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Made in us
Mekboy Hammerin' Somethin'






2000 points

Hq:
Big Mek: KFF, Choppa

Troop:
Deff Dread: 2 Skorcha
Ork Boyz: 20 Boyz armed with Slugga and choppa, Nob with a PK & Boss pole
Ork Boyz: 20 Boyz armed with Slugga and choppa, Nob with a PK & Boss pole
Ork Boyz: 20 Boyz armed with Slugga and choppa, Nob with a PK & Boss pole

Elite:
Kommando: 15 Kommandos, 2 Burnas, Nob with a PK & Boss pole
Kommando: 15 Kommandos, 2 Burnas, Nob with a PK & Boss pole
Kommando: 15 Kommandos, 2 Burnas, Snikrot

Fast Attack:
Deff Koptas: 5 Deff koptas armed with Twin Linked Rokkit Launchas
Deff Koptas: 5 Deff koptas armed with Twin Linked Rokkit Launchas
Deff Koptas: 5 Deff koptas armed with Twin Linked Rokkit Launchas

A lot of people look down on he Deff koptas but given that they can turbo boost on the scout, move 12", fire 5 twin linked rokkits, then assault a shooty squad or a tank... they are kinda good.

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Presuming that you're going to be bringing everything out of reserve on 2+, you've got a few problems...

1. You're presenting your army piecemeal. On turn 1 and (2 depending on who goes first) you've got three squads and 2 Deff Dreads out in the open, and they're going to get pounded on hard before the other half of your army even comes to bear.

2. Kommandos are easy enough to circumvent; if I were to play Tau against this, I'd deploy in the center, move up the table towards the center on turn one and two, and then you are going to have three kommando squads join the fray AFTER, I repeat, AFTER I've destroyed your foot slogging boyz. Then its a simple matter of turning my guns on your kommandos as they come on the board 1-2 per turn.

Orks are really an all or nothing army; strength in numbers - the problem here is that you're splitting your forces and taking away your strength.


Automatically Appended Next Post:
Let me caveat my post with a note - I've played in 5 tournaments as Orks in the last two months, and I've won 4 out of the 5; the one I lost, I went 3-0 with 3 massacres, but didn't win because they used "opponent scheduling" to determine the winner in case of tie.

I love Orks, I'm trying to trade my Tau out for Dark Eldar because close combat is much more appealing to me than shooting...and the REASON I win consistently is because my opponents get hit with my entire army at once. 1500 point game, 2500 point game...my entire army is going to assault you either on turn 2 or turn 3, and we're going to spend an hour+ just on that turn.

If I've done my work correctly, and played to my strengths, I multi-assault several enemy units, throw Ghazghkull on the Waaugh! at the toughest enemy unit (hopefully expensive terminators) and the game is pretty much just a clean up by turn 3-4. But like I said, the key to Ork is massed effort. Massed firepower, massed numbers, massed assaults; you can't go piecemeal.

This message was edited 1 time. Last update was at 2009/06/10 20:44:56


   
Made in us
Wraith




O H I am in the Webway...

Dash had got it. No "Ninja" or "Sneaky" lists work unless you are Dark/Eldar or Alphastrike IG.

He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
Made in us
Mekboy Hammerin' Somethin'






I suppose this list would be better than?

Hq:
Big Mek: KFF, Burna, Cybork Body
Big Mek: KFF, Burna, Eavy Armor

Troop:
Deff Dread: 2 Skorcha
Deff Dread: 2 Skorcha
Ork Boyz: 30 Boyz armed with Slugga and choppa, Nob with a PK & Boss pole
Ork Boyz: 30 Boyz armed with Slugga and choppa, Nob with a PK & Boss pole
Ork Boyz: 30 Boyz armed with Slugga and choppa, Nob with a PK & Boss pole

Elite:
Kommando: 15 Kommandos, 2 Burnas, Snikrot

Fast Attack:
Warbikers: 12 Warbikers, Nob with a PK & Boss pole
Warbikers: 12 Warbikers, Nob with a PK & Boss pole

I could "Convert" the Deff Koptas (the ones that Broke) into Warbikers... I do not know if the Warbikers would just be shot to pieces before they can buy enough time for the boyz to hit the front lines... I want to avoid having to deploy a horde army because it takes me forever to play one and to deploy one...

This message was edited 2 times. Last update was at 2009/06/11 08:38:52


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in nz
Grovelin' Grot Rigger





Heh, two meks with KFF reminds me of those big blue shieldy things the Naboo had on Star Wars Ep1. I like the idea --> will help get your boys into close quarters. two deff dreads seems pretty stompy which us ork fans love =D

Not sure how your list will cope with armoured targets tho. It doesn't have anything in it that shoots (shoots well that is). Two biker mobs will put a dent in armour but the rest of your army is going to be miles away... the bikes will most likely get a chance to attack a single target each before they get assaulted. Even when they do they're going to do some serious damage, but as they are in close combat you have nothing else available to deal with armour.
--> perhaps swap out some of the bikers for koptas again


Also, I think you'll have a tough time holding objectives, as you have no speed. Consider taking a trukk load or two of boys for getting to objectives quickly and sitting on them. Potentially this will distract from your main force as well.

Snikrot and co seem pretty awesome. Interested to see how they play.

Also, a KFF does the same job as a cybork body (except in asaults) --> I'd stick to eavy armour and KFF

Lastly, with so many footslogging boyz using your waagh right is guna result in a great deal of slaughtering (caused by you). Have you thought about Ghazghkull or a weirdboy? Either would seriously improve your waaagh-y-ness.

Hope some of these thoughts were of some use.

 
   
 
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