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Made in cr
Regular Dakkanaut




I just cant decide on what to do to help my orcs face imperial gaurd and all thier dakka. I like the warphead and im defintely keeping that unless a better second hq option is presented in this thread. Im am obviosly including a warboss´whether that be ghazkull or a generic one i dont know Besides that im thinking of lots of boyz maybe around 100-120 but after that im clueless, should i go for biker nobz, nobz, or something else... i want a foot slogger army with some speed in it please please help me get a good competetive 1850 list up and running
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Orks can do anything that any other army can do and do it better than they can. However, they cannot do everything that any other army can do. Make sense? If you make an ork assault army, they'll out-assault any other army in 40k. If you make a shooting army, you can outgun IG or Tau. If you go foot-slogging, or mechanized, or kan-wall....all those options make you a completely awesome army, but there's a catch. You can only do one of them at a time with an army list.

If you combine a mechanized and a foot-slogging list, you're going to lose. If you have part assault, party shooting, you're probably going to lose. Your strength is in being able to pick something and be completely awesome at it. So before giving you advice on where to go next with your army, you need to pick a theme and build around it. If you want a bike army, or a shooting army; an outflanking army, mechanized, assault, figure out what your playstyle is and start building your units and armylist around that idea.

THAT is the strength of Orks.

When you decide what you want your army list to be, start by explaining what your intent is, then post an army list along those lines and we'll work from there and make suggestions.


Aside from that, I've critiqued a *lot* of ork army lists. Check my post history and read some of them. As for your own army...lets presume that you're going to go foot slogging instead of speed; you can't really combine them.

HQ1: Zogwort
HQ2: Ghazghkull

(these are all shoota boyz)

Troop 1: 30 Boyz, Nob + PK
Troop 2: 30 Boyz, Nob + PK
Troop 3: 30 Boyz, Nob + PK
Troop 4: 30 Boyz, Nob + PK
Troop 5: 29 Gretchin, 2 runtherders

Elite 1: Snikrot + 14 Kommandos + 2 Burnas

Fast attack 1: 20 Stormboyz, Nob + PK
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Attach Ghazgkull to one squad, Zogwort to the other. If you need less points, drop a troops choice of boyz. More points, add more boyz, another squad of stormboyz, or another squad of kommandos. Alternatively, add a squad of deffkoptas with twin-linked rokkits that will outflank so you can get side/rear armor shots on some tanks.
--------------------------------------------------------
Strategy:

Gretchin deploy in a 24" line across the front. Your boyz all deploy behind them. Turn 1 and 2, you move then run, keeping your entire army behind your advancing gretchin. Your entire army of boyz now has a 4+ cover save. You'll be in assault by turn 3, with at least half of your army still alive, which is more than enough to kill anyone you assault.

Specifics to tanks and transports: If you surround it completely, and then blow it up, the passengers inside must make a forced disembark, and still deploy 1" away from you. That means that most of the passengers will end up dead. Works wonders with rhino's full of guys; surround it and kill it, and about 4 guys can squeeze into the deployment zone available.

   
 
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