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Made in us
Smokin' Skorcha Driver






HQ

warboss - mega-armor, da lucky stikk

weirdboy - ml 2

Troops

12 boyz - nob w/ bp - trukk

12 boyz - nob w/ bp - trukk

10 grots

30 boyz - nob w/ bp and pk - trukk

Elites

3 MANz - trukk

3 MANz - trukk

Fast attack

3 warbikers

3 warbikers

Heavy support

4 traktor kannons

4 lobbas

3 kustom mega-kannons

Fortification

adl - quad-gun


Weirdboy will go with the 30 boyz. I know most people would probably run a kff mek instead of the weirdboy, but I think having some source of psychic defense is a must if you intend to play competitively. Plus against less psychic savy opponents he might actually get to use his powers a couple times!

The trukk boyz will hopefully either provide a somewhat decent distraction from more important things, and thus get murderlized, or actually live to grab some mid-field obj. Same goes for the trukks.

Grots man the quad-gun and camp on rear obj.

Kannons will shoot stuff.

Lobbas I plan on placing behind los blocking terrain on a rear obj.

Warbikers boost around like a boss (and probably die because people love shooting little bike squads).

MANz and Kapin" Shtikky (warboss) krump things.

Any thoughts from me fellow kapins?

This message was edited 1 time. Last update was at 2014/07/22 03:40:15


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Krazed Killa Kan






State of Jefferson

Drop Grots.
Add Painboy (rides w boss w MANZ)

Drop Weirdboy
Add meg armored Mek w KFF (rides w MANZ)

Drop ADL and QG (or traktors).
Make foot sloggers 'ard Boyz

Why no PKs on other Nobz?
Consider cutting a squad of bikers to make another trukk mob 'ard Boyz.

One Weirdboy is not psychic defense.

Those 4+ saves are going to be very useful and unexpected by your opponent.

My $0.02

This message was edited 1 time. Last update was at 2014/07/22 11:12:43


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





He's filled his HQ so can add a Painboy if he drops the Grots without giving up ObSec (a bad idea).

I agree a Wierdboy does not qualify as psychic defence.

Lucky Stikk boss should be with Boyz in a Battlewagon. Put him with MANz and you're just telling your opponent where to put his AP2 shots. With Boyz you can LoS any Ap2 where it becomes inefficient whilst anti horde firepower just gets absorbed by the Warboss.

You want to keep the MANz missiles cheap rather than sticking an expensive warboss in there making them more of a target.

You have no AT.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Fresh-Faced New User





flaming tadpole wrote:
HQ

warboss - mega-armor, da lucky stikk

weirdboy - ml 2

Troops

12 boyz - nob w/ bp - trukk

12 boyz - nob w/ bp - trukk

10 grots

30 boyz - nob w/ bp and pk - trukk

Elites

3 MANz - trukk

3 MANz - trukk

Fast attack

3 warbikers

3 warbikers

Heavy support

4 traktor kannons

4 lobbas

3 kustom mega-kannons

Fortification

adl - quad-gun


Weirdboy will go with the 30 boyz. I know most people would probably run a kff mek instead of the weirdboy, but I think having some source of psychic defense is a must if you intend to play competitively. Plus against less psychic savy opponents he might actually get to use his powers a couple times!

The trukk boyz will hopefully either provide a somewhat decent distraction from more important things, and thus get murderlized, or actually live to grab some mid-field obj. Same goes for the trukks.

Grots man the quad-gun and camp on rear obj.

Kannons will shoot stuff.

Lobbas I plan on placing behind los blocking terrain on a rear obj.

Warbikers boost around like a boss (and probably die because people love shooting little bike squads).

MANz and Kapin" Shtikky (warboss) krump things.

Any thoughts from me fellow kapins?


I would consider making the MANz 5 man squads so you can take bully boyz formation. And Drop one of the Mek Gun Squadz ... 3 MANz aren't survivable enough to make it across the board and through a round of hand to hand before striking last. Also, you could add a big mek with the mega force field from the Ghaz supplement on a Bike and follow the trukks around.

This is way outside the box here, but honestly either get some big blobs of boyz, multiple trukk squads of them, or none. 2 units of trukk boyz is not scaring anyone... trukks are popped easily then 10 boyz across the field is a joke. I would consider squads of 30 shoota boyz to camp objectives, throw some MANz in a battle wagon, with a big mek and warboss on bikes following close behind...
   
Made in us
Smokin' Skorcha Driver






 FlingitNow wrote:
He's filled his HQ so can add a Painboy if he drops the Grots without giving up ObSec (a bad idea).

I agree a Wierdboy does not qualify as psychic defence.

Lucky Stikk boss should be with Boyz in a Battlewagon. Put him with MANz and you're just telling your opponent where to put his AP2 shots. With Boyz you can LoS any Ap2 where it becomes inefficient whilst anti horde firepower just gets absorbed by the Warboss.

You want to keep the MANz missiles cheap rather than sticking an expensive warboss in there making them more of a target.

You have no AT.
Weirdboyz aren't very good psychic defense, but in my experience their a whole lot better than nothing. They give me the power to at least deny that one power that could be potentially devastating. It may just be me, but they've made a huge difference against my more psychic crazy opponents, specifically grey knights.

I do like your idea of throwing the boss with the boyz though. I was already slightly leaning towards throwing him with the blob squad. A Battlewagon would be a bit tough to squeeze in there points wise, unless I just drop the boyz squad to 18 and dropped one of the bike squads. It might be a bit of a sitting duck though. What do you think about throwing him in with the blob squad?

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





If the Wierdboy is working for you then keep him. You must roll a lot more sixes than me.

The problem with sticking the Warboss with the blob is it can't run. So unless you get Da Jump on the Wierdboy that unit might not be doing anything until turn 4. Hence the need for a Battlewagon. Going down to 18 boyz is a necessity to fit in the BW anyway (17 if you want the Wierdboy in there too). Though that does give you issues of 1 obvious target.

Perhaps a Finkin Kap Warboss might suit the list better as you've a real strong chance of getting infiltrate.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Smokin' Skorcha Driver






 FlingitNow wrote:
If the Wierdboy is working for you then keep him. You must roll a lot more sixes than me.

The problem with sticking the Warboss with the blob is it can't run. So unless you get Da Jump on the Wierdboy that unit might not be doing anything until turn 4. Hence the need for a Battlewagon. Going down to 18 boyz is a necessity to fit in the BW anyway (17 if you want the Wierdboy in there too). Though that does give you issues of 1 obvious target.

Perhaps a Finkin Kap Warboss might suit the list better as you've a real strong chance of getting infiltrate.
Woops, totally forgot the boss can't run with mega-armor

Last night I thought of some general restructuring I think might help the list. First off I think I can trim off some stuff that could gain me some more room to round it off.

For starters, I think I'll drop one of the warbiker squads, as one should be sufficient enough for the job I intended for them. Next I think I'll drop the adl and possibly the grots as well, though I might keep them just to come in from reserve and camp on some obj.

That gives me 190 points, if I drop the grots.

I also think I might make the trukk boyz more bare bones, such as 10 of them with no nob, and I'll just have them follow the big blob up the field. At this point their more of just a tax for having ObSec trukks

Now I have roughly 245 points of breathing room. I think I'll start by upgrading those lobbas to kustom mega-kannons, so I have more long range threats to av, teq, and mc's. Then I'll add two more trukk boyz squads which will leave me with about 17 points leftover (maybe some ammo runts or additional crew for the kannons). So the revised list would look something like this:

HQ

warboss - mega-armor, bp, da lucky stikk

weirdboy - ml 2

Troops

10 boyz - trukk

10 boyz - trukk

10 boyz - trukk

10 boyz - trukk

30 boyz - nob w/ bp and pk - trukk

Elites

3 MANz - 1 killsaw - trukk

3 MANz - 1 killsaw - trukk

Fast attack

3 warbikers

Heavy support

4 traktor kannons - 2 ammo runts

3 kustom mega-kannons - 3 ammo runts

3 kustom mega-kannons - 3 ammo runts

Thoughts?



Automatically Appended Next Post:
Also the new plan would be for the boss to ride with one of the trukk boyz to help diversify my targets.

This message was edited 3 times. Last update was at 2014/07/23 19:17:04


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut






3 bikes are not going to do nothing but die really quick. I would either make them a bigger squad or drop them. If you make them a bigger squad a Painboy could really be useful for them to survive longer. You have 5 troops as is so you can do Double CAD's. Even though I don't think trukk boys can do it in this edition with the new mob rule.

I think if you split the 30 into two squads of 20 and added two BW's then you could have 3 trukks of Boys and then two BW's of boys I think it would give you a bit more crunch. Since the boys in the trukks don't have Nobs you could try to make them shootas. And try to keep them in the trukk as long as they can or just turbo up and hope out and start taking objectives and shooting units. Then assaulting if need be.

So something like this.

HQ
warboss - mega-armor, bp, da lucky stikk
weirdboy - ml 2

Troops
10 boyz - trukk
10 boyz - trukk
10 boyz - trukk
20 boyz - nob w/ bp and pk - BW
20 boyz - nob w/ bp and pk - BW

Elites
3 MANz - 1 killsaw - trukk
3 MANz - 1 killsaw - trukk

Heavy support
4 traktor kannons - 3 ammo runts
3 kustom mega-kannons - 3 ammo runts
3 kustom mega-kannons - 3 ammo runts

Of course the weird boy is a misplace now. So could do double CAD's and add Painboys to the 20 boys squads in Wagons. Have the boss join a wagon or add him to a trukk squad to help support one of them. Could add a KFF mek and attach him a guns squad and try to help cover the others. Lots of options to do.
   
Made in us
Smokin' Skorcha Driver






That list definitely has some potential for a higher points level. Unfortunately it's over 160 points for my 1500 point list. If I dropped the weirdboy and a trukk of boyz I would be able to fit it in.

Personally, I'm not really a huge fan of battlewagons in 7th unless their spammed, but even then I don't think their worth their points. With all the mobility in armies these days it's way too easy to get los of the side armor, and then your just another av12 vehicle, except more likely to explode.

If they were the same price as the last codex I'd consider it, but It's hard too now when you consider you could have nearly 4 trukks (potentially with ObSec) for the price of one BW. I'm mostly just speculating since I've only fielded a BW in one of my games so far in 7th (which didn't go well). So my perception could change once I get some more reps in. ATM though, I'll likely stick to trukks for more competitive play and BW's for more casual games. I appreciate your input though!

On a different note. As the list currently stands I'm debating whether I should just unload all the boyz from their trukks, minus the one with the boss, ahead of time to avoid any nasty splosions. That would give my opponent a few more targets to consider, all of which have ObSec. Similarly, I thought of maybe reserving one squad of trukk boyz to come in later and camp on rear obj. while the trukk boosts to grab another one.

Thoughts?

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Longtime Dakkanaut






Yeah sorry I didn't mess with points it was just in my head and what I thought would be a good list.

I am not a fan of trukks with the mob rule. They are going to lose 1/3 from the explosions and another couple from the mob rule. Its just to pricey. I have seen it happen plenty of times.

BW's can get blown up. but trukk will do it easier. With BW's you also have more models so losing a few isn't as bad. if you want the trukks then I suggest putting 12 boys in them then to maximize the boys.
   
Made in us
Smokin' Skorcha Driver






Ya I totally get your point, trukks are a deathtrap!.

That's why I'll probably unload them first thing. I think it works out better that way anyways, because then they can back up the blob squad and the trukks can go off and focus on grabbing far off objectives. More targets for my opponent too.

After some consideration I think I may drop the weirdboy in favor of a big mek. So here's my third and hopefully final take on the list:

Spoiler:

HQ
big mek - mega armor, kff, da finkin kap, bp
warboss - mega armor, bp, da lucky stikk

Troops
10 boyz - trukk
10 boyz - trukk
10 boyz - trukk
10 boyz - trukk
30 boyz - nob w/ pk and bp - trukk

Elites
3 MANz - 1 killsaw - trukk
3 MANz - 1 killsaw - trukk

Heavy support
4 traktor kannons
3 kustom mega-kannons
3 kustom mega-kannons


Now I have a shot at infiltrating that blob squad, and if not I'll have the mek ride with one of the trukk mobs.

So essentially I'll form a screen in front of my blob with the MANz trukks and two boyz trukks, which has the mek and boss in each. Then have the other two trukk boyz footslog behind the blob while their trukks and the blobs trukk capture obj's.

That will give me a little more survivability, at least for the first few turns, and if I infiltrate the blob even better!

Thoughts?

This message was edited 1 time. Last update was at 2014/07/25 03:30:53


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Bonkers Buggy Driver with Rockets





You have around 400 points tied up in boyz and trukks that you don't seem that excited about. Those trukks are pretty easy to pop, and on average you'll lose half of your boyz when the Trukk explodes. Much better to use the 400 points on something else.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
 
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