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Made in us
Grovelin' Grot Rigger




Baltimore, MD

I'm trying to get back into the hobby after a few years. The new Ork models are great, and the volume of Orks that the Black Reach set affords made up my mind for me!

Besides, Black Reach's Ork models, I have a Big Mek w/ KFF and two boxes of Ork Boyz, just thinking about buying the rest.

Big Mek – 110
Mek’s tools
Burna
‘eavy Armor
Kustom Force Field

Shoota Boyz x 20 – 170
Shootas
2x Big Shootas
Nob
Boss Pole
Power Klaw

Shoota Boyz x 20 – 170
Shootas
2x Big Shootas
Nob
Boss Pole
Power Klaw

Slugga Boyz x11 – 151
Slugga
Choppa
Nob
Boss Pole
Power Klaw
Trukk
Big Shoota
Red Paint Job
Reinforced Ram

Deff Kopta x3 – 135
3x Twin-linked Rokkit Launchas

Battlewagon – 130
3x Big Shoota
Red Paint Job
Deff Rolla

Battlewagon – 130
3x Big Shoota
Red Paint Job
Deff Rolla

996 pts

Big Mek would go with the Sluggas in the Trukk, deployment would (hopefully) block line of sight to the trukk, (reverse V formation with the three vehicles). I'm hoping the BW's can function as mobile shooting platforms if the opposition cannot easily confront the armor or straight-up transports otherwise. Deff Rollas would make them a persistent threat, however.

I wasn't sure about two BW's in 1000 points, but I do love the mobility/capacity.

I was also thinking about dropping the Koptas in favor of 10 Lootas or Kans (probably with Mega Blastas).

Let me know what you think!

Thanks!

Only two armies for me:
- Bad Moonz - 2500 Points
- 1000 Points 
   
Made in us
Grovelin' Grot Rigger




Baltimore, MD

Bump.

Any comments?

Only two armies for me:
- Bad Moonz - 2500 Points
- 1000 Points 
   
Made in gb
Aspirant Tech-Adept





Brizzle

I would get lootas for some power I wiped out a squad of 5 terminators with a squad of 4lootas and a mek roled a 3 on amount of shots
   
Made in us
Grovelin' Grot Rigger




Baltimore, MD

Hmm, I like Lootas, but from the MathHammer perspective, it doesn't seem likely they can reliably be counted on to wipe out terminators. Also, I'm hesitant to use them because they would be, in deployment, the only actual boyz on the table, besides 2 wagons and a trukk. Any number of heavy bolters or their equivalent would probably send them running on the first turn. I'm trying to focus the army so its units function toward the same end, but I'm not sure Lootas help that. Perhaps expanding to 1500 points they could be useful (3 squads of 5 would be fun to use).

I'm curious as to how some people see a heavy-hitting mechanized army like this functioning in a 1000 point game. Obviously the wagons and trukk need to deliver the boyz, but should I try to disrupt the enemy's battle plan with koptas? Use the threat of the wagons to try and get 3 kans into combat? Use Lootas to drop some skimmers/light vehicles?

Is the Trukk viable with the Big Mek inside and such weak armor?

This message was edited 2 times. Last update was at 2009/05/17 22:56:36


Only two armies for me:
- Bad Moonz - 2500 Points
- 1000 Points 
   
Made in us
Jovial Plaguebearer of Nurgle





Il

i love deffkoptas 3 of em with tl rokkits normally wipe out a tank 1st turn with there scout move and then their normal move

"When life gives you lem-BLOOD FOR THE BLOOD GOD"
1500 pt nurgle daemons bleeeeh 2/0/2 but what fun they are when they win 
   
Made in gb
Bloodtracker




I dread to think...

Swap one squad of shoota boyz for more slugga ones. This is a lot more killy, cos if you have a Nob w/power klaw in a shoota boy squad who don't want to get into combat, it seems a bit pointless, doesn't it?

95% of teens would go into a panic attack if the Jonas brothers were about to jump off the empire state building. Copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell JUMP BITCHES!!!!!!!!!!!!!
Click on the Daemons. NOW.

 
   
Made in us
Grovelin' Grot Rigger




Baltimore, MD

HQ

Big Mek – 85

Mek’s Tools
Choppa
Kustom Force Field


TROOPS

Slugga Boyz x 20 – 160

Choppa
Slugga
Nob
Boss Pole
Power Klaw

Shoota Boyz x 20 – 170
Shoota
2x Big Shoota
Nob
Boss Pole
Power Klaw

Slugga Boyz x 20 – 160
Choppa
Slugga
Nob
Boss Pole
Power Klaw

Deff Dread – 100
3x Dreadnought CCWs
Skorcha
Grot Riggers


FAST ATTACK

Deff Koptas x 2 – 90

Twin-linked Rokkits


HEAVY SUPPORT

Battlewagon – 110

(With Shoota Boyz)
4x Big Shootas

Battlewagon – 125
(with Slugga Boyz)
Big Shoota
Deff Rolla
Armor Plates


Here's how I have it reworked. I'm hoping to keep the list hard-hitting without limiting the number of units I have on the board. The Wagons are a bit more specialized now and I've managed to throw out 60 boyz. I'm still considering swapping the Koptas out, but I like the tactical flexibility they offer. If I got rid of them, I'd likely flesh out the footslogging Sluggas to 30 and give the Mek a Burna/'eavy Armor to make him more worthwhile in combat, then upgrade the Dread's Grot Riggers to Armor Plates.

I'm also considering running the koptas as individual suicide units (since they'll likely break after one of them goes down anyway). I'm hesitant to drop them since they offer long-range anti-tank. At the same time, they'll likely be high-priority targets for my opponents, since the only other anti-tank weaponry I'm putting on the board are close-combat oriented.

Only two armies for me:
- Bad Moonz - 2500 Points
- 1000 Points 
   
Made in us
Roarin' Runtherd





The deff dread is set up for CC and your opponent will see that and never let it get there. If you keep it within the KFF it can take a decent amount of fire, but they can just ignore it and blast your battlewagons and trucks so you're stuck on foot, then take care of the dread when it gets close. For that many points you could get 2 killa kans with rokkits, or maybe one with the mega blasta and one with grotzooka. They'd be in a squadron obviously to fit in the force chart, which has it's own advantages and disadvantages. Still, it's the better option I'd say. Weapon choices are up to you, but having at least one with a rokkit or mega blasta gives you another thing outside of the koptas that can kill a vehicle at range. 3 BS is always a nice step up from 2.

The killa kans make a great metal screen, though you'd want to keep the KFF mek close. Though they could be forgotten behind the BWs. Up to you.

This message was edited 1 time. Last update was at 2009/05/19 15:31:43


You must understand that for an ork a day that starts off killing something with your bare hands, and ends with those same hands being chopped off in battle, is a good one.

What's betta than one choppa? Two choppas!!! Two choppas is one more than...is one times da...IS LOTS MORE FUN!! WAAAAGH!!! 
   
Made in us
Grovelin' Grot Rigger




Baltimore, MD

Icehawk18 wrote:The deff dread is set up for CC and your opponent will see that and never let it get there. If you keep it within the KFF it can take a decent amount of fire, but they can just ignore it and blast your battlewagons and trucks so you're stuck on foot, then take care of the dread when it gets close. For that many points you could get 2 killa kans with rokkits, or maybe one with the mega blasta and one with grotzooka. They'd be in a squadron obviously to fit in the force chart, which has it's own advantages and disadvantages. Still, it's the better option I'd say. Weapon choices are up to you, but having at least one with a rokkit or mega blasta gives you another thing outside of the koptas that can kill a vehicle at range. 3 BS is always a nice step up from 2.

The killa kans make a great metal screen, though you'd want to keep the KFF mek close. Though they could be forgotten behind the BWs. Up to you.


I appreciate the comments!

I agree about the Kans, BS3 + long range firepower + two pieces of armor instead of one is probably the better bet. Since they'd be in a squadron though, I'd probably kit them out the same (2 Rokkits) so I don't lose one or the other's capabilities based on the target (anti-personnel v. anti-armor). Fortunately, 2 Kans with Rokkits is exactly 100 pts.

My intent with the Dread was to provide 3 stalwart, powerful units (including the 2 Wagons) with thick armor and a focus on combat and close-range firepower. I was hoping, since they all provided an equal threat, it could force my opponent into making mistakes. Of course, this may not always happen, but it's good to receive feedback.

Thanks again for the critique!

Only two armies for me:
- Bad Moonz - 2500 Points
- 1000 Points 
   
Made in us
Battlefield Professional





New York

The same problem with fielding the deff dread goes for the lootas. They're on foot - and they're slow. Your waggonz are gonna go full steam ahead at 12 inches leaving your CC kitted dreads left in the dust.

I like Deffkoptas but only in squads of 2. The reason is as soon as you lose 1 you're making morale checks and have a pretty even chance of failing. If a squad of 3 fails morle for 25 percent casualties, you lose 90 points. If a squad of 2 fails, you lose 45 points.

As forthe Mek - I would put him in the BW for 2 reasons. The obvious is the BW has stronger armor and can't be ramshackled destroyed by a simple bolter. The other reason is the range then on your KFF just ballooned. Remember the KFF protects models within 12 inches of the Mek. All ranges are measured from ANYWHERE on he hull of an open topped vehicle carrying a troop. That means athere's a lot of KFF coverage from the Mek in a BW.

Current Armies:

Warmachine:
Shae Pirate's Life 50
Durgen attrition 50

WH40K:
Orks (5,000 pt Apoc Kan Wall, 1850 Bikerz)
Grey Knights (1850 Crowe Purifiers, 2500 'Ard Boyz Draigo)
Sisters of Battle (Seraphim spam)

WHFB:
2400 Empire
3000 Tomb Kings 
   
Made in us
Wicked Warp Spider





Chicago

Don't ever put Deff Koptas in squads larger than 1. They are too vulnerable to sustained fire and/or CC. Trust me, I built 4 hoping to use them all in 2 squads of 2 and they were never effective.

It wasn't until I ran them in either dedicated AT or Anti-Infantry setups using Outflanking that they have proved effective (so much so, that they have been decisive in winning several games since the switch).

Against opponents using Armour, take 2 Deff Koptas armed with Rokkit and Buzzsaws, run them individually and use the Outflank rule to you advantage. These are particularly effective against LR fire support vehicles like Basilisks, Hammerheads, & Fire Prisms. I've had games where a single DK was able to disable Land Raiders with Rokkit fire and then blow them up in CC using the Buzzsaw. That's a single 70pt model taking out a 200+pt in one turn.

Various Infantry heavy armies, take 2 DKs armed with TL Big Shootas and Bommz, run them individually, use Outflank, turboboost over the horde and drop the Bomm, then every turn keep the DK far away as possible and open up w/ TL Big Shootas to thin it out! That's 1 50pt model taking out or bogging down one large infantry horde.
   
Made in us
Stabbin' Skarboy





Jersey

ancientsociety wrote: I've had games where a single DK was able to disable Land Raiders with Rokkit fire and then blow them up in CC using the Buzzsaw. That's a single 70pt model taking out a 200+pt in one turn.


No it isn't because while you can deffinately immobilize a land raider if you roll 5+,6,6 you cannot destroy one in one turn with a deffkopta... ever... S8 rokkits mean the best you can hope for is a glance, and S3 model with a buzzsaw and furious charge means 3 S7 hits which can do... absolutely nothing.

early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED 
   
Made in us
Wicked Warp Spider





Chicago

iamthecougar wrote:
ancientsociety wrote: I've had games where a single DK was able to disable Land Raiders with Rokkit fire and then blow them up in CC using the Buzzsaw. That's a single 70pt model taking out a 200+pt in one turn.


No it isn't because while you can deffinately immobilize a land raider if you roll 5+,6,6 you cannot destroy one in one turn with a deffkopta... ever... S8 rokkits mean the best you can hope for is a glance, and S3 model with a buzzsaw and furious charge means 3 S7 hits which can do... absolutely nothing.


Sorry, you are correct, it was a typo. I meant Leman Russes (stupid brain!).
   
Made in us
Jovial Plaguebearer of Nurgle





Il

but werent you also talking about outflanking and (coorect me if i'm wrong) the side armor on a land raider is AV13

and even so wasnt he also talking about kitting them with buzzsaws

"When life gives you lem-BLOOD FOR THE BLOOD GOD"
1500 pt nurgle daemons bleeeeh 2/0/2 but what fun they are when they win 
   
Made in au
Grovelin' Grot





Australia

Land raider 14 all round. to correct you Deff. Which means s7 buzzsaw can't even glance it.

This message was edited 1 time. Last update was at 2009/05/21 04:18:48


 
   
 
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