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![[Post New]](/s/i/i.gif) 2009/09/03 16:09:40
Subject: 1500 pt Orks. Planning my new army
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Fleshound of Khorne
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I was thinking of going with Orks for my next army. Here was something I threw together and want to know what everyone thinks. Is this a good list to get started and get a feel for how the army is played?
HQ:
Big Mek - 125
- Burna
- KFF
- 'eavy armor
- Bosspole
- Cybork
Big Mek - 115
- SAG
- 'eavy armor
- bosspole
- cybork
Elite:
10x Lootas - 150
10x Lootas - 150
3x Nobz - 120
- 3x eavy armor, 3x bosspole, 3x big choppas, 1 rokkit kombi, 1 skorcha kombi, 1 TL shoota
Troops:
20x shoota boyz - 170
- 2x Big Shoota, Nob w/ Klaw
20x shoota boyz - 170
- 2x Big Shoota, Nob w/ Klaw
20x shoota boyz - 170
- 2x Big Shoota, Nob w/ Klaw
FA:
3x Defkoptas - 210
- 3x Buzzsaw, 3x TL Rokkit Launcha
Heavy - 120
2x Kans
- 2x Rokkit Launcha, 2x Armor plates
Total: 1500
EDIT: They were in fact shoota boyz, modified to reflect that
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This message was edited 1 time. Last update was at 2009/09/03 18:51:26
Chaos: 5000pts
Necrons: 2500pts |
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![[Post New]](/s/i/i.gif) 2009/09/03 18:26:09
Subject: 1500 pt Orks. Planning my new army
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Regular Dakkanaut
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The SAG is very unreliable. I've seen it kill a TON of stuff, but just as often it does nothing (or even kills some of YOUR stuff). Personally, I like it though.
Drop the koptas, or at least don't give them all buzzsaws. I've had some success following other users' advice on here and fielding them in a squad of 2, both with rokkits, and 1 with a buzzsaw (to take advantage of wound allocation). But in a list like this, drop the koptas (imo).
Also, with nobz either go big or go home. In this case, leave the 3 nobz at home. They're too small to do anything, have no PK and will be shot to pieces.
With the points saved on koptas and nobs (330), you could get a couple battlewagons to transport those 20 man mobs across the field. Make one of those mobs 19, so the mek with the KFF can fit in there too to get a 4+ cover save for your wagon (or wagonS if you keep them close enough).
If you're arming your boyz with shootas, fine, but if you have them as slugga boyz, drop the big shootas, as they will be running at the enemy.
That's my 2 cents.
-Tyr
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![[Post New]](/s/i/i.gif) 2009/09/03 20:03:02
Subject: Re:1500 pt Orks. Planning my new army
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Fleshound of Khorne
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I like the suggestions. Revised list below
Big Mek - 125
- Burna
- KFF
- 'eavy armor
- Bosspole
- Cybork
Big Mek - 115
- SAG
- 'eavy armor
- bosspole
- cybork
Elite:
10x Lootas - 150
10x Lootas - 150
Troops:
20x shoota boyz - 170
- 2x Big Shoota, Nob w/ Klaw
20x shoota boyz - 170
- 2x Big Shoota, Nob w/ Klaw
20x shoota boyz - 170
- 2x Big Shoota, Nob w/ Klaw
Heavy
2x Kans - 120
- 2x Rokkit Launcha, 2x Armor plates
Battelwagon - 165
- 4x rokkit launcha, deff rolla, boarding plank, wreckin ball
Battelwagon - 165
- 4x rokkit launcha, deff rolla, boarding plank, wreckin ball
Total: 1500
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Chaos: 5000pts
Necrons: 2500pts |
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![[Post New]](/s/i/i.gif) 0027/05/03 20:14:18
Subject: 1500 pt Orks. Planning my new army
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Regular Dakkanaut
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I like it!!
2 things that might save you some points.
First off, you can drop extra armor from the kans if you want. Squadroned vehicles treat crew stunned as crew shaken. Armor is useful, but only when you have a single kan left.
Second, many people arn't huge fans of wreckin' balls. Totally up to you though.
Any points saved I would personally bolster the unmounted shoota boyz squad as much as possible.
-Tyr
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![[Post New]](/s/i/i.gif) 2009/09/03 20:45:16
Subject: 1500 pt Orks. Planning my new army
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Fleshound of Khorne
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Maybe remove the wreckin balls and the armor, then add 'eavy armor to all the boyz nobs and add 3 more boyz to the footslogging crew.
That should put it at around 1498 i believe
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Chaos: 5000pts
Necrons: 2500pts |
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![[Post New]](/s/i/i.gif) 2009/09/03 20:51:17
Subject: 1500 pt Orks. Planning my new army
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Krielstone Bearer
Stoke On Trent/Cambridge/Northampton/England
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I'd go for a Warboss everytime over any other HQ non special choice in the Ork dex.
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dogma wrote:Is there any Chaos God who goes un-worshiped in Brazil?
Probably Nurgle, Africa has the lock on that.
metallifan wrote:
The Dark Eldar are, by fluff, sex-addicted, space-cocaine snorting, cross-dressing, slave-taking, soul stealing space pirates. They should fit the bill. No one is forcing you to buy minis with man-thongs.
Sharpasaspoon wrote:Rome, Greece and GW.... The Greeks invented Sex, the Romans thought about having it with women, then GW decided to screw us.
I use Zap Brannigan's art of war and try to jam enough wreckage in their main cannon so it won't work. |
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![[Post New]](/s/i/i.gif) 2009/09/03 21:07:30
Subject: 1500 pt Orks. Planning my new army
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Regular Dakkanaut
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I hate to say it, but a warboss is really only good as a second HQ. The KFF big mek is just such a huge bargain for what he can bring to the army. Deployed right, he can give almost the entire army a 5+ cover save / 4+ vehicle save. So for battlewagons, kanz and whatever else, the enemy has to devote 2x the amount of firepower to take them down.
A warboss is definitely a beast in CC, and is good at cracking AV14 vehicles, but that's about it. He doesn't have the effect on the army that the big mek has. At least, in my experience.
-Tyr
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![[Post New]](/s/i/i.gif) 2009/09/03 22:24:58
Subject: 1500 pt Orks. Planning my new army
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Krielstone Bearer
Stoke On Trent/Cambridge/Northampton/England
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Oh I agree to the Big Mek being useful, I'd just try to squeeze in a Warboss. It's something that your opponent must take care of or it will maul a chunk of their army.
It's the fear factor behind it as much as the combat effectiveness.
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dogma wrote:Is there any Chaos God who goes un-worshiped in Brazil?
Probably Nurgle, Africa has the lock on that.
metallifan wrote:
The Dark Eldar are, by fluff, sex-addicted, space-cocaine snorting, cross-dressing, slave-taking, soul stealing space pirates. They should fit the bill. No one is forcing you to buy minis with man-thongs.
Sharpasaspoon wrote:Rome, Greece and GW.... The Greeks invented Sex, the Romans thought about having it with women, then GW decided to screw us.
I use Zap Brannigan's art of war and try to jam enough wreckage in their main cannon so it won't work. |
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