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Made in za
Painting Within the Lines





Goodwood, South Africa

Righ', lads. See wot I've dun 'ere an' tell me if i gots me a good bunch o' boyz ta smash fings wit.

Warboss (dat's me!)
PK
Twin-Linked Shoota
'eavy armor
Bosspole
Cybork body
Attack Squig ('e's name is Cuddlez)

Big Mek (i don' like 'im, but 'e keeps da boyz not sho'-up)
PK
Cybork body
'eavy armor
KFF

Nobz x10 ('arda dan ye mum!)
Big Choppas x8
PK x2
Twin-Linked Shootas x10
'eavy armor x10
Waaaagh! Banner x1
Bosspole x1

2x mobs of Boyz x30 (so dat's 60 total, for 'ew gits dat still count wif ya toes, hahahaha!)
Big Shootas x6
2x Attached Nobz
2x PK
2x Bosspole

Battlewagon (it's go' sum low mileage, jus' a few dents an' blood stains near da front...)
Kannon
Big Shoota x4
Deffrolla
Red Paint Job
Grot Riggers

Deffkoptas x3 (crazy buggas, da 'ol lo' of 'em!)
Big Bomm x1
Twin-Linked Rokkit Launcha x1

Big Gunz x3 (now dees make a good bang! An' day sometimes even kill gits too!)
Runtherd x1
Grot Prod
Additional Grot Crew x4

General Stratagy: As many Orks on da field as possible! Drown them in da Green Tide!

That gets me 1497 points. Any pointers, suggestions or advice for a Warboss trying to get his boyz a couple of wins? I know Lootaz are probably the best to go next, but they're so expensive! (I mean in currency, not in points...)
   
Made in us
Oozing Spawning Vat




i would drop the big gunz and put in more boyz try to get in another mob of 30!

40k:
2000
2500
500
fantasy:
2250  
   
Made in us
Longtime Dakkanaut






Las Vegas

Orks can do all the things that all the other armies do better than all the other armies can,
but they can't do all the things all the other armies can do better than the ones that did it first.
Clear? No? Oh wait, never mind.

Try to individualize your Nobs to take advantage of wound distribution. Right now it looks like four groups. Individualize them and you can have ten wound groups (which could help them stay alive longer). Plus, add that painboy! He's a re-roll on failed saves.
I always have greater success (or at least satisfaction) with Kombi-Burnas. Orks strength is in CC so firing that burna going into CC has always worked for me.

I concur with dropping the big gunz for boyz.

I personally like Deff Koptas but only against certain foes. Big Bombs are great against horde armies but not so much against elite armies but wasted either way if the Kopta gets shot down before deployment.

Outta time, gotta go, maybe more later...

Is this for friendly games or competitive?

This message was edited 1 time. Last update was at 2009/07/04 01:48:18


 
   
Made in ca
Morally-Flexible Malleus Hearing Whispers






Well I kind of moved near Toronto, actually.

More wargear on the Nobz, and a Painboy. You can lose a couple, or one model there.

Dakka Articles: Eldar Tactica | In Defence of Starcannons (math) | Ork Takktika Quick Tips
taco online: WoW PvP
ur hax are nubz 
   
Made in us
Jovial Plaguebearer of Nurgle





Il

1) what big gun are you using?

2) drop the big shootas on the nobz and turn one into a painboy

3) might want to drop the bomm on the deffkoptas

"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 us
Squishy Oil Squig




west coast

I have a question on the BW you have a Kannon, why not use a Zappa it a autohit, and do the nodz and warboss ride in it.

2) The big guns what type are they kannons, lobbas or zappas. Kannons are free, but lobbas got 48" range at a cost 15ptsfor all three not bad .

3)Which way are you go with the army shooty or in your face assault. Your boyz are shoota but your boss ,nobs and your BW are assault.

Well boss urty them bad, stomp stomp stomp

loot loot loota!!! 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

GoFenris wrote: blah blah drivel...


What gogo is trying to misquote is words of wisdom, which I'll extend to you:

The strength of Orks is twofold:

1. Numbers
2. Thematic strategy

Basically, that means that you should never take 10 orks when you can take 15, and you should never take 25 when you can take 30. The second part means that Orks are better than ANYTHING than ANY other army, but only one thing at a time. You have to pick one thing and run with it. Go 100% foot-slogging, or none at all. 100% mechanized, or none at all. 100% kan-list, 100% assault, or 100% shooting, or 100% speed-freak, etc.

Any of those lists can be ultra-competitive and mop the floor with pretty much any other army. But you have to pick a theme and run with it.

   
Made in sg
Regular Dakkanaut




You may want to find out whats the rule of thumb for a nob mob.
Tacobake has got 2 (out of 7) criterias right
   
Made in us
Longtime Dakkanaut






Las Vegas

Okay, back...

What Serious Cat says is essentially correct if you are looking at competitive games. Spam Spam Spam Eggs and Spam are the way to go (that means pick an army tactic/theme and go with it all the way).

If you want a tough, friendly game army then you can mix things up however you want but you still have to pick a focus.

If your looking for tougher Nobz, this will help.

Nobz (which I tried to explain way too quickly) - 9 Nobz all customized differently and a Pain Boy(adds Feel No Pain). 4 or 5 Power Klaws, all 10 in 'Eavy Armor, mix the rest of the options up so that you create 10 separate wound groups. This will make them tougher to take down, usually. Cybork bodies can be helpful but Nobz can get pricey fast. You could attach the Big Mek to them as well for the KFF Cover Save but I'd lose the PK on him.

Not sure what you want to do with the BattleWagon, but as its all alone its gonna be full of holes pretty quick. If you want to drown them in green, trim points for more maxed out mobs of boyz.

As I'm still learning this is the extent of my comments. I hope it helps.

Orkish, I'd also be interested in the seven criteria of a Nob Mob.

This message was edited 2 times. Last update was at 2009/07/04 06:48:30


 
   
Made in za
Painting Within the Lines





Goodwood, South Africa

Thank you all for the advice!

Things will be a'changin soon!

1) My Big Gunz are kannons, which tends to scatter with the "Frag" option, but it tends to scare the gak out of light tanks with the Str 8 "Shell"
Will end up dropping them next month when I buy another set of AoBR orkz

2)Personalised Nobz Mob! That's genius, and it'll work with my theme! (every single unit in my army is painted differently)
Will definately do this!

3) I'm little nervous about using a Zappagun, the random Str could end very badly...

4) Since I'm new, i've only played friendly games so far. But there's a huge regionals comp happening soon, and i'd love to give da boyz a good krumpin'!
So if i run a hellava lot of boyz (about 90), the individualised Nobz with Painboy, the Big Mek, Battlewagon and Warboss, would that be competitive?
   
Made in us
Battlefield Professional





New York

I have to amend the Zzzap gun statement. Sadly, in the new codex, the Zzzap doesn't autohit like it did in the old codex. Therefore I think it's way more of a liability than an asset.

If you wanted to go big guns you should go all or noting. They're grot crews which means you have a 50/50 chance to hit as opposed to an ork crew with a 33/66 chance. But, at those points, do Kannon Spam! 180 Pts and you get 9 Kannon. It's a pretty good bet half will hit (say 4) and against low AV vehicles you are guaranteed a pen. hit. Against high AV vehicles... 17 percent chance to glance equating to an 17 percent chance to destroy... But even if you can shake it you're ahead (no shoot means no big bad Kannons)

I would def. get rid of hte battlewagon. Right now it serves no purpose except maybe to transport the nobs. But they don't need a transport if they have a massive wall of 60 orks!

I have to agree for a horde army you really do not have enough orks. As it is this list will get chewed up and spit out easily by other competitive lists (Nidzilla, Dual lash, mech vet). A 30 strong boy mob with a nob with PK is some 250 pts. In a 1500 point list you should have at least 4 30 strong mobs.

Deffkoptas are decent one-trick ponies but split them up. Fielding them as one unit begs for death. If one dies you're also making morale saves on Ld. 7. There are a number of advantages to breaking them up:

1. As 3 different units they can acquire 3 different targets (great for mech vet to crack open chimeras before they move).

2. As 3 different units if you try to outflank you tripple your chances of a kopta coming on the board earlier.

3. The morale issue stated above. As a unit of 1 if 1 dies you don;t have to worry about morale.

4. more for the enemy to shoot (split fire). one squad of marines can take out one unit of 3 deffkoptas. However, one squad of marines can't take out 3 units of one deffkoptas (it would be splitting their fire). This makes it more of a challange for the enemy in target aquisition - do they take out hte piddly little kopta threatening side armor of the pred or shoot at the boys to whittle them down a little before they charge.

That's my food for thought.

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
Fixture of Dakka





Feasting on the souls of unworthy opponents

2000 Volts above me says some very true things. Please, listen to what he says.

As for your list and making it competitive...you don't need to spam anything. I don't spam anything in my army; I've got a bit of everything in there, but I've been working on my list, and fine-tuning and tweaking it for almost a year now, and I've yet to discover someone who can thrash me. Picking a "theme" is not the same as making a spam army.

As for you, if you have a single battlewagon, here's my advice:

Make a foot slogging list. You need to decide if you're going to make a shooty list or an assaulty list from there. Something invaluable in a foot-slogging list is Gretchin. A solid wall of 29 gretchin+2 runtherders spread across your front advancing in front of your army means that your boyz on foot will all have 4+ cover saves marching up the board.

If you're going to make an assault army, I'd get stormboyz in there. You're short on models for a foot-slogging list, and I don't know exactly what you have to work with, but I'm going to take a few guesses to try putting together a sample army list for you. A note on nobs: They should be in a vehicle or not in your army...you've got that part of it right. Nobs in a foot-slogging list are just wrong. Unless they're nob bikers. Is your competition coming up going to allow you to proxy stuff? Something to find out. In the meantime, try this:

Do you have trukks? Any? If not, you can proxy your battlewagon for a trukk. Put your warboss and the nobs inside of it. If you really want, leave it as a battlewagon and put your nobs and warboss in it. Your 2nd HQ should be a mek with a KFF if you're going to run mechanized (so that your vehicles get 4+ cover saves from the force field). For a foot-slogging army....the Big mek is a waste. Why spend 100 points on a mek with a KFF to get a 5+ cover save to anyone within 6" when you can spend 107 points on gretchin to pretty much give 4+ cover saves to your whole army?

Presuming you're going foot-slogging and taking the mek with the KFF out, I'd replace him with a weirdboy. Stick Old Zogwort in there if you can afford him. I *really* like Ghazghkull Thraka, I pretty much always take him instead of a warboss. On the turn he waaaughs! he grants you an auto-six for your shooting phase movement (running) for your whole army and makes your whole army fearless. He himself gets a 2+ invulnerable save for that turn and the following opponent turn.

Having him also pretty much means that you don't need to take bosspoles on your nobs, because your boyz are going to be fearless when it counts....which means you won't be rolling leadership.

Next, your boy mobs disturb me. If you're going to make a shooting list, it should be centered around squads of Lootas. They pour fire downrange and your boyz mobs offer supporting fire, but aren't really trying to cross the board. If you're making an assault-based army, then big shootas don't belong in your boyz mobs because you're going to be running during your shooting phase.

As for your nobs, you should individually equip each of them to make 10 different wound groups. Additionally, you should have a painboy in there to give them all feel no pain. Don't worry about cybork body; once you learn how to play with them, you won't ever really need invulnerable saves, and that 5+ doesn't hit enough to justify spending the points to get it. Here's my favorite 10 nob configuration (with 'Eavy Armor):

1. Painboy (Grot orderly)
2. Bosspole
3. Waaaugh! Banner
4. Powerklaw
5. Powerklaw + Ammo Runt
6. Powerklaw + Kombi-Skorcha
7. Big Choppa
8. Big Choppa + Ammo Runt
9. Big Choppa + Kombi-Skorcha
10. Normal Nob

All of those nobs are two wound, WS5, 4+ armor save, 4+ Feel no pain. They're in a trukk or a battlewagon, so you don't need to worry about them being shot at until they assault unless your vehicle gets shot out from under you. If it does get shot out, its either destroyed or exploded.

Destroyed: You disembark in such a way that the vehicle gives cover to more than half of your unit from anything that can shoot at you, meaning you have a 4+ cover save.
Exploded: The vehicle makes wreckage and a crater, which grants a 4+ cover save to your nobs.

No matter how you look at it, your nobs always have a 4+. As for assaults, you don't need that 5+, because a smart nob squad isn't going to suicide themselves into a MC or a squad of terminators with lightning claws, or an incubi squad or something. That's what Ghazghkull on the Waaaugh! with his 2+ invulnerable save is for, and you use the nobs to counter-assault (or to go hit something easier).

Your deffkoptas are two wound models. They can do the same wound allocation magic that nobs can. They can outflank and they're an integral part of your anti-tank (since you don't have tankbustas) so they should ALL have twin-linked rokkits. On top of that, give one a big bomb, and if you have points, give one a buzzsaw. Otherwise, at least take twin-linked rokkits on all of them.

If you want reliable heavy support for a ground-pounding army, take a squad of killa-kans instead of those big gunz. For weaponry, take grotzookas. You've then got 3 assault2 STR6 blast templates on a walker squad, and they're STR10 dreadnought CC weapons, which can rip apart any vehicle. You do need some sort of anti-tank capability, and I think you'd be well served with some.

There's a lot more to say but I've already said a lot, so I'll say this instead: If you like any of these changes, or ones that have been made in posts previous to my own, then edit your original post to reflect the changes that you agree with. If you can't do some, or don't understand others, feel free to post that too. Once you have a revised army list, then we can go through a second round of critiques.



   
Made in za
Painting Within the Lines





Goodwood, South Africa

Dashofpepper, 2000 Volts, you deserve a medal for being such good help to us Grotz that are wrestling with making a proper Orky list. My sincere thanks!

At work now, so I can't update my list now, but will do so tonight at home. But I'm giving it a good hard think in the meantime...
   
 
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