italy

inquisitorham wrote:


So I'm not sure i see how adding a KMK helps with my anti-armour problem, its only strength 8 yes? So im still only glancing av 14 on 6s?
And I also dont see how it helps my big mek survive - if i put him with a single KMK out front, it would be still using the majority toughness of the grot crew yes? Or do I have this wrong?

I'm actually not sure how orks should best deal with av14, i know tankbustas were good, but only being able to place one grenade in combat really reduces their effectiveness. Maybe add some buzz saws to the deffkoptas?



Actually KMK are anti-heavy infantries not anti tank. Since you have a SAG, wich is an anti heavy infantry as well, a KMK or two can have sense in your list. They can hurt vehicles too, so they are a bit versatile but their real strenght is AP2 and the ability to instant kill any T4 model. In a 1000 points game you shouldn't worry about av14, if you face one that would be 1/4 or more of the entire opponent's army. Tankbustas are great but not that good against av14, they really shine vs av12 or lower. Your best anti tank are powerklaws, or better a pair of killsaws in a meganob unit. If you bring 5-6 pks, spammed in different units including some s10 hits from the warboss, a single av14 is not a problem at all.

 
   
Made in de
Dakka Veteran




 Blackie wrote:
inquisitorham wrote:


So I'm not sure i see how adding a KMK helps with my anti-armour problem, its only strength 8 yes? So im still only glancing av 14 on 6s?
And I also dont see how it helps my big mek survive - if i put him with a single KMK out front, it would be still using the majority toughness of the grot crew yes? Or do I have this wrong?

I'm actually not sure how orks should best deal with av14, i know tankbustas were good, but only being able to place one grenade in combat really reduces their effectiveness. Maybe add some buzz saws to the deffkoptas?



Actually KMK are anti-heavy infantries not anti tank. Since you have a SAG, wich is an anti heavy infantry as well, a KMK or two can have sense in your list. They can hurt vehicles too, so they are a bit versatile but their real strenght is AP2 and the ability to instant kill any T4 model. In a 1000 points game you shouldn't worry about av14, if you face one that would be 1/4 or more of the entire opponent's army. Tankbustas are great but not that good against av14, they really shine vs av12 or lower. Your best anti tank are powerklaws, or better a pair of killsaws in a meganob unit. If you bring 5-6 pks, spammed in different units including some s10 hits from the warboss, a single av14 is not a problem at all.


exactly... plus AV 14 units arent a major thread to orks anyway... for the most part they'll have anti vehicle weaponry mounted on there... and since ork vehicles arent as good as they are anyway... who cares about TL laskans brizzling a boy or two : )
   
 
Forum Index » 40K Army Lists
Go to: