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Made in ca
Ork Boy Hangin' off a Trukk






So a Mordheim buddy of mine challenged my boyz with his Space Marines, and I have no idea what he'll bring to the table. I have never played against him in 40k, never seen him play, or even seen his space marines, but I suspect a shooting oriented army, so I'm thinking either Ultras or Fists. Might even whip out Pedro Kantor on me. Fortunately, regardless of what he brings, I think Space Marines are one of the best possible matchups for Orks. I don't know if I've ever actually lost to Vanilla Marines (space wolves and chaos are another story), so I'm not particularly worried, but I feel as if I'm making some sort of glaring oversight. Thanks for dropping in, and have at it.

Spoiler:

Detachment One

+HQ+

Warboss w/ the Blitzbike, Klaw, Pole, Squig: 140pts

Warboss w/ Mega Armour, Pole, Lucky Stick, Warlord: 130pts (never used lucky stick before, but I suspect it'll be horrifying on a MegaBoss)

+TROOPS+

11 Slugga Boyz w/ Klaw Pole Nob in Truck w/ Ram and Plates: 157pts

11 Slugga Boyz w/ Klaw Pole Nob in Truck w/ Ram and Plates: 157pts

+ELITES+

3 Meganobz w/ Bosspole in Truck w/ Ram and Plates: 185 (MegaBoss goes here)

+FAST+

4 Warbikers + Nob w/ Klaw and Pole: 140

4 Warbikers + Nob w/ Klaw and Pole: 140 (BikerBoss joins one of these units)

+HEAVY+

3 Zzapguns w/ 3 Runts: 78pts (I know zzapguns are almost universally detested, but really I'm taking them for the guaranteed shaken from glances. Might save my green booty from a demolisher cannon or something. Does power of the machine spirit let you ignore shaken with one gun? Also hilarious for murdering terminators or other important characters).

Detachment Two

+HQ+

Weirdboy: 45

Weirdboy: 45

+TROOPS+

10 Slugga Boyz w/ Klaw Pole Nob in Truck w/ Ram and Plates: 151pts (One weirdboy goes in here)

10 Slugga Boyz w/ Klaw Pole Nob in Truck w/ Ram and Plates: 151pts (the second goes here. Weirdboyz are just too much fun and too powerful at just 45 points they're a total steal)


Basically the plan is just to get in his face turn one. If he goes first and makes the mistake of entering no mans land with any of his units the bikers will mow them down. Trucks will flat out right onto his deployment line. Then its just a matter of weathering the storm, and with five trucks and two bikermobs, I'm confident at least enough will survive to make it into hand to hand, at which point its basically over unless he throws some crazy tricks at me. The list is all about speed and numbers. Speed without numbers, space marines could outlast. Numbers without speed they could chip away at. Both in combination I think are a lethal duo. I wanted to try to get stormboyz in there but couldn't spare the points. I think the pair of Weirdz bring more to the table with their unpredictable antics and devastating spells.

Zzzap guns just sort of do their thing from the back, basically just try to cripple any vindicators or preds he brings. If he whips out a Landraider I'm not even going to try shooting it; I'll just send in one of the kan openers I've fit in every single squad.

Please tear this list apart, both as a marine hunting list and as a TAAC list (which I'm confident it could do reasonably well. Would maybe have trouble with flyers and FMCs, but I've got a lot of TL S5 so might be able to glance planes out of the air.)

2016 Score: 7W; 0D; 2L 
   
Made in us
Bonkers Buggy Driver with Rockets





I like the list. I notice though that you could save 50 points by not taking armor on your trukks. 50 points!!! With a small amount of downgrading on other stuff you can use those extra points to get those Stormboyz. I have found that when my vehicles get hit, they get finished off, not usually just one or two hits. The plates only help 16 percent of the time he gets a penetrating hit, and usually a penetrating hit is accompanied by some glances, enough to wreck the Trukk. Use those 50 points elsewhere.

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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