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Made in nz
Mutilatin' Mad Dok




New Zealand

HQ:

Big Mek x1
-Kustom Force Field
-Power Klaw
-'Eavy Armour
Total: 115

HQ total: 115

Logic: Kustom Force Field to protect troops, 'Eavy Armour so he can shrug off a stray shot that hits him through wound allocation. The Power Klaw is because he has the statline of a Nob, so I might as well use him like one.

Elites:

Lootas x12
Total:180

Lootas x12
Total:180

Lootas x12
Total:180

Elites total: 540

Logic: Can kill three different things per turn, lootas are dead killy.

Troops:

Ork Boyz x30
-Shootas x26
-Rokkits x3
-Nob
--Power Klaw
--Bosspole
Total: 250


Ork Boyz x30
-Shootas x26
-Rokkits x3
-Nob
--Power Klaw
--Bosspole
Total: 250

Ork Boyz x30
-Shootas x26
-Rokkits x3
-Nob
--Power Klaw
--Bosspole
Total: 250

Logic: Bread and butter troops.

Troops total: 750

Leaving me with 95 points to spare.

I'm planning on doing a non-mecha list of Orks.

Help.
   
Made in au
Sinewy Scourge




Downunder

More Lootaz?

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Storm Trooper with Maglight





CT, USA

Pika_power wrote:HQ:

Big Mek x1
-Kustom Force Field
-Power Klaw
-'Eavy Armour
Total: 115

HQ total: 115

Logic: Kustom Force Field to protect troops, 'Eavy Armour so he can shrug off a stray shot that hits him through wound allocation. The Power Klaw is because he has the statline of a Nob, so I might as well use him like one.



I don't agree that you should use him like a Nob. Without a squad of 30 boyz, a single Klaw is going to be a great target for enemy attack.

To fill out your list, I'd think of Ork walkers. (Kans or Dread)

...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in au
Sinewy Scourge




Downunder

The Big Mek doen't need to be in mob does he?

I mean speculatively, he could hold back from the combat while the boyz charge?

I know that makes him a target, but Lootas could probably shoot any threat to him.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in au
Malicious Mandrake





Spare 95pts, 6 kommandos and a P.K. Nob? Good for dealing with big armoured threats, such as manticores.

*Click*  
   
Made in sg
Regular Dakkanaut




Give your Big Mek a Burna, for him to strike a power weapon at I4 on charge.
I personally will do footslogging of 20 a unit, so that I can have more PKs.

But nice shooty slogging list.

This message was edited 1 time. Last update was at 2009/08/31 13:32:30


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Actually I think Klaw on the big mek is alright, the burna is 20points on the mek, for five points more you get a power weapon AND you double your strength, and most MEQs will swing before you do anyways.

I donno about rokkits in the shootas squads...Remember, you only get one shot with that rokkit, you will miss more often than not. 9 rokkits might seem cool for taking out a tank, but like I said, only three of them will hit. They might also seem cool for shooting up marines, but you'll end up with a max of 3 dead marines, where as with big shootas you get 27 shots! And at a longer range too! (And a Big Shoota will kill a rhino if your lucky, 9 shots out of one squad, somethings gotta hit)

Even so, not a bad list.

This message was edited 1 time. Last update was at 2009/08/31 15:34:07


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Big shootas seem more at place in shoota mobs than rokkits.
Their also cheaper as an added bonus.

Some deffkoptas would help give you some more anti-tank firepower.
   
Made in us
Stabbin' Skarboy





Jersey

A couple basic guidelines most of which were mentioned,

A burna mek is worth the reduced strength, because on the charge, he hits at I4 thats the same time as MEQs and at S5 with a power weapon, he is a force to be reckoned with.
Big shootas are more likely to do something than rokkits.
Do not put your mek out in the open by himself, he is a priority target, and will get shot, and probably killed.
Deffkoptas are in general a decent anti tank for relatively cheap.
Snikrot and 5 kommandos, or 5 kommandos with a klaw give you some tactical flexibility.

early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

So I definitely should go for big shootas instead of rokkits? Because statistically, I think they killed more marines than big shootas, and also have a crack at tanks.

Of course my Mekky is going with a squad; it would be difficult not to put him with one. A burna instead of the klaw? Interesting.

Snikrot is a possibility. Would Kanz really be a good idea? After all, the idea of the list is target deprivation. Meltas become a waste of points if the opponent has nothing worth melting. Deffkopters are almost too expensive.
   
Made in au
Fresh-Faced New User




SYD, Australia

Take the rokkits off the boyz and replace them with big shootas, add some koptas for anti tank.

thats just the way i roll


nids
skaven 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

Keep the klaw on the mek and buy him an attack squig for an addition s8 attack. Who cares if you are going at I1, there are 30 boyz in your mob and you are going to get a swing.

Buy the squig and replace the rockets with big shootas in the boyz mobz. Buff the loota squads to 15 for staying power and you are set. I actually run that exact list (with the changes I listed) and it is just nasty.

This message was edited 2 times. Last update was at 2009/09/01 13:49:16


 
   
Made in us
Foolproof Falcon Pilot






Inigo Montoya wrote:Keep the klaw on the mek and buy him an attack squig for an addition s8 attack. Who cares if you are going at I1, there are 30 boyz in your mob and you are going to get a swing.


Actually, most likely he will die beforehe enver gets to swing, since he is an IC. This means that you opponent can allocate attacks directly to the Mek. He is not anywhere near as tough as a Warboss, so he shouldn't get a Klaw. The Klaw is best left to the Nobs who lead the boys, since they cannot be targeted, and to Warbosses.

KFF Meks are either best left naked, or with a squig+burna.

   
Made in us
Stabbin' Skarboy





Jersey

What alerian said.

early bird gets the worm
second mouse gets the cheese
ANYTHING POSTED AFTER 1AM MAY NOT MAKE ANY SENSE YOU HAVE BEEN WARNED 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

What are you talking about? If he joins a squad you cannot allocate wounds directly to him unless you are in base to base contact. I assumed the original poster knew to keep a layer of orks between him and the squad he is attacking. They would have to put 31 wounds on you before you have to allocate one to the mek on the initial charge, assuming the squad is intact.

This message was edited 1 time. Last update was at 2009/09/01 15:05:27


 
   
Made in us
Mutilatin' Mad Dok





LaLa Land

actually it states in the rules that IC's will allways charge to the front of the battle (even to the point of other models getting out of the way) to get into base to base combat.

and to the OP I would suggest drop one of the loota squads and add 6 killa kans w/grotzookas for better cover saves (+6 more klaws and 12 BS3 small pies) as your sloggin down field.

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

I am aware, but I always run him in the "third row" so that while he isn't making it to the front on a charge, he is close enough to swing. Even if you aren't experienced at holding him back far enough, only the models in b2b can direct their attacks, and with a 4+/5+ 2 wounds, he is survivable. I have used the pk/squig kff mek for dozens of games and he always carries his weight. I run 2 of them in that configuration if I am not using ghaz (which is rare these days) and have success with them.

   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio


I think that Kans and Deffkopters are almost the same ponts cost IIRC, it depends on what you've got. For footslogging, I think the Kanz will serve you better, because you can hide behind them for a 4+ (and the kanz get a 4+ from the mek) You could also take the rokkits out of the boyz mobs and give them to the Kanz, because on the kan it's twin linked, AND bs3, so it will hit more often than it will miss, so if you need a way to pop tanks at range, rokkit kanz or KMB kanz are the way to go.

I'll have to test out the rokkit in the boyz mob now, everyone seems willing to try it, but I won't be convinced untill I see it...so I'll give it a shot ASAP (I'll probably decide that Assault 1 isn't enough dakka for me though)

If you are going to take Kanz, take at least 4 of them, because it will take a lot of melta shots to kill them all. (and they will need to get close to do it, within range of your shootaboyz.)

Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Foolproof Falcon Pilot






Inigo Montoya wrote:I am aware, but I always run him in the "third row" so that while he isn't making it to the front on a charge, he is close enough to swing. Even if you aren't experienced at holding him back far enough, only the models in b2b can direct their attacks, and with a 4+/5+ 2 wounds, he is survivable. I have used the pk/squig kff mek for dozens of games and he always carries his weight. I run 2 of them in that configuration if I am not using ghaz (which is rare these days) and have success with them.



You are right that some one must be in BtB with the Mek to hit him; however, the Mek must also be in BtB with someone to get to swing. Being in the unit does not allow him to swing. Please Re-read the IC rules. He cannot swing from the second or third row, as you claimed....it is illegal.

In short, if you use you tactic to try to keep the mek out of harms way, then keep him naked, because he won't get to use the Klaw. If you anctually wan thim to fight, give him the burna+squig.

No matter what, NEVER give the mek a PK, because he will never get to swing with it. He will either be out of BtB, or he will be dead before he swings.

This message was edited 1 time. Last update was at 2009/09/01 18:03:29


   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

Where is this is the rulebook? I was under the impression (and everyone I have played with as well) that the rules for an IC attached to a squad swinging in cc are simply that you have to be within 2" to get a swing. Him being an IC attached to a squad, he attacks with the squad.

Please point me to the rules stating that an IC in a squad must be in b2b to attack.
   
Made in us
Foolproof Falcon Pilot






P. 49
Under "Independent Characters & Assaults."

"...it means that they (ICs) have to be in base contact with the enemy to be able to attack"

I suggest you re-read the entire section on ICs and assaults on pg. 49.

   
Made in nz
Mutilatin' Mad Dok




New Zealand

HQ:

Big Mek x1
-Kustom Force Field
-Burna
-'Eavy Armour
-Cybork Body
-Attack Squig
Total: 130

HQ total: 130


Elites:

Lootas x12
Total:180

Lootas x12
Total:180

Lootas x12
Total:180

Elites total: 540

Logic: Can kill three different things per turn, lootas are dead killy.

Troops:

Ork Boyz x30
-Shootas x26
-Big Shootas x3
-Nob
--Power Klaw
--Bosspole
Total: 235


Ork Boyz x30
-Shootas x26
-Big Shootas x3
-Nob
--Power Klaw
--Bosspole
Total: 235

Ork Boyz x30
-Shootas x26
-Big Shootas x3
-Nob
--Power Klaw
--Bosspole
Total: 235

Gretchin x30
-Runtherds x3
Total: 120

Troops total: 825

All used up.

I've just bulked up the Mek a bit and I've added a gretchin mob to sit on home base and warm the toilet seats for the boyz while they're off plundering the enemy. They should stay in reserve if it's a small deployment zone as not to hold up the Boyz/get shot at. So they appear later on. They can also serve as protection to the lootas. This way I don't have to worry about my objective being unclaimed if I go off attacking stuff.

On the off chance it isn't a mission where there is an objective in my area, I'll just have them stand out front and take the bullets for the orks and provide annoyance to the opponent due to 3 point models getting a 5+ with the KFF.

So, seem viable?

Oh, and for tanks I guess my only strategy is to Deffgun them to death or to get one of those big green fellas with the metal fists in there.
   
Made in au
Devastating Dark Reaper




Australia

I am no ork player, but I can say that this list is a threat to most armies, It would anhilate other footsloogers.
However it may have some touble against more tactical, faster, smaller numbered armies, like mechanized eldar, orks, tau, blood angels.
The big mek, though he is themey, is crap for 130 points. TAKE A WARBOSS.

This message was edited 1 time. Last update was at 2009/09/02 09:51:30


 
   
Made in nz
Mutilatin' Mad Dok




New Zealand

So I should chop down the mek's points? I don't think removing him entirely will do much good for the list, as that would deprive the 90 orks of a cover save.
   
Made in au
Malicious Mandrake





Nah, keep the Mek, he is good. Not so sure about the Grotz though, as you already have a cover save. Maybe ten grotz, to go to ground on the home objective? With any luck, the grotz are so small that your opponent won't even get LOS to them

This message was edited 1 time. Last update was at 2009/09/02 10:35:16


*Click*  
   
Made in nz
Mutilatin' Mad Dok




New Zealand

I just need something to stay back and hold the fort and Gretchin seemed to be the ideal creature. Should I be using Boyz instead? The Grotz were only going to be an objective holder mob unless there were no objectives in my deployment zone to guard.

   
Made in us
Mekboy Hammerin' Somethin'






I am tempted to say that you should use 20 Orks with Shootas instead of the 30 Gretchin... this way you have 20 T4 bullet sponges that are a threat instead of 30 T2 that can be ignored and driven off with a single morale check...

I agree with the above, Big meks should Ideally go with a KFF in this list and nothing else... 130 points is better spent on a warboss on a bike that kills entire units of guardsman by himself than a Power Klawed Big Mek... with the extra 45 points left over, I recommend giving the 20 Orks with Shootas 2 Big shootas and a Nob with a boss pole, while giving the Mek a Burna... Just be careful when you throw him in combat and pick your battles...

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
Mutilatin' Mad Dok




New Zealand

HQ:

Big Mek x1
-Kustom Force Field
-Burna
-'Eavy Armour
Total: 110

HQ total: 110


Elites:

Lootas x12
Total:180

Lootas x12
Total:180

Lootas x12
Total:180

Elites total: 540


Troops:

Ork Boyz x30
-Shootas x26
-Big Shootas x3
-Nob
--Power Klaw
--Bosspole
Total: 235

Ork Boyz x30
-Shootas x26
-Big Shootas x3
-Nob
--Power Klaw
--Bosspole
Total: 235

Ork Boyz x30
-Shootas x26
-Big Shootas x3
-Nob
--Power Klaw
--Bosspole
Total: 235

Ork Boyz x20
-Shootas x19
-Nob
--Big Choppa
--Bosspole
Total: 170

Troops total: 875

Any better? Something doesn't seem quite right about that last ork unit.
   
 
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