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Made in us
Shas'la with Pulse Carbine





Before anyone comments on the Flash Gitz, I have a different opinion on them then most and think nobs in eavy armor with a free cool gun is a good deal.

HQ
Mad Dok - 160
I'm a little disappointed i didn't have any points to put towards 5+ invulnerables for the Gitz. He is going to join the Gitz, making them fearless and giving them Feel No Pain as well as a Powerfist for when they get to HtH

Mig Bek - 85
Kustom Force Field, Shoota
Walking cover saves for the mobs. I will most likely leave him as an IC so he can't get picked out. if facing a lot of templates he will probably ferry the shoota mob

Troops
30x Choppaz - 245
Nob w PK, 3 rokkits
Lumbering mob of HtH goodness

30x Shoota Mob - 245
Nob w Pk, 3 Rokkits
Lots of moving shots and some light anti armor shots

Elites
15x Kommandos - 255
2x Burnas, Snikrot
These guys will be coming in from deployment edge or near objectives for late game seriousness. Burnas > Rokkits for their role is more anti infantry plus if need be i can just charge the rear with strength 6 attacks + reroll

12x Lootas - 180
Shots are intended to be taken at Light Vehicles and Infantry, set up and forget about them while they shoot.

Fast Attack
8x WarBikez - 240
Nob w/ Boss Pole, PK
This is a role i used to use stormboyz for though with the change in initiative i don't see them lasting as long as the bikez. Turbo along with the Trukk boyz to crash into the enemy lines turn 2.

Heavy
10x Flash Gitz - 300
Dakka
Intended MeQ Killers and on a good roll TeQ killers.

1x Looted Wagon - 40
Ram or Big Shoota
Transport for the Gitz and Dok

108 Models
1750 pts

This message was edited 2 times. Last update was at 2008/02/21 17:36:33


Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

I'm not sure how this will work out for you in the long run. With only 60 Boyz on foot (30 of which are no threat till they get within 12") you will be in for several tough games. While I am not that familiar with Flash Gitz I do remember that compared to the rest of the options they were nothing to write home about.

It looks like this army lacks any overall focus. I can see this army being split up and eliminated one segment at a time. To remedy this I would suggest focusing your list on a single aspect. Be that getting into combat quick to slow down the guns, or just overwhelm your opponent with large amounts of orks on foot that he will not be able to kill in time.

When designing a list in general you don't want to have each unit given only a single role but rather make them all multi role units so when you play an army that won't be effected by certain choices you have a use for those units.
   
Made in us
Shas'la with Pulse Carbine





thats interesting you feel that it lacks focus.
The concept is actually more of a head long shooting and screaming approach. I could just as easily swap out the choppa boys for shoota boys but that additional attack in HtH will make a pretty significant difference.
It also adds another dimension to the list.

With this list I still have ways to ensure that I will be in assault by turn 2.

All a flash git is, is a Nob in Eavy Armor with a S5 APD6 gun Assault1 24"
Essentially you get the gun for free if you were to take a large nob squad. I've given them an additional shot with their upgrades.

Here are the roles I see for each unit:
HQ
Dok
Primary Role: Anti Infantry aka Beatstick
Secondary Role: Support (Fearless + Feel No Pain)
Tertiary Role: Anti Armor

Mig Bek
Primary Role: Support

Troops
CHoppaz
Primary Role: Anti Infantry
Secondary Role: Anti Armor

Shootas
CHoppaz
Primary Role: Anti Infantry
Secondary Role: Anti Armor

Elites
Kommandos
Primary Role: Anti Heavy Infantry
Secondary Role: Objective Claimer
Tertiary Role: Anti Infantry

Lootas
Primary Role: Anti Light Vehicles
Secondary Role: Anti Medium Vehicles
Tertiary Role: Anti Infantry

Fast Attack
Bikez
Primary Role: Anti Infantry
Secondary Role: Anti Armor
Tertiary Role: Objective Claimer

Heavy
Looted Wagon
Primary Role: Support (transport)
Secondary Role: Objective Claimer

Gitz
Primary Role: Anti Infantry aka BeatStick
Secondary Role: Anti Heavy Infantry
Tertiary Role: VP Denial

Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

I am still not sold on the Flash Gitz Thats 300 points of a unit that will be shot to shreds by most anti infantry weapons. Also 10 shots at BS2 is nothing to be over joyous about. Ork's power lies in its numbers. a unit of 30 shootas at 50 points less will be more effective at killing MEQ units than the flash gitz. They will also survive much longer.

Shoota boyz are much more effective than choppas. By the time the Choppas get into HtH that additional attack will not make much of a diffrence. Check some back posts but Voodoo Boyz crunched the numbers and Shootas are far more effective throughout the game.

   
Made in us
Shas'la with Pulse Carbine





right on
Just to be clear the Nobz/Gitz are pumping out 20 shots not 10 in this configuration

they are also fearless and have Feel No Pain.

You could however just as easily give a mob of 30boys Feel No Pain and make them fearless in this same configuration.
It will come down to what is more important at game time.

Comparatively they also have a 4+ save and are 20 wounds vs 30 wounds.

Flash Gitz are totally different then what they used to be.
Snazzguns are the same but the guys are Nobz now.

This message was edited 1 time. Last update was at 2008/02/21 21:05:31


Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

with 20 shots they do seem to be more effective but still its not going to be doing nearly as much as 60 S4 shots. Also just remember that most of the weapons that will have an effect on Orks will be AP4 (Heavy Bolters, Auto Cannons, Assault Cannons, etc.) This is why I do not like Ard Boyz that much due to the large amount of AP4 weapons in common play. Feel no pain will help but only to a point. Once they start getting hit by S8 AP3 weapons (which in your list these are the best targets for them) they will be dropping like flies.

Giving the Boyz FNP would be a great Idea. a 5+ Invuln combined with a 4+ FNP will make them a great shock unit. I think this is where you should head with this list.
   
Made in us
Shas'la with Pulse Carbine





I am very pleased with the current army composition, though the Choppa/Shoota debate has me waffling some, but I think everything else fits with how i want the list to run.

I completely agree that i should and would like to give them a 5+ but I'm torn.

I was hoping that i could keep them near the Mek w/ the KFF? Do you think that's a stretch?

My choices at this point would be to...
drop the wagon and a kommando
not too keen on this as i need something faster to get them at least 1 turn of movement (aka Rhino)

drop 2 bikes
an already frail unit being made even more frail

after rereading your post i got the impression you think i should spend 150pts and make a 30man boyz squad 5+ inv and have FNP? That's 395pts... kinda steep.

What i was thinking with this list, as is, at game time i could stick Dok with the Shoota/Choppas join the Mek with the Gitz and I now would have supplemented the Gitz poor LD with a small buff to LD 8 and made a nasty fearless mob of 30boyz with FNP and a 5+ cover save from the KFF.

Don't forget the Snazzgun is 24" and the shoota is 18", the Gitz should get one more round of shooting in then the shoota boyz who will NOT be 30 boyz when they get in range to fire.

Oh of note for VP denial
If I put Dok with the Gitz they have to lose 12 wounds to become NON scoring.
Furthermore my opponent would have to kill all 10 or 20wounds to get all of the 300 VPs.
Using Dok to protect a large chunk of VPs like this, in any list, can be very effective in tournament terms as well. Its kinda like the Oshovah blob, only not all of my eggs in one basket.

This message was edited 1 time. Last update was at 2008/02/22 18:01:33


Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

As far as the VPs are concerned you only need to loose 11 wounds before they die as VPs are determined by wounds not models. Furthermore T4 models with 2 wounds still die to anything S8 and above and they do not get their FNP rolls. If you think you will need more than a single movement phase to get in range with 18" weapons when the majority of the missions have you deploying 18" away tells me that you usualy deploy back or you have opponents that play just off of their board edge. Either way they will still have shots at your Gitz with the weapons that will cause serious damage to them.

To protect the Gitz you just need a single model to be within 2" of the KFF which will give them that added protection. Also adding FNP to the shoota boyz is a great idea as it gives you 16 wounds worth of models before they are under half and 21 wounds before they are no longer fearless. It just makes more sense to me to overwhelm your opponent with Orks than try to be tactical about it.
   
Made in us
Shas'la with Pulse Carbine





Doh.
Forgot about the wound/model count
did you mean 6" of the KFF and not 2"?

and if I give the shoota boyz FNP they will also be fearless for the rest of the game.

when you join mad dok to a squad he gives the unit FNP, can NOT leave the squad, and makes the squad Fearless so the shootas LD is moot for the rest of the game.

Visit http://www.ironfistleague.com for games, tournaments and more in the DC metro area! 
   
 
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