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Made in us
Bonkers Buggy Driver with Rockets





Alexandria

ok. i havent played my orks in a while, but heres the list i came up with

ghaz

warboss /w pk eavy armor attack squig and cybork.

15x lootas

7x nobz /w a painboy (making 8 models) 3 PKs 2 big choppas and most eavy armor except 1 that cant because of unique equipping shenanigans... i.e theyre all uniquely equipped. inside a battlewagon with a deff rolla red paint job grot rigger and 2 big shootas

19x slugga choppa ardboyz /w ard boyz nob /w pk eavy and bosspole

11x boyz /w nob /w pk bosspole and eavy armor, inside trukk with red paint job.


11x boyz /w nob /w pk bosspole and eavy armor, inside trukk with red paint job.

1x deff kopta /w buzzsaw / tl rokkits

1x deff kopta /w buzzsaw / tl rokkits

1x deff kopta /w buzzsaw and tl big shoota

battlewagon with a red paint job 1x big shoota & grot riggers (ard boyz go here)

2x killa kans /w 1x grotzook & 1x rokkit.

basically ghaz warboss and nobz in the wagon, ghaz will most likely split off after they dump from the wagon and go kill stuff by himself with warboss and 8 buddies go wreak ws5 pk havoc. The deffkoptas for the pregame turboboost to pop transports if i go first, buzzsaws are a bit expensive on them when theyre basically a throwaway unit yes, but if the rokkits dont get em the s7 autohitting reararmor assault will usually get em. But yea id rather throw away 70 points and kill a wave serpent than be punished by the farseer inside it all game etc.

the trukk mobs and the wagon boyz go whereever they are needed, with the kans just trying to act as orky as they can, grotzooka-ing and trying to pop transports (i cant NOT take kans =/ i love grots too much )

anyways what do ya think?


- 3000 pts
- 3000 pts
- 3000 pts
- 7500 pts
- 2000 pts
- 2500 pts
3850 pts 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

The problem with your list is that you built it like you would build a space marine list. Do you play space marines? You've got a shooting element, an assault element, an outflanking element; delicate tactics for how to make them all work together....

That's all pretty much rubbish when it comes to Orks. Remember the KISS principle. Keep It Simple Stupid. In Orkish, that translates into "Waaaug!"

Orks are most successful when you abandon delicate tactical efforts and unit balancing and you just go krumpin' as a big mob. As it stands, you've got several sections of your army that you've pretty much admitted you're going to feed to your opponent piecemeal.

Lets see...the 'Ard Boyz are in the battlewagon and have it filled to capacity. Does that mean you have a second battlewagon? Inside the second battlewagon you have Ghazghkull, a warboss and 8 nobs. No KFF to protect them, and this part of your army is going to run up the table (losing several vehicles along the way), split off into sections while you have three killpoints worth of single model deffkoptas floating around asking to be eaten. And you've got a squad of grotzooks that move at half the speed of your vehicles, which further fragments your army and gives even the WORST enemy general a clear-cut list of target priorities. And to further split up your army, and out of kindness to your opponent who might have a weapon somewhere without an optimal target to fire at, you're going to put down a single unit of Lootas to absorb any anti-troop weapons and templates until your vehicles get split open.

Do you know why people are afraid of Orks?

Its because Orks can overwhelm an opponent. You can overwhelm them with gunfire and cause ridiculous numbers of saves. You can overwhelm them with numbers, and put so many models on the table that they can't kill them all before taking it in the face. You can overwhelm them with speed but using fast units (vehicles / stormboyz / etc) to put models into your opponent's face faster than they can handle. You can overwhelm them with sneakiness, and outflank or ambush half your army. You can even overwhelm your opponents by smell, constantly doing the chicken dance and waving your armpits around whilst screaming that Orks don't take showers unless it rains blood.

Ork tactics consist of overwhelming your opponent with something ORKY. Abandon your finesse ideas, and keep it simple. Pick a theme and run with it. But "combined arms" is an English phrase, not an orkish one. Combined arms to Orks means, "Wot? Youz mashed up dis choppa and axe into one stinkin' choppy? Waaaugh!" Bloodshed followed that particularly short interview.

Anyway, that's my advice. Pick a theme and start there. Orks have a lot of potential themes, but you've got to pick one.

   
Made in ca
Stabbin' Skarboy




123 fake street

No ard boys, ever, they have "some" applications, but really just forget the armour and get more boys. Take a KFF for sure, and as it's been said, keep to one aspect of orkyness, either chppy, shooty, or stompy.

"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
Regular Dakkanaut





In a nutshell, use the following rules with orks:

1) Numbers before gubbins (i.e. unnecessary upgrades)

2) Focus your army on either: lots of shooting/stalling units, lots of big hordes of boys with some support that doesn't detract from your numerical advantage, or go mechanized/speedy and focus on swarming a particular part of the opponents force with your entire force.

3) Also, redundancy is key. Go for cheap efficient builds with your troops, and try to have at least 3-4 units that all fulfill the same role. Unless your opponent is suck, not all of your units are going to make it into combat. By having a diversified and overly tactical list, you make it too easy for an opponent to eliminate key threats and leave your luvvable space-tards neutered. If you have a lot of redundant, yet efficient units all performing generally the same task, the opponent has no choice but to fight for their lives in combat, at one point or another, which is where orks excel.

4) Orks have furious charge as an army-wide rule. Remember this and do the best you can to get the charge in on your opponent. If you are fighting a faster opponent, use bait units to lure them into your charge range, and then engulf them. If you are faster than your opponent, than try to hit your opponents weakest flank with as many combat units as possible.

This message was edited 1 time. Last update was at 2009/11/20 02:17:09


 
   
Made in ca
Stabbin' Skarboy




123 fake street

Orks only really have a couple anti tank things. That is the area were most orks games go bad. Take big units of cheap boyz with a nob with bosspole and Power claw. If nothing else view it as a single 31 wound strength 8 (9 on a charge) model.

"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. 
   
 
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