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Made in us
Power-Hungry Cultist of Tzeentch





HQ
95 Big Mek w. KFF, glitfinda, kustom mega-blasta

110 Warboss w. mega armor, cybork, bosspole

110 Warboss w. mega armor, cybork, bosspole

ELITES
120 3 Meganobz

120 3 Meganobz

30 Trukk

30 Trukk

190 15 Komanndos w. nob, claw, and bosspole

60 Snikrot

TROOPS
340 30 Ard Boyz (choppas) w. nob, claw, bosspole

360 30 Ard Boyz (shootas) w. 3 big shootas, nob, bosspole

35 10 Grotz w. runtherd

HEAVY SUPPORT
198 9 Flashgitz

50 Big Squiggoth


A warboss and three meganobz will go in each trukk and be kept in reserve, along with the komanndos and Snikrot. The flashgitz go in the squiggoth with the big mek who will be my Warlord (although I might make it one of the warbosses). The grotz are for holding objectives in the back while I march the ard boyz and flashgitz up firing away. I can then use the trukk squads and Snikrot to target specific areas when they come in. Sound good?


Automatically Appended Next Post:
I was also maybe thinking finding 10 points for a finking cap to better my chances of allowing my trukk squads to infiltrate.

This message was edited 1 time. Last update was at 2014/07/31 01:07:27


 
   
Made in us
Longtime Dakkanaut






A boss has to be the warlord, they have the higher LD.

So you plan on leaving 750 points in reserve? I am not so sure that is a good idea.
   
Made in us
Power-Hungry Cultist of Tzeentch





Would I still be able to utilize the benefits of a my warlord's traits if they are in reserve? Going with the finking cap idea, I would hope for either or both Master of Ambush and Strategic Genius.

And keeping them in reserve is all part of my kunnin' plan...
   
Made in us
Longtime Dakkanaut






I am not sure if they still work while he is in reserve.

Sure I get that, its just weird to see 750 points worth of Orks in reserve. The trukks can't outflank or anything. They still have to come out in your deployment zone. Unless you get a trait that allows you to Outflank. But they still can't assault out of reserve so that is a turn they get to fire at you and kill you possibly. Its just not a very good idea at all.
   
Made in us
Power-Hungry Cultist of Tzeentch





Would you suggest me starting with the trukks on the field?
   
Made in us
Longtime Dakkanaut






Well not particularly. I am not a fan of the small squads in this edition. Of course I am not a fan of the Squiggoth either. But that is just personal preference. I also don't think the Kommandos or Snikrot are worth their points as well. And 60 Ard boys is a bit excessive. Taken painboys and attaching them to the boys is just as good and cheaper too. Ard boys in trukks is not a bad option. It will give them a save when then trukk blows up. Instead of the horde chart you could try two CAD's. You are only one troops from being 2 CAD's anyways. If you did that you could have ObjSec for all your troops. Double Bosses is a bit much IMHO. You only really need one if you want to Waaagh!. I am not trying to say that your army is not going to work. Its just there are some issues that it has.
   
Made in us
Krazed Killa Kan






State of Jefferson

Balsak has consistently given me solid ork advice. I agree with him on most points: 1 boss is plenty. Squigoth, Kommandos and Snik are expensive for what they do. Consider 2 CADs.

Here's where I diverge. I like MSUs in trukks. If you're gonna walk Boyz, 30 man unit of 'ard Boyz WITH a Painboy is a big threat. This would tend to maximize the PB's utility. Unless you are facing a bad opponent foot sloggers need numbers AND shenanigans.
   
Made in us
Angry Chaos Agitator






Dallas, TX

Warlord no longer has to be the highest LD, just has to be a character, so you can make any ol Nob your Warlord. And yes, deployment related warlord traits do work even if the warlord isn't on the table at the time.
   
Made in us
Krazed Killa Kan






State of Jefferson

^^^^ No. ^^^^
   
Made in us
Angry Chaos Agitator






Dallas, TX

"When choosing your army, you must nominate one model to be your Warlord. Unless specified otherwise, this must be a character model. If you do not have any character models in your army, then select any other model in your army to be the Warlord. The model you choose as your Warlord also determines your Primary Detachment."

Does not have to be an HQ or have highest leadership.


Also,

"Death of the Warlord
If your Warlord is removed as a casualty during your game, any abilities or special rules granted by his Warlord Trait are immediately lost. If the Warlord Trait in question conferred a special rule that allows an unusual method of deployment from Reserves (such as conferring the Outflank ability on certain units) that special rule is immediately lost and the affected units must instead deploy from Reserves in the normal fashion."

Being off the table isn't a problem, just being dead.

Not sure which part you disagreed with, but thems the rules.

This message was edited 3 times. Last update was at 2014/07/31 21:23:13


 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

 doktor_g wrote:
^^^^ No. ^^^^


vvvvvvv Yes vvvvvvv

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Longtime Dakkanaut






 spycer wrote:
"When choosing your army, you must nominate one model to be your Warlord. Unless specified otherwise, this must be a character model. If you do not have any character models in your army, then select any other model in your army to be the Warlord. The model you choose as your Warlord also determines your Primary Detachment."

Does not have to be an HQ or have highest leadership.


Also,

"Death of the Warlord
If your Warlord is removed as a casualty during your game, any abilities or special rules granted by his Warlord Trait are immediately lost. If the Warlord Trait in question conferred a special rule that allows an unusual method of deployment from Reserves (such as conferring the Outflank ability on certain units) that special rule is immediately lost and the affected units must instead deploy from Reserves in the normal fashion."

Being off the table isn't a problem, just being dead.

Not sure which part you disagreed with, but thems the rules.


Interesting, thanks!
   
Made in us
Power-Hungry Cultist of Tzeentch





Awesome, those warlord rules make me happy. Now, about Painboys, how many can I take? Do they take up a full HQ slot or can I, like with meks, get one per HQ I have? I thought I read awhile ago that I could take multiple painboyz without taking up HQ slots.


Automatically Appended Next Post:
Also, as for the Snikrot crew and the squiggoth, I just the fluff and models and want to use them. I don't plan on entering any serious tournaments with this army, it's predominantly for semi-competitive fun.

This message was edited 1 time. Last update was at 2014/08/01 00:59:16


 
   
Made in us
Longtime Dakkanaut






Painboys take up a full HQ.
   
Made in us
Power-Hungry Cultist of Tzeentch





Okay, I have 2 edited lists. The first one is much more of a change by replacing the warbosses with painboys and boosting up my big mek, plus some other changes. The second one would just drop 1 kommando to make room for a finkin cap on the mek.

Painboy List (1848 points)
HQ
150 Big Mek w. KFF, glitfinda, kustom mega-blasta, cybork, finkin cap, lucky stikk, headwoppa's killchoppa

50 Painboy (go with ard boy squad)

50 Painboy (go with ard boy squad)

ELITES
165 4 Meganobz w. bosspole

165 4 Meganobz w. bosspole

30 Trukk

30 Trukk

170 13 Komanndos w. nob, claw, and bosspole

60 Snikrot

TROOPS
340 30 Ard Boyz (choppas) w. nob, claw, bosspole

355 30 Ard Boyz (shootas) w. 2 big shootas, nob, bosspole

35 10 Grotz w. runtherd

HEAVY SUPPORT
198 9 Flashgitz

50 Big Squiggoth

For this list I could also use that killchoppa and lucky stikk money to buy a powerclaw for the shoota squad, or I could take away 3 more kommandos to put a powerclaw on the shoota squad and add the final big shoota. I could also use that 30 from the kommandos to put ammo runts on the whole flashgitz/mek crew, or maybe even drop 3 more for the powerclaw, big shoota, 10 ammo runts, and a final total of 7 kommandos plus snikrot! (just ideas)

The other idea would be to just drop a single komanndo for a finkin cap as I already said. I guess the question is whether or not it's worth super-boosting my big mek in favor of dropping some kommandos and a big shoota, whether 2 warbosses are better than the 2 painboys and 2 meganobz that would replace them, and if ammo runts and a powerclaw for the shoota squad are worth dropping 6 kommandos.

I could also go the battlewagon route... Drop down to a five man squad of kommandos with the nob and Snikrot and all, and then replace the squiggoth with a battlewagon. That would leave me with a somewhat useless 20 points which I would need at least 5 or 10 more to do anything worthwhile, like using them for either a powerclaw and big shoota, 10 ammo runts, or maybe even 3 kommandos. I could get even crazier by putting finding an additional 10 points after bringing the kommandos down to 5 in order to put a killkannon on the battlewagon, so I could take away a single ard boy or the big shootas. I just worry that at only 5 kommandos and Snikrot they will just get shot to pieces, but I guess as long as they don't flee and Snikrot and the nob survive they can serve to wreck an objective holder or a vehicle somewhere.

And does anyone know if the Lucky Stikk allows the Squiggoth to reroll its KFF saves?

This message was edited 5 times. Last update was at 2014/08/01 04:52:02


 
   
Made in us
Longtime Dakkanaut






Ok, couple problems you can only have one relic on any character.

Do you really need ard boys with FNP? I think that is a bit much and you could get more for your points that way. Sure it will be tough to deal with but so will more units.

Meganobs could use a kill saw in each squad. Really does nice things.

If you want the kommanods you really need to take them at 15. they are going to need as much staying power as they can. I still don't think they are worth it. but you want them so to help you they really need to be that.

Trukks really could use Rams.

The model with the lucky stikk can reroll. So the squiggoth wouldn't be able to reroll its KFF.


   
Made in de
Dakka Veteran




 balsak_da_mighty wrote:
Do you really need ard boys with FNP?
^^^^^^^^^^^^YES^^^^^^^^^^^^

painboyz in big mobs are great... they will save about a 1/3 of your orks, so imagin taking a 40 boy mob of ard boyz for just extra 50 points

Spoiler:

1st CAD

HQ
***PUT YOUR PREFFERED WARLORD CONFIG HERE**** (~110-130)
+ Da finkin cap 10

ELITES
3 Meganobz 170
Trukk, ram, bp, saw

3 Meganobz 170
Trukk, ram, bp, saw

12 Komanndos 160
nob, pk, bp

60 Snikrot

TROOPS
30 Ard sluggaz 340
nob, pk, bp

30 Ard Boyz 365
3 rokkits nob,bc, bp

HEAVY SUPPORT
8 Flashgitz 176

50 Big Squiggoth


2nd CAD


HQ
Painboy (go with ard boy squad) 50

Painboy (go with ard boy squad) 50

TROOPS
gretchin, squig 40

gretchin, squig 40



you would have about 50-70 points left for various upgrades

i would recommend stocking up the gretchin a bit and a biker warboss, sticking with the shootaz. this could draw fire away from the sluggaz and you can use him as a missle unit for various tasks afters he is in range (turn 2 or 3)

the gretchin can be used to secure objectives or as mobile cover for your ork mobs, with the squigs they will stick around till they are dead

This message was edited 1 time. Last update was at 2014/08/01 11:27:14


 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Suburbanbiafra wrote:

150 Big Mek w. KFF, glitfinda, kustom mega-blasta, cybork, finkin cap, lucky stikk, headwoppa's killchoppa
A model can only have a single Gift.
So you can't take Cap, Stikk and Killchoppa. Only one.
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

At this point level, have you thought about actually using The Kunnin' Plan? As in the rule gained when taking the 3 Mek/1 Warboss/1 Weirdboy formation from the Red Waaagh supplement? It's a pricey entry cost, but if you keep those meks pretty cheap and cheerful it could be worthwhile. That gives you D3+1 units with outflank (and possibly keen senses? Don't recall), which would eliminate the need for kommandos, and let you send in MANZ missles from the side of the board, or move flash gitz in behind enemy transports.

Or a deffdread with two skorchas casually mowing down backfield gunlines. Pick your poison.

Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in us
Flashy Flashgitz




Clarksville, TN

I' m a fan of Snikrot and Kommandos, if there is cover in you oppenents backfield for them to hide in when they arrive.

They will have either a 2+ or 3+ cover save, next round they take out enemy gunlines.

Shenanigans Engage!

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Longtime Dakkanaut






If the enemy doesn't ignore cover with some of its weapons.
   
Made in us
Power-Hungry Cultist of Tzeentch





The Kunnin Plan sounds real cool but I just don't have a place for all those meks and would still need to throw in a kff big mek, which would also take away my painboyz. I feel it would be a slight point sink and I would lose my painboyz and kommandos, although I may use the formation in the future...

Since I now have 40 extra points for dropping the lucky stick and the headchoppa, I could use 20 for two killsaws, 10 for big choppas on the mek and shoota nob, 5 for a squig and 5 for an additional big shoota. If I wanted rams on the trukks I would need another 10 points from dropping either a kommando or an ard boy. Also, if it's most effective to have a full squad of 15 kommandos, I would need to switch out ard boyz for kommandos. At the end of the day it's three models so I guess I could drop one from each squad.
   
Made in de
Dakka Veteran




u really wanna spent 110 points for a 5++ for the squigoth?

i think that would be a waste of 110 points, an hq slot and objetive secured trait for the troops
   
Made in us
Power-Hungry Cultist of Tzeentch





I could drop 2 meganobz and replace the squiggoth with a killcannon battlewagon, which I may do for more competetive games, but I've always just wanted to try out the big squiggoth. And the KFF is for the whole squad, keep the squiggoth alive a bit longer as it brings the flashgitz up the line, then keep them alive as they camp and rain dakka.
   
Made in ca
Ork Boy Hangin' off a Trukk






Not to rain on your parade, but you also can't take a Kustom Mega Blasta AND a KFF. The KFF replaces the Mek's Slugga, and the only way to get the mega blasta is to replace the slugga. So its one or the other.

Additionally, if you were running all mech it wouldnt be an issue, but in a foot list you NEED a warboss. You need a Warboss who is ALSO your warlord (aka he wears the thinking cap) in order to waaagh. No warboss, no waaaagh.


2016 Score: 7W; 0D; 2L 
   
Made in us
Power-Hungry Cultist of Tzeentch





What about this then...

HQ
105 Warboss w. powerclaw, cybork, bosspole, finkin cap

50 Painboy (go with ard boy squad)

50 Painboy (go with ard boy squad)

ELITES
175 4 Meganobz w. bosspole, 1 killsaw

175 4 Meganobz w. bosspole, 1 killsaw

30 Trukk

30 Trukk

160 12 Komanndos w. nob, claw, and bosspole

60 Snikrot

TROOPS
340 30 Ard Boyz (choppas) w. nob, claw, bosspole

365 30 Ard Boyz (shootas) w. 3 big shootas, nob, bosspole, big choppa

40 10 Grotz w. runtherd + squig hound

HEAVY SUPPORT
220 10 Flashgitz

50 Big Squiggoth

I would stick the warboss with one of the ard boy squads. I guess I could remove one of the nobz by putting the warboss in there, freeing up 20 to 40 points which could then be used for rams on the trukks or more kommandos.
   
Made in us
Longtime Dakkanaut






 Bolg da Goff wrote:
Not to rain on your parade, but you also can't take a Kustom Mega Blasta AND a KFF. The KFF replaces the Mek's Slugga, and the only way to get the mega blasta is to replace the slugga. So its one or the other.

Additionally, if you were running all mech it wouldnt be an issue, but in a foot list you NEED a warboss. You need a Warboss who is ALSO your warlord (aka he wears the thinking cap) in order to waaagh. No warboss, no waaaagh.



Yes you can, Meks have access to Mek stuff or what ever its called. They can take a KMB as a purchasable item.

You don't need a Warboss. I don't use a Warboss and I do just fine. You are right though you have to take one if you want to Waagh!. He doesn't need to be the warlord either. He gets Waaagh! anyways. If you have a Mek as the warlord you could roll for Waaagh! on the warlord chart. So can Waaagh! without the Boss.

   
Made in de
Dakka Veteran




 Suburbanbiafra wrote:
What about this then...

Spoiler:
HQ
105 Warboss w. powerclaw, cybork, bosspole, finkin cap

50 Painboy (go with ard boy squad)

50 Painboy (go with ard boy squad)

ELITES
175 4 Meganobz w. bosspole, 1 killsaw

175 4 Meganobz w. bosspole, 1 killsaw

30 Trukk

30 Trukk

160 12 Komanndos w. nob, claw, and bosspole

60 Snikrot

TROOPS
340 30 Ard Boyz (choppas) w. nob, claw, bosspole

365 30 Ard Boyz (shootas) w. 3 big shootas, nob, bosspole, big choppa

40 10 Grotz w. runtherd + squig hound

HEAVY SUPPORT
220 10 Flashgitz

50 Big Squiggoth


I would stick the warboss with one of the ard boy squads. I guess I could remove one of the nobz by putting the warboss in there, freeing up 20 to 40 points which could then be used for rams on the trukks or more kommandos.


you could do that. the list seems fine.

but i dont think the ork detachment is any good... the hammer of wrath isnt worth not having objective secured... i would still go with 2 detachments...

ditch the cybork body and use the points for the rams
   
Made in us
Power-Hungry Cultist of Tzeentch





You actually can't have a KMB with a KFF. It states that the KFF replaces the big meks ranged weapon, which would be its slugga, and then under mek weapons where you would get the KMB it says you need to replace your ranged weapon as well.

Anyway, I guess I have two options. The one above, which would be the warboss route, or this one if I decide to keep the mek and ditch the squiggoth.

HQ
95 Big Mek w. KFF and finkin cap

50 Painboy (go with ard boy squad)

50 Painboy (go with ard boy squad)

ELITES
135 3 Meganobz w. bosspole, 1 killsaw

135 3 Meganobz w. bosspole, 1 killsaw

30 Trukk

30 Trukk

160 12 Komanndos w. nob, claw, and bosspole

60 Snikrot

TROOPS
340 30 Ard Boyz (choppas) w. nob, claw, bosspole

365 30 Ard Boyz (shootas) w. 3 big shootas, nob, bosspole, big choppa

40 10 Grotz w. runtherd + squig hound

HEAVY SUPPORT
220 10 Flashgitz

140 Battlewagon w. killkannon
   
Made in us
Longtime Dakkanaut






Yeah I forgot about that little tid bit. Good call.

Drop the ard on the boys. you would save yourself so many points. You would net 240 points to work with I do believe, if my math is right. That's another squad of boys or more meganobs or more of anything really. With FNP on the squad you will survive more then you think.
   
 
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