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![[Post New]](/s/i/i.gif) 2008/12/09 21:54:23
Subject: My first 1500 Ork list
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Yellin' Yoof on a Scooter
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This list is composed of pretty much everything I own. A looted wagon will be part of the mix soon, but I'm not sure what I'll cut to add that. 1500 points exactly, just because I could and I figure that way rules lawyers can't complain. Come janu-waaaaagh-ry I'll have a battlewagon and more nobs. Christmas should bring a battleforce.
Warboss 1: PK, Shoota-Skorcha, Cybork body, 'Eavy armor, Ammo runt, 108 pnts
Warboss 2: PK TL Shoota, 'Eavy armor, Ammo runt, bosspole, 103 pnts
Nobz x10: Big choppas, TL shootas, bosspole, 305 pnts
Slugga Boyz x25: Big shootas x2, 'Ard boyz, 260 pnts
Slugga Boyz x12: Big Shoota, Nob, PK, bosspole, 117 pnts
^Trukk: Red paint job, Grot riggers, Stikkbomb chukka, armor plates, reinforced ram, 65 pnts
Slugga Boyz x12: Big Shoota, Nob, PK, bosspole, 117 pnts
^Trukk: Red paint job, Grot riggers, Stikkbomb chukka, armor plates, reinforced ram, 65 pnts
Deffkoptas x3: TL Rokkit launchas, Big Bomms, 180 pnts
Deffkoptas x3: TL Rokkit launchas, Big Bomms, 180 pnts
Warboss 2 Footslogs with the 25 boyz, Warboss 1 runs wit da Nobz. Basic startegy of run everything at the enemy, hunt vehicles with the deffkoptas after Bomming the infantry. After the Trukks have dropped off the boyz, I would use them to chase light vehicles and transports.
What do you guys think?
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This message was edited 1 time. Last update was at 2008/12/09 23:20:54
Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2008/12/09 23:06:30
Subject: Re:My first 1500 Ork list
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Yellin' Yoof on a Scooter
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So I can assume that the the forum members are speechless with awe, then.
I really would appreciate feedback.
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Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2008/12/09 23:17:33
Subject: My first 1500 Ork list
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Sybarite Swinging an Agonizer
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is it slugga boyz or shoota boyz ? either way you shouldnt have big shootas on your trukk boyz.
And you should consider swapping your footslogging warboss for a Big mek with kustom force field.
And have different gear on all your nobz so you can exploit the wound allocation thingy.
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Dark Eldar Tournament Record 2011
W-D-L
12-3-4 |
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![[Post New]](/s/i/i.gif) 2008/12/09 23:23:52
Subject: My first 1500 Ork list
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Yellin' Yoof on a Scooter
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Skurk3n wrote:is it slugga boyz or shoota boyz ? either way you shouldnt have big shootas on your trukk boyz.
And you should consider swapping your footslogging warboss for a Big mek with kustom force field.
And have different gear on all your nobz so you can exploit the wound allocation thingy.
Edited the list, sorry about that. When I get actually customizable Nobz (Jan) Then I will have different gear on them. As of now, Most of my orks are AoBR minis.
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Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
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![[Post New]](/s/i/i.gif) 2008/12/09 23:31:05
Subject: My first 1500 Ork list
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Sybarite Swinging an Agonizer
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ok slugga boyz then you can remove your big shootas cause you rather run with them then shoot your big shootas.
I recomend shoota boyz for foot slogging so you can put out some wounds while running down the table.
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Dark Eldar Tournament Record 2011
W-D-L
12-3-4 |
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![[Post New]](/s/i/i.gif) 2008/12/10 00:00:54
Subject: Re:My first 1500 Ork list
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Yellin' Yoof on a Scooter
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I'm planning on running a Speed freeks army, so those boys are just filling points unitl I can get some warbikers and more transports.
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Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2008/12/10 18:33:04
Subject: My first 1500 Ork list
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Rampaging Reaver Titan Princeps
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Put the Nobz rather than a Boys mob in the trukk and possibly drop some of the upgrades on the trucks.
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"But me no buts! Our comrades get hurt. Our friends die. Falkenburg is a knight who swore an oath to serve the church and to defend the weak. He'd be the first to tell you to stop puling and start planning. Because what we are doing-at risk to ourselves-is what we have sworn to do. The West relies on us. It is a risk we take with pride. It is an oath we honour. Even when some soft southern burgher mutters about us, we know the reason he sleeps soft and comfortable, why his wife is able to complain about the price of cabbages as her most serious problem and why his children dare to throw dung and yell "Knot" when we pass. It's because we are what we are. For all our faults we stand for law and light.
Von Gherens This Rough Magic Lackey, Flint & Freer
Mekagorkalicious -Monkeytroll
2017 Model Count-71
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![[Post New]](/s/i/i.gif) 2008/12/10 21:07:35
Subject: My first 1500 Ork list
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Serious Squig Herder
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The Warbosses don't need Ammo Runts, they're not going to be hitting much anyway and the gun they're using isn't strong enough to make it worth a re-roll.
Also, to free up some points, remove the Armor Plates, Grot Riggers, and Stikkbomb Chukkas on the Trukks. The Trukks can get popped by Bolters, so Grot Riggers won't help much. Stikkbombs aren't necessary as Orks shouldn't usually charge into cover. As I said before, Trukks can and will get popped, so Armor Plates are a waste too.
Big Bomms aren't reliable since you can only use them once and they scatter at BS 2. They're not strong enough to do much damage anyway. They're only good against horde armies (and those armies are generally good at CC) and you have to fly dangerously close to them to use the Bomm, then you have to hit them with it.
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![[Post New]](/s/i/i.gif) 2008/12/11 23:32:51
Subject: My first 1500 Ork list
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Yellin' Yoof on a Scooter
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Nofasse 'Eadhunta wrote:The Warbosses don't need Ammo Runts, they're not going to be hitting much anyway and the gun they're using isn't strong enough to make it worth a re-roll.
Also, to free up some points, remove the Armor Plates, Grot Riggers, and Stikkbomb Chukkas on the Trukks. The Trukks can get popped by Bolters, so Grot Riggers won't help much. Stikkbombs aren't necessary as Orks shouldn't usually charge into cover. As I said before, Trukks can and will get popped, so Armor Plates are a waste too.
Big Bomms aren't reliable since you can only use them once and they scatter at BS 2. They're not strong enough to do much damage anyway. They're only good against horde armies (and those armies are generally good at CC) and you have to fly dangerously close to them to use the Bomm, then you have to hit them with it.
The Bomms proved a waste in my battle last night. I plan on putting in a looted wagon, so knowing what to drop was important...
What should I do with the looted wagon? I was thinking:
Looted Wagon 35 pnts
Skorcha 15 pnts
Big Shoota x2 10 pnts
red paint job 5 pnts
reinforced ram 5 pnts
Total 70 points.
Thoughts?
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Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2008/12/11 23:40:32
Subject: My first 1500 Ork list
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Longtime Dakkanaut
Springhurst, VIC, Australia
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Boomgun is great
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This message was edited 1 time. Last update was at 2008/12/11 23:40:52
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![[Post New]](/s/i/i.gif) 2008/12/12 01:53:29
Subject: My first 1500 Ork list
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Yellin' Yoof on a Scooter
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Squig_herder wrote:Boomgun is great
I thought that too, but figured it was too high strength and I wouldn't be able to use it to it's full advantage if I was carting boyz around at top speed.
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Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2008/12/12 02:01:11
Subject: My first 1500 Ork list
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Longtime Dakkanaut
Springhurst, VIC, Australia
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Boomgun = no transport, so there is no wasting, only of the enemy
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![[Post New]](/s/i/i.gif) 2008/12/12 02:10:44
Subject: Re:My first 1500 Ork list
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Major
far away from Battle Creek, Michigan
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Agreed, go with the boomgun. The looted wagon's armor is so weak you don't want to get in skorcha range with the enemy.
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2008/12/12 02:13:54
Subject: Re:My first 1500 Ork list
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Monstrous Master Moulder
Longmeadow MA 25+ Trade Rep
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Boomgun? Did somone say...Boomgun? I love them. I take 3. They are STR 8 AP3, so good at killing horde or MEQ. Marry me, Gobsmasha!
I concur about the ammo runt. I would remodel him with something ridiculously choppy, and call him an Attack Squig. It's worth the points with a PK, trust me. I'm not a salesman.
Strip down the truck to nothing but a Big Shoota and Reinforced ram. Don't expect it to last past turn 1. You want to move flat out, through terrain, laughing crazily and whizzing out the windows. It's Orky. Putting your nobs in the trukk is a good idea. Chufftastic!
Both of your Warbossi should be in trukks, one with Nobs and one with 'Ard Boys. Now, disperse your boyz into mobs of 20ish. You may want to do away with the Big Shootaz, they will be running if possible. Tapdancin' on Beakies!
The only place that Stikkbombs are worth it is on the Nobs and Warboss. That way, the Nobs can hit MEQ in cover at initiative. Sweet!
Deffkoptaz...you may want to consider 3 groups of 2. Also...you might want to buzz saw them, but make it magnetized. That way, they can assault tanks and most of the time hit rear armor at Str 7. Hot mess!
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"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness. ADB |
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![[Post New]](/s/i/i.gif) 2008/12/12 07:08:45
Subject: My first 1500 Ork list
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Moustache-twirling Princeps
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I must disagree with Dez, keep Koptas in groups of 3 so they don't run if they lose a single Kopta. You want those TL Rokkits to stick around through more than one shooting phase and why give up killpoints, too? Everything else is pretty solid. Boomguns I have yet to test, but they seem at home in your list (Speed Freaks-type).
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![[Post New]](/s/i/i.gif) 2008/12/12 07:57:47
Subject: My first 1500 Ork list
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Yellin' Yoof on a Scooter
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Squig_herder wrote:Boomgun = no transport, so there is no wasting, only of the enemy
What I meant was that I need all the transport space I can get, and a boomgun puts that right out. A skorcha seems like it would be good if my Wagon was still alive after dropping the orkz off right next to enemies... maybe not.
olympia wrote:Agreed, go with the boomgun. The looted wagon's armor is so weak you don't want to get in skorcha range with the enemy.
Dez wrote:Boomgun? Did somone say...Boomgun? I love them. I take 3. They are STR 8 AP3, so good at killing horde or MEQ. Marry me, Gobsmasha!
After last night's battle's distinct lack of dakka, I have no choice but to agree. The boomgun's going on the wagon, though I mourn the loss of the skorcha. Oh well, sacrifices must be made. (Like grots!)
Dez wrote:Strip down the truck to nothing but a Big Shoota and Reinforced ram. Don't expect it to last past turn 1. You want to move flat out, through terrain, laughing crazily and whizzing out the windows. It's Orky. Putting your nobs in the trukk is a good idea. Chufftastic! Both of your Warbossi should be in trukks, one with Nobs and one with 'Ard Boys. You may want to do away with the Big Shootaz, they will be running if possible. Tapdancin' on Beakies! The only place that Stikkbombs are worth it is on the Nobs and Warboss. That way, the Nobs can hit MEQ in cover at initiative. Sweet!
I was mostly filling points with the trukk upgrades. I'm going to assume that you meant the big shoota, reinforced ram, and the red paint job... The Nobz will ride in the trukks when I get my battlewagon, which I will promptly cram chock full of 'Ard Boyz plus a Big mek wif Kustom Force Field. Stikkbombs were only given to trukks because of the aforementioned point filling, but IF I have the room they will go to Nobz and Warboss, we are in agreement on that.
Dez wrote:Deffkoptaz...you may want to consider 3 groups of 2. Also...you might want to buzz saw them, but make it magnetized. That way, they can assault tanks and most of the time hit rear armor at Str 7. Hot mess!
em_en_oh_pee wrote:I must disagree with Dez, keep Koptas in groups of 3 so they don't run if they lose a single Kopta. You want those TL Rokkits to stick around through more than one shooting phase and why give up killpoints, too?
I have to go with emenohpee on this one, I was having my Deffkoptas run quickly as it is, and that was turn three (I may have simply been playing them incorrectly, not to mention I was Bomming). I need the TL rokkits dearly in an army mostly composed of many angry stabby things. Tanks do well against angry stabby things, not so much against rokkits.
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Armies played:
=====Begin Dakka Geek Code=====
DS:90-S+GMB+I+Pw40k05#+D+A++/mWD-R+++T(M)DM+
======End Dakka Geek Code====== |
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![[Post New]](/s/i/i.gif) 2008/12/12 19:44:56
Subject: Re:My first 1500 Ork list
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Monstrous Master Moulder
Longmeadow MA 25+ Trade Rep
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I only run my Deffkoptaz in units of 1, using all 3 Fast Attack slots. They are tough as nails by themselves. Keep them cheap (rokkits are good, they scare people...and may even work!) but thats really it unless you take bigger units. The reason I say take units of only 1 (or spread out the units) is targetting. Your opponent can only shoot 1 at a time. And if your opponent is shooting Deffkoptaz...they aren't shooting your fragile trukks  The downside of taking more than 1 is morale, explained above. But I was just thinking about the models you had as well as target priority for your opponent.
The other technique I use is to take advantage of your scout move as well as turbo boosting. It was faq'd that you can use your Turbo Boost in the Scout phase which comes before your actual turn. Which means move and shoot on turn 1. Only use that in tournaments, your friends will get mad. Maybe
Big Shootaz come standard on trukks, so I didn't include them. What I meant was don't take a heavy weapon in a trukk boy squad. Red Paint Job for 1 inch really isn't going to help you most of the time, at least in my experience. Reinforced Ram is a must. I had a funny game once, where I took the trukkboyz out, and then Burna Boyz hopped into a trukk. I then shot straight out towards my Space Wolf opponents Grey Hunters...or would have, if I hadn't of rolled a 1. And then I rolled a 1 for my reroll. What are the chances? It was a 500 point game, and the trukk was full of Burna Boyz that made great bolter target practice. Ah well.
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"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness. ADB |
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![[Post New]](/s/i/i.gif) 2008/12/12 20:22:23
Subject: My first 1500 Ork list
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Wicked Warp Spider
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Warboss 1 should just have MegaArmour (IIRC, it'd be cheaper than what you have now), take off his ammo runt.
The Ard Boyz should have Shootas, as they'll be too slow to assault within the first 2 turns.
Bomms are a waste of points, take another DK instead or spend the pts elsewhere.
Your trukks only need red paintjobs and maybe a ram. Take out the hvy wpns from your Trukk boyz mobz, as Dez mentions above.
I strongly suggest against taking DK in squads less than 3. Their Ld is just too low and their fire is less effective split up like that.
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![[Post New]](/s/i/i.gif) 2008/12/12 20:59:22
Subject: Re:My first 1500 Ork list
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Skink Armed with a Blowpipe
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Dez wrote:I only run my Deffkoptaz in units of 1, using all 3 Fast Attack slots. They are tough as nails by themselves. Keep them cheap (rokkits are good, they scare people...and may even work!) but thats really it unless you take bigger units. The reason I say take units of only 1 (or spread out the units) is targetting. Your opponent can only shoot 1 at a time. And if your opponent is shooting Deffkoptaz...they aren't shooting your fragile trukks  The downside of taking more than 1 is morale, explained above. But I was just thinking about the models you had as well as target priority for your opponent.
The other downside to splitting up your Deffkoptas into single units is kill points. A unit of 3 deffkoptas is worth 1 KP, while 3 individual Deffkopta would be worth 3 KPs. Just something to consider.
Dez wrote:Big Shootaz come standard on trukks, so I didn't include them. What I meant was don't take a heavy weapon in a trukk boy squad. Red Paint Job for 1 inch really isn't going to help you most of the time, at least in my experience. Reinforced Ram is a must...
Conversely I highly recommend Red Paint Jobs as that extra 1" can catch your opponent by surprise and it gets you that much close to krumpin' distance. I also like reinforced rams as I like to rocket through terrain if it means I will be able to get my boyz into charge range.
 Also why isn't there a painboy in that Nob unit? I personally consider the Painboy to be an auto-include in a Nob unit. Feel No Pain is just too good to pass up.
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"There are three kinds of lies: lies, damned lies and statistics."
- Benjamin Disraeli
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![[Post New]](/s/i/i.gif) 2008/12/13 04:06:37
Subject: My first 1500 Ork list
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Moustache-twirling Princeps
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Agreed on Painboy. It keeps them alive much, much longer, which is needed for a killy unit that draws a lot of fire.
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![[Post New]](/s/i/i.gif) 2008/12/13 04:20:29
Subject: My first 1500 Ork list
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Cog in the Machine
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ya i would get another looted wagon with 2 rockit launchers and a boom gun, or a battle wagon with a kill gun, death roller, 2 big shootas, 2 rockit, and any of the kanon,zaapp gun or lobba. but thats just me. if you want you can remove any of the stuff i put on the battle wagon.
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2000ish. 2000.
(daemons) 1500ish. 1220ish. one of my reserve rolls.
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![[Post New]](/s/i/i.gif) 2008/12/13 04:24:18
Subject: Re:My first 1500 Ork list
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Monstrous Master Moulder
Longmeadow MA 25+ Trade Rep
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I hear you on the Kill Points, but I consider it worth it for the advantage gained
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"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"
I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness. ADB |
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