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Made in us
Lead-Footed Trukkboy Driver





Been giving the new orks quite a bit of thought. This is will not be my final list for next year's GT's as this is a list I can play with the models I have now. I'll be building lootas over the nexgt couple months, but they aren't ready yet, so not in the list. Any feedback is appreciated.

There is an alternate shooty list below, that while maynot be as competitive, would probably be a lot of fun.

1750 - Fast

Warboss, bike, PK, cybork body, attack squig

14 Kommmandos plus Snikrot, 2 burnas (coming in from any table edge will be handy, at least for a month or two - after opponents adjust for it, may not be so useful)

15 Kommandos, nob, pk, 2 burnas (primarily because I wanted something I could infilitrate with if need be, might be better to put rokkits here?)

3 X 12 Trukkboyz, S/C
nob with pk,
trukks with rokkit, RPJ, stikkbombs, armour plate (trying to decide if armour plate is worth it or not, I think it's a decent probability as there is a more likely chance of getting stunned, so for now they have armour plate).

2 x 20 Stormboyz, PK nob

3 Dethkoptas with rokkits.

This is pretty much a straight up KOS list with the exception of the kommandos. The alternate list is below:

1750 - shooty

Big Mek, SAG, cybork body (in case it gets placed on him)

Big Mek, SAG, cybork body

14 Kommandos, plus Snikrot, 2 burnas

14 Lootas

2 X 30 Shoota Boyz, 3 BS, nob with pk

30 Shoota Boyz, 3 rokkits, nob with pk

20 Stormboyz, nob with pk

3 Dethkoptas, rokkits, split into two units (one unit of 2, one unit of 1)

I've toyed with the idea of dropping the stormboyz and adding another unit of lootas, but I doubt with 90 shoota boyz and 14 lootas, that I would be able to find a good position to put them in. And I do think that one rapidly moving CC unit would be valuable to have.

Any suggestions are greatly appreciated.

This message was edited 2 times. Last update was at 2007/12/21 18:22:42


 
   
Made in ca
Regular Dakkanaut




I don't know the orc codex yet. So take this with a grain of salt.

If armored plate means the same thing as extra amor then yes it is a must on all transports. Being unable to move negates the entire point of a transport.

What's the game plan against the following common armies?

Mech Eldar.
Mech Tau
Nid Zillia
Stealer shock
SAFH marines and guard?

If you think you have a good plan for these builds then you have a good army.
For instance how would this list deal with a 50-60 genestealer horde and enough anti armor to kill most of your copptas and trukks on the first turn?
   
Made in us
Battlefortress Driver with Krusha Wheel






Your first list is illegal unfortunatley, 2 units of kommandoes, and 2 of storm boyz, thats 4 elite choices. I would drop the second unit of commandoes. Personally I would upgrade one of the stormboyz units to have zagstuck, but not because of deepstrike, but because he makes that unit fearless. This army has nothing to stop hover vehicles of doom, but if you drop the 2nd kommandoes, you could get 3 twin linked rokkit toting buggies. And if nothing else they can screen your trukk boyz.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Lead-Footed Trukkboy Driver





Orock: Sorry, I should have been more specific. These lists pull from the new ork dex where Kommandos are elites and Stormboyz are FA.

Russell wrote:If armored plate means the same thing as extra amor then yes it is a must on all transports.


Per Yakface's sticky, I'm not sure I can anwer yes or no, but I may have already put the answer in the list itself.

Russell wrote:What's the game plan against the following common armies?

Mech Eldar
Mech Tau


With the second list, I'd just try to glance the hell out of the vehicles. Turboboost the dethkoptas, perferably to a location hard for them to gain LOS. The BMs will be either embedded in 30 boy models or hanging out in terrain. I run mech tau myself, so I know what I can do against them.

Russell wrote:Nid Zillia


Shoot them. Then assault with the pk nobs. Use the dethkoptas to pick off warriors, the SAGs to target any of the small squishy ones. With the first list, hit the TMCs with pk nobz from the trukks (we generally play with several LOS blocking terrain peices), kommandos and stormboyz. Hit TMCs enough and they die. Probably can get a win, but barely.

Stealer shock

The shooty list would work better here. The shoota boyz having enough wounds to stand up to a stealers. Place far enough back to get one round of shooting in. Stealer shock never bothered me playing with the old dex, I'm not to worried about it with the new dex.

SAFH marines and guard?

Guard is more worriesome to me. too many bodies, too far to go. Drop guard being even worse. Let me get a few games in against Mondo and I'll let you know how it goes...

Russell wrote:If you think you have a good plan for these builds then you have a good army.


Any suggestions?

Russell wrote:For instance how would this list deal with a 50-60 genestealer horde and enough anti armor to kill most of your copptas and trukks on the first turn?


Well, first of all, I'd try to hide the damn things so they wouldn't die first turn. Even easier with the second list as the only there is no armour and the koptas get a scout turbo-boost.

Thanks for the comments.
   
 
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