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![[Post New]](/s/i/i.gif) 2009/06/01 12:56:43
Subject: 1750 Orks -- newbie first list
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Regular Dakkanaut
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Brand new to 40k, brand new to orks. Below is what I'm thinking for my first list, followed by a brief description of how I *think* it will work. Allow me to caveat, if I've made an obvious blunder it's (probably) not because I'm an idiot, but because I dont know the rules very well. Also, what's below represents what i could field right now, aka the models I have acquired already. I have a few other models, but suggestions on what to buy next would be appreciated. (At the moment my next major purchase will be battle wagon(s).)
HQ
Big Mek w/SAG, Cyborg Body, 105
Weirdboy w/ warphead upgrade 85
Troops
Slugga Boys, 30 3 big shootas, nob, power klaw, boss pole 235
Slugga Boys, 30 3 big shootas, nob, power klaw, boss pole 235
Shoota Boys, 20 Nob, Power Klaw, boss pole 170
Elietes:
(The weirdboy goes with this unit in the trukk)
Nobz, 10, BP TRUKK Ram, Armor 250
Lootas, 13, Mek x 3, Big shoota x 2 195
Fast Attack
5 Deffkoptas w/ TL rokkit launchers 225
(I have enough models for 2 units like this.. if anyone thinks its good to have 10 deffkoptas)
Heavy Support
Big Gunz (lobbas) x2 w/ runtherd and gprod 65
Big Gunz (zappa) x2 w/ runtherd and gprod 75
Thats 1640 points, adding the 2nd unit of deffkoptas makes it 1865
Ok, so, here's my rationale.....
There's a debate on the SAG re: its reliability, and its a debate I can't provide a very informed opinion on.. But my goal is to combine a quickness + a shooty list, to control the fire lanes until the boys can get into assault and the nobz can neutralize their firebase and/or eliets (aided by the wierdboy, who should be able to get off some shots from inside the truck right?) The trukk becomes a battering ram after the nobz disembark.
The lootas, SAG, and Zzap guns will either a. keep their units confined to cover or b. take shots at anything in their LOS while the Koptas, Boys and Nobz get in position.
Granted, the SAG may/may not 'pay for itself' if the rolls don't go well, but odds are the darn thing will at least intimidate the opponent. Maybe my point is this, the SAG is disruptive, but the orks are prepared to work despite that disruption. Many other lists aren't??
Again, i'm brand new, and my strategic calculations may seem shallow to anyone who knows the game better than I do. Your honest criticism is welcome. Also, keep in mind that I'm trying to come up with a good list to start playing with, so if you see a 1000 or 1500 point list using the models above, please post links and/or suggestions. Beyond the models mentioned for the list above, I also have a warboss and 3 choppas, but I didn't know if i should include a unit of bikers only 3 strong?? Mayhaps I'll buy more of them.
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![[Post New]](/s/i/i.gif) 2009/06/06 06:34:33
Subject: Re:1750 Orks -- newbie first list
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Manhunter
Eastern PA
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HQ
Big Mek w/SAG, Cyborg Body, 105
Weirdboy w/ warphead upgrade 85
SAG meks are more or less poop. yeah the gun can be amazingly powerful, but with the combination of half the time not firing, bad scattering and 5th edition being the new age of the cover save, i would drop the SAG for a kustom force field. the wierdboy? i used one for a while, i wouldnt take it personally, but thats up to you
Troops
Slugga Boys, 30 3 big shootas, nob, power klaw, boss pole 235
Slugga Boys, 30 3 big shootas, nob, power klaw, boss pole 235
Shoota Boys, 20 Nob, Power Klaw, boss pole 170
drop the big shootas from the slugga boyz, they should be running if they arnt charging, bump the shoota boyz to 30, give them 3 big shootas. nobz look good.
Elietes:
(The weirdboy goes with this unit in the trukk)
Nobz, 10, BP TRUKK Ram, Armor 250
Lootas, 13, Mek x 3, Big shoota x 2 195
give the nobz at least 2 power klaws and a waaagh banner for WS 5. if your feeling lucky i would take a paintboy but its not required. dont expect the trukk to last long enough to ram things in most games. drop the meks from the lootas, maximum deff guns is the name of the game with lootas. i dont care for them much personaly, but thats what i would do
Fast Attack
5 Deffkoptas w/ TL rokkit launchers 225
(I have enough models for 2 units like this.. if anyone thinks its good to have 10 deffkoptas)
looks good, try to get the outflank to hit some rear armor
Heavy Support
Big Gunz (lobbas) x2 w/ runtherd and gprod 65
Big Gunz (zappa) x2 w/ runtherd and gprod 75
i would drop the grot prods, completely useless. if your in CC your already done for.
remember the mantra of orks. boyz before toyz, you have a good amount, but could always use more. keep in mind you have a mek for a HQ, so you could run a dred as a troop. i prefer kans over dreds though.
if you need more advice with orks, drop me a PM
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This message was edited 1 time. Last update was at 2009/06/06 06:46:11
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