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Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

I'm trying desperately to resist starting up a speed freek army, please pick this army apart so I don't start buying!

1500
Warboss - warbike, PK, attack squig, cybork 150

5 Nob Bikerz - 2 PKs, 2 big choppas, bosspole, waagh banner, painboy, cybork 360
20 Boyz - Nob w/ PK, bosspole 160
20 Boyz - Nob w/ PK, bosspole 160
12 Boyz - Nob w/ PK, bosspole 112
Trukk - armoured plates 45

3 Skorchas - 120
3 deffkoptas - TL rokkits 135

Battlewagon - armoured plates, deff rolla, 2 big shootas, grot riggers 135
Battlewagon - armoured plates, deff rolla, 2 big shootas, grot riggers 135


The idea is that the small(ish) Nobz+warboss just pick out the nastiest unit and roar after it, while the battlewagons rumble up and put bodies on the board. The trukk unit is a flanker, they can afford to spend a turn or two going 18" to get in the right position. 12 boyz w/ a nob can mess up anything people normally want to hide (fire warriors, rangers, scouts, lootas, you get the idea). Obviously they can vehicle hunt pretty well as well, zoom after anything I can catch my opponent not moving. The deffkoptas will outflank most of the time, looking for turn 2 or 3 rear armour shots, or tie up weaker shooty units that can't handle T5.

Now, I know 51 bodies and 6 tanks is probably not enough for 1500, but I can very reasonably expect all 52 of those boyz to all make CC at full strength. I also know the nobz can handle almost any unit except thunderhammer terminators, and the skorchas can quickly embarass the 30 boy mobz that would normally cause me serious concern.

In the end, I know it's a bit of a fluffy list (could use a handful of KMB kans), but I think it would be a pretty effective speed freeks list. What does the all-seeing eye of Dakka Dakka have to say?
   
Made in nz
Grovelin' Grot Rigger





Wow, nicely worked out army list. I think it would do really well as is. But, seeing as you asked...

--> Bikes give a 4+ cover save, makes cyborg bodies less effective.
--> Seeing as your boyz are in open topped vehicles - give em sum shootiness.
--> Perhaps chuck a few more guns on your battle wagons?
--> Also, I think a scorha would decimate a mob of boyz, but your wagons can serve a similar purpose with deffrollas... well, not as well, but if your use the wagons for this purpose you save 120 points
--> use extra points for more guns on your boyz and battlewagons... a couple of big shootas and a deffrolla would be more effective than a skorcha me thinks. --> more oppurtunity to use the big shootas due to thier range.
--> I'm not convinced that armour plates are worth the points on open topped vehicles... being oopen topped kind of makes them a bit less thrilling.
-->Perhaps use the points for a reinforced ram on your trukk... use this for tankshocking people off objectives, then holding them with boyz
--> use the points saved on armour plates on your wagon for more guns!
--> Another thing to consider is putting your nobz in a trukk or wagon instead of on bikes. Bikes are greaet fun, but your nobz are still able to lose wounds... a trukk is... marginally more protective. As well, it's less points, which you can then use for more nobz! Beef them up some and the likes.
--> If you've ever got points to spare, consider adding buzzsaws to your deffkoptas... twin-linked rokkits + buzzsaw kills tanks!
--> another good variant is big shootas with a bigbomm each. Use boosters then drop bomm... then sit back and shoot.
--> lastly, its speed freaks, red paint jobs for life!

Hope this is useful

 
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

I appreciate the input, doesn't seem like many people are talking about speed freeks these days, versus the other ways of playing orks.

-you're probably right about the skorchas, they're so just wonderfully orky. ripping around 12" and throwing 3 heavy flamers on stuff is grand. I think you're right though, they're likely to be the first thing to go.
-the only reason I haven't given my boyz guns, is because they're either going full bore at the enemy, or they're jumping out and assaulting. I would actually give the battlewagons fewer guns, but they're needed to keep weapon destroyed's from wrecking it. Combined with the armoured plates, I want the wagons to be deffrolling 12" every turn all game, until they blow it up
-I like the small group of biker nobz because having all 3 kinds of saves (4+ armour, 4+ cover, 4+ FNP) makes them so damn hard to kill, even once they arrive. Also, being able to charge another 18" after the first fight is a huge benefit vs. trukks, where you have to get back in and don't get to fight that turn. Especially now that 5e prevents you from sweeping advancing into new enemies leaves Nobz out on the open to rapid firing and whatnot. The T5 and 4+ cover makes much of these counterattacks useless.
-I'd love to find 25 points for a buzzsaw, but deffkoptas get knocked out of the sky so damn fast they're probably not worth the investment

This message was edited 2 times. Last update was at 2009/06/12 21:24:55


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I play 100% speed freak orks. I play a lot of 40k. I rarely lose.

There's something to be said about speed freaks. As for input on your list...I prefer my nobs inside of a trukk instead of on bikes. Also, I've taken to bringing a Mek with a KFF with my speed freak list, so that my clustered vehicles all have 4+ cover saves. In 1500 points, I have 1 battlewagon and 5 trukks full of goodness. I don't really like Deffkoptas either, but your list is fundamentally sound; we just disagree a bit on unit choice and wargear.

You'll do well.

   
Made in us
Hollerin' Herda with Squighound Pack




Not a bad list, I still love speed freaks despite them being nerfed in 5e. I will advise you that one trukk will get picked on, and will probably die. My 5e revised speed freaks runs on 2 BWs and 3 trukks, running a KFF and warboss, or 2 KFFs if I need a little more freedom of movement. I'd probably drop the skorchas, they're fun, but I've found them kind of ineffective. Deffkoptas can be lightning deadly, but most people who you'll play will realize this and blast them to hell the turn after you flank with em. Id try to throw some more trukks in there with slugga boyz, or maybe some stormboyz runnin along with a trukk for cover. Either way your list is solid, maybe not the list Id play with, but thats just a matter of personal play style than anything else.

It has been debated however that the KFF only confers a 5+ save to vehicles, the codex says that his KFF makes vehciles obscured, which would give them a 4+, yet the codex goes on to say that he only confers a 5+ save to anything under his 6" sphere.

"Your orks are givin me the worst diarehhea ever."

Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
1000 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Why did 5e nerf speed freaks?

   
Made in us
Hollerin' Herda with Squighound Pack




Well I only played 4th for a little while but I was under the impression that fast vehicles could go 24" flat out, and now they can only go 18", am I incorrect?

"Your orks are givin me the worst diarehhea ever."

Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
1000 
   
Made in us
Wraith




O H I am in the Webway...

Trukks can't even move flat out. Trukks can only move 12" - 13" with RPJ. Fast vehicles can move 24" flat out if I remember correctly, but those are like Eldar vehicles.

Bikes can turbo boost and thats 18".

It didn't nerf anything really.

So really if that happened it didn't effect anything.

This message was edited 1 time. Last update was at 2009/06/13 02:44:22


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 au
Crazed Cultist of Khorne




Brisbane

As far as Im aware trukks are fast vehicles and do get the 18" flat out move where as fast skimmers can move upto 24" flat out and bikes or anything that has the turbo-boost rule can move 24". Have always played the KFF as giving a 4+ cover maybe wrong though. I run a foot slogging center army of Grots and boyz with two wagons and two trukks on the flanks with some buggies for cover as well as the mek. I agree with Dashofpepper about deffkopta's im just not a fan they are to vulnerable to small arms fire and that they have a leadership test when the lose one or two models at ld 7 with no BP.

This message was edited 1 time. Last update was at 2009/06/13 03:38:49


pwnies wrote: Please don't ignore the SM just because of the misconception that they are "for beginners". A Nob Biker list is for beginners<---OH NO I WENT THERE WHAT YOU GONNA DO WHAT YOU GONNA DO
 
   
Made in nz
Grovelin' Grot Rigger





Ooo... loving the orky debate, thinking i'll get in on it .

I'm guna stand by the deffkoptas for now, they seem so versatile. I'm not convined that they are that easy to kill, Toughness 5, 2 wounds and a decent save if you turbo boost not to mention the 24" they will be moving. Adding a big bomm (50 pts all up) to this seems like a fantastic combo, makes for a lot of damage the first turn the deffkopta comes into play. Arguably, given the deffkoptas hardiness, i'm betting he'd see a second turn... emphasis on the arguably though. Even if he does die, it'd take a bit of shooting to down one... and thats less shots fired at your main force.

Another combo is adding the rokkit launcha and buzzsaw (without the bomm, 70 pts), a bit more expensive but has so much potential to pillage any vehicles in its path. 1 shot with the rokkit (with reroll) and a couple of str 6 attacks... can't go wrong with that.

There was a pretty handy suggestion made in another post to run deffkoptas individually. Negates the leadership arguement... if you've failed your leadership it's cause your dead =/ Means three deffkoptas can harrass the enemy for quite some time. I guess the downside to this is the kill points... but still, I think this is definately an option... perhaps more so in smaller scale games.

Anywho, continue the debate, I would like to hear some alternatives to deffkoptas... I think they fill a pretty unique roll in the ork force, not too much else can compete. I understand the main criticism though, they get popped quickly... hold on... doesn't everything orky have a rather low life expectancy? On the plus side, Deffkoptas have to potential to be of some use before they get squished.


As for trukks being not a greatest, I don't think it's terribly important... you don't have any other options. Trukks are cheaper and faster than wagons and much faster than foot sloggin... they seem vital in 5e for capturing/contesting objectives.

This message was edited 1 time. Last update was at 2009/06/13 05:45:30


 
   
Made in us
Hollerin' Herda with Squighound Pack




Apparently I'm wrong about the trukks. Wouldn't be the first time, won't be the last. oh well.

Deffkoptas with buzzsaws is something I never do. 25 points for a str 7 pk on the charge? Eh. An alternative could be a buggy with TL rokkits, some of the same problems, i.e durability, are still present there, though the buggy is less vulnerable to bolter fire than the deffkopta is. To me its kind of a toss-up. Defkoptas are a little more maneuverable, gets the flank on people and can turbo boost, but is usually a fire magnet. Buggies are a little cheaper pointwise, not as shifty, no flank, but are probably gonna survive longer, especially in squads. Defkoptas cost less money, so I'd probably go with them.

On second thought you could consider running stormboyz with pk nobz...maybe....

"Your orks are givin me the worst diarehhea ever."

Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
1000 
   
 
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