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Made in us
Yellin' Yoof




I'm new to the game, a friend is going to teach me some in the near future, but I bought the orks from another friend that had 2 blackreach sets. I have made a 500pt army and have a bit of extras, so far this is my army list. Included in the groups are 4 boys with big shoots, but I'm counting them as a slugga/choppa combo because I'm going to replace them.

500 Point Army List

Tavern Brawl Boys(165pt Total)
20 Boys
-upgrade 1 to Nob
-give Nob PK, Boss Pole, eavy armor

Prison Punks(145pt Total)
20 Boys
-upgrade 1 to Nob
-Big Choppa, Boss Pole, eavy armor
Add
-Warboss (100Pt Total)
-Add Klaw, Twin Shoota, Boss Pole, 'eavy armor

Da Heat(90pt Total)
-2 Deffkoptas
-upgrade 2 with twin rockets

Total Pts 500

Assets available for 1000pt
8 Nobz, 4 Deffkoptas, 1 Killa Kan
Looking to what should be next Purchases, need more boys, transports and eavy support, need a named boss as well I think and need powerclaw bitz to break some nobz arms. The 8 nobz could get a painboy and become a cybork troops.

I love me a good Kan Kan Dance 
   
Made in us
Grovelin' Grot




I'd say to convert something to be a nob with waaagh! banner. Convert something else to a painboy or buy one so you have a 10 man nob squad.
Add 3 pks and tl shootas and 5 big choppas. Add cybork arms to all of them and you got yourself a deadly squad. As for the koptas I say add them in as well and make to 3 man squads. Also you should get a power klaw for the boys squad not a big choppa. With a 1000 point list you should add in at least another squad of boys. 60 boys should be alright but i say 75+ would be awsome. As for your 500 point list, i like it, very good.

This message was edited 1 time. Last update was at 2009/07/09 14:58:10


ORK APOC.!!!
GOAL=10k points current 3700 if you add all my stuff up
 
   
Made in us
Regular Dakkanaut



CT

Are you running or are you riding? If you are running you need alot more boyz. If you are riding you need enough trucks to carry your boyz (no boyz left behind), and Big Mek with a KFF is alway a nice idea. Trucks are cardboard. Alternately you could put the 20 squad boyz each in a Battlewagon. That would be a meaty, but expensive core army.
   
Made in us
Grovelin' Grot





Kansas

Sadly you only get slugga boyz from the box set but with some conversion you could make one unit of shoota boys. Big mek with kustom force field is a great option for either a footslogga or mechaniz waaagh. Hopefully your opponent won't have av14 in 500pt even though he can. The PKs will be your only real anti-av14 with your army.

Trukks git ya ta da killy part fasta!
Template weapons don't roll to hit. 
   
Made in us
Battlefield Professional





New York

There are several points to make:

When you post a list please put it in order as found in the codex. That is, do HQ, then Elite, then Troops, Fast and Heavy. The Warboss would go into the HQ section. That makes it easier for us old timers who don't always remember their glasses to make stuff out

As for where to go, it looks like you're on a foot slogging path. Since you have a Kan already I would suggest 5 more Killa Kans and a Big Mek. That's really about all you'll need. 90 boys or so, 6 Killa Kans and a mek.

This is a basic Killa Kan wall list. The idea is the Kans form a wall in the front of your army, those Kans are protected by the Mek with the Kustom Force Field, and the boyz behind, all 90 of em, are protected by the Kans.

At that point your enemy will either have the firepower to take out the Kan wall, or the boyz, but not both (since most anti-infantry heavy weapons are Str. 5 which would first need to hit, second need a 6 to glance and then need a 5 or 6 to kill. (Since immobilized results kill vehicles in a squad).

Deffkoptas are great but not in large groups. Consider this: In a squad of three deffkoptas when one is shot down the mob is already making a ld. test. Since that's based off the poor boyz ld. of 7 There's a good chance you'll fail. The death of one kopta can cost you the entire 135 point unit.

Take 3 koptas each in their own unit, if you do take them at all. They do serve a good anti-armor role but are fragile. Splitting the unit means no worry on morale tests, and it gives the enemy 3 different units to shoot at. Plus if you try to outflank you have three times the chance of getting a unit on the table.

I can't think of anything else for now but if I do Iwill post.

The only other advice I can give you is look at other posts, what other people have made for army lists, and take it to heart. There are lots of Ork lists posted daily and as a new player it would behoove you to go through some of those lists and see what other people are doing and what seems to be repeating themes in advice.

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
Servoarm Flailing Magos





Alaska

2000 Volts wrote:There are several points to make:

When you post a list please put it in order as found in the codex. That is, do HQ, then Elite, then Troops, Fast and Heavy. The Warboss would go into the HQ section. That makes it easier for us old timers who don't always remember their glasses to make stuff out

As for where to go, it looks like you're on a foot slogging path. Since you have a Kan already I would suggest 5 more Killa Kans and a Big Mek. That's really about all you'll need. 90 boys or so, 6 Killa Kans and a mek.

This is a basic Killa Kan wall list. The idea is the Kans form a wall in the front of your army, those Kans are protected by the Mek with the Kustom Force Field, and the boyz behind, all 90 of em, are protected by the Kans.

At that point your enemy will either have the firepower to take out the Kan wall, or the boyz, but not both (since most anti-infantry heavy weapons are Str. 5 which would first need to hit, second need a 6 to glance and then need a 5 or 6 to kill. (Since immobilized results kill vehicles in a squad).

Deffkoptas are great but not in large groups. Consider this: In a squad of three deffkoptas when one is shot down the mob is already making a ld. test. Since that's based off the poor boyz ld. of 7 There's a good chance you'll fail. The death of one kopta can cost you the entire 135 point unit.

Take 3 koptas each in their own unit, if you do take them at all. They do serve a good anti-armor role but are fragile. Splitting the unit means no worry on morale tests, and it gives the enemy 3 different units to shoot at. Plus if you try to outflank you have three times the chance of getting a unit on the table.

I can't think of anything else for now but if I do Iwill post.

The only other advice I can give you is look at other posts, what other people have made for army lists, and take it to heart. There are lots of Ork lists posted daily and as a new player it would behoove you to go through some of those lists and see what other people are doing and what seems to be repeating themes in advice.


Don't be so pretentious. He can put the list in any order he wants, as far as I am concerned. Especially a short one like this.

I think deffcoptas are fine, but you need to take them in the 3 squad arrangement as mentioned above. They can be fragile, but they are not meant to stand still and duke it out anyway. They are (in games terms anyway) jetbikes with scouting rules, so use that to your advantage. They also have hit and run, which can be useful in some situations. Keep the rokkits on there, you'll need them as valuable AT.

http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
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Made in us
Battlefield Professional





New York

FoxPhoenix135 wrote:

Don't be so pretentious. He can put the list in any order he wants, as far as I am concerned. Especially a short one like this.

I think deffcoptas are fine, but you need to take them in the 3 squad arrangement as mentioned above. They can be fragile, but they are not meant to stand still and duke it out anyway. They are (in games terms anyway) jetbikes with scouting rules, so use that to your advantage. They also have hit and run, which can be useful in some situations. Keep the rokkits on there, you'll need them as valuable AT.


It;s not being pretentious, it's being practical. If this is a new user the best way for them to get response to army lists is to put it in the format which has become the standard on the forums.

As for deffkoptas being fragile, it has nothing to do with them standing and fighting and everything to do with them being shot at. Toughness 5 vs. Str. 4 bolters means a squad of 10 marines can easily take out a 6 wound Deffkopta squad if not by wounds then by the koptas poor ld. values.

I would avoid it and run unless you're using it with a buzzsaw against a vehicle. One of the best ways to make up the points of a Deffkopta with TL RL's is to use them as anti-vehicle weapons. Infiltrate, use their huge move to get on the side armor of vehicles and unload. Don't bother with troops. In the list the OP is headed toward Grotzookas and Big shootas from the boys should take care of the troops.

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
Yellin' Yoof




great thank you for the help guys, I will search out some of the army lists. I didn't think shoota boys were worthwhile since they seem to be so terrible at shooting, but I suppose it'd work to get one or two sets of shots off before getting into melee.

I love me a good Kan Kan Dance 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Make sure that you paint your prison punks into orange jumpsuits with rainbow colored armbands. =)

   
Made in us
Yellin' Yoof




That would be hilarious, I could make the nob all in rainbow pattern too, that would get a fe laughs at the table.

I love me a good Kan Kan Dance 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Don't start laughing yet. Here's a sample of my wife's ork army: This is a Waaaugh! Banner nob and the Nobmobile that all the nobs ride into battle in style with, along with the rest of the nobs.






   
Made in us
Yellin' Yoof




thats great, orks don't need to be worried about geneder specification anyway so the pink can be an expression of their inner child

I love me a good Kan Kan Dance 
   
Made in us
Yellin' Yoof




Recent additional purchases Big Mek and Painboy and to top it off one more set from AoBR orcs (brother bought one to get started on marines)

from the orks of this third set I will give another nob the PK from the warboss, so setting aside the WB I have in addition

# 5 Ork Nobz
# 20 Ork Boyz
# 3 Deffkoptas

thats 9 koptas all together! Far to many, maybe something to trade or sell or convert. I am going to convert one group of nobs to cyborks I think and get them mounted up in a trukk perhaps, and hope the Mek protects enough of the sluggas until I get into Waaghhh! range. Anyone have any insight as to what I'm planning wrong, should I get some shootas or possibly more transports.

I love me a good Kan Kan Dance 
   
Made in us
Stabbin' Skarboy








I'd focus on a Kan Wall list with Deffkoptas outflanking. The Big Mek has a KFF correct? It should.

Something like:

HQ

KFF Mek
Warboss

Troops

30 Boys
30 Boys
10 Nobs w Painboy

Heavy

3 Killa Kans
3 Killa Kans

Fast

1 Deffkopta TL Rockitt and Buzzsaw
1 Deffkopta TL Rockitt and Buzzsaw
1 Deffkopta TL Rockitt and Buzzsaw

The nobs and warboss are considered extra in a list like this. I'd cut them if you can't find the points. The important elements are the Kans, the KFF and the Boyz.

   
 
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