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Made in us
Been Around the Block




New List
HQ

Big Mek w/ Kustom Force Fieldy thing - 85pts

Troops

19 Shoota Boyz 1 Big Shoota 1 Nob w/ Boss Pole - 134pts
19 Slugga Boyz 1 Nob w/ Boss Pole - 129pts

Heavy Support

3 Killa Kans w/ 3 Rockit Launchas - 150pts

498 Points

The Strategy:
Okay so keep the slugga boyz behind the 3 kill kans running towards the enemy while having the shoota boyz and Big Mek flank the enemy from the side.

Old list
Spoiler:
HQ

Big Mek w/ Shoota & Kustom Force Fieldy thing - 85pts

Troops

20 Shootas 1 Big Shoota 1 Nob w/ Boss Pole - 140pts
20 Shootas 1 Big Shoota 1 Nob w/ Boss Pole - 140pts

Heavy Support

3 Killa Kans w/ 3 Grotzookas - 105pts

500pts exactly


The Strategy:
from what i can gather you want to have 1 squad behind the 3 killa kans to receive a +4 cover save while having the other squad with the Big Mek to go around and flank them while receiving a +5 from the Kustom Force Field.


What do you think?

This message was edited 1 time. Last update was at 2011/09/28 16:10:05


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715 points
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Roarin' Runtherd





The City of Grey in the Land of Wet (Coventry, UK)

I used the grotzooka the other day and it was good fun but.. (I bet you were waiting for that) I just feel like it's a waste of bs3 on the killa kan

I'd be tempted to take two kk with rokkit launchers and then use the spare points elsewhere..

I'd also be tempted to try and run a squad of sluggas and choppas with nob +pk and bp as a countercharge unit to keep opponents honest, if you get assaulted you're very light on hard hitting hand to hand stuffs, then you could use the killa kans and the orcs to hold one side and use the other unit and kff to go put the pain down on your enemy.

LP
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

The Big Mek can't have a shoota. His slugga is replaced by the KFF. He has a choppa still.

I like what legopirate has to say. My concern with this list is that the killa kanz in CC is your only way to deal with vehicles.

You can drop the big shootas and 1 boy for 16 points....that'll give you the 15 for rokkit launchas instead of grotzookas.

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Longtime Dakkanaut





Staying on target.....

I dont have the codex to hand so I'm afraid I cant be more precise but I'd drop a kan and a few boyz to equip the remaining kans with rokkits and squeeze in a barebones squad of lootas

Just a though

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Krazed Killa Kan




Claremont, ON

I'd get a PK on my nobs before lootas TBH

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Been Around the Block




Okay i had made a new list with a slightly different strategy what do you guys think?

This message was edited 2 times. Last update was at 2011/09/28 16:14:57


3500 points
W/D/L
0/0/0

715 points
W/D/L
5/2/0

300 Points
0/0/0 
   
Made in ca
Krazed Killa Kan




Claremont, ON

I was responding to the other poster who mentioned getting lootas.

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Made in us
Been Around the Block




yeah i didn't see his post lol 3 people had posted before i made a reply about my updated list.

3500 points
W/D/L
0/0/0

715 points
W/D/L
5/2/0

300 Points
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Made in us
Unshakeable Grey Knight Land Raider Pilot





You need PK on the nobs in the boy squads. This is to make them a duel threat to armor and the hidden claw attacks chew threw other infintry. Other than that it looks great.

This message was edited 1 time. Last update was at 2011/09/28 16:23:28


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jacetms87 wrote:You need PK on the nobs in the boy squads.


the rokkit launchas from the killa kans will be more then enough to take out an vehicle they are a 24" 8 str 3 AP assault 1 weapon

Edit: also if the kans do end up making it to the other side they all have a dreadnought close combat weapons if they manage to hit witch you never know in this game

This message was edited 1 time. Last update was at 2011/09/28 16:32:00


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W/D/L
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715 points
W/D/L
5/2/0

300 Points
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Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Looks good. Personally, I do prefer and preach PK's on nobs, but for 500 points you've got 42 models, 3 of which are AV 11 with a 4+ cover.

I say run with it.

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China

I'm sure you're running the kans as 3 seperate units. Is there no way to get PK's on your nobz...
I'd say run 2 squads of 15, both shoota boyz, and no big shoota, then you'd have PK's on both your nobz. Or drop a Kan and give you nobz PK's.
Honestly though, at 500pnts, 3 kans w/rokkits is nice especially with that many boyz, so your list s good at this point level. I just don't put a nob in my boy squad unless its for the PK, the BP is really only good if their in dire straits and I don't give a crap about them at the point usually because they don't have a PK. If they have a PK then even only 3 of them left is still valid so I add the BP. That's my play experience with orks anyways.

“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
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Krazed Killa Kan




Claremont, ON

True about the rokkit launchers. However, they aren't exactly easy to hit with nor will they always pop chimeras. What happens when the enemy pops 2 of the 3 kans the first or second round? What then will you use on tough infantry and vehicles.

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To be fair popping 2 of the kans at this point level through a 4+ is rather difficult.

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Krazed Killa Kan




Claremont, ON

Ya I suppose you are right. I didn't really consider it is only 500 pts. Orks shine at this level

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They really do, a kan wall up to 1000 points is just almost unfair in the amount of AV you can have.

I would make them all shoota boyz drop the number of boyz and big shoota till you can put PK on the nobs, that will let the boyz march behind the kans shooting or camp an objective effectivly as the kans rain rokkits of death.

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Riverside, CA

Runna wrote:
Honestly though, at 500pnts, 3 kans w/rokkits is nice especially with that many boyz, so your list s good at this point level.


That's why I said run with it. Experienced ork players do what I call 1-2-3. Nob. BP. PK.

But at 500 points, he has 9 S10 attacks on the charge with his kanz. I really want to fit the PK's in, but what is the sacrifice?

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Are you playing any special rules. Just at 500 points it is rare to have the normal FoC.

If you want a shooty army go for 9 kannons with some grots to protect them.
   
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Eureka, CA

In my most humble opinion, 500 pts is where you fit in as many Orks as possible. Your Kans will die fast. The KFF will be hosed down to Str 6-7 shots. I have tried using 2x 20 boyz/nob's with PK's/BP's + 10 grots even with KFF or Warboss. I cannot stress enough taking more boyz because believe me, I have tried out many 500 pt lists. Out of all of them, the strongest had this setup:

Big Mek. Shoota/Rokkit combi. Ammo Runt.

22 Boyz. Nob. Big Choppa. Boss Pole.

22 Boyz. Nob. Big Choppa. Boss Pole.

22 Boyz. Nob. Big Choppa. Boss Pole.

499 pts. Powerklaws are a liability until at least 600 pts. You need bodies here. Same goes for the KFF. 67 models, sergeants with Str 7 on the charge for any transports, Big Mek is just there for compulsory reasons similar to Smurfs taking Librarians at small pts levels. Spare 9 points gave me a rokkit with an ammo runt so he could leave a unit right before they assault and (hopefully) pop a rhino.


IMAGINE if your kans faced this (Tau) army:

Shas'el. Burst Cannon. Missile Pod. Multi-tracker. Target Lock.

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

6 Firewarriors.

6 Firewarriors.

500 pts. 10 Str 7 shots at 48" on AP 3 JSJ units. 35 shots at 18" range. (And that's just the crisis suits )





This message was edited 6 times. Last update was at 2011/09/28 19:47:37


 
   
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Boris420 wrote:In my most humble opinion, 500 pts is where you fit in as many Orks as possible. Your Kans will die fast. The KFF will be hosed down to Str 6-7 shots. I have tried using 2x 20 boyz/nob's with PK's/BP's + 10 grots even with KFF or Warboss. I cannot stress enough taking more boyz because believe me, I have tried out many 500 pt lists. Out of all of them, the strongest had this setup:

Big Mek. Shoota/Rokkit combi. Ammo Runt.

22 Boyz. Nob. Big Choppa. Boss Pole.

22 Boyz. Nob. Big Choppa. Boss Pole.

22 Boyz. Nob. Big Choppa. Boss Pole.

499 pts. Powerklaws are a liability until at least 600 pts. You need bodies here. Same goes for the KFF. 67 models, sergeants with Str 7 on the charge for any transports, Big Mek is just there for compulsory reasons similar to Smurfs taking Librarians at small pts levels. Spare 9 points gave me a rokkit with an ammo runt so he could leave a unit right before they assault and (hopefully) pop a rhino.


IMAGINE if your kans faced this (Tau) army:

Shas'el. Burst Cannon. Missile Pod. Multi-tracker. Target Lock.

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

6 Firewarriors.

6 Firewarriors.

500 pts. 10 Str 7 shots at 48" on AP 3 JSJ units. 35 shots at 18" range. (And that's just the crisis suits )







Ill have to test this army and mine and see how it goes

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715 points
W/D/L
5/2/0

300 Points
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Made in us
Longtime Dakkanaut






I have personally run with this at 500 points. it is unbeatin as most don't have enough to deal with it.

Mek
-KFF
15xboys
-Nob PK,BShoota
Dread
-2xsBShootas
2xKans
-Rokkits
2xKans
-Rokkits

I know alot of people will say its not alot of boys but who need boys when you have a 4+ save army. I have never lost my boys. They save with a 4+ cover and the rokkits should kill almost any vehicle at this point level. Not to mention those Crisis Suits that someone mentioned. They thing with that list is they still only hit half the time. Try it out at least its super fun.
   
Made in cn
Flashy Flashgitz






China

Noninnervate wrote:
Boris420 wrote:In my most humble opinion, 500 pts is where you fit in as many Orks as possible. Your Kans will die fast. The KFF will be hosed down to Str 6-7 shots. I have tried using 2x 20 boyz/nob's with PK's/BP's + 10 grots even with KFF or Warboss. I cannot stress enough taking more boyz because believe me, I have tried out many 500 pt lists. Out of all of them, the strongest had this setup:

Big Mek. Shoota/Rokkit combi. Ammo Runt.

22 Boyz. Nob. Big Choppa. Boss Pole.

22 Boyz. Nob. Big Choppa. Boss Pole.

22 Boyz. Nob. Big Choppa. Boss Pole.

499 pts. Powerklaws are a liability until at least 600 pts. You need bodies here. Same goes for the KFF. 67 models, sergeants with Str 7 on the charge for any transports, Big Mek is just there for compulsory reasons similar to Smurfs taking Librarians at small pts levels. Spare 9 points gave me a rokkit with an ammo runt so he could leave a unit right before they assault and (hopefully) pop a rhino.


IMAGINE if your kans faced this (Tau) army:

Shas'el. Burst Cannon. Missile Pod. Multi-tracker. Target Lock.

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

2 Crisis Suits. Burst cannons. Missile Pods. Multi-trackers. (each)

6 Firewarriors.

6 Firewarriors.

500 pts. 10 Str 7 shots at 48" on AP 3 JSJ units. 35 shots at 18" range. (And that's just the crisis suits )







Ill have to test this army and mine and see how it goes


Why a shoota/rokkit kombo? I imagine your army wins just by numbers, but the kan army is still good. I've run the kan squad versus a very similar tau list and won pretty decisively. They don't pen every hit, so out of ten hits I think I only had to make three or four saves and that includes the glancing, and I repaired a weapon destroyed, only had one kan wrecked on average, two kans was the most I ever lost. Again the PK's got where they were by that time and ate them alive. Which is what your list is going to do only in a different fashion. Get boyz to your enemy by sacrificing boyz. Big shootas are usually put in to deal with Eldar, Fire Warriors, linear IG, thin out nids and help stop DE. So Big shootas are a must for me, but at 500 both lists you guys wrote down are workable.
Still I'd run shootas instead of sluggas. Find a way to fit in Big Shootas in that massive footsloggin list pruposed, run 1xkan with rokkit, 2xkan with rokkit and 1x kan with rokkit instead of squading them up in to two sets of two in that mech heavy list proposed because the dred counts as troop with the BM. However it is obvious orks are just awesome at 500pnts and I feel that everyone here has had plenty of success with their proposals.

“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in us
Longtime Dakkanaut






Well said. Yeah I never thought of the 2 squads of 1 and 1 squad of 2. That would be kinda mean..lol

The reall reason I did it that way was 2 kans on either side of the dread. I like semitry.
   
Made in us
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Eureka, CA

the shoota/rokkit is just there because of spare points as well as the ammo runt in order to make the HQ somewhat effective, but mainly just there for the reasons I posted earlier. I'd like to see how well 4 Kans and a Dread + KFF hold up to weight of firepower against 3-4 rounds of 10 Str 7 shots.

This message was edited 2 times. Last update was at 2011/09/30 07:22:21


 
   
Made in gb
Fresh-Faced New User



UK

How do these kan/ dread lists deal with taking objectives? With only one unit capable of scoring, do they simply try to kill all enemy units and disrupt enemy scoring for objectives?


Given that 2/3 of games are objective based, does this actually work well?

I believe that dreds, even as troop choices, do not count as scoring units. - right?

Wouldn't the enemy just focus on the scoring unit and then go for a win by having simply one objective?



Regards,
Fentum
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

Dreads are not scoring units, not even with a Big Mek.

Kanz at lower point levels make objectives more difficult.


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Eureka, CA

Good luck with 1 scoring troops choice, your gonna need it.

This message was edited 4 times. Last update was at 2011/09/30 07:37:25


 
   
Made in us
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Riverside, CA

And to clarify, it's not that kanz themselves make it more difficult while playing, it's the points going to heavy support selections.

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Well the way I play it is I only need 1 objective to win. If I can stop them from getting objectives and take one for myself its win.

No its not always easy and if I need to kill everything I can. Most that I have fought have not had the fire power to deal with all the armor I have had. If they do I am still geting saves which make it hard to kill as well.

No its not 100%, but what army really is?
   
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Fresh-Faced New User



UK

Hi Balsak,

Sorry - no offence meant. I know that no army is 100% reliable. I have been out of 40k since 2nd Ed and I am just trying to see what the lay of the land is. I play a lot of other tactical wargames and the first thing I consider is how to win the game. Given that only troops score and 2/3 of games are objective based, my natural inclination here is to forget killing the enemy (as the primary goal) and rather focus on taking and holding objectives. Killing the enemy is the secondary goal, and only then if it helps me to hold objectives. Granted, killing the enemy is more fun, especially for Orkz!

I can see that non-tropp choices can contest objectives, and I am asking if the Kan/Dred lists are about annihiliating the enemy completely or killing some enemy and contesting objectives. I worry that with only a single scoring unit, it is difficult to win an objectove based game, as the enemy will likely target that scoring unit. Maybe I'm thinking too much about it, as the 40k games I have seen recently at stores are mostly just annihilate. I've only seen a couple though, so it could be local bias.



Regards,

Fentum
   
 
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