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Made in us
Growlin' Guntrukk Driver with Killacannon






Hey guys, I was wondering how this list would do. I recently posted a 2500 Point list and it has a lot of the same elements as this one. I was going to just update the 2500 Point list, but seeing as this one is 2000 points, i decided to just rewrite it.

HQ:
KFF Mech

KFF Mech

Troops:
29x Slugga Boyz
1x Nob w/PK

29x Slugga Boyz
1x Nob w/PK

29x Slugga Boyz
1x Nob w/PK

Deff Dread (Troops Choice From Mek)
-CC Weapon

Deff Dread (Troops Choice From Mek)
-CC Weapon

Elites:
5x MANZ

5x MANZ

Heavy Suport:
3x Killa Kans
Grotzookas

3x Killa Kans
Grotzookas

3x Killa Kans
Grotzookas

Dedicated Transports:
BattleWagon
-Deff Rolla
-Red Paint

BattleWagon
-Deff Rolla
-Red Paint

Total: 2000 (or so)

So guys, i was wondering if this list would be a pretty tough list to play against. I would rush the BW and hit targets that posed a huge threat on my mobs. Mainly things with real shooty power. Then just march the Kan wall up, and having the Big Meks give my walkers a 4+ save the whole time. Running max Walkers seems to be a pretty intense army build. Let me know what you guys think. Even if its not REAL competitive, it will def. be an awesome time fielding that many walkers.


 
   
Made in gb
Tower of Power






Cannock

I presume the dedicated battlewagons are for the meganobz? If so you have two transports which will be targetted and popped. They'll take so much punishment before they give in. You need more transports to make those ones survive longer to give dual threat.

Its a good foot slogging list, I would personally take out the meganobz and get more troops.

I would say its a mech list with only two transports really, unless your saying mech because of all the walkers...

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






I was saying Mech because of the walkers. Considering their actually Mechs...unlike transports.

Yeah I see what you mean about the Battlewagons. Although, even if i had more transports, they would still be targeted first. I mean how big of a threat is a Trukk with a few boyz in it compared to a Battlewagon with MANZ in it.

I would drop the MANZ but i love them way to much. Their by far my favorite Ork model. I run them in every list that i make. It may not make sense but their fun for me.


 
   
Made in gb
Tower of Power






Cannock

Hmmm I see your point, though generally mech is because of all transports.

They maybe targeted first, but that expensive unit of meganobz which is costing 200 points isn't being shot at right? If the meganobz transport is popped then your dealing with slow and purposeful. They will easily then be sniped at by lascannons which spells instant death. I'd rather a cheap ass 35 point trukk be shot at than my expensive 200 point unit inside 115 point tank . Give it some thought

I'm not saying drop them. You just need to make sure their transports survive to get them there. You only have two transports, and both units are inside them. They are just going to get shot at.


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Very good point man. My alt list would be to drop one KFF Mech, 1 MAN, and a deff dread to add in Ghazzy. That was if their transpsort does get popped, Ghazzies waaaaghhh can get them there by turn 2.


Automatically Appended Next Post:
Another little note. Turn 1, the BW will be covered by the KFF. So your looking at a 4+ save. And is 14 Armor THAT easy to pop? I mean after turn 1 happens i dont really even care if i lose the BW. Im going to be jumping out of the Tranport anyways to assault on turn 2. I dont think armor 14 is as easy to pop espicially when im looking at a 4+ save to begin with.

This message was edited 1 time. Last update was at 2009/11/02 17:32:42



 
   
Made in ca
Stabbin' Skarboy




123 fake street

Sounds like a lot of fun to play, I suggest changing up the battle wagons, give them some rockit launchas. It seems like it would get torn up by gunlines. See if you can proxy a game.

"I can envision a world with no war, pain, or strife, were peace is constant, then I envision attacking that world because they'd never see it coming."
- Orks, 4175 points
- The face of an opponent when you lose five dozen models and say "that's it?", priceless. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Yea i really do need to add some weapons to the battlewagons. Ill prob end up dropping the Deff Dreads considering their not that great to begin with. I was just excited to see 11 Walkers on the Field haha.

Im really excited to play test this army. Once i do, ill be sure to give you guys an update on how it goes. Thanks for the advice.


 
   
Made in gb
Tower of Power






Cannock

Bad_Sheep37 wrote:Very good point man. My alt list would be to drop one KFF Mech, 1 MAN, and a deff dread to add in Ghazzy. That was if their transpsort does get popped, Ghazzies waaaaghhh can get them there by turn 2.


Automatically Appended Next Post:
Another little note. Turn 1, the BW will be covered by the KFF. So your looking at a 4+ save. And is 14 Armor THAT easy to pop? I mean after turn 1 happens i dont really even care if i lose the BW. Im going to be jumping out of the Tranport anyways to assault on turn 2. I dont think armor 14 is as easy to pop espicially when im looking at a 4+ save to begin with.


Ah, you see bud your not looking at the whole picture. Armour 14 at the FRONT with a 4+ cover save is the nuts. But the battlewagons achilles heal is the side and rear armour coming in at 12 and 10. If ordnance fires it hits on side armour, which is 12, so a basilisk for example only needs a 3+ to glance and also gets +1 on the damage chart. As soon as someone knows the side armour is a lot weaker they will target that.

Now, if you use trukks you get dual mobile threats as the trukks move quicker to get into range, but easier to pop, the battlewagons are slower but harder to destroy and have more orks in them, or more dangerous ones - which one do I go for? See where I'm coming with this? Also, though this isn't always practical you could use trukks to cover the side armour of the battlewagons and they will also get a 4+ cover save. Downside is they cannot move 18" if you do this.

Give it some though on dual threats and target redundancy, you have just two transports with mediocre side armour.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Very good point man. I was planning on deploying my Battlewagons in between a mob of Kans and Boyz. So their sides are covered regardless. and like i said, after turn one i dont really care if the BW gets blown to pieces. I would take trukks but i REALLY do not trust AV12 in the front for that first turn. I could maybe try it but if the BW do last, they can at least Deff Roll the hell out of Troops.

Thanks for the imput guys.


 
   
Made in gb
Tower of Power






Cannock

I doubt kanz and definately not boyz will cover the battlewagon sides as 50% needs to be covered to get a cover side, or 100% to block LOS. Boyz only come up to the height of the half track at the most I'd say.

Trukks are armour 10, even more to doubt them. But, one trukk of mine got ignored as its weak, the nob inside bailed out and smacked a leman demolisher about and popped it. So its down to target threats and prority again, pop the faster movers with low threat or pop the slow hard moves with large threats - which one is going to threaten you first and the hardest?

btw - check out my blog in my signature below

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Hey man thanks a ton for all your imput. You make great points. I do see where your comming from. Im not sure how to work a trukk into the Mix. I love the idea of the Deffrollas so i dont know what to do.

BTW, your blogs awesome. I read some articles. Very impressed.


 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

*cracks his knuckles in preparation of digging into another Ork army list.

So a few points to make: The army list you've started making is typically referred to as a "kan-wall" The Kans and Deff dreads march up the field under cover of a 4+ save from a Mek with a KFF, who is inside a massive group of 30 shoota boyz, themselves all getting cover from a unit of kans in front of them (or some such variation).

A couple problems with what you're doing.

1. The idea that your battlewagons with "rush in" and deal with shooty stuff is bad. If you look at some of the other Ork army list threads getting comments on here, I've written volumes about simple military concepts like "massed firepower" and "maneuver" and "focus fire." If you're in a 2,000 point game and you're going to willingly let your opponent tackle 750 or 1,000 points of your army with their entire 2,000 points, you deserve what happens to you. That's the primary reason I win most of the time in 40k; My entire army bashes into, or shoots into a segment of my enemy, so that in turn 2 or turn 3, its 2000 points vs. 1500 points, or something. Divide and conquer.

2. If you insist on taking mega nobs, a kan wall isn't the army list for you. There's nothing wrong with MANZ (except that they're expensive, easily killed, not worth their points, and can't use wound-allocation magic like regular nobs). If you want to use MANZ, you need a mechanized (speed) list; I like running with two battlewagons and 4 trukks in an 1850 list. A single Mek with a KFF can cover the whole ensemble, and Ghazghkull makes a fearsome addition to that assault based list; making those MANZ fearless on the assault is wonderful. Either a kan-wall or a mechanized assault army works great; just don't try mixing them. Pick one theme and run with it.

3. Guns on your battlewagon: If you're a good Ork, the purpose of the battlewagon is to get you into combat as fast as possible; at 13" per turn, you're not going to be firing any guns. You need to have a gun on there to pick up "weapon destroyed" results, so stick a Big shoota (5 points) onto each battlewagon.

4. Deff Rollas on your battlewagon: Find out your local house rules. If the local TO / store owner is ok with Deff Rollas working against vehicles, stick those bad boyz on there. If not, don't bother, and use reinforced rams instead.

5. If you're going to go mechanized, those units of 29 boyz will turn into units of 12 boyz. If you're going to make a kan-wall, you want shoota boyz, not slugga boyz. The ability to unload 2x Assault shots from 18" and closer is MUCh better than getting that one extra attack on the charge; your initiative means that you're pretty much going to go second, and the more you can kill before you assault, the less you have to fight when you get there.

6. Bosspoles: If you take Ghazghkull in your army, you don't need bosspoles. Turn2 you Waaaugh! (or turn 3) and your entire army piles into the enemy, and you're fearless for the remainder of your turn and the following enemy turn, by which time the game is decided and the rest is a mop-up operation. If you don't take Ghazghkull, you need the bosspoles to keep your unruly mobs in order.

7. If you're going to run with a kan-wall, you can try taking a single battlewagon in the middle, that has a mek with a KFF in it. Squadrons have a 4" coherency rule, so you can array 3 squds of killa kans and 2 deff dreads so that one model of each squad is within 6", freeing up another HQ support choice. I believe in compact formations, and rolling up flanks, so I don't spread my stuff across my deployment zone anyway.

8. Anti-tank: You don't really have any. Something that really makes a kan-wall or a speed freak army shine is Snikrot and kommandos, or some outflanking deffkoptas; something to tear into rear/side armor, or assaulting from behind.

   
 
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