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Made in gb
Gnawing Giant Rat





scotland, uk

just recently started playing 40k again after a long hiatus, got thee new ork codex and realised my previous army was more or less useless and thus completely revamped my army and this is what i came up with, won a few games so far but would love some input on how to maximise the potential of my army such as a second hq and some elites units that would work well,cheers.


HQ: WARBOSS GRIMGOR-mega armour,cybork body,ammo runt,bosspole,stikkbomz.

ELITES: NOBZ (10)-all with 'eavy armour,big choppas and bosspoles. waaagh! banner, 2 twin linked shootas, 8 sluggas (mob equipped with stikkbomz).

TROOPS: -SLUGGA BOYS MOB -20 boys, including NOB with power claw, 'eavy armour, slugga and bosspole (mob equipped with stikkbomz).

-SLUGGA BOYS MOB -20 boys,2 big shootas,including NOB with power claw, 'eavy armour, slugga and bosspole (mob equipped with stikkbomz).

-TRUKK BOYS MOB-10 boys,big shoota,including NOB with power claw, 'eavy armour, slugga and bosspole (mob equipped with stikkbomz). -TRUKK- grot riggers,wrecking ball,stikkbom chukka,armour plates.

-'ARD BOYS MOB-10 boys,big shoota, including NOB with power claw,slugga and bosspole (mob equipped with stikkbomz).

FAST ATTACK: -STORMBOYS MOB-10 boys,including NOB with big choppa,slugga, 'eavy armour (mob equipped with stikkbomz).

-WARTRAKKS-3 trakks,2 twin-linked big shootas,1 skorcha, all with armour plates.

-WARBIKER MOB-3 bikers,including NOB with power claw and bosspole*.

-DEFFKOPTAS-3 koptas with twin-linked rokkit launcas' and big bommz*.

HEAVY SUPPORT: -FLASH GITZ MOB-9 gitz with more dakka and 3 ammo runts. +PAINBOY with grot orderly (mob has cybork body upgrade).

-KILLA KANS MOB-2 kans, 1 big shoota,1 rokkit launcha,both with armour plates.

-BIG GUNZ BATTERY- 2 kannons, with 3 additional ammo runts.

* either field deffkoptas or warbikers depending on opponent.

TOTAL POINTS-2277 WHEN USING WARBIKERS , 2342 WHEN USING DEFFKOPTAS.

This message was edited 1 time. Last update was at 2009/11/06 01:16:06


now playing
4000pts speed freeks
SKAVEN Clan Skryre: under construction
MANTIC UNDEAD
 
   
Made in au
Sinewy Scourge




Downunder

Don't need that many bosspoles on the nobz, save them for Wound allocation cheese.

Warbikes are only fielded in units of 12. EVER!

Flashgitz only do one thing, they cause Dashofpepper to rage on your thread.

'Ard Boyz do the same thing as Flashgitz.

Trukk should be on the 'Ard Boyz mob if you're going to field one trukk. Trukk mobs don't take big shootas, thats for foot slogging Shoota boyz.

Why do you have stikkbombz and a stikkbomb chucka on the trukk boyz???

If the MegaBoss goes with the nobs and you have no Battlewagon, then WTH?

And Mega-Armour gives the boss a PK I'm pretty sure that he won't need to use Stikkbomz to hit at Initiative Last

Trukk only needs Red Paint Job, Ram and maybe Armour Plates, unless you're busting vehicles, then it would be Ram, RPJ, WB, GK, BP.

Pump the Stormboyz to 15+, that way you won't ever lose Fearless in your first movement phase.

I'll leave Dashofpepper to do the rest.


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
Fixture of Dakka





Feasting on the souls of unworthy opponents

Man, there's a whole lot wrong with this list. *rages*

There's several pages of things I could type, but have already done so, so I hope you will go read what I've written elsewhere first so that I'm not duplicating all my effort.

http://www.dakkadakka.com/dakkaforum/posts/list/264154.page

http://www.dakkadakka.com/dakkaforum/posts/list/264209.page

http://www.dakkadakka.com/dakkaforum/posts/list/263869.page

Read on those, and learn wisely.
------------------------------------------------------

Now for you:

1. Listen to what Eyclonus said.

2. Except for the part about stikkbombs. Completely lose them. Kommandos already have them, and they're the only orks who need them. The rest of your orks are going to attack last anyway. You have I2, and on the charge you have I3. Everyone in 40k except the Tau firewarrior is going to attack before you, and stikkbombs just let you attack in initiative order which will be the SAME result whether you have stikkbombs or not. Drop them.

3. Flash Gits are the most expensive, ridiculously useless unit in 40k. Please don't take them.

4. Max your units out. Trukk boyz - take 12 trukk boyz (one of which is a nob with a powerklaw).

5. Wound allocation magic is something I haven't really described in one of the threads I linked: You roll saves for unique wound wound groups in a unit individually. IE, if you have 10 nobs, each equipped differently, and you get into combat and take 10 wounds....you allocate those 10 wounds evenly amongst your 10 different wound groups. IE, each nob takes a single save. Since they're two wound models, you could fail 10 saves and take 10 wounds and still not have lost a single model.

The rest of everything I'd write, I have written volumes of above.

   
Made in gb
Tower of Power






Cannock

The boss doesn't need a bosspole as I presume going with the nobz, which have a pole already. Also the boss has high enough leadership. Oh, the boss has mega armour, nothing else in the army does. Mega armour has slow and purposeful and the rule is the unit moves at the slowest pace of the slowest model.

Nobz should have a transport, pref a battlewagon and don't need all those bosspole. Throw in a painboy to get cybork bodies as you'll need them and drop the eavy armour as the painboy grants feel no pain . Kombi skorchas are better, you can burn before assaulting and not using that crap ballistic skill

Trukk boyz need full unit to fill a trukk and another supporting unit.

Not enough stormboyz. 6+ armour save out in the open won't last. You need big numbers here.

Wartrakks have twin-linked rokkits, not shootas Move 12" and fire those rokkits.

3 warbikers isn't enough. Drop them and increase numbers of wartrakks or another unit.

Deffkopters work better in single units. I don't rate a big bomm either.

All your heavy support sucks or is bad setup. Flash gitz, take lootas. Kans need more of them. Big gunz aren't that good.

You really need to keep it all foot slogging or all in transports. You have one trukk, thats a prime target. You have a warboss in mega armour which has slow and purposeful, definately needs a transport. Nobz need a transport to get into the fight a.s.a.p.

Wartrakks need rokkits for anti tank. Get six of them instead.

Get some lootas, they rule for long range fire support and light anti vehicle.

Killa kanz can be used very affectively to build a kan wall to give 4+ cover save to your boyz behind them


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 gb
Gnawing Giant Rat





scotland, uk

having taken on board the criticism and advice given, i have decided to field my warboss with 'eavy armour(using the aobr mini) and transport him and the nobz in a battlewagon. i am also dropping the flash gitz and replacing them with a 15 strong squad of lootas and the big guns are being replaced with a deff dread,also adding a big mek with kff and burna and increasing the size of the ard boyz mob to 20. losing the stikkbomz on each mob and maxing each boyz mob to 30 (12 on the trukk mob).may add a mob of burna boys also but don't really know how effective they will be ,any thoughts?

now playing
4000pts speed freeks
SKAVEN Clan Skryre: under construction
MANTIC UNDEAD
 
   
Made in au
Sinewy Scourge




Downunder

Applause.

And yeah Burna Boyz are flexible and useful. Good for sticking in Battlewagons and dropping 15 templates on a Company Command Squad. Also lets you have power weapons at initiative, albeit shockingly low, in assault.

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 
   
 
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