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Made in be
Longtime Dakkanaut




Here's a simple, orkish and powerful list, it currently needs two CADs though, but I feel the orks definitely deserve two CADs for being orks.

The intent of the list is to be competitive and straightforward (ork).

Big Mek, Da Finkin' Kap 45
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Lootas, Trukk 100
Lootas, Trukk 100
Lootas, Trukk 100

Big Mek 35
Tankbustas,Trukk 95
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90


Seems to me it can deal with pretty much anything and slaughter quite a few lists out there, what do you think ?
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

No Bossnobs or Powerklaws in those units?
How many Orks in each?
   
Made in gb
Lead-Footed Trukkboy Driver





i would reduce amount of units to add nobz with power klaws and boss poles and rams on trucks. this will change your 90 point units to 135 point units, but they should be much more effective. also, who has that many trucks?

this list could actually work though, which is surprising! id swap the looters for more tank bustas personally make their squads bigger and max out on them


Automatically Appended Next Post:
 grendel083 wrote:
No Bossnobs or Powerklaws in those units?
How many Orks in each?


10 in each by looks of things

This message was edited 4 times. Last update was at 2015/03/01 12:40:45


 
   
Made in us
Krazed Killa Kan




Homestead, FL

Yeah, if you don't have nob BP/PK your just throwing boyz away. Don't get me wrong ork boyz on the assault are awsome 4 attacks on the charge at S4 are awsome but do the math, 10 marines hitting on 4s and wounding on 4s = 3-4 wounds so really 2-3 dead orks. now your unit is down to 7-8 x 4 = 28-34 attacks hitting on 4s = 14-17 hits wounding on 4s = 7-8 wounds take away armor saves and you have 2ish dead marines. you just lost combat and now your running away. Furthermore say you stay in combat by a miracle or you just get really good rolls and kill 1-3 extra marines, the next round of combat your wounding on 5s..... And all of this is factoring in you not losing anyone during Overwatch...which you will.

So BRING Nob BP/PK Get that Trukk a Ram so it doesn't immobilize itself. otherwise this would be a funny list.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in be
Longtime Dakkanaut




Actually, I think that if you're using BP/PK you're throwing points away.

Rams could be interesting though.


Automatically Appended Next Post:
So, more like this:

Big Mek, Da Finkin' Kap 45
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Lootas, Trukk 100

Big Mek 35
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90

I could drop the lootas and give rams to everyone else, but is it really worth it ?


Automatically Appended Next Post:
 Ghazkuul wrote:
Yeah, if you don't have nob BP/PK your just throwing boyz away. Don't get me wrong ork boyz on the assault are awsome 4 attacks on the charge at S4 are awsome but do the math, 10 marines hitting on 4s and wounding on 4s = 3-4 wounds so really 2-3 dead orks. now your unit is down to 7-8 x 4 = 28-34 attacks hitting on 4s = 14-17 hits wounding on 4s = 7-8 wounds take away armor saves and you have 2ish dead marines. you just lost combat and now your running away. Furthermore say you stay in combat by a miracle or you just get really good rolls and kill 1-3 extra marines, the next round of combat your wounding on 5s..... And all of this is factoring in you not losing anyone during Overwatch...which you will.

So BRING Nob BP/PK Get that Trukk a Ram so it doesn't immobilize itself. otherwise this would be a funny list.


Your NOB BP/PK gets you dead orks on mob rule and costs 45 friggin points, or half a boyz+trukk. I don't believe in that kind of trade.

Now for the math part, if they have 5 marines, we have 10 Orkz, so yeah they will kill some, but never enough.
Besides, who plays marines. You'll have plenty of targets, some of which are 2+, some of which are invul 3+ and some of which are vehicles, so the TacMarine scenario tends to give the wrong impression imo.

I was unaware that Ork Boyz had just 3 strength on profile, that's a bit gakky but I guess I can live with it.

This message was edited 4 times. Last update was at 2015/03/01 16:09:34


 
   
Made in us
Krazed Killa Kan




Homestead, FL

from one ork player to another, Nobz with Pks are your friends. yeah they might kill some boyz but thats our unfortunate new MOB rule table :-( but seriously without a PK your boyz are basically useless at taking down anything with T5 or better and have a very hard time with T4 models. I compared them to regular space marines because most people you will play are either marines or MEQ armies. trust me, boyz need that leader and they really need that PK to mess things up. By adding a Nob BP/PK your giving that boyz squad the ability to destroy anything up to Land Raiders. Its a throw away unit so who cares if it dies afterwards but at least he will be more afraid of your trukk boyz instead of focus firing your Tankbustas

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Waaagh! Warbiker




Alaska

Biggest problem I see? Templates. Sure, you have lots of units, but everything is going to hit your entire army. 19 AV 10 OT things? I can see where you might even have trouble deploying, unless you hold stuff in reserves. And since your tactic seems to be to just swamp 'em with as many bodies as possible, I'm not sure how you'll get around it.

Anybody who also works melee hard might stomp your list. Without anything to chew through 2+, its gonna be hard. Hell, a warboss with MA and DLS would prolly churn through half your army.
For the points argument: sure, a nob+bp+pk might be 45 pts, but its usually worth it. Dead orks on mob rule that tie up a scary unit for another turn is much better than just regular dead orks, or pinned orks, or running orks. Hate the pk? Take a bc for only 5 pts, and at least you'll have that S7/6 helping out.

Powerballs might be an issue too. Centurions are nasty beasts, with a 2+, T5, and 2 wounds.

I'd love to find out how this plays, its a bit different than what one usually sees.
   
Made in be
Longtime Dakkanaut




Wouldn't the tankbustas help you on anything too hard to break with massed S4?

I totally get the idea of the PK, and I'm sure it makes a ton of sense at squad level, but on a general level, if I were to run a PK nob in each squad, that would mean cutting down at least 5 Trukkz and the result would be that I'm not swamping anymore and it's just a guaranteed loss against many things.

The thing is, I'm fairly sure (as an Eldar player) that the army as it is can take down an Eldar Mech and I believe quite a few other things.
Even my power list will at best destroy half the trukkz and delay their contents, and then if Ork went first I'm auto dead, if Ork went second I don't know yet how it would play out.

This message was edited 1 time. Last update was at 2015/03/01 17:00:39


 
   
Made in gb
Lead-Footed Trukkboy Driver





considering you have 120 boyz and 30 tank bustas, i can see this list working pretty well. i would however consider the fact that youll never be charging a unit with just 10 boyz, but i would advise adding some power klaws somewhere, because against terminators or anything with 2 up save, your boyz may be able to force a huge amount of saves, but they could more reliably take them out with power klaws. maybe consider taking out the looters to add power klaws where possible, at least to give you a better ability in combat, and hide those klaw squads behind those without klaws. but yes, i think your second list is much stronger with the additional bustas.

this is what id do:

Big Mek, Da Finkin' Kap 45
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk, nob, pk, bp 125
Boyz, Trukk, nob, pk, bp 125
Boyz, Trukk, nob, pk, bp 125

Big Mek 35
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Tankbustas,Trukk 95
Boyz, Trukk 90
Boyz, Trukk 90
Boyz, Trukk, nob, pk, bp 125
Boyz, Trukk, nob, pk, bp 125
Boyz, Trukk, nob, pk, bp 125

also, nob with power klaw upgrade is only 35 points.

This message was edited 2 times. Last update was at 2015/03/01 16:59:49


 
   
Made in be
Longtime Dakkanaut




Doesn't look half bad.

Another idea I had in mind was just pure boy spam and then a surgical strike unit with a bunch of PK, but I don't know the ork codex that much.
   
Made in gb
Lead-Footed Trukkboy Driver





trouble is, if your gonna have that many boyz, you may as well take the green tide. standard boyz wont survive long, even with a distraction. its better to have some pk s hidden within some boyz squads and then your opponent cant get to them. if you surgical strike some pk s then your opponent can focus fire them, but they cant focus fire the pk in a boy squad as easily, especially as they are spread through the army too
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

The Ork Warband Formation form the Codex might be worth looking at with this list, in place of one of the CAD's.

Having a Waaagh! every turn can really help with assault based forces.
   
Made in us
Krazed Killa Kan




Homestead, FL

Also I forgot to comment and apparently so did everyone else. You don't want the Nob with a BP/PK because its expensive and it makes you lose boyz. You realize that is the price for auto passing the failed leadership check right? without that your boyz run away and get killed either by sweeping advance (Boyz have low Init) or by just running off the table, and without the mob rule table boyz have leadership of 7 so they will fail pretty regularly. Also tankbustas are great for killing medium vehicles but remember Rokkitz are AP3 so anything with a 2+ save still gets their armor save.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in be
Longtime Dakkanaut




They have stikkybombs right ?
   
Made in us
Regular Dakkanaut



Bismarck ND

I really like the list but I have any idea. How attached are you to the thinking cap because I think wierdboyz would be strong in this list. All the ork witchfires are strong and can help you deal with MEQs. Weirdboyz are very cheap and with force on big choppas they help out in combat as well. The primas alone I think would help.
   
Made in be
Longtime Dakkanaut




I believe da finkin kap is just so OP there's no reason not to use it in any ork army ever. Why ?

I would pay 50 points to have that artifact in the Eldar codex. Maybe even more.
   
Made in gb
Lead-Footed Trukkboy Driver





finkin kap is better because he can (if he uses his re rolls from the CAD) have just over a 55% chance to roll a 3 and infiltrate 3 units! so he can infiltrate 3 units of boyz or in whatever combo he needs to distract or engage early on.
   
Made in us
Krazed Killa Kan




Homestead, FL

In my army list I don't think I would want those boyz infiltrating, every time I play against my area they bring tons of flamers and I don't want my boyz dying massively to flames when if i go a bit slower I have a chance of killing those flamers before my boyz arrive to finish off whatever needs to be killed.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in gb
Lead-Footed Trukkboy Driver





 Ghazkuul wrote:
In my army list I don't think I would want those boyz infiltrating, every time I play against my area they bring tons of flamers and I don't want my boyz dying massively to flames when if i go a bit slower I have a chance of killing those flamers before my boyz arrive to finish off whatever needs to be killed.


dont deploy near flamers then
   
Made in us
Krazed Killa Kan




Homestead, FL

that translates to don't deploy near the enemies then :-P The last list I fought had every unit with at least 1 flamer. his dev squad was straight heavy bolters :-P and he brought his Baal pred out with flamers along with land speeders with Heavy Flamers

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in be
Longtime Dakkanaut




That means you're either really unlucky or your opponents are tailoring.

In a TAC environment, nobody has that many flamers.
   
Made in us
Krazed Killa Kan




Homestead, FL

we tailor our lists to play each other, i mean we literally build them 10 minutes before we play. I don't really tailor so much as try new builds to kill Space marines quicker :-P

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Regular Dakkanaut



Bismarck ND

Well going back to the Kap, I know it's powerful but kinda a waste here. 10 kommandos are 100pts and I don't see the poster running those? Infiltrating trukks are cool but you still cannot first turn charge right? So what's the point over kommandos in this list.

If you tell me you use it for the Tankbustas then I could be on board with that logic but it isn't a for sure result.

This message was edited 1 time. Last update was at 2015/03/01 22:25:43


 
   
Made in us
Waaagh! Warbiker




Alaska

 Ghazkuul wrote:
Also I forgot to comment and apparently so did everyone else. You don't want the Nob with a BP/PK because its expensive and it makes you lose boyz. You realize that is the price for auto passing the failed leadership check right? without that your boyz run away and get killed either by sweeping advance (Boyz have low Init) or by just running off the table, and without the mob rule table boyz have leadership of 7 so they will fail pretty regularly.


Hey! I mentioned it!

A green tide would fit this pretty well. even moar boyz, and toss grotsnik, MD in there for fearless, FnP, AND at least one klaw.
   
Made in be
Longtime Dakkanaut




Boyz without Trukkz don't really make sense though, the focus of this list is trukkz.

Da Finkin Kap can never be a waste imo.
It costs 10 points and give you another strategic trait.

Strategic has night fighting+night vision, reserves reroll and +1 seize, -1 to enemy reserves, +1 Cover Save and Move through Cover in ruins, 3 Infiltrates and 3 pinning tests.

The only one that *may* not be worth it is the 3 pinning tests, but we're talking about 10 points and you're guaranteed to get a second one.

Again, if I could have that item in the Eldar codex, I wouldn't have an issue paying 50 points for it.
   
Made in us
Krazed Killa Kan




Homestead, FL

Keep the trukkz but your going to need to run more PKs in their or your going to get out assaulted by tau :-P

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Waaagh! Warbiker




Alaska

Derp. Yup, a green tide would definitely not have moar trukks.
   
 
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